• Title/Summary/Keyword: 인지된 상호작용

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Modelling Perceptual Attention for Augmented Reality Agents (증강 현실 에이전트를 위한 지각 주의 모델링)

  • Oh, Se-Jin;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.3
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    • pp.51-58
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    • 2010
  • Since Augmented Reality (AR) enables users to experience computer-generated content embedded in real environments, AR agents can be visualized among physical objects in the environments where the users exist, and directly interact with them in real-time. We model perceptual attention for autonomous agents in AR environments where virtual and physical objects coexist. Since such AR agents must adaptively perceive and attend to surrounded objects relevant to their goals, our model allows the agents to determine currently visible objects from the description of what virtual and physical objects are configured in the camera's viewing area. A degree of attention is assigned to each perceived object based on its relevance to achieve agents' goals. The agents can focus on a reduced set of perceived objects with respect to the estimated degree of attention. To demonstrate the effectiveness of our approach, we implemented an animated character that was overlaid over a miniature version of campus and that attended to buildings relevant to their goals. Experiments showed that our model could reduce the character's perceptual loads even when surroundings change.

Effects of a Short-term Multimodal Group Intervention Program on Cognitive Function and Depression of the Elderly (단기 집단 복합중재가 정상 노인의 인지기능 및 우울에 미치는 영향)

  • Jung, Beom-Jin;Choi, Yu-Jin
    • Therapeutic Science for Rehabilitation
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    • v.8 no.3
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    • pp.57-68
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    • 2019
  • Purpose: This study aimed to investigate the effects of a short-term group multimodal intervention program that mixes physical activity, cognitive motion, and social interaction, on the cognitive function and depression level of healthy over 75-year-old individuals. Method: This study used a one group pre-test-post-test design, and intervention was made for 70 minutes per session, once a week, for four sessions in total. To compare changes in cognitive function, depression level and physical function before and after intervention, this study used the Mini-Mental State Examination-Dementia Screening (MMSE-DS), Geriatric Depression Scale-Short Form (GDS-SF), and Berg Balance Scale (BBS). Result: After applying group multimodal interventions to healthy over 75-year-old individuals, there was a statistically significant improvement in their cognitive function (p < 0.01), and there was a statistically significant decrease in their depression level (p < 0.05). Also, there was an increase in the rating score of the degree of balance from $46.83{\pm}9.11$ points before the intervention, to $48.08{\pm}7.00$ points after the intervention; however, it was not statistically significant (p > 0.05). Conclusion: Short-term group multimodal intervention that mixes physical activity, cognitive motion, and social interaction had a significant effect on slowing down the deterioration of cognitive function in healthy over 75 year-old individuals, and decreased their depression level. This study is significant in that it presents a foundation for providing more systematic intervention for the prevention of dementia and depression in the healthy older individuals. Follow-up studies should verify the result through research on the effects of an occupational therapist's professional treatment, and experimental group-control research.

Characteristics of Verbal Interactions According to the Leader Style in MBL Experiment Class in Which Discussion was Emphasized (토론을 강조한 MBL실험수업에서 리더 유형에 따른 언어적 상호작용 특성)

