• Title/Summary/Keyword: 시간 인지

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Analysis on Disaster Information Effect Process to Occupant Behaviour : Focusing on Relationship to Egress Time (피난시간을 중심으로 본 재실자특성에 대한 재난정보의 작용 과정 분석)

  • Ji, Donghoon;Lee, Seulbi;Lee, Hyun-Soo;Park, Moonseo
    • Korean Journal of Construction Engineering and Management
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    • v.19 no.3
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    • pp.11-22
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    • 2018
  • Existing efforts to reduce total egress time actually focused on reducing travel time. However, consideration to reduce perception time or response time was insufficient although the ratio of travel time is one-third of total egress time and situations which the safety cannot be ensured by only reducing travel time were aroused. Therefore, the concept of disaster information, which could reduce both perception time and response time got attention To analyze the effect of disaster information on occupant behaviour, this study identified a relationship between 10 major disaster information and 3 occupant behaviour factors in terms of reducing egress time. By referring the relationship, this study conducted an virtual egress experiment with survey on 4 cases, the elderly, intellectual disabled, hearing disabled and visual disabled, to identify disaster information which reduce total egress time effectively. Finally, by analyzing the experiment result, this study proposed the process of disaster information effect on occupant behaviour as complementing insufficient occupant behaviour to ensure the minimum level of safety and maximizing relatively high occupant behaviour to ensure enough level of safety. The results are expected to account for relationship between disaster information and occupant behaviour with more explanatory power in terms of egress time. With further studies of disaster information and group behaviour, these series of studies could provide basic references for disaster information and occupant behaviour.

Effects of Cognitive Function and Depression on Anxiety in Elderly People-Convergent approach (노인의 인지기능과 우울이 불안에 미치는 영향-융복합적 접근)

  • Lee, Jeong-Sook;Lee, Sun-Young
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.401-408
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    • 2015
  • This study was done to examine the relation of cognitive function, depression and anxiety in elderly people above 65 years of age, and to identify factors influencing anxiety. The data were collected from June 1 to August 30 2014. Data were collected by questionnaire from 363 elderly people. The instruments for this study were MMSE-DS, depression, anxiety. The data were analyzed using descriptive statistics, t-test, ANOVA, Pearson's correlation coefficients, and multiple linear regression with the SPSS/WIN 18.0 program. According to results, the significant factors influencing anxiety were sleeping time(${\beta}=-.249$, p<.001), depression(${\beta}=.218$, p<.001), cognitive function(${\beta}=-.209$, p<.001), occupation(${\beta}=-.133$, p=.006). The study reveals that it is necessary to develop a convergent program that maintain adequate sleep, prevents of cognitive impairment and decreases depression.

A Consumer Perception based on the Type of Recommender System : A Privacy Calculus Perspective (상품 추천 서비스 유형에 따른 소비자 반응 연구 : 프라이버시 계산 모델을 중심으로)

  • Choi, Hye-Jin;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.254-266
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    • 2020
  • The purpose of this study is to analyze the influence of the type of recommender system on consumer's perceived benefit and privacy risk. The result showed that the perceived usefulness and intension to click was high in the order of Hybrid-filtering, Bestseller, and SNS-based system. Privacy concern was high in order of SNS-based system, Hybrid-filtering, and Bestseller. Moderating effects of perceived personalization on the type of recommender system and perceived usefulness were significant. Finally perceived usefulness had positive effect, and privacy concern had negative effect on consumer's intension to click. This study has significant implications for digital marketing bt comparing consumer responses according to the type of recommended service. The result of this study can be helpful for providing and developing future recommender service.

Smart Phone Picture Recognition Algorithm Using Electronic Maps of Architecture Configuration (건물 배치 전자도면을 이용한 모바일 폰의 피사체 인지 방법)

  • Yim, Jae-Geol;Joo, Jae-Hun;Lee, Gye-Young
    • The Journal of Society for e-Business Studies
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    • v.17 no.3
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    • pp.1-14
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    • 2012
  • As the techniques of electronic and information are advancing, the computing power of a smart phone is becoming more powerful and the storage capacity of a smart phone is becoming larger. As the result, various new useful services are becoming available on smart phones. The context-aware service and mobile augmented reality have recently been the most popular research topics. For those newly developed services, identifying the object in the picture taken by the camera on the phone performs an extremely important role. So, many researches of identifying pictures have been published and most of them are based on the time consuming image recognition techniques. On the contrary, this paper introduces a very fast and effective method of identifying the objects on the photo making use of the sensor data obtained from the smart phone and electronic maps. Our method estimates the line of sight of the camera with the location and orientation information provided by the smart phone. Then it finds any element of the map which intersects the line of sight. By investigating those intersecting elements, our method identifies the objects on the photo.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

Automatic Method for Transforming Image into Tactile Map Based on Cognitive Characteristics of Visually Impaired Persons (시각장애인 인지특성을 기반으로 한 영상자료의 촉각지도 자동 변환 방법)

  • Kim, Hye-Young;Cho, Jin-Soo
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.452-458
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    • 2013
  • In this paper, we propose the method for automatically transfers images into tactile maps information based on cognition characteristics of visually impaired persons to more easily provide various image information for visually impaired persons. The proposed method automatically classify color images into row complexity and high complexity based on intensity information and transfer images into tactile map information using each different transformation process. Experimental evaluation, We performed with visually impaired five persons experiments for evaluating the recognition and satisfaction that tactile maps of the proposed automatic transforming method and the manually generated tactile maps of braille textbooks. Experimental results, the recognition and satisfaction that the tactile maps of the proposed method generated are very similar to those of the tactile maps of braille textbooks. Therefore, it could hugely be reduced the time and money of production education materials, and it could greatly improved educative results because it can add more easily that many image data of education materials.

