• 제목/요약/키워드: 행동 인식

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Ontology-based User Intention Recognition for Proactive Planning of Intelligent Robot Behavior (지능형로봇 행동의 능동적 계획수립을 위한 온톨로지 기반 사용자 의도인식)

  • Jeon, Ho-Cheol;Choi, Joong-Min
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.1
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    • pp.86-99
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    • 2011
  • Due to the uncertainty of intention recognition for behaviors of users, the intention is differently recognized according to the situation for the same behavior by the same user, the accuracy of user intention recognition by minimizing the uncertainty is able to be improved. This paper suggests a novel ontology-based method to recognize user intentions, and able to minimize the uncertainties that are the obstacles against the precise recognition of user intention. This approach creates ontology for user intention, makes a hierarchy and relationship among user intentions by using RuleML as well as Dynamic Bayesian Network, and improves the accuracy of user intention recognition by using the defined RuleML as well as the gathered sensor data such as temperature, humidity, vision, and auditory. To evaluate the performance of robot proactive planning mechanism, we developed a simulator, carried out some experiments to measure the accuracy of user intention recognition for all possible situations, and analyzed and detailed described the results. The result of our experiments represented relatively high level the accuracy of user intention recognition. On the other hand, the result of experiments tells us the fact that the actions including the uncertainty get in the way the precise user intention recognition.

SmartPendant: An Intelligent Device for Human Activity Recognition and Location Tracking (스마트 펜던트: 사람의 행동 인식과 위치 추적을 위한 지능형 디바이스)

  • Cho, Yong-Won;Nam, Yun-Young;Kim, Tae-Kyum;Kim, Jin-Hyoung;Cho, We-Duke
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.340-344
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    • 2007
  • 유비쿼터스 지능공간에서 사람의 행동과 위치를 모니터링하는 것은 서비스 제공을 위해 기본적이며 필수적인 단계이다. 본 논문에서는 스마트 펜던트(SmartPendant)의 카메라 영상과 GPS위치 정보를 이용한 새로운 웨어러블 컴퓨터를 제안한다. 우선, 행동 인식를 위해 영상간에 특정 픽셀 값 차와 옵티컬 플로우를 사용하였으며, 인식이 가능한 행동으로는 걷기, 멈춤, 방향전환이다. 또한, GPS를 이용한 사용자의 위치 정보는 위도와 경도에 대한 스트링값을 패킷값으로 변환하여 지능형 상황인지 서버에 전달된다.

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Relationship between Subjective Oral Health Perception and Oral Health Behavior in Adolescent Students in IT Age (IT 시대의 청소년기 학생들의 주관적 구강건강인식과 구강건강행동의 관계)

  • Seong, Jeong-Min;Lee, Sun-Kyoung
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.3
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    • pp.507-514
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    • 2017
  • Objectives: The purpose of this study was to determine if self-rated oral health differed according to self-reported oral health behaviors in Korean adolescents. Methods: The raw data of 'The 6th Youth Health Behavior Online Survey' carried out by the Korea Center for Disease Control and Prevention were analysed. Independent t-test, one-way ANOVA, and Logistic regression analysis were used to assess the relationships between oral health behaviors and self-rated oral health (n=73,238). Results:Oral health behaviors had stronger influence on daily toothbrushing habits. In particular, participants who brushed their teeth in the morning and participants who brushed their teeth more than 3 times a day were more likely to have good self-rated oral (P<0.001). Conclusions: Korean adolescents with high self-rated oral health reported practicing good oral health behaviors. These results highlight the need for the further practicable oral health education programs.

Impact of Employee's Gratitude Disposition on Organizational Citizenship Behavior : Focus on Multi-mediated Effects of Perceived Organizational Support and Job Satisfaction (구성원의 감사성향이 조직시민행동에 미치는 영향 : 조직지원인식과 직무만족의 다중매개효과를 중심으로)

  • Kim, Chang-Dong;Oh, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.686-701
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    • 2020
  • The purpose of this study is to find out how employee's gratitude disposition affects Organizational Citizenship Behavior(OCB) and empirically validating multiple mediation effect of perceived organizational support(POS) and job satisfaction. For this study, an online survey has been conducted on office workers to analyze 380 sets of answers, reviewed reliability and validity through CFA and used SPSS 25.0, AMOS 25.0, Macro Process 3.0, a bootstrap method to test hypothesis. As a result, it is verified that an employee's gratitude disposition positively affects OCB, POS and job satisfaction and that there exists a multiple mediation effect of POS and job satisfaction. In this study, it is validated that an employee's gratitude disposition has a positive influence on OCB and an employee's gratitude disposition, an individual trait, is a related antecedent variable of POS. The result of this study is meaningful that it suggests boosting gratitude disposition, a positive psychological factor, in an organization can positively affect employees' job attitude and organization effectiveness.

