• Title/Summary/Keyword: 인지패러다임

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Query by Visual Example: A Comparative Study of the Efficacy of Image Query Paradigms in Supporting Visual Information Retrieval (시각 예제에 의한 질의: 시각정보 검색지원을 위한 이미지 질의 패러다임의 유용성 비교 연구)

  • Venters, Colin C.
    • Journal of Information Management
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    • v.42 no.3
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    • pp.71-94
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    • 2011
  • Query by visual example is the principal query paradigm for expressing queries in a content-based image retrieval environment. Query by image and query by sketch have long been purported as being viable methods of query formulation yet there is little empirical evidence to support their efficacy in facilitating query formulation. The ability of the searcher to express their information problem to an information retrieval system is fundamental to the retrieval process. The aim of this research was to investigate the query by image and query by sketch methods in supporting a range of information problems through a usability experiment in order to contribute to the gap in knowledge regarding the relationship between searchers' information problems and the query methods required to support efficient and effective visual query formulation. The results of the experiment suggest that query by image is a viable approach to visual query formulation. In contrast, the results strongly suggest that there is a significant mismatch between the searchers information problems and the expressive power of the query by sketch paradigm in supporting visual query formulation. The results of a usability experiment focusing on efficiency (time), effectiveness (errors) and user satisfaction show that there was a significant difference, p<0.001, between the two query methods on all three measures: time (Z=-3.597, p<0.001), errors (Z=-3.317, p<0.001), and satisfaction (Z=-10.223, p<0.001). The results also show that there was a significant difference in participants perceived usefulness of the query tools Z=-4.672, p<0.001.

A Basic Study on Building Sports Industrial Clusters Study (스포츠산업 클러스터 조성을 위한 기초 연구)

  • Kang, Seungae;Jun, Sunhye;Kim, Hyuncheol;An, Keunhee;Kang, Sunyoung
    • Convergence Security Journal
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    • v.14 no.3_1
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    • pp.21-26
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    • 2014
  • Sports paradigm shift gave an opportunity to transform into production-oriented industry activities creating high value-added. Sports industrial cluster, organic union of qualitative industries producing and distributing of various sports derivative products, is necessary system in these sports paradigm shift. This study is intended to suggest the definition, construction, and direction for future of sports industrial cluster. In order to ensure the sustainable growth of sports industrial cluster, a growth strategy such as switching to the sementic cluster is needed. And the direction for future of sports industrial cluster were as following; finding the growth engine sports industry field according to the convergence, systematically promoting by setting the medium and long term development goals, constructing a wide industrial region for global competitiveness of sports industry.

The Contextual Effects on Pronoun Reaolution (대명사의 참조관계 처리시의 맥락의 역할)

  • 방희정
    • Korean Journal of Cognitive Science
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    • v.2 no.2
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    • pp.279-307
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    • 1990
  • The present research inverstigates the nature of contextual effects on pronoun reference resolution during text comprehesion.Through three experiments,this research examines how various contextuall informations influence on reference resolution and interact with syntactic variables.In experiment 1,the local context was controlled by biasing the pronoun-sentence context towards a certain preceding referent.The lexical decision time and the forced choice time for the correct referent were measured.The results showed that the local contexts have clear effect on reference resolution.The effects of syntactic ambiguity were also observed though the local context was biased towards a certain referent noun.In experiment 2,the global context effect was examined by introducing the text-thematic context in a preceding sentence while keeping the following pronoun-sentence context neutral.The results showed that the global thematic context bias towards a subject or object in a preceding sentence entails a faster response time than the thematically neutral context.In experiment 3,another aspects of context effects were inverstigated by manipulating the consistency of the preceding thematic context with the following pronoun-sentence context.The results showed that the lexical decision responses and forced referent choice responses were faster when the prethematic context and the post-anaphoric context match than when they mismatch.In sum,the overall results of three experiments of this research indicates that context has a clear effect on pronoun reference resolution during text comprehension.

Analysis on Factors to Acceptance of Web-Based Information Literacy Instruction in University Libraries (대학도서관의 웹 기반 정보활용능력 교육 수용요인 분석)

  • Kim, Yeon-Rye;Kang, Hye-Young
    • Journal of Korean Library and Information Science Society
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    • v.38 no.4
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    • pp.117-144
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    • 2007
  • This study examines the web-based education which is changing the educational paradigm itself according to the development of IT and the spread of Internet in the IT society and the information literacy which have been emerging as survival techniques. Based on Technology Acceptance Model that provides useful theoretical foundations for analyzing the factors influencing acceptance IT, it determined the factors influencing of accepting the information literacy instruction as follows: perceived usefulness; perceived ease of use; connectivity ; reactivity of web-based education ; job relevance: university library' support; ACRL standards and effects of the information literacy Instruction. This paper confirmed the influences of these factors of accepting the web-based information literacy instruction through empirical study. I have suggested factors affecting the acceptance of web-based information literacy instruction by Conducting positive researches on how these factors influence the acceptance of web-based information literacy instruction of university libraries.

