• Title/Summary/Keyword: 손 표현

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A Study on Software Architecture Evaluation Process (소프트웨어 아키텍처 평가 프로세스에 관한 연구)

  • 손이경;김행곤
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04b
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    • pp.373-375
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    • 2004
  • 오늘날 소프트웨어의 발전이 급격히 진보됨에 따라 소프트웨어 시스템의 품질에 대한 요구가 증가하고 있다 특히. 완성된 시스템이 품질에 대한 요구를 만족시키는 시스템인지의 여부를 결정하는 아키텍처의 평가가 매우 중요하다 그러나 평가 과정에서 아키텍처에 대한 부적절하거나 모호한 표현으로 인해 광범위한 응용에서는 많은 제약이 따른다. 그러므로 본 논문에서는 소프트웨어 아키텍처를 평가하기 위해 준비하고, 실행하고. 완료하는 세 가지 단계 제시한다. 이들 단계를 수행함에 따라 품질 속성의 획득에 많은 영향을 주는 아키텍처의 설계 결정을 중심으로 체계적인 아키텍처 평가가 이루어질 수 있다.

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The Implementation of an Assisitive Comunication System for the Mute and Language Disorder (언어장애인을 위한 통신보조기기의 구현)

  • 황인정;민홍기
    • Journal of Biomedical Engineering Research
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    • v.20 no.6
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    • pp.621-627
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    • 1999
  • 본 논문은 언어장애인을 위한 통신보조기기의 구현에 관한 연구이다. 통신보조기기에 적용되는 어휘는 사용자의 환경을 고려하여 선택되어야 하며 사용자의 환경에는 연령, 교육정도, 가족관계, 자주 이용하는 장소, 장애의 종류와 정도 등 사용자의 정신적, 육체적 능력을 모두 포함하여야 한다. 본 논문에서는 손의 사용이 가능하고, 어휘와 의미심볼의 관게를 이해할 수 있으면서, 음성표현이 부자유스러운 어린이를 사용자로 한정하였다. 사용자에 의해 발훼된 어휘는 중심어휘와 특정환경을 나타내는 장소 도메인에서의 사용어휘로 나눌 수 있다. 중심어휘는 장소에 구애받지 않고 일상생활에서 널리 쓰이는 어휘를 말하며, 장소 도메인에서의 사용어휘로 나눌 수 있다. 중심어휘는 장소에 구애받지 않고 일상생활에서 널리 쓰이는 어휘를 말하며, 장소 도메인에서의 사용어휘는 특정 장소에서 빈번히 사용하는 어휘를 말한다. 발췌된 어휘는 휴대용 통신보조기기로서의 공간적 제약을 극복하기 위하여 어휘를 명사, 동사, 조사로 나누어 좀더 많은 문장을 만들 수 있도록 하였으며, 동적 시스템과 정적시스템의 장점을 고려하여 장소 도메인 별 어휘로 나누면서 의미함축의 원리를 도입하였다. 또한 어휘의 인식이 쉽도록 의미심볼과 어휘를 대응하여 표현하였고, 시스템의 기능 혹은 어휘분류에 따른 화면의 배경색을 다르게 설정하여 쉽게 사용자가 선택할 수 있도록 하였으며 , 사용자의 선택에 의해 구성된 문장은 화면표시관에 보여진 후 음성으로 표현하였다.

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The Emotional Expression Character study of Utilizing Advertising Media (문자를 활용한 매체광고의 감성적 표현)

  • Kim, Young-Kook
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.166-174
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    • 2010
  • As the speed of social change consumers' buying patterns change, with an effective and competitive means of communication is an effort to find ads world. Characters have to maximize its own image, the character font used for the situation fits perfectly expressed in the formative Calligraphy differentiated pay plan as part of Calligraphy is considered. People feel in the hand by writing letters that can not be standardized as a strong symbol and symbolism, and the appeal and beauty, dynamic motion, mystery, and can be expressed. Design disciplines across all areas of Calligraphy extensive coverage, digital coolness of the hard preparation for the soft and warm lyricism analogue availability is required to meet contemporary needs. Media ads that emphasize the use of the Calligraphy emotional representation of the contents of the ads favorable to improve cognitive function, attention, recall of positive affect and, therefore, character-driven emotional expression as an art communications capabilities with one of the media is situated in the heart of the culture.