A Searching Product Design Cognizance System on Consumers (소비자 제품디자인 인식체계의 규명)

  • 신택균
    • Archives of design research
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    • v.11
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    • pp.62-68
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    • 1995
  • ------Recently. as the level of common consumer thoughts of design has been highly developed. and the design oriented attitude of consumers. and it's research of behavior. are studied widely in business administration field. Accordingly the study of design has been endeavor to be studied bilaterlly by with related study like marketing as to secure the co-operative results and or conclusions which explain the consumer behaviors of product purchasing. This study is one of the conceptional trials steps which get in touch of design cognizance theoretically in design field. Main cotents are. A) The design oriented multi-attribute attitude factors regarding to consumer decision making. B) The design factors which give influences on purchasing products. C) The particularity of design factors is to be make on design cognizance. For these purpose, this study. above all. tries to survey the circumstance of design cognizance and the processing system of organizing design information. Finally "The product design cognizance system on consumers is represented hereinafter.fter.

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A Comparison of Appearance management Behaviors of middle school boys with girls in relation to the Perception of Body Size -Among girls and boys' middle school in Gwangju- (남.여 중학생의 체형인식에 따른 외모관리 항동 비교연구 -광주시내 남.여 공학 중학생을중심으로-)

  • Wee Eun-Hah
    • Journal of Korean Home Economics Education Association
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    • v.18 no.3 s.41
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    • pp.119-131
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    • 2006
  • The purpose of this study was to investigate the body size perception and appearance management behaviors of middle school boys and girls. Subjects of this study were 7 coeducational middle school boys and girls in Gwangju and 435 responses were collected from real body measurement and questionnaires. SPSS package 12.0(Kr) was used to analyze results. The results were summarized as follows: First, middle school boys and girls tended to perceive their bodies slimmer as well as obeser. It is recommended to give education for correct perception of their body sire. Second, the correlation of body size perception factor and appearance management behavior was Middle school boys and girls tended to manage their appearance using a diet rather than doing exercise in obesity distortion perception group(the group perceive obeser than real body size). It needs to be properly guided. Third, the appearance management behavior of slimness distortion perception group(the group perceive slimmer than real body size) and normal group was examined. While middle school boys did only exercise management, middle school girls did all but exercise management. Their education should be distinguished. Finally, while slimness distortion perception group did diet management in both middle school boys and girls, they tended not to manage body correction or exercise. A tendency to depend only on a diet in the group who should perceive their need of exercise should be corrected. In order to correct the distorted body perception and appearance management behavior of middle school boys and girls, it is recommended to educate a standard body size through home management education which is a regular curriculum, and at the same time to guide them to perceive their actual body size correct.

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A study on the scalp, hair care according to DiSC behaviors of cosmetic consumer in their 20s (20대 미용소비자의 DiSC행동유형에 따른 두피·모발관리 연구)

  • Jo, Min-Hye;Yang, Eun-Jin
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.415-421
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    • 2018
  • The purpose of this study is to analyze the difference of scalp and hair care behaviors according to DiSC behaviors of beauty consumer. For the study, 251 questionnaires were analyzed using the SPSS v.18.0 statistical package program. First, there was statistically significant difference in psychological stability, favorable image, and maintaining state of scalp and hair management according to DiSC behavior type. In case of Shin Jung - hyung (C), psychological stability, Positive images, and maintaining good condition. Second, DiSC and hair management behaviors according to DiSC behaviors showed statistically significant difference in state cognition management and product use management. In the case of cognition type (C) and social type (I) Product use management. The results of this study suggest that hair management awareness and behavior, which is dependent on DiSC behaviors of consumers, are provided as basic data for corporate marketing strategy.

