• Title/Summary/Keyword: 평가형용사

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A Study on the he Application of FIFA Online3 Characters' Personalities regarding positions based on HEXACO (HEXACO를 기반으로 한 FIFA Online3 캐릭터의 포지션별 성격 적용 방안 연구)

  • Kim, Mi-Sun;Park, Jun-Hyung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.139-150
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    • 2016
  • The purpose of this paper is to study the internal side of game character for realistic characters, applying the HEXACO theory. To achieve this, we analyzed FIFA Online3 character's HEXACO based on the chaTacter features in game. The character does not have the all of the attributes of the present player. Therefore we reference the actual external evaluation keyword of players and analyzed HEXACO of actual players. The HEXACO of the character was complemented, comparing with the player's HEXACO. In order to apply to the game the character's HEXACO was simplified and divided by each position. Finally, we suggested a method of applying the character's HEXACO.

Comparison of Performance for Korean E-mail Filtering using Bayesian Classifier (한글 전자메일에 대한 베이지언 필터의 성능비교)

  • Lee, Chang-Beom;Kim, Ji-Soo;Kim, Soo-Hyung;Park, Hyuk-Ro
    • Annual Conference on Human and Language Technology
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    • 2004.10d
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    • pp.214-219
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    • 2004
  • 전자 메일은 매우 많은 사람들이 사용하는 편리하고 효율적인 통신 수단이다. 그러나 전자메일 주소를 쉽게 획득할 수 있다면 점을 악용하기 때문에 사용자가 원하지 않는 메일 즉 스팸 메일에 대한 문제가 심각해지고 있다. 이러한 스팸 메일을 자동으로 분류해주는 스팸 필터는 주로 영어를 대상으로 하고 있으며, 규칙 기반 필터링보다는 통계적 학습을 통한 필터링 방법을 주로 사용하고 있다. 본 논문에서는 베이즈 정리를 기반으로 하는 3가지 분류 알고리즘을 한글 전자메일을 대상으로 하여 스팸 메일 특히 음란성 메일을 분류하는데 있어 그 성능을 평가하고자 한다. 실험 결과, 단어의 스팸일 확률만을 이용하는 방법이 나이브 베이즈 알고리즘이나 m-estimate를 이용하는 방법보다는 성능이 우수함을 알 수 있었다 특히, 단어의 스팸일 확률만을 이용하는 방법은 false positive rate를 0%로 유지하면서도 다른 방법들보다는 필터링을 잘 해내고 있음을 확인할 수 있었다. 그리고, 자질 선정에서는 명사나 명사/형용사를 사용할 경우에 그 에러율이 가장 적었다.

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A Study on the Visual Preference of Users according to the Location of Benches at Urban Community Parks (도시공원에서 벤치의 배치장소에 따른 이용자의 시각적 선호도에 관한 연구)

  • 유상완;문석기;권상준
    • Archives of design research
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    • v.13 no.2
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    • pp.95-102
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    • 2000
  • The purpose of this study is to find out what is the preference of users according to the location of benches at urban community parks. This location of benches is seperated into 4 patterns according to arranging pattern of water space, a walk, pergola and shelter, greenspace. To investigate the visual preference is examined by analyzing visual volume of 4 patterns. Results are as follows; 1. Factor analysis by the total data showed that 5 factors explain 60.40 percent of total variance of the location of bench visual character. They were classified by the sensitive factor, visual factor, physical-individual factor, distinct factor, density factor. Among 5 factors, the sensitive factor which represented psychological reaction was appreciated to be highest. 2. Most of 20 items showed the following scores of mean values in sementic differential experiment : Spot 1->Spot 4-> 2-> 3. The mean values between arrangement place locational differences showed significantly, that could explain to be a violent contrast between the natural factors(weater space, green space, etc) and the artificial factors (around of pergola, shelter, etc)

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A Study on the Effects of Soundscapes on Forest Landscape Preference (사운드스케이프를 활용한 산림경관 선호도 평가에 관한 연구)

  • Min, Su-Hui;Lee, Chun-Yong;Joo, Woo-Yeong
    • Journal of Korean Society of Forest Science
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    • v.103 no.3
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    • pp.473-482
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    • 2014
  • The objective of this study was to understand the effects of soundscapes on forest landscape preference in the Baekdudaegan protected area. The study sites were selected in Jeombongsan and Sobaek National park selected within the Baekdudaegan. The landscape preference surveys were conducted by using landscape adjectives classified with Nature, Sound, Attractiveness, and Aesthetics. The comparative analyses examined the difference of preferences between only visual landscapes and visual landscapes with soundscapes. The research found out that soundscapes were associated with landscape characteristics, and positively correlated with the improvement in landscape preference. Thus, the research can infer that forest landscape assessment consider visual attributes as well as soundscape cues.

