• Title/Summary/Keyword: 시각 탐색

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Current Research Trends and Present Conditions on Visual Transformation of Digital Text (디지털텍스트의 시각적 변형에 관한 연구 동향 및 실태 분석)

  • Jin, Sung-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.486-497
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    • 2010
  • The purpose of this study is to investigate the research trends and the present conditions of real digital texts on "Visual Transformation." For the purpose of this study adopted two different methods: meta analysis and case study. The research trends on visual transformation of digital text were investigated through analyzing the total of 167 literature by means of synthetic meta analysis. Relevant literature was categorized into three types of research: functional, dynamic, and interactional transformation. The type of literature and research methods in each literature were analyzed. The present conditions of real digital texts on visual transformation were investigated by means of case study. The well designed 12 e-learning contents selected and analyzed in terms of the analysis framework which was drawn by the research trends. The results suggested problems as follows in designing e-learning contents. Firstly, there were some cases that did not follow the basic design principles related to typography. Secondly, the content was just provided in each learning steps without consideration of design to enhance text comprehension in many cases. Thirdly, web technology adequately was not applied to design e-learning contents.

Visualization Tool Design for Searching Process of Particle Swarm Optimization (Particle Swarm Optimization 탐색과정의 가시화를 위한 툴 설계)

  • 유명련
    • Journal of Korea Multimedia Society
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    • v.6 no.2
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    • pp.332-339
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    • 2003
  • To solve the large scale optimization problem approximately, various approaches have been introduced. Recently the Particle Swarm Optimization has been introduced. The Particle Swarm Optimization simulates the process of birds flocking or fish schooling for food, as with the information of each agent is skated by other agents. The Particle Swarm Optimization technique has been applied to various optimization problems whose variables are continuous. However, there are seldom trials for visualization of searching process. This paper proposes a new visualization tool for searching process of Particle Swarm Optimization algorithm. The proposed tool is effective for understanding the searching process of Particle Swarm Optimization method and educational for students. The computational results can be shown tiny and very helpful for education.

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Analysis on Factors and the Application of Mathematical Visualization in Problem Solving Process (문제 해결 과정에서 나타나는 수학적 시각화의 구성 요소 및 활용에 관한 분석)

  • Joo, Hong-Yun;Kwean, Hyuk-Jin
    • School Mathematics
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    • v.14 no.1
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    • pp.1-28
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    • 2012
  • The purpose of the study are to identify factors of mathematical visualization through the thirty students of highschool 2nd year and to investigate how each visualization factor is used in mathematics problem solving process. Specially, this study performed the qualitative case study in terms of the five of thirty students to obtain the high grade in visuality assessment. As a result of the analysis, visualization factors were categorized into mental images, external representation, transformation or operation of images, and spacial visualization abilities. Also, external representation, transformation or operation of images, and spacial visualization abilities were subdivided more specifically.

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Multi-Object Goal Visual Navigation Based on Multimodal Context Fusion (멀티모달 맥락정보 융합에 기초한 다중 물체 목표 시각적 탐색 이동)

  • Jeong Hyun Choi;In Cheol Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.9
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    • pp.407-418
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    • 2023
  • The Multi-Object Goal Visual Navigation(MultiOn) is a visual navigation task in which an agent must visit to multiple object goals in an unknown indoor environment in a given order. Existing models for the MultiOn task suffer from the limitation that they cannot utilize an integrated view of multimodal context because use only a unimodal context map. To overcome this limitation, in this paper, we propose a novel deep neural network-based agent model for MultiOn task. The proposed model, MCFMO, uses a multimodal context map, containing visual appearance features, semantic features of environmental objects, and goal object features. Moreover, the proposed model effectively fuses these three heterogeneous features into a global multimodal context map by using a point-wise convolutional neural network module. Lastly, the proposed model adopts an auxiliary task learning module to predict the observation status, goal direction and the goal distance, which can guide to learn the navigational policy efficiently. Conducting various quantitative and qualitative experiments using the Habitat-Matterport3D simulation environment and scene dataset, we demonstrate the superiority of the proposed model.

Grasping a Target Object in Clutter with an Anthropomorphic Robot Hand via RGB-D Vision Intelligence, Target Path Planning and Deep Reinforcement Learning (RGB-D 환경인식 시각 지능, 목표 사물 경로 탐색 및 심층 강화학습에 기반한 사람형 로봇손의 목표 사물 파지)