Design of pet abnormal behavior detection through sensor data augmentation based on GAN (GAN 기반 센서 데이터 증강을 통한 반려동물 이상행동 탐지 설계)

  • Kim, Hyungju;Moon, Nammee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.05a
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    • pp.665-666
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    • 2022
  • 반려동물의 이상행동 탐지를 위한 센서 데이터를 수집하는 과정에서 발생하는 시간과 비용의 문제로 인해 데이터 증강이 요구되고 있다. 본 논문에서는 통계적 변형과 GAN 기반의 데이터 증강을 통해 반려동물의 정상행동과 이상행동으로 분류하는 방법을 제안한다. 통계적 변형은 회전, 순열, 조합 등을 이용하며, GAN을 통해 원본 데이터에 노이즈가 포함된 유사한 데이터를 생성한다. 증강된 모든 데이터는 원본 데이터와 함께 학습 데이터로 사용한다. 최종적으로, LSTM의 단점을 보완한 Convolutional LSTM 모델을 통해 반려동물의 정상행동 인식의 범주를 넓혀 보다 정확한 이상행동을 인식하고자 한다.

Implementing user interface through everyday gesture (일상적 행동양식을 통한 인터페이스의 구현)

  • Ahn, Jong-Yoon;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.409-415
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    • 2006
  • 컴퓨터와 인간사이의 원활한 의사소통 및 인터랙션을 위해 기존의 키보드, 마우스를 대체할 수 있는 다양한 입력장치들이 개발되고 있다. 하지만 정보를 탐색, 접근하는 데에 있어서 기존의 장치들은 클릭과 같은 제한적인 동작만을 입력 값으로 받아들이므로 이러한 방식에 익숙하지 않은 사용자의 입장에서는 부자연스러움을 느끼는 요인이 된다. 사용자의 제스처를 인식할 수 있는 인터페이스를 통해 일상에서 사물을 사용할 때의 행동양식을 그대로 가져올 수 있다면, 디지털 콘텐츠에 접근하는데 있어 보다 직관적이고 편리하게 컴퓨터와 의사소통 될 수 있다. 제스처는 동작의 자율성이 높고 때로 그 의미를 파악하기 모호하기 때문에 동작들을 정확히 인식하여 구분할 필요가 있다. 본 논문에서는 이를 바탕으로 효과적인 제스처 인터페이스의 구현을 위해 필요한 점들을 살펴보고, 기술적 구현을 통해 디지털 콘텐츠와의 인터랙션을 보여주고자 한다. 정보 접근에 있어 가장 익숙하고 전통적이라 할 수 있는 책의 메타포를 통해 페이지를 넘기는 행동양식을 인식할 수 있는 인터페이스를 개발하고 이를 입력장치로 사용한다. 사용자의 동작을 인식, 파악하여 책을 앞뒤로 넘기거나 탐색하며 원하는 정보에 접근할 수 있도록 유도하고 손 동작을 통한 인터페이스를 수단으로 컴퓨터와의 유연한 의사소통이 가능하도록 구현한다.

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Interaction with Agents in the Virtual Space Combined by Recognition of Face Direction and Hand Gestures (얼굴 방향과 손 동작 인식을 통합한 가상 공간에 존재하는 Agent들과의 상호 작용)

  • Jo, Gang-Hyeon;Kim, Seong-Eun;Lee, In-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.3
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    • pp.62-78
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    • 2002
  • In this paper, we describe a system that can interact with agents in the virtual space incorporated in the system. This system is constructed by an analysis system for analyzing human gesture and an interact system for interacting with agents in the virtual space using analyzed information. An implemented analysis system for analyzing gesture extracts a head and hands region after taking image sequence of an operator's continuous behavior using CCD cameras. In interact system, we construct the virtual space that exist an avatar which incarnating operator himself, an autonomous object (like a Puppy), and non-autonomous objects which are table, door, window and object. Recognized gesture is transmitted to the avatar in the virtual space, then transit to next state based on state transition diagram. State transition diagram is represented in a graph in which each state represented as node and connect with link. In the virtual space, the agent link an avatar can open and close a window and a door, grab or move an object like a ball, order a puppy to do and respond to the Puppy's behavior as does the puppy.