• Title/Summary/Keyword: 시각 유도성

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A Study on the Positive Impact of a Persuasive Game and Its Potential for Social Change Literacy (게임의 긍정적 역할과 인식변화를 위한 기능성 게임의 개발에 관한 연구)

  • Kim, Young-Su;Kim, Na-Young;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.39-48
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    • 2014
  • Serious games have many potentials to facilitate positive social change on communities and individuals. However, there have been few researches to study this issue in Korea. In this paper, therefore, we developed a persuasive game based on persuasive game design principles to provide an ordinary person with experiences of the blind so that they communicate, understand, and harmonize. We did surveys before and after 20 players played the persuasive game. We found that a persuasive game might have positive impacts on social change literacy partially.

Kiosk for the Visually Impaired using Voice Recognition (음성인식 기능을 이용한 시각장애인용 키오스크)

  • Kim, Dae-Young;Lee, Ah-Hyun;Lee, Gun-Haeng;Kim, Se-Hyun;Lee, Boong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.873-882
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    • 2022
  • In this paper, we studied the voice recognition system kiosk for convenience, thinking that the kiosk widely used in modern society should compensate for the inconvenience of using by the visually impaired. Using ultrasonic sensor and PIR(Passive Infrared), it recognizes the visually impaired within the range of 80cm-40cm, introduces the kiosk through the MP3 module and induces them to come closer. Also, when the visually impaired within 40cm is recognized, the product description and order are guided through the MP3 module. A recording-based data voice recognition system and a kiosk that outputs desired items through servo motors were studied. A kiosk for the convenience of the visually impaired was manufactured through operation and optimization experiments of PIR, ultrasonic, voice recognition, and shock sensor for the manufactured voice recognition kiosk. Finally, it was confirmed that security can be strengthened by using shock sensors and emergency bells to enhance security.

Development of a PC-based 3-D Seismic Visualization Software (PC 기반의 3차원 탄성파 자료 시각화 소프트웨어 개발 연구)

  • Kim, Hyeon-Gyu;Lee, Doo-Sung
    • Geophysics and Geophysical Exploration
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    • v.6 no.1
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    • pp.35-39
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    • 2003
  • A software to visualize and analyse 3-D seismic data is developed using OpenGL, one of the most popular 3-D graphic library, under the PC and Windows platform. The software can visualize the data as volume and slices, whose color distribution is specified by a special dialog box that can pick a color in RGB or HSV format. The dialog box can also designate opacity values so that several 3-D objects can be displayed superimposed each other. Horizon picking is implemented very easily with this software thanks to the guided picking method. The picked points from a horizon will compose a set of points, mesh, and a surface, which can be viewed and analysed in three dimensions.

Perception and action: Approach to convergence on embodied cognition (지각과 행위: 체화된 인지와의 융복합적 접근)

  • Lee, Young-Lim
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.555-564
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    • 2016
  • Space perception is generally treated as a problem relevant to the ability to recognize objects. Alternatively, the data from shape perception studies contributes to discussions about the geometry of visual space. This geometry is generally acknowledged not to be Euclidian, but instead, elliptical, hyperbolic or affine, which is to say, something that admits the distortions found in so many shape perception studies. The purpose of this review article is to understand perceived shape and the geometry of visual space in the context of visually guided action. Thus, two prominent approaches that explain the relation between perception and action were compared. It is important to understand the fundamental information of how human perceive visual space and perform visually guided action for the convergence on embodied cognition, and further on artificial intelligence researches.

A Study on Visual Mise-en-Scene of VR Animation (VR 애니메이션 의 시각적 미장센 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.407-413
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    • 2017
  • Mis-en-Scene is a direction method of image aesthetics for constructing screen and space. Mis-en-Scene is important factor not only in plays and movies, but also in animations, and it is a strong method to induce audience to immerse in the works and to continue the immersion. This study examined animation's Mis-en-Scene based on theories of Mis-en-Scene in movies, how Mis-en-Scene is directed and expressed in virtual spaces, and what factors and characteristics induce audience to immerse in the works and continue the immersion through analysis on visual Mis-en-Scene factors of a specific case, VR animation . It was found that as visual Mis-en-Scene factors, character and props, background, unique quality and friendliness of character, natural movement and acting, symbolism and utilization, and variety and consistency of background induce and sustain immersion. It is thought that this study would helpful for related areas based on the findings which suggest that there is a need for differentiated measure and method to catch audience's eyes and sustain immersion utilizing characteristics of vidual Mis-en-Scene factors in VR animation in the future.