  • Ryu, Ga Hyeon;Oh, Ji-Heon;Jeong, Jin Gyun;Jung, Hwanseok;Lee, Jin Hyuk;Lopez, Patricio Rivera;Kim, Tae-Seong
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.9
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    • pp.363-370
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    • 2022
  • Grasping a target object among clutter objects without collision requires machine intelligence. Machine intelligence includes environment recognition, target & obstacle recognition, collision-free path planning, and object grasping intelligence of robot hands. In this work, we implement such system in simulation and hardware to grasp a target object without collision. We use a RGB-D image sensor to recognize the environment and objects. Various path-finding algorithms been implemented and tested to find collision-free paths. Finally for an anthropomorphic robot hand, object grasping intelligence is learned through deep reinforcement learning. In our simulation environment, grasping a target out of five clutter objects, showed an average success rate of 78.8%and a collision rate of 34% without path planning. Whereas our system combined with path planning showed an average success rate of 94% and an average collision rate of 20%. In our hardware environment grasping a target out of three clutter objects showed an average success rate of 30% and a collision rate of 97% without path planning whereas our system combined with path planning showed an average success rate of 90% and an average collision rate of 23%. Our results show that grasping a target object in clutter is feasible with vision intelligence, path planning, and deep RL.

An Exploratory Investigation on Visual Cues for Emotional Indexing of Image (이미지 감정색인을 위한 시각적 요인 분석에 관한 탐색적 연구)

  • Chung, SunYoung;Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.1
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    • pp.53-73
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    • 2014
  • Given that emotion-based computing environment has grown recently, it is necessary to focus on emotional access and use of multimedia resources including images. The purpose of this study aims to identify the visual cues for emotion in images. In order to achieve it, this study selected five basic emotions such as love, happiness, sadness, fear, and anger and interviewed twenty participants to demonstrate the visual cues for emotions. A total of 620 visual cues mentioned by participants were collected from the interview results and coded according to five categories and 18 sub-categories for visual cues. Findings of this study showed that facial expressions, actions / behaviors, and syntactic features were found to be significant in terms of perceiving a specific emotion of the image. An individual emotion from visual cues demonstrated distinctive characteristics. The emotion of love showed a higher relation with visual cues such as actions and behaviors, and the happy emotion is substantially related to facial expressions. In addition, the sad emotion was found to be perceived primarily through actions and behaviors and the fear emotion is perceived considerably through facial expressions. The anger emotion is highly related to syntactic features such as lines, shapes, and sizes. Findings of this study implicated that emotional indexing could be effective when content-based features were considered in combination with concept-based features.

Validity examination of the measurement of 3D visual fatigue using EEG (EEG 생체신호 기반 3D 시각피로 측정방법에 대한 타당화 연구)

  • Li, Hyung-Chul O.;Moon, Kyung-Ae
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.17-28
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    • 2012
  • Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.

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An Exploratory Study on the Importance and Performance Analysis of Health Message Design Principles (건강증진 메시지 디자인 원리의 중요도와 실행도에 관한 탐색적 연구)

  • Choi, Hyoseon;Cho, Young Hoan;You, Myoung Soon
    • The Journal of the Korea Contents Association
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    • v.14 no.6
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    • pp.307-318
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    • 2014
  • This study investigated how people perceived the importance of health message design principles including gist presentation, usefulness of content, format, and intuitive design and how well a webzine article published by Korean Ministry of Food and Drug Safety was designed in terms of the four design principles. This study also explored what individual characteristics influenced the perceptions of health message design principles. A total of 294 adults participated in the survey, and their responses were analyzed with the Importance-Performance Analysis method. Participants perceived that usefulness of content was most important in the text design; gist presentation was most important in the visual design; and format was well designed in both text and visual messages. This study showed that it is crucial to improve the quality of visual health messages particularly in terms of gist presentation and intuitive design. We also found that individuals' interest in health played a significant role in the perceptions of health messages. These results were discussed in regards to principles and strategies for the effective design of health messages.

Exploration of the Strategy in Constructing Visualization Used by Pre-service Elementary School Teachers in Making Science Video Clip for Flipped Learning - Focusing on Earth Science - (Flipped Learning을 위해 제작한 과학 학습 동영상에서 초등예비교사들이 사용한 시각화 구성 전략 탐색 - 지구 영역을 중심으로 -)

  • Ko, Min Seok
    • Journal of The Korean Association For Science Education
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    • v.35 no.2
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    • pp.231-245
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    • 2015
  • Flipped learning can be used as an innovative teaching method in science education. This study analyzes video clip produced by pre-service elementary school teachers for flipped learning and explore strategies to organize effective visualization. The pre-service elementary school teachers focused on providing information on macroscopic natural phenomenon using concrete case selection strategy for earth science class. They used marker and spatial transformation elements effectively, but their efforts to link the elements to the experience of students were not sufficient. In addition, it was very rare to put the contents into simplified drawing or provide extreme cases to enhance the imagery of students. In addition, it is necessary to provide specific case of multi-modal and link the material to the experience of students closely through familiar cases or analogical model to establish an effective visual teaching material. It may also be needed to present simplified drawing for enhancing imagery and provide extreme cases to make students have an opportunity to infer a new situation.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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