• Title/Summary/Keyword: 행동자 모델

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LSTM(Long Short-Term Memory)-Based Abnormal Behavior Recognition Using AlphaPose (AlphaPose를 활용한 LSTM(Long Short-Term Memory) 기반 이상행동인식)

  • Bae, Hyun-Jae;Jang, Gyu-Jin;Kim, Young-Hun;Kim, Jin-Pyung
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.5
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    • pp.187-194
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    • 2021
  • A person's behavioral recognition is the recognition of what a person does according to joint movements. To this end, we utilize computer vision tasks that are utilized in image processing. Human behavior recognition is a safety accident response service that combines deep learning and CCTV, and can be applied within the safety management site. Existing studies are relatively lacking in behavioral recognition studies through human joint keypoint extraction by utilizing deep learning. There were also problems that were difficult to manage workers continuously and systematically at safety management sites. In this paper, to address these problems, we propose a method to recognize risk behavior using only joint keypoints and joint motion information. AlphaPose, one of the pose estimation methods, was used to extract joint keypoints in the body part. The extracted joint keypoints were sequentially entered into the Long Short-Term Memory (LSTM) model to be learned with continuous data. After checking the behavioral recognition accuracy, it was confirmed that the accuracy of the "Lying Down" behavioral recognition results was high.

A Study for the Framework Model of Distributed Open Hypermedia (개방형 분산 하이퍼미디어 시스템의 프레임워크 모델에 관한 연구)

  • 김혜경;지정규;오해석
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.665-667
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    • 1998
  • 방대한 양의 분산 멀티미디어 자원에 대한 엑세스를 제공하는 하이퍼미디어 기능을 사용한 WWW의 성공은 정보관리 시스템의 구성요소로써 하이퍼미디어 항해자의 실행 가능성에 대한 확고한 증거를 제공한다. 그러나 논 논문에서는 현존하는 하이퍼미디어 시스템에 거의 없는 필요한 모든 기능을 제공하는 방법을 보였다. 개방형 분산 멀티미디어 자원 통합 모델의모든 기능을 제공해 주기 위하여 개방형 분산 하이퍼미디어 계층의 프리젠테이션 계층과 양질의 서비스 계층을 통하여 융통성 있고 확장 가능한 분산 멀티미디어 정보 시스템이 개발될 수 있는 범위 내의 모듈러 프레임워크(modular framework)로써 행동하도록 설계되었다. 개방형 분산 하이퍼 미디어 프레임 워크 모델은 QoS(Quality of Service)제공을 위하여 이질적인 분산 멀티미디어 자원 통합의 하이퍼미디어 프레임워크 모델을 하이퍼미디어 세션과 함께 제시함으로써 넓게 분산되어 있는 자원에 대하여 투명하게 접근할 수 있는 방법을 제시하였다.

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Analysis of the Meaning of through the Application of Semiontics (기호학 적용을 통한 의 의미 분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.15-24
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    • 2014
  • Semiotics studies the structures and systems of all signs related to human life, thus being capable of analyzing games. "Playing games" can be deemed as an act of reading or interpreting games semiotically, which makes game producers "senders," games "texts," gamers "receivers," and gamers playing games "contexts." Since most games are in the multi-variable narrative format, however, it is not a frequent case that gamers interpret games in the ways intended by producers. This study thus set out to analyze and interpret the console game (2001) remembered as the same evaluation by many gamers in the way intended by the producer. For analysis, the study defined its story program by analyzing the plot and sequence. For semantic analysis, the study applied the Actor Model and the Semiotic Square Model to interpret . The process identified such codes as confrontation, assistance, collaboration, and control and confirmed that Ico and Yorda, non-subject characters, were transforming into subject ones. That is, tells a story of the main characters that used to lead a non-subject life earning lives of their own.

A Studying Attitude Evaluation Model For Web-Flash based in Distance Education (웹-플래시 기반 원격 교육에서 학습 성실도 평가 모델 제시)

  • Jung, Jin-Uk;Choi, Byung-Do;Choi, Yong-Jun;Kim, Chong-Gun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.203-206
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    • 2003
  • 인터넷의 등장과 통신기술의 발달로 인해 여러 분야에서 원격 교육이 이루어지고 있다. 이러한 결과로 인해 다양한 멀티미디어 기술을 활용한 컨텐츠의 저작이 일반화되고 있다. 이러한 컨텐츠는 전통적인 교실 수업과 같은 학습 효과를 얻기 위해 상호작용 적인 멀티미디어 컨텐츠를 도입하는 노력을 기울이고 있지만 학습자의 학습 활동과 학습 성실도를 파악하기 어렵다. 본 논문에서는 웹-플래시를 기반으로 한 원격교육 환경에서의 학습 상황 평가 기법과 시스템을 제안한다. 제안한 시스템은 학습자가 학습하는 행동을 트래킹함으로써 학습자에 대한 수업 성실도를 판단하여 학습자 평가에 이용한다.

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Posture features and emotion predictive models for affective postures recognition (감정 자세 인식을 위한 자세특징과 감정예측 모델)

  • Kim, Jin-Ok
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.83-94
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    • 2011
  • Main researching issue in affective computing is to give a machine the ability to recognize the emotion of a person and to react it properly. Efforts in that direction have mainly focused on facial and oral cues to get emotions. Postures have been recently considered as well. This paper aims to discriminate emotions posture by identifying and measuring the saliency of posture features that play a role in affective expression. To do so, affective postures from human subjects are first collected using a motion capture system, then emotional features in posture are described with spatial ones. Through standard statistical techniques, we verified that there is a statistically significant correlation between the emotion intended by the acting subjects, and the emotion perceived by the observers. Discriminant Analysis are used to build affective posture predictive models and to measure the saliency of the proposed set of posture features in discriminating between 6 basic emotional states. The evaluation of proposed features and models are performed using a correlation between actor-observer's postures set. Quantitative experimental results show that proposed set of features discriminates well between emotions, and also that built predictive models perform well.