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Learning Conversation in Conversational Agent Using Knowledge Acquisition based on Speech-act Templates and Sentence Generation with Genetic Programming (화행별 템플릿 기반의 지식획득 기법과 유전자 프로그래밍을 이용한 문장 생성 기법을 통한 대화형 에이전트의 대화 학습)

  • Lim Sungsoo;Hong Jin-Hyuk;Cho Sung-Bae
    • Korean Journal of Cognitive Science
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    • v.16 no.4
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    • pp.351-368
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    • 2005
  • The manual construction of the knowledge-base takes much time and effort, and it is hard to adjust intelligence systems to dynamic and flexible environment. Thus mental development in those systems has been investigated in recent years. Autonomous mental development is a new paradigm for developing autonomous machines, which are adaptive and flexible to the environment. Learning conversation, a kind of mental development, is an important aspect of conversational agents. In this paper, we propose a learning conversation method for conversational agents which uses several promising techniques; speech-act templates and genetic programming. Knowledge acquisition of conversational agents is implemented by finite state machines and templates, and dynamic sentence generation is implemented by genetic programming Several illustrations and usability tests how the usefulness of the proposed method.

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An Automatic Cooperative coordination Model for the Multiagent System using Reinforcement Learning (강화학습을 이용한 멀티 에이전트 시스템의 자동 협력 조정 모델)

  • 정보윤;윤소정;오경환
    • Korean Journal of Cognitive Science
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    • v.10 no.1
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    • pp.1-11
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    • 1999
  • Agent-based systems technology has generated lots of excitement in these years because of its promise as a new paradigm for conceptualizing. designing. and l implementing software systems Especially, there has been many researches for multi agent system because of the characteristics that it fits to the distributed and open Internet environments. In a multiagent system. agents must cooperate with each other through a Coordination procedure. when the conflicts between agents arise. where those are caused b by the point that each action acts for a purpose separately without coordination. But P previous researches for coordination methods in multi agent system have a deficiency that they can not solve correctly the cooperation problem between agents which have different goals in dynamic environment. In this paper. we solve the cooperation problem of multiagent that has multiple goals in a dynamic environment. with an automatic cooperative coordination model using I reinforcement learning. We will show the two pursuit problems that we extend a traditional problem in multi agent systems area for modeling the restriction in the multiple goals in a dynamic environment. and we have verified the validity of the proposed model with an experiment.

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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.

Implementation of a Learning Space Navigator for WBI (WBI를 위한 학습공간 네비게이터 구현)

  • Hong, Hyeun-Sool;Han, Sung-Kook
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.175-181
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    • 2001
  • WBI provides new opportunities to realize the flexible learning environment based on hypermedia and to support distance learning with a diverse interaction. The instructors or learners in WBI claim to be able to resolve reluctant fluctuations such as disorientation and cognitive overload. To overcome these phenomena, a supplementary tool able to manage a learning space organized by the instructor's or learner's own way and offer effective navigation techniques is presented in this paper. A learning space management and navigation tool called HyperMap dynamically represents the learning space in the form of a two-dimensional labeled graph. This HyperMap also can be used for an instruction design tool, learners portfolio for the exchange of learning experiences, and the assessment of WBI.

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A study on the Application of Multisensory emotional tendency in Architectural design (건축디자인에서의 다감각적 감성의 적용에 관한 기초연구)

  • Bahn, Sang-Chul;Jin, Bora
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5683-5694
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    • 2015
  • In architecture, Sensibility is the most basic thing in the environmental cognition. Emotion is the phychological or cognitive phenomenon of sensory changes. A cross-causal relationship is formed between the two, and they have a consensus in contact with humans and environment. Sensibility ever to serve as bundle and cognize as mutual superposition. Humans unconsciously perceive through the synesthesia that integrated all the senses. In this study, it has been identified as a result of the study, the architectural design through the sense must be design to the multisensory experience of the emotional design. Depending on the times change, it can know that the gradual changes based on the anthropocentric sense and sensibility. Emotional design in architecture shall ensure that a variety of experience through the multisensory. In this emotional design, multisensory design (or various sensory function) -visual & tactory or visual & auditory etc.- is required beyond the limitation of conventional visual concenturated. Therefore, In order to achieve the demands of the modern social objectives of sympathy or empathy for the human-centered design sensibility, the visual perception as well as a variety of sensory must be recognized that a combination of cognitive and functional. And the application of multisensory design is required to aim the synesthesia cognition.

Utilizing Spatial-data to Provide for U-Service Based on U-GIS

  • Lee, Seok-Ho;Lee, Ji-Yeong;Kim, Hyong-Bok
    • Spatial Information Research
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    • v.17 no.4
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    • pp.405-416
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    • 2009
  • According to the changes of the city's paradigm, the demand on u-City increases rapidly. u-City has been built at 54 areas in Korea (as of May 2009). One of the important determinants of success or failure in the increasing of u-City is how to provide u-Services. Most current u-Services are Sensor Network-based monitoring services to manage urban infrastructure. u-GIS is one of fundamental requirements to implement 'any time and any where' u-Service which covers the essential meaningful term "ubiquitous". Hence, in this paper, we 1) describe the definition of the spatial awareness, 2) discuss how to converge (Spatial Embedding) among different spatial data : topographic spatial data, sensor spatial data, and more, 3) bring forth an advanced form of u-Service, 4) analyze the state-of-the-art u-GIS techniques.

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