Color Sensibility Image of Naturally Dyed Silk Fabric (천연염색 견직물의 색채감성 이미지)

  • Yang, Young-Ae;Yi, Eun-Jou
    • Science of Emotion and Sensibility
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    • v.13 no.2
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    • pp.403-412
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    • 2010
  • This study was aimed to consider the influence of hue-tone, dyes, and mordants of naturally dyed silk fabric on color sensibility image factors and to establish color sensibility image scales of naturally dyed silk fabric by color and image descriptors. By single or sequential dyeing with various natural dyes commercially available in domestic and foreign market on the same silk fabric, a total of 66 colored fabric stimuli were prepared and they were used to evaluate subjective color sensibility image by 40 participants. As results, four different color sensibility image factors for naturally dyed silk fabric, 'delight', 'natural', 'modern' and 'attractive' were extracted. All of factors were significantly influenced by hue-tone, dyes, and mordants. Furthermore, by using color sensibility image adjectives and colors, multidimensional image scales were established, which leads to the conclusions that the results of this study help to design color sensibility-oriented naturally dyed fabric and apparel products.

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Brand as determinant of evaluation of product personality-a cross-cultural study- (문화적 차이에 따라 브랜드 개성이 제품 개성에 미치는 영향의 비교에 대한 연구)

  • Park, Woo-Sung;Sohn, Min-Sik;Suk, Hyeon-Jeong;Jeong, Sang-Hoon
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2007.05a
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    • pp.132-135
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    • 2007
  • 본 연구에서는 브랜드 개성이 제품의 개성을 판단하는데 영향을 미치는가에 대하여 설문을 통해 살펴보았다. 동일한 제품에 대하여 개성이 상이한 브랜드가 적용되었을 경우 제품의 개성을 판단함에 있어 브랜드 개성의 특성이 반영되는지 여부를 확인하고자 하였다. 설문을 위하여 두 켤레의 신발을 준비하였으며 각각은 상징적인 측면이 강조된 여성용 하이힐 제품과 기능적인 측면이 강조된 운동화로 구성하였다. 각 제품에 대하여 명품브랜드(Versace), 일반 상용 브랜드(독일: C&A, 한국: 밀리오레), 그리고 브랜드가 부착되지 않은 총 6장의 사진을 준비하였다. 실험에 앞서 별도의 피험자들이 상기 사용된 브랜드들에 대하여 "frohlich/유쾌함(cheerful)", "ehrlich/정직함(honest)", "provokativ/도발적인(provocative)"의 형용사로 평가를 하였다. 본 실험에서는 실험참여자에게 각 신발들의 3가지 사진 중 무작위로 선정된 사진을 한 장씩 보여주고, 각각에 대해 브랜드 측정에 사용했던 동일한 평가항목을 이용하여 평가하도록 했다. 더불어, 본 연구는 개인주의 문화권에 비하여 집단주의 문화권에서 브랜드의 영향이 더 두드러지게 나타나는 지를 알아보기 위하여 독일의 만하임대학(Universitaet Mannheim)과 한국의 한국과학기술원(KAIST) 학생들을 위주로 설문을 실시하여 문화적 차이에 따른 브랜드 영향력을 비교하고자 하였다. 실험결과에서는 독일과 한국 모두에서 브랜드 개성이 제품 개성에 유의한 영향을 미치지 않는 것으로 나타났으나, 브랜드 개성이 제품의 기능적 측면(가격)에는 영향을 미치는 것으로 나타났다(p<.001).

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Study of giving the conventional marketplaces a welcome boost through image research (재래시장 활성화를 위한 이미지요소 추출 방법에 관한 연구)

  • Hyoung, Sung-Eun
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.451-462
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    • 2007
  • There are various ways of the conventional market boost are suggested for an urban renewal recently. Presently, the government has decided to invest total 8 hundred and 10 billion dollars, including a budget of 4 hundred and 60 billion dollars and a capital of the local government, for it for the next 3 years. But, Since Its business has been focused on the redevelopment of the surroundings; remodeling, building parking lots and elevators etc, it has not solved the basic problems of the traditional marketplaces themselves. This research shows the right way to boost the traditional markets with the characteristic of them through case studys from the different cities, revaluation of their images besides the western styled wholesale markets. The survey targets on the traditional marketplaces and the wholesale markets around Tea-Hwa river in Ulsan. And, the different impressions of them are evaluated based on SD(semantic differential method) with citizens' general point of views of them, the sampled pictures and relevant adjectives. The conventional market boost finds the way to be succeeded through the analysis of a primary element base on the survey.