  • Gu, Yang-Sam;Park, Geum-Hong;Sin, Ae-Gyeong;Choe, Byeong-Sun;Lee, Guk-Haeng
    • Journal of the Korean Chemical Society
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    • v.50 no.6
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    • pp.494-505
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    • 2006
  • This study was performed for 7th grade students to analyze by leader style, the verbal interactions between students in a small group in an MBL(Microcomputer-Based Laboratory) experiment class. The study was performed after arranging the students into four kinds of groups, including groups with leaders of inclusive, persuasive, and alienating styles and a group with no clear leader. The analysis of total frequencies of verbal interaction revealed that the group with an inclusive leader showed the highest frequency of verbal interaction, followed by the group with a persuasive leader, an alienating leader and lastly, the group with no clear leader. The group with an inclusive leader showed the highest frequency of interaction from a cognitive aspect related to question(Q), response(R), making suggestion(MS), and receiving opinions(RO), while interactions from an affective aspect related to behavioral participation(BP) and students' attitudes(SA) were observed more often in a group including an alienating leader than in any other group. An analysis of characteristics of verbal interaction according to leader style showed that a group with an inclusive leader had a permissive atmosphere. It also showed that all members of the group actively participated in discussion and they had a sense of belonging and self-pride with their group. In a group with a persuasive leader, the leader took the lead of most experimental and discussion activities and he was rarely challenged by other students in the group. Rather, other group members showed a tendency to depend on their leader. In a group with an alienating leader, the relationship between leader and members of the group was not harmonious and unfiltered expressions of dissatisfaction and ignorance often took place. The leader's lack of concern about members' low achievement became an obstacle in active discussion. In a group with no clear leader, most interactions during discussion were short and simple. Many answers to the question given by their members were not clear and the interactions were sometimes interrupted for a short while.

Development of mobile, online/offline-linked math learning content to promote group creativity (집단창의성 발현을 위한 모바일, 온/오프라인 연계 수학 학습 콘텐츠 개발)

  • Kim, Bumi
    • Journal of the Korean School Mathematics Society
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    • v.25 no.1
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    • pp.39-60
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    • 2022
  • In this study, in order to support the expression of group creativity of high school students, we developed mathematics learning contents linked with mobile and online/offline that obtain the maximum and minimum values of the function within a limited range. This learning content was developed in connection with the 'environment', a cross-curricular learning topic. We explored the concept of group creativity in school mathematics. Its manifestation process, elements of group creativity expression process, and mobile and on/offline implementation functions were also explored. Then, we developed a hybrid app, 'Making the Best Box that Thinks of the Earth', which can express group creativity through mobile and online/offline-linked cooperative learning. A learning management system (LMS) and a teaching and learning guidance plan were also developed to efficiently operate mobile and online/offline-linked math learning using the app in schools. Our study found that the hybrid app, 'Creating the Best Box that Thinks of the Earth', was suitable for promoting collective fluency and collective sophistication based on complementary-metacognitive interaction.

A semantic analysis of Polarity Items dare-mo/-demo in Japanese (일본어 극어 dare-mo/-demo의 의미 연구)

  • 변현아;이정민;남승호;정대호;최진영
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2000.05a
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    • pp.114-120
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    • 2000
  • 본고는 일본어 극어 dare-mo/-demo의 의미를 밝히고 나아가 그 허용맥락을 제시하는 것에 목적을 둔다. 이를 위해 본고는 dare-mo/-demo의 의미가 다음 네 가지 요인에 의해 결정된다고 주장한다: 첫째는 변항적 성격의 비한정사 dare이고 둘째는 고저강세 유형, 셋째는 가능성의 척도(Likelyhood Scale)에 기반한 -mo/demo의 의미, 마지막으로는 이러한 척도를 형성시켜주는 맥락(context)이다. 이 네 가지 요인이 상호 작용하여, daRE-MO/DAre-mo/daRE-DEMO/DAre-demo 각각의 의미를 만들어 낸다. 또한 본고는 dare-mo/-demo의 분포를 통해 드러나는 극어들 사이의 의미 차이를 척도(scale)상의 양(quantity)과 질(quality)이라는 측면에서 제시하였다. 즉 -mo 결합형의 경우 양에 민감한 가능성의 척도가 고려되는 것에 비해, -demo 결합형에서는 양뿐 아니라 질에도 민감한 척도가 고려된다. 그 결과 -demo 결합형들은, 양적 측면과 연관하여 조건/명령/외연적 맥락 등에서 존재 양화의 의미로 해석될 수 있다. 또한 질적인 면에서 하한가(lower bound)까지 허용하는 강한 양보의 의미(derogative sense)를 갖는다는 점에서 특징적이다.

