• Title/Summary/Keyword: 직관성

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Cognitive Shape Decomposition (인지적 형태 분할)

  • 김호성;박규호
    • Korean Journal of Cognitive Science
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    • v.1 no.2
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    • pp.317-346
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    • 1989
  • A congnitive shape decomposition method that agrees with human intuition is proposed for the conceptual recognition from sillouettes of objects. Descriptions specifying the structure of shape in terms of meaningful parts and relations have cognitive power and anthropomorphism. In general, man-made objects have a lot of collinear lines and regularity. For the cognitive decomposition of man-made objects, many heuristic rules based on the cognitive experimentation are applied on the context of collinerarity and regularity. The cognitive shape decomposition for the natural shape is carried out by analyzing the possible configuraitions of vertices and line segments for one concave vertex. A cost function for the configuation is designed by weighted sum of five criteria such as, the length of split line segment, the number of split line segments at concave vertex, the proximity of concave vertex, and the correspondence of vertices. These criteria are vased on the property of human perception such as proximtiy, symmetry, and simplicity. The most promising vertex os selected among three set of visible vertices by evaluating the cost function. A number of experiments conducted on the different types of shapes shows that the results correspond with human intuition.

An Empirical Analysis of Influential Factors for Widget Interface : Extended TAM Including Attributes (Widget 인터페이스 영향요인 분석 : 속성을 고려한 확장된 기술수용모형)

  • Han, Mi-Ran;Lee, Sung-Joo;Park, Peom
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.127-137
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    • 2010
  • A Widget platform is acknowledged to be a next generation intelligent platform that is well suited to Web 2.0 and mobile convergence environments. With prospects of growth, examining users' perceptions of current widgets can be a valuable source of information in setting directions for Widget's future development. This study identifies user interface factors that affect widget usability and investigates a strategic approach to promoting the use of widgets by analyzing user's "intention to use" in connection with the identified interface factors. The experimental results show the consistency, intuition, minimal action, and personalization have a positive(+) effect on perceived ease of use and that personalization and design have a causal effect on perceived enjoyment. Inaddition, perceived ease of use has an influence on perceived enjoyment that, inturn, has a direct influence on intention to use. On the other hand, the hypothesis that perceived ease of use has a direct effect on intention to use was rejected.

Clothing Involvement and Clothing Information Source on Personality Types (MBTI 성격유형에 따른 의복관여와 의복정보원)

  • Oh, Hyun-Jeong
    • Journal of Global Scholars of Marketing Science
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    • v.9
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    • pp.1-17
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    • 2002
  • The purposes of this study were to investigate clothing involvement and clothing information source on personality types. Personality types were applied using Myers-Briggs Type Indicator(MBTI). Clothing involvement was measured using 17 questions of 5-point scales. Clothing information source was measured using 16 items of 5-point scales. The data were collected from 275 female using questionnaire. The data analysed with frequence, factor analysis, t-test, one-way ANOVA, and Duncan test. The clothing involvement included three factors: Symbolic Expression, Pleasure and Interest, and Fashionability. The clothing information source included four factors: Printed Media, Radio Media, Professional Media and Store Search. Extroversion-introvertion and thinking-feeling index had significant difference in the dimensions of clothing involvement. Extroversion types were significantly evaluated fashionability more than introvertion types(t=2.008, p<.05). Feeling types were significantly evaluated fashionability more than thinking types (t=2.428, p<.05). Extroversion-introvertion index had significant difference in clothing information source. Extroversion types were significantly used printed media more than Introvertion types.