The Effects of the Feuerstein's Cognitive Mediated Learning for Gifted Children on Attention Control and Attention Shift (Feuerstein의 인지적 중재학습이 영재아의 주의통제와 주의전환에 미치는 효과)

  • Yang, Yeon-Suk;Kil, Kyung-Suk
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.967-984
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    • 2010
  • This study purposed to examine the effects of the Feuerstein's cognitive mediated learning for gifted children on attention control and attention shift. For the study, 40 gifted students were chosen from the 3rd graders in elementary schools and divided into test and control groups using K-WISC-III and Torrance Tests of Creative Thinking. The mediated learning program that is targeted to improve the executive functions of gifted children has used the tools of Organization of Dots, Analytic Perception and Comparisons among Feuerstein's Instrumental Enrichment(FIE). According to the results of this study, a significant improvement has been observed in selective attention, self-control, sustained attention, and attention shift through cognitive mediated learning. Therefore, it has been proven that the cognitive mediated learning is effective in reducing gifted children's problematic behaviors that are caused by a lack of attention control and attention shift and improving their cognitive functions and potentials.

On a Study of Relation Between Glottal Spectrum and Speaker Identification Parameter (Glottal Spectrum 과 화자식별 Parameter와의 상관 관계에 관한 연구)

  • 이윤주;신동성;배명진
    • Proceedings of the IEEK Conference
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    • 2001.09a
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    • pp.793-796
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    • 2001
  • 음성인식 시스템은 인간의 의사소통 수단인 음성을 기계가 인지할 수 있게 하는 것이다. 이러한 음성 인식 알고리즘 개발은 현재 활발히 진행되고 있다. 올바른 음성인식 시스템의 구현을 위해서는 높은 인식률 구현과 적은 처리시간이 요구된다. 또한 인식률 향상을 위해서는 그 구현 알고리즘이 복잡해지고 이에 따라 많은 처리 시간이 요구된다. 본 논문에서는 성문 특성에 따른 Glottal Spectrum에 적응적인 필터계수를 적용하여 인식률 향상을 도모하였다. 제안한 알고리즘을 모의 실험한 결과 전체 인식률이 2% 향상되었다.

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Video Fingerprinting based on the Temporal Wavelet Transform (시간축 웨이블릿 변환에 의한 비디오 핑거프린팅)

  • 강현호;박지환;이혜주;홍진우
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11a
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    • pp.36-39
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    • 2003
  • 본 논문에서는 비디오 컨텐츠 내에 소유자와 구매자 정보를 함께 포함하는 핑거프린팅 정보를 삽입하여 불법으로 배포된 핑거프린팅 컨텐츠로부터 배포자가 누구인지를 추적할 수 있는 기법을 보인다. 특히, 문헌[1]에서 제시된 시간축 웨이블릿 변환을 이용하여 핑거프린팅 정보가 삽입될 영역을 분리해 주고, 역 변환을 통해 전 영역의 비디오 프레임에 정보가 삽입되게 된다. 이로 인해 핑거프린팅된 컨텐츠의 상이성을 이용한 기존의 여러 공모공격에도 강인함을 보이고 있다. 또한, 비디오 컨텐츠의 특성상 MPEG2의 압축에도 불법 배포자를 추적할 수 있는 강인함을 보인다.

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Design and Implementation of two phase Interrupt Service Routine for Real-Time Operating Systems (실시간 운영체제를 위한 2단계 인터럽트 서비스 루틴의 설계 및 구현)

  • 이재규;조문행;정명조;이철훈
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.04a
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    • pp.160-162
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    • 2004
  • 실시간 운영 체제(Real-Time Operating Systems)는 시스템 동작이 논리적 정확성뿐만 아니라 시간적 정확성에도 좌우되는 운영 체제이다. 시간 결정성(Time Determinism)을 지키기 위해서는 시스템에서 발생하는 모든 사건에 대해서 예측이 가능해야 한다. 시스템에서 발생하는 사건은 인터럽트에 의해 처리되는데, 이것은 비동기적인 사건의 발생을 CPU에게 알리는 하드웨어 메커니즘으로서 인터럽트 서비스 루틴(Interrupt Service Routine : ISR)을 통해서 인터럽트에서 처리해야 할 부분을 수행한다. 본 논문에서는 인터럽트의 처리를 인터럽트의 인지와 처리로 분리할 수 있도록 LISR과 HISR을 설계로 구현하였다.

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