• Title/Summary/Keyword: 시각화실험

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Visualization of Multiple Transcript Sequences and Comparison using Boolean Query (다중 전사체 서열의 시각화와 불리언 질의를 이용한 비교)

  • Park, TaeWon;Cho, Hwan-Gue;Lee, DoHoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1330-1332
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    • 2012
  • 생물정보학 데이터를 분석하는 과정에서 서열 데이터의 시각화는 연구자에게 방대한 서열 데이터의 특성을 눈으로 쉽게 이해하기 위한 필수 과정이다. 대조 실험 데이터나 다중 서열 데이터를 시각화해 주는 많은 도구들이 있지만 방대한 유전체 서열에서 사용자가 원하는 다중 데이터간의 비교 영역을 찾아서 시각화해주는 기능이 부족한 것이 현 상황이다. 본 논문은 불리언 질의를 통해서 다중 전사체 서열을 효율적으로 비교하고 그 결과를 시각화해주는 방법을 제안한다.

Platform Implementation for Cooperation and Visualization of Emotional Research Data in the Adjacent Field (인접한 감성 연구 데이터의 상호 연계와 시각화를 위한 플랫폼 구현)

  • Lee, Sang-Tae;Jeong, Myeong-Su;Choe, Gi-Seok;Heo, Tae-Sang
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.58-61
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    • 2008
  • 융합과 사용자 중심의 학문을 지향하는 현대 과학의 연구 흐름을 감성과학 분야에 적용하기 위해서는 감성 데이터의 생산, 정제, 관리, 시각화, 공유를 표준화된 플랫폼으로 제공할 필요가 있다. 이를 통해 인접 분야의 감성데이터를 손쉽게 연동하여 해석하고자 한다. 시각화 플랫폼을 통하여 외부 자극에 대한 실험참여자의 정서 데이터베이스와 분석 도구를 구축하고 이를 역 방향으로 진행시켜 자신의 의지대로 정서를 변화시키기 위하여 외부 자극을 선택할 수 있도록 돕는 것이 구축중인 플랫폼을 통한 감성 측정과 표현에 대한 디자인 목표이다.

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The Effects of Flash Panorama-based Virtual Field Trips on Students' Spatial Visualization Ability and Their Understanding of Volcanic Concept in High School Earth Science Class (고등학교 지구과학 수업에서 플래시 파노라마 기반 가상 야외 답사의 활용이 학생들의 공간 시각화 능력 및 화산 개념 이해에 미치는 영향)

  • Heo, Jun-Hyuk;Lee, Ki-Young
    • Journal of the Korean earth science society
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    • v.34 no.4
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    • pp.345-355
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    • 2013
  • While virtual field trips (VFT) are considered as an attractive alternative to traditional field experience, it is unclear how VFT are best used in Earth Science curriculum. In this study, we investigated the effects of flash panorama-based VFT on students' spatial visualization ability and their understanding of volcanic concept in high school Earth Science class. To investigate the effects of instructional treatment, we conducted pre and post-test on participants' spatial visualization ability and their understanding of volcanic concept, and analyzed using analysis of covariance (ANCOVA) and linear regression. Findings are as follows: First, the change in students' spatial visualization ability in experimental group was significantly higher than that of control group, especially in spatial manipulation category. Second, the change in students' understanding of volcanic concept in experimental group was higher than that of control group in most of the categories, but it is statistically not significant. Last, the change in correlation between spatial visualization ability and understanding of volcanic concept in experimental group was remarkably high compared to control group.

Visualization of Natural Convection Heat Transfer on Horizontal Cylinder Using the Copper Electroplating System (전기도금계를 이용한 수평관 외부 자연대류의 시각화)

  • Heo, Jeong-Hwan;Chung, Bum-Jin
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.35 no.1
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    • pp.43-51
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    • 2011
  • Natural convection heat transfer phenomena on a horizontal cylinder have been studied experimentally in order to investigate the applicability of analogy experimental methodology using a copper electroplating system and to visualize the local heat transfer rates depending on the angular position and the diameter of the horizontal cylinder. In the copper electroplating system, the copper ion produced at the anode moves by convection and diffusion to the cathode and reduces at the cathode, representing the heat transfer. By using aluminum cathode with a distinguishable color, the amount of copper plated could visualize the amount of heat transferred depending on the angular position of the cylinder. The diameter of the cylinder is varied from 0.01m to 0.15m, which correspond to Rayleigh numbers in the range of $1.73{\times}10^7$ to $5.69{\times}10^{11}$. The test results are in good agreement with existing heat transfer correlations.

Pedagogical effectiveness of algorithm visualizations in teaching the data structures and algorithms in elementary schools (초등학교의 자료구조와 알고리즘 수업에서 알고리즘 시각화의 교육적 효과)

  • Chun, Seok-Ju
    • Journal of The Korean Association of Information Education
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    • v.16 no.2
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    • pp.255-263
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    • 2012
  • Early algorithm education is very important in order to nurture excellent S/W developers in an information society. However a algorithm learning is a great challenge to elementary school students since understanding what a computer algorithm written in a static text format meant to do is difficult. It is expected that a student can easily visualize a algorithm through animations. In this study, we evaluate the pedagogical effectiveness of algorithm visualizations in teaching the fundamental data structures and algorithms in elementary schools. Thus we defined a new measure called 'Algorithm Visualization Factor(AVF)' and developed both text-oriented and animation-oriented PPTs of algorithm education elements, that is, Stack, Queue, Bubble Sort, Heap Sort, BDF, and DFS. We have conducted experiments and evaluations on diverse students groups. Extensive experiment results show that the average score of the student groups using animation-orirented PPT is greater(22%) than the one of the student groups using text-orirented PPT.