A Co-Development Environment for Visual Programs (시각 프로그램을 위한 공동 개발 환경)

  • Cho Yong Yoon;Yoo Chae Woo
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.1 s.33
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    • pp.125-132
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    • 2005
  • Visual programs consist of user interfaces and process logics. Because most visual IDEs(Integrated Development Environment) are utilized by only one developer, many developers can't cooperate simultaneously in one large-scaled visual Program to promote the development efficiency. This paper suggests a co-development environment for visual programs through which developers can cooperate with each other in the type of distribution. Developers can maintain the coincidence and the confidence of cooperation through a communication window and a job controller to process the Priority of the events that developers make in co-development work. Especially in large-sealed visual Program, the suggested environment reduces the burden that developer takes about the heavy development work, and many developers can divide and take the complex and large program modules according to their ability. We hope that the suggested environment can improve the development productivity and effectivity because it can reduce the time and effort for developing user interfaces in visual programs.

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Analysis and Visualization of Sleep Data by Using R (R을 이용한 수면 데이터 분석 및 시각화)

  • Jang, Yuhee;Yoo, Chi-Hun;Lim, Hyo-Sang
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.1226-1229
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    • 2015
  • 최근 인구 고령화 시대에 맞춰 개인건강에 대한 관심이 높아지고 있다. 이에 따라 헬스케어에 대한 관심이 집중되고 있으며, 스마트 기기나 웨어러블(wearable) 기기를 이용한 다양한 헬스케어 서비스들이 등장하였다. 특히 건강한 삶을 유지하는데 필수적으로 요구되는 수면에 관련 서비스들이 존재하지만, 사용자에게 실질적인 효용성을 제공하는 것에는 한계를 드러낸다. 본 논문에서는 사용자 자신의 수면 상태를 점검하여 올바른 수면 습관을 유도할 수 있도록 사용자의 수면주기를 시각화시키는 연구를 수행한다. 이를 위해 데이터 통계와 시각화에 적합한 언어인 R을 사용하여 사용자의 수면 데이터를 분석하여 시각화한다.

Study on the Design of Suitable Construction of High-Frequency Mass Heating Induction Coil (Mass Heating 고주파 유도가열 코일의 형상 설계에 관한 연구)

  • Lee, Sung-Hyung;Cho, Yun-Hyun
    • Proceedings of the KIEE Conference
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    • 2009.07a
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    • pp.849_850
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    • 2009
  • 본 논문에서는 mass heating에 적용되는 고주파 유도가열 코일의 형상설계에 대한 내용을 기술하였다. 고주파 전류가 흐르는 가운데, workpiece가 가장 고른 열분포 특성을 가질 수 있도록 가열시킬 수 있는 코일의 형태를 결정하는 과정을 나타내고 있다. 이를 설명하기 위해 유한요소법을 이용하여 와전류와 열전도 등의 결과를 데이터화하고 각 결과들의 순환적 재입력으로 수치들의 변화를 시각적으로 나타내어 제안된 코일 형상에 대한 효율성을 입증한다. 연구의 과정은 3차원 유한 요소 프로그램인 ANSYS로 이루어진다.

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Analysis of the Visual Attention to the 'Arrows' and the Affordance of Eye-movement of the 'Arrows' that Appear during the Course of Learning Science Textbooks of Pre-service Teachers: Focusing on the 'Weather and Our Life' Unit (예비교사의 과학교과서 학습 과정 중에 나타나는 '화살표'에 대한 시각적 주의 및 '화살표'의 시선 행동 유도성 분석: '날씨와 우리 생활' 단원을 중심으로)

  • Lim, Sung-man
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.211-225
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    • 2020
  • The purpose of this study was to investigate and analyze pre-service teachers' eye-movement in science textbooks in the learning process, whether they perceived "arrow" presented in textbooks, and changes in eye-movement by arrows. For the study, an eye-tracker, a eye-movement tracking device, was used, and 10 pre-service teachers attending a teacher training college were selected and conducted. The science textbook unit used in the research was the "Weather and Our Life" unit, one of the areas of earth science. As a result of the study, first, it was investigated that pre-service teachers devote more time to texts rather than illustrations in the learning process of science textbooks. Second, it was analyzed that pre-service teachers did not pay attention to the "arrow" presented in science textbooks. Third, it was confirmed that in order for "affordance of the eye-movement by arrow" to occur, sufficient concentration on "arrow" should be made. These findings suggest the importance of the learner's visual attention to learning elements in science textbooks such as "arrow". In addition, it suggests the importance of developing a textbook editing design that can induce visual attention to learning elements in textbooks through eye-movement research data for effective learning.

Focus - 디젤, 여전히 대세인 이유

  • Gwon, Yong-Ju
    • Korea Petroleum Association Journal
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    • s.305
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    • pp.22-25
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    • 2017
  • 계란을 한 바구니에 담지 않는 것은 그만큼 위험 분산의 필요성이 크기 때문이다. 에너지 또한 마찬가지다. 특정 에너지 의존도를 높이다 공급 문제가 발생하면 대체하기가 쉽지 않다. 단순히 환경적 시각만으로 연료 사용을 유도하는 것은 연료 다변화 차원에서도 바람직하지 않다. 최근 국내에서 벌어지는 디젤차 논란을 두고 하는 말이다.

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