A Case of Trisomy 8 Mosaicism in a Patient with Secondary Amnorreha without Abnormal Phenotype (속발성 무월경 외 비정상 표현형이 없는 Trisomy 8 Mosaicism의 증례 보고)

  • Kang, Hye-Sim;Son, Young-Soo;Kim, Sung-Yob;Park, Chul-Min;Shim, Soon-Sup
    • Journal of Genetic Medicine
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    • v.8 no.1
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    • pp.67-70
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    • 2011
  • Constitutional trisomy 8 mosaicism (CT8M) is a relatively rare aneuploidy in humans with characteristic phenotypes including typical craniofacial feature (such as deformed skull, prominent forehead, low-set and/or dysplastic ears), skeletal malformation, cardiac anomaly, renal malformation, cryptochidism, varying degree of developemental delay. Due to the extremely variable phenotypic and cytogenetic expression, CT8M has gone undiagnosed in certain patients. We report a 28-year-old women with secondary amenorreha without characteristic CT8M phenotype. Chromosomal analysis showed a CT8M (47,XX,+8[9]/46,XX[41]).

Efficient Fingertip Tracking and Mouse Pointer Control for Implementation of a Human Mouse (휴먼마우스 구현을 위한 효율적인 손끝좌표 추적 및 마우스 포인트 제어기법)

  • 박지영;이준호
    • Journal of KIISE:Software and Applications
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    • v.29 no.11
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    • pp.851-859
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    • 2002
  • This paper discusses the design of a working system that visually recognizes hand gestures for the control of a window based user interface. We present a method for tracking the fingertip of the index finger using a single camera. Our method is based on CAMSHIFT algorithm and performs better than the CAMSHIFT algorithm in that it tracks well particular hand poses used in the system in complex backgrounds. We describe how the location of the fingertip is mapped to a location on the monitor, and how it Is both necessary and possible to smooth the path of the fingertip location using a physical model of a mouse pointer. Our method is able to track in real time, yet not absorb a major share of computational resources. The performance of our system shows a great promise that we will be able to use this methodology to control computers in near future.

Finger Detection using a Distance Graph (거리 그래프를 이용한 손가락 검출)

  • Song, Ji-woo;Oh, Jeong-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1967-1972
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    • 2016
  • This paper defines a distance graph for a hand region in a depth image and proposes an algorithm detecting finger using it. The distance graph is a graph expressing the hand contour with angles and Euclidean distances between the center of palm and the hand contour. Since the distance graph has local maximum at fingertips' position, we can detect finger points and recognize the number of them. The hand contours are always divided into 360 angles and the angles are aligned with the center of the wrist as a starting point. And then the proposed algorithm can well detect fingers without influence of the size and orientation of the hand. Under some limited recognition test conditions, the recognition test's results show that the recognition rate is 100% under 1~3 fingers and 98% under 4~5 fingers and that the failure case can also be recognized by simple conditions to be available to add.

The Development of the Conceptual Model Visualization Program (개념모델 가시화 프로그램의 개발)

  • Choi, Hong-Seok;Okazaki, Akira
    • Science of Emotion and Sensibility
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    • v.13 no.3
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    • pp.573-580
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    • 2010
  • The earlier KANSEI evaluation had to choose not to overlap the opposite meaning of the words, had to choose that some figures are shown step by step and had to choose be prepared things in advance. However, The Study shows a method which visualizes the imprecise evaluations of human without choosing evaluation items which are not prepared figures. The program is used the way which is entered by hand-drawing that the subjects use the way to enter their subjective feelings about the evaluations presented by using the mouse or the graphics tablet. It is possible to express imprecise things about evaluations and the method of drawing is free. The program provides that we can express our thinking by drawing and there are a few limits and the prescribed standard. The area ratio of each circle is expressed as a pie chart and the area of circle what is drawn which is counted automatically at the same time. These things are possible not only to modify a transparency, a thickness of a line, a color and the area of circle what is drawn, but also to adjust the area of circle. The conceptual model is visualized that expresses something by hand-drawing such as a circle. The conceptual model has wide range of applications such as a personnel evaluation, a suffering evaluation and product evaluation. The program currently has been testing the effective of the program's possibilities which is used with the personnel appraisal tool of the nurses themselves who work in nurse support department where the St. Marianna University School of Medicine Hospital is. And also the program is proceeding with development to visualize the conceptual model by dynamic interfaces effectively and the program is applied such as KJ method and a program is used to express the kind of the patient's pain and its level.