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A Study on Autonomous Driving Algorithm through Real-Time Lane Detection (실시간 차선 인식을 통한 자율주행 알고리즘 연구)

  • Jeongbin Yoon;Eunbyung Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1123-1124
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    • 2023
  • 본 논문은 실시간 차선 인식을 기반으로 한 자율주행 알고리즘을 제안한다. 자율주행 알고리즘은 크게 차선 인식과 의사결정으로 구분된다. 차선 인식 부분에서는 직관적인 판단을 위해 버드 아이 뷰로 영상데이터를 변환하여 안정적 차선 인식을 위하여 차선 영역을 추출하고 노이즈를 제거하는 전처리과정을 거친다. 이렇게 처리된 영상에서 Hough 변환을 통하여 차선을 검출한다. 의사결정 부분에서는 검출된 차선과 현재 위치를 기반으로 진행할 경로를 결정한다.

Check of Concurrency in Parallel Programs using Image Information (영상정보를 이용한 병렬 프로그램내의 병행성 판별)

  • Park, Myeong-Chul;Ha, Seok-Wun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.12
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    • pp.2132-2139
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    • 2006
  • A parallel program including a nested parallelism has a complex execution aspects and tasks are executed concurrently. This concurrency is a main cause raising most of errors. In this paper, a new method for checking concurrency between two tasks is proposed. The existing techniques for checking the concurrency have their limits to represent a global structure. A new labeling technique that appropriate for image visualization is proposed. To show the global structure by imaging of execution aspects through region partition on 2D plane. On the basis of it, each of the tasks that can distinguish the ordered relation create an independent image. Image information generated by the result simplifies semantic analysis of the related task, and provides an outline of a global execution aspects structure of the program to user effectively.

Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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A Study on New Gameplay Based on Brain-Computer Interface (BCI 기반의 새로운 게임 플레이 연구)

  • Ko, Min-Jin;Bae, Kyoung-Woo;Oh, Gyu-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.749-755
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we propose game play elements that can effectively utilizing the BCI devices and produce a game prototype adopting the BCI device based on such game play elements. Next, we verify it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices. The results will give a guideline for effective game design methodology for making BCI based games.

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Element and Crack Geometry Sensitivities of Finite Element Analysis Results of Linear Elastic Stress Intensity Factor for Surface Cracked Straight Pipes (표면균열이 있는 직관에 대한 선형탄성 응력확대계수 유한요소해석 결과의 요소 및 균열형상 민감도)

  • Ryu, Dongil;Bae, Kyung-Dong;Je, Jin-Ho;An, Joong-Hyok;Kim, Yun-Jae;Song, Tae-Kwang;Kim, Yong-Beum
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.37 no.4
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    • pp.521-527
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    • 2013
  • This study provides the elastic stress intensity factors, K, for circumferential and longitudinal surface cracked straight pipes under single or combined loads of internal pressure, bending, and torsion based on three-dimensional (3D) finite element (FE) analyses. FE results are compared with two different types of defect assessment codes (API-579-1 and RCC-MR A16) to prove the accuracy of the FE results and the differences between the codes. Through the 3D FE analysis, it is found that the stress intensity factors are sensitive to the number of elements, which they were believed to not be sensitive to because of path independence. Differences were also found between the FE analysis results for crack defining methods and the results obtained by two different types of defect assessment codes.

Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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3D Circuit Visualization for Large-Scale Quantum Computing (대규모 양자컴퓨팅 회로 3차원 시각화 기법)

  • Kim, Juhwan;Choi, Byungsoo;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1060-1066
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    • 2021
  • Recently, researches for quantum computers have been carried out in various fields. Quantum computers performs calculations by utilizing various phenomena and characteristics of quantum mechanics such as quantum entanglement and quantum superposition, thus it is a very complex calculation process compared to classical computers used in the past. In order to simulate a quantum computer, many factors and parameters of a quantum computer need to be analyzed, for example, error verification, optimization, and reliability verification. Therefore, it is necessary to visualize circuits that can intuitively simulate the configuration of the quantum computer components. In this paper, we present a novel visualization method for designing complex quantum computer system, and attempt to create a 3D visualization toolkit to deploy large circuits, provide help a new way to design large-scale quantum computing systems that can be built into future computing systems.