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Emergency Situation Recognition System Using CCTV and Deep Learning (CCTV와 딥러닝을 이용한 응급 상황 인식 시스템)

  • Park, SeJun;Jeong, Beom-jin;Lee, Jeong-joon
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.807-809
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    • 2020
  • 기존의 CCTV 관리 체계는 사건·사고에 대한 신속한 조치가 불가능하고 정황 파악이나 증거자료 확보 등 사후조치의 성격이 강하다. 본 논문에서는 Mask R-CNN(Regions with CNN)을 이용하여 CCTV가 읽어 들이는 객체가 응급상황인지 판단하는 방법을 제시한다. 사람으로 인식되는 영역을 다층 퍼셉트론(MLP, Multi-Layer Perceptron)으로 학습시켜 해당 대상이 처한 상황을 인지하고 응급상황으로 인식되는 상황이 지속될 경우 관리 모니터를 통해 사용자에게 알림을 준다. 본 연구를 통해 실시간 상호작용적인 CCTV 관리 체계를 구축하여 도움이 필요한 사람의 골든타임을 놓치지 않게 될 것으로 기대한다.

A Study on the Relation Between Information Model and Usability of Website (웹사이트의 정보 모델과 사용성의 관계)

  • 이지수
    • Archives of design research
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    • v.13 no.4
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    • pp.67-76
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    • 2000
  • Websites support various user activities in a wide range of contents domain and so they require different approach to extract principal design problems. In the point of media perspective on websites, this paper figures out the relationship between designer, user and website and discusses design factors of usability. It aims for the basic framework for interface design. In the media perspective website is an information entity mediating user and designer. Information entity is composed of various design factors relating to user, designer, website and others. It intends that user and information entity are accommodative to each other and have common conceptual model. To do so it is necessary for achieving usability objectives such as effectiveness, efficiency and satisfaction based on the understanding user goal, cognitive and affective characteristics. In the point of usability we examine design factors and features that are appropriate for users cognitive and affective function according to information entity model that constitutes contents, organization and representation level.

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Analysis of the Error-Remedial Effect and Change of the Students' Misconception on the Learning of Linear Function (교수학적 처방에 따른 중학생들의 일차함수 오개념의 변화와 그 효과 분석)

  • 이종희;김부미
    • School Mathematics
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    • v.5 no.1
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    • pp.115-133
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    • 2003
  • Investigation of the students' mathematical misconceptions is very important for improvement in the school mathematics teach]ng and basis of curriculum. In this study, we categorize second-grade middle school students' misconceptions on the learning of linear function and make a comparative study of the error-remedial effect of students' collaborative learning vs explanatory leaching. We also investigate how to change and advance students' self-diagnosis and treatment of the milton ceptions through the collaborative learning about linear function. The result of the study shows that there are three main kinds of students' misconceptions in algebraic setting like this: (1) linear function misconception in relation with number concept, (2) misconception of the variables, (3) tenacity of specific perspective. Types of misconception in graphical setting are classified into misconception of graph Interpretation and prediction and that of variables as the objects of function. Two different remedies have a distinctive effect on treatment of the students' misconception under the each category. We also find that a misconception can develop into a correct conception as a result of interaction with other students.

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Research on the Foundation of the Sonification through Color Digitizing (색채의 디지털화를 통한 소니피케이션 기초 연구)

  • Li, Xin;Park, Sanghyun
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.927-932
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    • 2009
  • There is such a kind of characteristic by using the computer digitization technology's interaction. It not only provides the authoring tool, and also has the user-friendly window. The paper based on this kind of interaction, through the sound and the color exchange of information, as well as each information's digitization, carries on about the scientific dielectric related advance research. This research carries on the analysis to the people to the color and the sound perceptual characteristic first, then makes comparison to the people regarding the color and the music perceptual cognition.. The research is about the research stage of the interactive sound installation creation, which shape is carried on the analysis through the extraction image in color. It is based on the perceptual characteristic,is that the algorithm manufacture reasearch of how to make color sonification. Through capturing the non-stop changing colors by camera,it transforms colors into music. The paper's foundation is the fundamental algorithm manufacture of experimental music composition.

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A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.674-682
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    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.