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Sketch Style Effect using Spatial Filter (공간 필터를 이용한 스케치 스타일 효과)

  • Kim, Seung-Wan;Gwun, Ou-Bong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.86-93
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    • 2009
  • In this paper, we propose a method that generates a sketch likely to be drawn by a human from a real image(a computer generated image or a photo image). The method can create human friendly images with pen strokes by using image processing techniques such as spatial filters. In order to create the human friendly image, first, we made the tiny unnecessary contours. Second, we made the second image by inverting the first image and performed a processing similar to the first processing. Last, we subtracted the second image from the first image and added a hatch to it. The sequence of processing enables us to generate a human friendly image with line shading, likely to be sketched by water pen compared to the past method(pencil hatching and sketch effects). Also the proposed method can represent the sketch effects more effectively with applying different hatch to the shading area of a input image.

Korean Emotion Vocabulary: Extraction and Categorization of Feeling Words (한국어 감정표현단어의 추출과 범주화)

  • Sohn, Sun-Ju;Park, Mi-Sook;Park, Ji-Eun;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.105-120
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    • 2012
  • This study aimed to develop a Korean emotion vocabulary list that functions as an important tool in understanding human feelings. In doing so, the focus was on the careful extraction of most widely used feeling words, as well as categorization into groups of emotion(s) in relation to its meaning when used in real life. A total of 12 professionals (including Korean major graduate students) partook in the study. Using the Korean 'word frequency list' developed by Yonsei University and through various sorting processes, the study condensed the original 64,666 emotion words into a finalized 504 words. In the next step, a total of 80 social work students evaluated and classified each word for its meaning and into any of the following categories that seem most appropriate for inclusion: 'happiness', 'sadness', 'fear', 'anger', 'disgust', 'surprise', 'interest', 'boredom', 'pain', 'neutral', and 'other'. Findings showed that, of the 504 feeling words, 426 words expressed a single emotion, whereas 72 words reflected two emotions (i.e., same word indicating two distinct emotions), and 6 words showing three emotions. Of the 426 words that represent a single emotion, 'sadness' was predominant, followed by 'anger' and 'happiness'. Amongst 72 words that showed two emotions were mostly a combination of 'anger' and 'disgust', followed by 'sadness' and 'fear', and 'happiness' and 'interest'. The significance of the study is on the development of a most adaptive list of Korean feeling words that can be meticulously combined with other emotion signals such as facial expression in optimizing emotion recognition research, particularly in the Human-Computer Interface (HCI) area. The identification of feeling words that connote more than one emotion is also noteworthy.

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Definition and Application of a Layered Avatar Behavior Script Language for Reusability and Simplicity (재사용성 및 용이성을 위한 계층적 아바타 행위 스크립트 언어의 정의)

  • Kim Jae-Kyung;Choi Seung-Hyuk;Sohn Won-Sung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.455-476
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    • 2006
  • An avatar script language consists of commands set which is used to control avatar behaviors in cyberspace. The script language should be abstract from complex low-level concepts, so that a user can write down a scenario script easily without concerning about physical motion parameters. Also, the script should be defined in a standard format and structure to allow reusing in various implementation tools. In this paper, a layered script language is proposed for avatar behavior representation and control, which consists of task-level behavior, high-level motion and primitive motion script language. The script language of each layer represents behavior elements for a scenario scripting interface, an avatar motion sequence, and geometric information of implementation environment, respectively. Therefore, a user can create a scenario script by abstract behavior interface and a script can be applied to various implementations by the proposed translating process. A presentation domain is chosen for applying the proposed script language and the implementation result shows that the script is flexibly applied in several applications.