• Title/Summary/Keyword: 습득패턴

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Software Architecture Design based on Interface and View Analysis (인터페이스와 뷰 분석을 이용한 소프트웨어 아키텍처 설계방법)

  • Kung, Sang-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5072-5082
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    • 2010
  • The Paper describes the methodology for Software Architecture Design. The key idea is to find the interfaces between the actors, modules, and communicating entities, and use them to identify the software design elements. The identified interfaces and modules are further used to find new modules and interfaces until the every design elements are found and located in the software architecture. This method starts the architecture design with finding the interfaces and enables the natural design procedure by relating the cause and results of the design. It also makes use of not only 5 architectural views for analysis and design of the software, but also concept of architecture patterns in design procedure. Especially, this method is also useful for the novice of the software architecture design.

Implementation of the Speech Emotion Recognition System in the ARM Platform (ARM 플랫폼 기반의 음성 감성인식 시스템 구현)

  • Oh, Sang-Heon;Park, Kyu-Sik
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1530-1537
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    • 2007
  • In this paper, we implemented a speech emotion recognition system that can distinguish human emotional states from recorded speech captured by a single microphone and classify them into four categories: neutrality, happiness, sadness and anger. In general, a speech recorded with a microphone contains background noises due to the speaker environment and the microphone characteristic, which can result in serious system performance degradation. In order to minimize the effect of these noises and to improve the system performance, a MA(Moving Average) filter with a relatively simple structure and low computational complexity was adopted. Then a SFS(Sequential Forward Selection) feature optimization method was implemented to further improve and stabilize the system performance. For speech emotion classification, a SVM pattern classifier is used. The experimental results indicate the emotional classification performance around 65% in the computer simulation and 62% on the ARM platform.

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Dynamic Resource Assignment in the Multi-layer Networks (다계층 네트워크에서 동적 자원 할당 체계 방식 연구)

  • Kang, Hyun Joong;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.6
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    • pp.77-82
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    • 2013
  • Looking at the recent value change of users and the usage pattern of network users, it is changing from simple web information, one-way information acquisition and data transmission to increase of usage of multimedia, increasing demand for security and customization, and increasing demands for free mobility. Due to this change of demand, the services which were provided individually, developed into a form which is merged, the network also seems to develop into the combined network from the individual network for individual service, and the communication network control technology which is the core technology is also rapidly developing.. This paper propose three path computation scheme that not only use the resources effectively but also to minimize the information transmissions between the multi-layers in a multi-domain environment. This paper also suggested that the optimum path choice be performed through diversification of the path selection using the information of various layers altogether in the multi-layer environment, compared with the established path selection method when the path was selected using the information of each layers.

Educational Method of Algorithm based on Creative Computing Outputs (창의적 컴퓨팅 산출물 기반 알고리즘 교육 방법)

  • Hur, Kyeong
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.49-56
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    • 2018
  • Various types of SW education are being operated by universities for non-major undergraduates. And most of them focus on educating computational thinking. Following this computing education, there is a need for an educational method that implements and evaluates creative computing outcomes for each student. In this paper, we propose a method to realize SW education based on creative computing artifacts. To do this, we propose an educational method for students to implement digital logic circuit devices creatively and design SW algorithms that implement the functions of their devices. The proposed training method teaches a simple LED logic circuit using an Arduino board as an example. Students creatively design and implement two pairs of two input logic circuit devices, and design algorithms that represent patterns of implemented devices in various forms. And they design the functional extension and extended algorithm using the input device. By applying the proposed method, non-major students can gain the concept and necessity of algorithm design through creative computing artifacts.

