• Title/Summary/Keyword: 직관성

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2D Image-based Virtual Plastic Surgery System Using Variable Warping Mask and Smudge Filter (가변 워핑 마스크와 스머지 필터를 이용한 2D 실사 기반 가상 성형 시스템)

  • Kwak, No-Yoon;Ahn, Eun-Young
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.02a
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    • pp.191-195
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    • 2008
  • 가상 성형 시스템은 실제 성형 수술을 시행하지 않은 상태에서도 성형 후의 형상을 가상적으로 시뮬레이션해 봄으로써 고객의 의사 결정과 성형의의 수술 계획 및 상담을 효과적으로 지원할 수 있는 그래픽 시스템이다. 본 논문은 가변 워핑 마스크와 스머지 필터를 이용한 2D 가상 성형 시스템의 반자동 필드 워핑을 제안함으로써 가상 성형의 편의성과 실용성을 제고함에 그 목적이 있다. 제안된 2D 가상 성형 시스템은 마우스로 스머지 필터를 조작하여 얼굴 구성 요소의 윤곽 형상을 원하는 형태로 변형할 수 있는 직관적인 사용자 인터페이스를 제공한다. 얼굴 구성 요소의 스머징 전후의 윤곽선을 대상으로 다각형 근사화에 기반한 계층적 제어선 매핑을 통해 획득한 제어선 쌍들을 이용하여 반자동 필드 워핑을 수행함으로써 소스 제어선으로부터 목표 제어선까지 점진적으로 변해가는 다수의 중간 프레임들을 생성한다. 또한 이 반자동 필드 워핑을 수행할 시, 성형부위의 변형을 따라 단계적으로 모양이 변하는 가변 워핑 마스크를 사용함으로써 변형 부위 이외의 얼굴 구성 요소들에 대해서는 왜곡을 최소화하는 지역적 변형 특성을 제고한 것이 특징이다. 제안된 2D 가상 성형 시스템은 직관적이고 편리한 사용자 인터페이스를 제공할 수 있기 때문에 시간이 적게 소요되고 작업 피로도가 낮아 실용성이 높다. 따라서 비숙련자도 간단한 사용자 입력만으로 만족스러운 가상 성형 결과를 얻을 수 있다. 특히 짧은 시간 내에 성형의와 고객이 만족하는 직관적인 상담을 가능케 하는 것이 장점이다.

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Development of Casual MMORPG for Pre-Teenagers -Focus on UI- (유소년층 타깃의 캐주얼 MMORPG 개발 -UI를 중심으로-)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.125-131
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    • 2008
  • When developing MMORPG targeting pre-teenagers, developer has to consider the users' psychology and physiology characteristics. In the product of endless decision making in the game play, pre-teenagers make improvised choice and make intuitional decision. Therefore, based on users understanding, the Alpha version of online game has been shown and examined its usability through FGI. In conclusion, the game interface integrating with story-telling based leads the users more into the game. Also, it is more important to post in game screen layout by importance of the information or frequency in using In addition, it is inspected that when users control the interface mentioned above, the response had to be quick and precise.

Hand Haptic Interface for Intuitive 3D Interaction (직관적인 3D 인터랙션을 위한 핸드 햅틱 인터페이스)

  • Jang, Yong-Seok;Kim, Yong-Wan;Son, Wook-Ho;Kim, Kyung-Hwan
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.53-59
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    • 2007
  • Several researches in 3D interaction have identified and extensively studied the four basic interaction tasks for 3D/VE applications, namely, navigation, selection, manipulation and system control. These interaction schemes in the real world or VE are generally suitable for interacting with small graspable objects. In some applications, it is important to duplicate real world behavior. For example, a training system for a manual assembly task and usability verification system benefits from a realistic system for object grasping and manipulation. However, it is not appropriate to instantly apply these interaction technologies to such applications, because the quality of simulated grasping and manipulation has been limited. Therefore, we introduce the intuitive and natural 3D interaction haptic interface supporting high-precision hand operations and realistic haptic feedback.

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NUI/NUX framework based on intuitive hand motion (직관적인 핸드 모션에 기반한 NUI/NUX 프레임워크)

  • Lee, Gwanghyung;Shin, Dongkyoo;Shin, Dongil
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.11-19
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    • 2014
  • The natural user interface/experience (NUI/NUX) is used for the natural motion interface without using device or tool such as mice, keyboards, pens and markers. Up to now, typical motion recognition methods used markers to receive coordinate input values of each marker as relative data and to store each coordinate value into the database. But, to recognize accurate motion, more markers are needed and much time is taken in attaching makers and processing the data. Also, as NUI/NUX framework being developed except for the most important intuition, problems for use arise and are forced for users to learn many NUI/NUX framework usages. To compensate for this problem in this paper, we didn't use markers and implemented for anyone to handle it. Also, we designed multi-modal NUI/NUX framework controlling voice, body motion, and facial expression simultaneously, and proposed a new algorithm of mouse operation by recognizing intuitive hand gesture and mapping it on the monitor. We implement it for user to handle the "hand mouse" operation easily and intuitively.