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Cognitive Evaluation of Geometrical Structure on Express Highway with Driving Simulator (차량시뮬레이터를 이용한 고속도로 복합선형구간에서의 운전자 감성평가)

  • 이병주;박민수;이범수;남궁문
    • Journal of Korean Society of Transportation
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    • v.21 no.4
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    • pp.91-101
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    • 2003
  • This study modeled 4-lane highway in three-dimensional virtual reality in order to overcome difficulties of field experiment. and the research subject was placed in a driving simulator. We survey the driver's cognitive characteristics to the alignment changes in the three-dimensional virtual reality highway. Especially, maximizing the identity of driving movements and virtual scenery on the basis of the data obtained by dynamic analysis module. we minimized simulator sickness for the graphic module of driving simulator. And we carried out cognitive evaluation on the basis of adjective words extracted by dictionary and the opinion of specialist. In this study LISREL model was used to detect the causal relation between geometry and safety in cognitive side, and found that geometric change affects the safety of drivers by static and dynamic road safety model in three-dimensional combined alignments. As the result, for constructing safety road. we consider drivers' cognitive characteristics as human factors in road design, and we think that they are very important factors to improve road safety.

The Assessment of Hand for Enzyme Hydrolyzed Denim fabrics(Part II) -subjective evaluation of cotton fabric- (셀룰라아제 처리된 데님직물의 태에 관한 연구(제2보) -면직물의 주관적인 태 평가-)

  • 김경애;이미식;김정희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.25 no.1
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    • pp.115-123
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    • 2001
  • This paper discussed the assessment of hand of cotton fabrics by enzymatic hydrolysis. The subjective hand and preference of denim fabrics finished by enzymatic hydrolysis were evaluated using the scale developed. The factors affecting consumers taste for denim fabrics were analyzed by the statistical technique. The effects of enzymatic hydrolysis on the properties of cotton fabrics were also evaluated by subjective hand measurements. The results are as follow; As the weight loss increased, evaluators thought that fabrics become finer, smoother, softer, warmer and more refined, and the sense of durability is sleeker and weaker, and the sense of weight is more flexible, flossier, lighter, softer, thinner. They didnt catch the change of moisture related properties according to the rate of weight loss. They also thought fabrics became more elastic, and less wrinklier as the weight loss increased. As the weight loss increased, the fabric was more preferred. The limited weight loss which changes the preference from \"dislike\" to \"like\" was 12.87%. The most preferred fabric was that with 12.87% of weight loss. It is supposed that the preference of fabric was related to the terms such as \"sum-se-ha-da\"(섬세하다), \"mai-ku-rup-da\"(매끄럽다), \"yoo-yon-ha-da\"(유연하다), \"too-bak-ji-an-da\"(투박하지 않다), \"chom-chom-ha-da\"(촘촘하다), \"gil-ki-da\"(질기다), \"kun-juk-goe-ri-ji-an-da\"(끈적거리지 않다), \"ku-kim-i-ka-ji-an-nun-da\"(구김이 가지 않는다).

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Development a self-report questionnaire-type scale for measuring user's emotions while using a product (제품 사용 중 사용자의 감성 측정을 위한 자기-보고 질문지형 척도 개발)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.10 no.3
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    • pp.403-410
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    • 2007
  • The most common method in the psychological measuring method for measuring user's emotions is to indirectly measure the user's emotion by using adjectives, called emotional words. The previous research, in order to observe user's emotional changes while they interact with a product, has extracted some emotional words and representative emotions, and made a set of subjective evaluation scale. In addition to adjective checklists, self-report questionnaire-type scales have been extensively used to assess user's emotions. This research suggested a self-report questionnaire-type scale using the representative emotions and a set of subjective evaluation scale made in the previous research. Also the reliability of the suggested self-report questionnaire-type scale was confirmed through the analysis of Cronbach's coefficient alpha. Therefore, the self-report questionnaire-type scale extracted through this research can be used in various ways to measure a user's user's emotions naturally expressed while using a product.

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