Study on driver's distraction research trend and deep learning based behavior recognition model

  • Han, Sangkon;Choi, Jung-In
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.173-182
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    • 2021
  • In this paper, we analyzed driver's and passenger's motions that cause driver's distraction, and recognized 10 driver's behaviors related to mobile phones. First, distraction-inducing behaviors were classified into environments and factors, and related recent papers were analyzed. Based on the analyzed papers, 10 driver's behaviors related to cell phones, which are the main causes of distraction, were recognized. The experiment was conducted based on about 100,000 image data. Features were extracted through SURF and tested with three models (CNN, ResNet-101, and improved ResNet-101). The improved ResNet-101 model reduced training and validation errors by 8.2 times and 44.6 times compared to CNN, and the average precision and f1-score were maintained at a high level of 0.98. In addition, using CAM (class activation maps), it was reviewed whether the deep learning model used the cell phone object and location as the decisive cause when judging the driver's distraction behavior.

Detecting Interactive Elements from a Story for Interactive Animation through Semiotic Analysis (인터랙티브 애니메이션의 기호학적 분석을 통한 이야기의 상호작용 요소)

  • Suk, Hae-Jung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.83-106
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    • 2014
  • The trends of smart devices and interactive media are demanding expansion of the form of Animation and there were some challenges to create interactive animation as completed contents. However, most of interactive storytelling with the branch structure do not meet the audiences' expectation and the use of distracters has even audiences' immersion drop down. This paper proposes 4 conditions for the completed interactive animation content. To suggest the way how to complete a story by the roles and actions of the audiences' participation, which is the most important one among 4 conditions above, this study has analyzed the story of . This interactive animation is considered as a successful case of interactive animation as an interactive contents with a completed story. This paper analyze the story with 20 functional narrative structure, semiotic rectangle and 'Actantial model' by Greimas in semiotics. Finally, this paper concludes 'what the interactive elements will be' and 'where the interactions will take place' in a traditional narrative structure through finding the answers of what the audience's role is.

QBS, the Smart e-learning Model (참여와 공유의 정신을 구현한 스마트시대의 이러닝 학습 모델 QBS)

  • Park, Jae-Chun;Lee, Doo-Young;Yang, Je-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.208-220
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    • 2015
  • This study analyze Online class's current condition in Smart era. And suggest better operation model based on Internet Architecture. This study focuses the condition of e-learning operation model in University online class. Especially, 'Time Check Idea' that using for attendance on e-learning class has some side effects. So this study would applied 'Qualitative Check Idea Concept' on e-learning class. Question Based System, QBS is example model. QBS is leading a Learner's participation in e-class by Making Quiz. These quizs are shared with other students and refer to studing contents. Practically operating Qualitative Concept model QBS on university e-class, we can seek for the effectiveness of Qualitative e-learning model QBS.

A Study on the Effect of Pro-Environmental Consumers on Environmental Education Utilizing Value-Attitude-Behavior Model (가치-태도-행동모델(VAB)을 활용한 친환경 소비자의 환경교육의 조절효과 연구)

  • Hwang, Youn-Sung;Seo, Yong-Mo
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.273-282
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    • 2017
  • This empirical study is to verify the moderating effects of environmental education on pro-environmental consumers. For this purpose, we used Value-Attitude-Behaviro Model(VAB). In addition, as an environmental education method, the environmental education method using 7 environmental movies by the multimedia with excellent learning effect in order to increase the interest and educational commitment of the learners was utilized. A total of 116 subjects were divided into experimental group and control group, and the experiment was designed based on Pretest-Posttest Control Group Design to grasp the effect of environmental education after conducting environmental education to the experiment group. The results of the analysis showed that environmental education had no effect on environmental values but it had a positive effect on improving the attitude and the pro-environmental behavior. This study proved that the sustainable environmental education could form pro-environmental behavior, even though the environmental sense of values had not been formed in adolescence, and furthermore, the earlier researches had been mainly focused on the effect of the environmental education for the adolescent.

The Non-suicidal Self-injury of Middle and High School Students Based on the School Counselor's Experience: Focusing on the Emotional Cascade Model (학교상담자의 경험에 기반한 중·고등학생의 비자살적 자해행동: 정서홍수모델을 중심으로)

  • SeongYeon Kim;HyoEun Park;BoRa Lee;DongHun Lee
    • Korean Journal of Culture and Social Issue
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    • v.30 no.2
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    • pp.193-220
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    • 2024
  • This study was conducted by applying Selby and Joiner (2009)'s Emotional Cascade Model to the phenomenon of non-suicidal self-injury of adolescents, focusing on the school counselor's counseling experience. To this end, a focus group interview(FGI) was conducted with 56 counselors who had experience in counseling self-injured adolescents, and this study applied Braun and Clake's thematic analysis(2012). As a result, 8 categories and 16 subtopics were derived: 'negative emotional experience', 'maladaptive cognitive emotional dysregulation strategy', 'experience of emotional cascade', 'temporary relief of psychological pain', 'aggravation of the emotional cascade state', 'emotional pain from nonsuicidal self-injury', 'vicious cycle of nonsuicidal self-injury' and 'difficulty in controlling behavior that co-occurs with nonsuicidal self-injury'. These results are significant in expanding the understanding regarding the non-suicidal self-injury of adolescents through the perspective of school counselors who are in a position to consider the various systems surrounding adolescents in an integrated manner. Based on the research results, implications, limitations and future research were discussed.