Effect of Functional Exercise Using Linear Ladder on EEG Activities in College Men (줄사다리를 이용한 기능적 운동이 남자대학생의 뇌파 활성에 미치는 영향)

  • Jung, Suk Yool;Lee, Hae Lim;Lee, Sung Ki
    • Journal of Naturopathy
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    • v.11 no.2
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    • pp.79-84
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    • 2022
  • Background: Exercise influences the generation of brain cells through learning and experience in the process of acquiring motor skills and helps improve brain function. It is necessary to scientifically verify how brain wave activity, a method of analyzing brain function, affects movement. Purposes: We scientifically identify the positive effects on EEG activity when applying complex functional linear ladder movements in an appropriate environment. Methods: After recruiting 30 male university students, we divided them into a linear ladder exercise group, a treadmill exercise group, and a control group, and exercise was applied and measured repeatedly for ten weeks. Results: There was a statistically significant change between groups in the left prefrontal lobe of alpha waves when exercise was applied (p < .05). Conclusions: Although exercise has a positive effect on EEG, line ladder exercise, which applies a complex pattern and produces more leg movement, appears to have a better impact on brain function than traditional aerobic exercise.

A Study on Robust Speech Emotion Feature Extraction Under the Mobile Communication Environment (이동통신 환경에서 강인한 음성 감성특징 추출에 대한 연구)

  • Cho Youn-Ho;Park Kyu-Sik
    • The Journal of the Acoustical Society of Korea
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    • v.25 no.6
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    • pp.269-276
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    • 2006
  • In this paper, we propose an emotion recognition system that can discriminate human emotional state into neutral or anger from the speech captured by a cellular-phone in real time. In general. the speech through the mobile network contains environment noise and network noise, thus it can causes serious System performance degradation due to the distortion in emotional features of the query speech. In order to minimize the effect of these noise and so improve the system performance, we adopt a simple MA (Moving Average) filter which has relatively simple structure and low computational complexity, to alleviate the distortion in the emotional feature vector. Then a SFS (Sequential Forward Selection) feature optimization method is implemented to further improve and stabilize the system performance. Two pattern recognition method such as k-NN and SVM is compared for emotional state classification. The experimental results indicate that the proposed method provides very stable and successful emotional classification performance such as 86.5%. so that it will be very useful in application areas such as customer call-center.

One Boundary Diffusion Model Analysis on Distributions of Eye Fixation Durations in Reading; Eye Movement Tracking Study (우리글 읽기에서 나타난 성인과 청소년의 고정시간 분포분석과 단일경계 확산모형 제안)

  • Choo, Hyeree;Koh, Sungryong
    • Korean Journal of Cognitive Science
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    • v.32 no.1
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    • pp.1-53
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    • 2021
  • The aim of this study was to analyze word frequency effects on eye fixation duration in Korean reading with a one-boundary diffusion model and to show how these phenomena differ between adults (20-28yrs) and adolescents (13-14yrs). We predicted that the drift rate parameter in the boundary diffusion model would reflect the information processing of the fovea during silent reading. Through an eye movement tracking experiment while controlling word properties such as the word frequency and the age of acquisition, Experiment 1 and Experiment 2 show that the information processing pertaining to words to be placed in the fovea is connected to the drift rate of the one-boundary diffusion model parameters. In Experiment 1,in the adult group, the mean difference in the fixation time in the response proportion between the presence of high-frequency condition and low-frequency condition in the adult group was higher in quantile 0.9 than it was in the 0.1 quantile, but in the adolescent group, the mean difference in the fixation time in the response proportion between the two conditions was not significantly in the 0.9 quartile.In Experiment 2, the mean difference in the fixation time in the response proportion between early-acquired condition and late-acquired condition in both groups was also higher in the quantile 0.9 than in the 0.1 quantile. The distribution of the two conditions in the both groups was positively skewed, and the difference showed the same pattern found in the results of Ratcliff(Ratcliff & McKoon, 2008). Based on the experimental results, we propose one-boundary diffusion model as a tool to explain word property effects and individual differences in reading. In particular, we suggest that the drift rate parameter in the boundary diffusion model reflects the information processing of the fovea during reading. In addition, the results show that one-boundary diffusion model can be used to predict the aforementioned phenomena in reading.