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Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

Proximity based Circular Visualization for similarity analysis of voting patterns between nations in UN General Assembly (UN 국가의 투표 성향 유사도 분석을 위한 Proximity based Circular 시각화 연구)

  • Choi, Han Min;Mun, Seong Min;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
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    • v.14 no.4
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    • pp.133-150
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    • 2015
  • In this study, we proposed Interactive Visualization methods that can be analyzed relations between nations in various viewpoints such as period, issue using total 5211 of the UN General Assembly voting data.For this research, we devised a similarity matrix between nations and developed two visualization method based similarity matrix. The first one is Network Graph Visualization that can be showed relations between nations which participated in the vote of the UN General Assembly like Social Network Graph by year. and the second one is Proximity based Circular Visualization that can be analyzed relations between nations focus on one nation or Changes in voting patterns between nations according to time. This study have a great signification. that's because we proposed Proximity based Circular Visualization methods which merged Line and Circle Graph for network analysis that never tried from other cases of studies that utilize conventional voting data and made it. We also derived co-operatives of each visualization through conducting a comparative experiment for the two visualization. As a research result, we found that Proximity based Circular Visualization can be better analysis each node and Network Graph Visualization can be better analysis patterns for the nations.

Visually-Adaptive Quantization method Based on Block DCT (DCT 기반 영상의 시각 적응적 양자화 방법에 관한 연구)

  • 김정현;박성찬;천승환;이귀상
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04b
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    • pp.604-606
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    • 2000
  • 본 논문에서는 인간의 시각 특성을 고려한 시각 적응적 DCT 영상 압축 방법이 제안되었다. 인간의 시각 체계의 특성 중 복잡한 영사이나 대비효과(contrast)가 큰 부분에서는 압축과정에서 발생한 왜곡이 쉽게 눈에 인지되지 않는 특성을 갖는 공간적 마스킹(spatial masking)을 이용하여 영상의 질을 어느정도 유지하면서 적응적 압축 방법에 의해 압축율을 보다 높이는 방법을 제시하였다. DCT 변환 블록에서 경계영역 정보를 많이 포함하는 부분을 추출한 후 이 영역은 다른 영역에 비해 복잡도가 더 높고 경계성분의 대비효과가 더 크기 때문에 이 영역의 분산을 취해 이 값에 따라 적응적으로 양자화한다. 실험결과, 제안된 영상 압축 알고리즘은 기존의 시각 적응적 압축 방법보다 좋은 성능을 보이며 특히 고주파 성분을 많이 가진 복잡한 영상에 대하여 높은 압축률을 보였다.

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Book Genre Visualization based on Genre Identification Algorithm (장르 판별 알고리즘을 이용한 책 장르 시각화)

  • Kim, Hyo-Young;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.52-61
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    • 2012
  • Text visualization is one of sectors in data visualization. This study is on methods to visually represent text's contents, structure, and form aspects based on various analytic techniques about wide range of text data. In this study -as a text visualization study-, 1) a method to find out the characteristics of a book's genre using words in the text of the book was looked into, 2) elements of visualization of a book's genre based on verification through an experiment were drew, and 3) the ways to intuitionally and efficiently visualize this were explained. According to visualization suggested by this study, first, actual genre of a book can be understood based on words used in the book. Second, with which genre is closed to the book can be found out with one glance through images of visualization. Moreover, the characteristics of complicated genres included in a book can be understood. Furthermore, the level of closeness (similarity) of a genre -which is found to be a representative genre using the number of dots, curvature of a curve, and brightness in the image- can be assumed. Finally, the outcome of this study can be used for a variety of fields including book customizing service such as a book recommendation system that provides images of personal preference books or genres through application of books favored by individual customers.

Coding Style Score Visualization Using Facial Expression (얼굴 표정을 이용한 코딩 스타일 점수 시각화)

  • Ji, Jeong-Hoon;Lee, Yun-Jung;Woo, Gyun
    • Journal of KIISE:Software and Applications
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    • v.37 no.7
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    • pp.578-583
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    • 2010
  • This paper presents an automated visualization system, called StyleVisualizer, which checks the coding style of source codes and visualizes the coding style score using facial expression. Our system represents some kinds of facial expressions according to the evaluated score of the code style: A smile face means that the source code follows coding standards correctly. To measure the effectiveness of the StyleVisualizer, some experiments have been conducted on two class students in an applied computer course. In the experiments, we have compared the error ratio for obeying the coding standards when the StyleVisualizer was used or not. According to the experimental results, the error ratio with the StyleVisualizer was reduced above 30% than that without it. We expect that our system can encourage the students to obey the coding standards by providing the feedback of the visualized faces corresponding to their programs, resulting in high readable programs.