The Relationships of Major Satisfaction, Self-Esteem and Nursing Professionalism of the Nursing College Students (간호대학생의 전공만족도, 자아존중감 및 전문직관과의 관계)

  • Lim, Sun Young;Kim, So Young;Choi, Hye Mi
    • The Journal of the Convergence on Culture Technology
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    • v.1 no.2
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    • pp.45-51
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    • 2015
  • This study investigates the relationship among major satisfaction, self-esteem and nursing professionalism of the students majoring in nursing. The purpose of this paper is to seek the movement of the direction of nursing education in order to improve the formulation, major satisfaction, and self-esteem of the nursing professionalism for the nursing students. This study provides you with the survey conducted among 195 people attending and nursing students as a correlation research. Data collection period was from October 1, 2014 to October 31, and Data were analyzed by t-values. Correlation coefficient using the SPSS Program 18.0. Major satisfaction and self-esteem of the nursing college students shows a correlation between net. Therefore, development and application of educational programs have to be necessary to improve the nursing students' self-esteem and a desirable professional intuition.

The Relationships of the Clinical Practice Stress and the Major Satisfaction with the Nursing Professionalism of Nursing College Students (간호대학생의 임상실습 스트레스, 전공만족도 및 간호 전문직관의 관계)

  • Park, Hyun-Jung;Oh, Jae Woo
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.417-426
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    • 2014
  • The present study investigates the relationships between clinical practice stress, major satisfaction, and nursing professionalism in nursing students, and aims to explore the direction of nursing education for the establishment of exemplary nursing professionalism in nursing college students. This correlational study involved 210 third- and fourth-year nursing students with clinical practice experience. Data were collected from April 1 to May 30, 2014. Data were analyzed using t-tests, correlation analyses, and regression analyses with SPSS Program 20.0. Also, AMOS were used for confirmatory factor analysis. Stress in clinical practice explained 30% of the variance in satisfaction with one's major, and was the strongest predictor of nursing professionalism, explaining 53% of the variance in the same. The results show the need for educational interventions to enhance students' perceived value of and satisfaction with nursing, as well as for structured and systematic educational programs that consider individual characteristics.

Change in the Nursing Professionalism, Role Conflict and Job Satisfaction of the Nursing Students before and after their first Clinical Experience (첫 임상실습이 간호대학생의 전문직관, 역할갈등, 직무만족에 미치는 영향)

  • Park, Eun-Hee;Hang, Ran-Hee
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.593-601
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    • 2017
  • This study was attempted to provide nurse students with basic materials to improve their clinical practices, and to investigate changes in their views on Nursing Professionalism, Job satisfaction, and role conflicts. After experiencing clinical practices, their nursing professionalism(t=-2.184, p=.031) and job satisfaction (t=-2.068, p>.001) increased but role conflict (t=-3.729, p>.001) increased as well. They were satisfied with their jobs, building up nursing professionalism through clinical practices. However, they had also acquired time on thinking about their future jobs more deeply than before practices and realizing their roles in real sense. In particular, they felt stress in some of subcategories, personal inner conflicts (t=-3.729, p>.001), role obscurity (t=-5.720, p>.001) so it is necessary to review standards on their job and task in nurse education and clinical practices.

A Study on the Relationship between Experience of Verbal Abuse and Clinical Practice Stress during Clinical Practicum of Nursing Students (간호대학생의 임상실습중 언어폭력경험과 임상실습 스트레스와의 관계연구)

  • Yang, Seung Ae
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.31-40
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    • 2021
  • Objectives: This study was conducted to investigate the degree of verbal abuse, emotional response, nursing professionalism, clinical practice stress during clinical practicim of nursing students. Methods: A sample of convenience was 106 nursing students, and a questionnaire was used to measure their verbal abuse, emotional response, nursing professionalism, clinical practice stress. Data were analyzed by descriptive statistics, t-test, one-way ANOVA, and multiple linear regression. Results: A significant positive correlation was found among verbal abuse, emotional response, clinical practice stress(r=.683, r=.573). Grade of which the participant was in, verbal abuse(𝛽=.487), emotional response(𝛽=.240) were significant predictive variables of which accounted for 49% of the variance in clinical practice stress. Conclusions: The results from this study can provide basic data on the development of strategies for nursing college students to cope with verbal abuse and to manage stress under clinical practice

Mobile Phone's Input Method Reflecting the Korean Alphabet's Morphological Intuition (한글 모음의 형태적 직관성을 반영한 이동통신 단말기의 문자입력 방식에 관한 연구)

  • Park, Sang-Hyun;Lee, Gi-Ho;Lee, Hyun-Joo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.140-146
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    • 2006
  • 한글은 자음과 모음이 한눈에 구분되는 세계 유일의 표음문자이다. 14 개의 자음과 10 개의 모음을 조합하여 글자를 만들어 내는 한글의 문자 구성원리의 우수성은 이미 세계가 인정하고 있으며, 영국 리스대학의 Geoffrey Sampson 음성언어학 교수는 물리적, 철학적 원리를 문자화한 한글을 새로운 차원의 Feature System 으로 분류하기도 하였다. 본 연구는 이러한 한글의 그 형상학적 생성원리를 바탕으로 이동통신 단말기의 문자입력 시스템의 사용성 증대를 위한 인터페이스 디자인에 그 목적이 있다. 이를 위하여 본 연구에서는 한글의 Feature System 을 응용한 이동통신 단말기의 새로운 문자입력 시스템의 인터페이스를 개발하고, 이를 기존의 이동통신 단말기를 위한 문자입력 방식과 비교 검증하여 그 사용성을 검증하고자 한다.

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