A Study of the method about Improving engineer by YeGamChang creating mechanism (예술창조 매커니즘을 통한 창조적 공학인의 육성 방안 연구 -교육 사례를 중심으로-)

  • Kwon, Yong Rang;Lee, Kyung Hwan;Kim, Su Jeong
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.3 no.2
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    • pp.11-17
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    • 2011
  • As a rapid rate of social change and competitive, paradigm of industry environment manufacturing products and services is shifted. Engineers design, develop, manufacture the products and services are strongly asked competency of different new creative practices. This means while industrial structure has been shifted from mass production to various allied production and social engineering based production, qualifications of engineers are required to individual creative competency as alternatives. In order to improve the competency, engineer become the creative people have ability to develop the professional knowledge competency and expand the competency to convergence the new product and services with sensing the life and social structure shift, human engineering, psychology, and emotion. For the competency, we develop the training program "improving convergence, creativity through Art." we intend that the program should be composed of creative engineering mechanism combined creative arts mechanism. It has been operated to the engineers for 17 weeks. we will discuss the program result and research direction and utilization in depth.

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Social Network Analysis of TV Drama via Location Knowledge-learned Deep Hypernetworks (장소 정보를 학습한 딥하이퍼넷 기반 TV드라마 소셜 네트워크 분석)

  • Nan, Chang-Jun;Kim, Kyung-Min;Zhang, Byoung-Tak
    • KIISE Transactions on Computing Practices
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    • v.22 no.11
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    • pp.619-624
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    • 2016
  • Social-aware video displays not only the relationships between characters but also diverse information on topics such as economics, politics and culture as a story unfolds. Particularly, the speaking habits and behavioral patterns of people in different situations are very important for the analysis of social relationships. However, when dealing with this dynamic multi-modal data, it is difficult for a computer to analyze the drama data effectively. To solve this problem, previous studies employed the deep concept hierarchy (DCH) model to automatically construct and analyze social networks in a TV drama. Nevertheless, since location knowledge was not included, they can only analyze the social network as a whole in stories. In this research, we include location knowledge and analyze the social relations in different locations. We adopt data from approximately 4400 minutes of a TV drama Friends as our dataset. We process face recognition on the characters by using a convolutional- recursive neural networks model and utilize a bag of features model to classify scenes. Then, in different scenes, we establish the social network between the characters by using a deep concept hierarchy model and analyze the change in the social network while the stories unfold.

Study on Guidelines for Selecting Traditional Games in Relation to Multiple Intelligence Development (다중지능발달을 위한 민속놀이 선정기준 연구)

  • Kim, Eun Kyung;Kwon, Dae Won
    • Korean Journal of Childcare and Education
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    • v.10 no.5
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    • pp.229-248
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    • 2014
  • The purpose of this study is to draw guidelines on how to select traditional games that would efficiently help and develop multiple intelligences in children. Guidelines standard of section inquiries were prepared through a Delphi survey targeting twenty experts in early childhood education and traditional games. As a result, linguistic intelligence questions regarding writing, listening, speaking and vocabulary acquisition were selected. logical-mathematical intelligence questions regarding strategy, counting, patterns, hypothesis, verification, and comparing, contrasting, calculating ability were selected. Spatial intelligence questions regarding drawing, coloring, representation activities, operating and creating were selected, physical performance intelligence questions regarding global muscles, eye-hand coordination, flexibility, accommodation force, balance, agility and muscular strength were selected. Musical intelligence included questions about singing, and playing musical instruments. Interpersonal intelligence included perspective-taking, role-sharing, cooperation and discussion. For intrapersonal intelligence questions regarding personal significance-ties, planning-decision making, emotional expression and problem solving were selected. Finally, in relation to naturalist intelligence, questions regarding living organisms, inanimate objects and seasons were selected. In addition, traditional games were analyzed based on the finalized guidelines, and the results showed that each of the traditional games would not only work with one intelligence at a time but with other different intelligence as well. In the light of that, the study confirmed the validity of the guidelines on how to select traditional games that would develop multiple intelligences in children.