• Title/Summary/Keyword: 행동 패턴

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Modular UI research as a user customization method on handheld devices (User Customization이 가능한 Handheld device의 Modular interface 설계)

  • Song, Sang-Gon;Park, Bo-Eun;Jang, Hyun-Kook;Kim, Young-Sun;Kim, Na-Young;Park, Hyun-Chul
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.153-158
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    • 2007
  • 기존의 모바일 기기들은 일반화된 고정 인터페이스 상태의 제품으로, 사용자가 단순 학습을 통해 반복된 인터렉션과 구성만을 이용하는 수준이었으나 최근과 같이 기기가 지능적이고 다양화되면서 개인의 요구와 특성을 반영한 인터페이스 방법들을 요구하기 시작하였다. 이에 따라 일반적 성향에 맞추어진 Universal UI와 개인의 특성에 맞춰진 Customizing UI의 양립적 이슈는 지속적으로 대치되어 왔다. 그러므로 이를 서로 적절한 수준에서 상호 보완하여 디자인하는 것은 그 형태나 속성을 떠나 최신 UI의 기본적인 필요충분조건이 되었다. Universal UI는 인식과 행동패턴을 달리하는 사람들의 공통분모를 찾아냄으로써 표준화의 Solution을 찾아낼 수 있었지만 Customizing에 대한 해답은 사용자 심리, 문화, 역사까지 고려해야 한다. 우리는 이 두 부분을 모두 만족하는 다방면의 멘탈모델 수립과 UT검증을 통해 모바일 기기에서 최적의 인터페이스 개발을 진행하게 되었다. 이러한 Customizing에 대한 연구는 기기 사용자의 지역과, 문화적 특성에 따라 최적화된 인터페이스를 제공할 수 있기에 기기 제조사는 Future work을 위해서라도 이러한 부분에의 충분한 연구 의의가 있다고 할 수 있다. 우리는 본 논문에서와 같은 Personalization과, 선호 기능을 좀 더 쉽게 적응하고 사용할 수 있도록 하는 Customization 을 통해 사용자의 성향을 적극 반영할 수 있는 모바일 인터페이스 제품 개발로 한 단계 발전시켰다고 본다.

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Item Analysis of Japanese NCTUA for the Quality Improvement of Chemistry Items of CSAT (대학수학능력시험에서 화학 문항의 질 제고를 위한 일본 대학입시센터시험 문항 분석)

  • Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.54 no.6
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    • pp.818-828
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    • 2010
  • It has already been 17 years since the first implementation of the Korean College Scholastic Ability Test (CSAT). Having been administered so many CSAT tests including practice tests, criticisms have been made against CAST tests being stuck to the same pattern and focusing mainly on knowledge-based items. To address this issue, we analyzed the chemistry items of the Japanese National Center Test for University Admissions (NCTUA) administered in January of 2009 with regard to content factors, behavioral domains, item types, and noted any peculiarities in comparison to CSAT. Also, we estimated the predicted percentage of correct answers from the perspectives of Korean candidates to arrive at implications for chemistry items of CSAT.

HOG based Pedestrian Detection and Behavior Pattern Recognition for Traffic Signal Control (교통신호제어를 위한 HOG 기반 보행자 검출 및 행동패턴 인식)

  • Yang, Sung-Min;Jo, Kang-Hyun
    • Journal of Institute of Control, Robotics and Systems
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    • v.19 no.11
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    • pp.1017-1021
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    • 2013
  • The traffic signal has been widely used in the transport system with a fixed time interval currently. This kind of setting time was determined based on experience for vehicles to generate a waiting time while allowing pedestrians crossing the street. However, this strict setting causes inefficient problems in terms of economic and safety crossing. In this research, we propose a monitoring algorithm to detect, track and check pedestrian crossing the crosswalk by the patterns of behavior. This monitoring system ensures the safety for pedestrian and keeps the traffic flow in efficient. In this algorithm, pedestrians are detected by using HOG feature which is robust to illumination changes in outdoor environment. According to a complex computation, the parallel process with the GPU as well as CPU is adopted for real-time processing. Therefore, pedestrians are tracked by the relationship of hue channel in image sequence according to the predefined pedestrian zone. Finally, the system checks the pedestrians' crossing on the crosswalk by its HOG based behavior patterns. In experiments, the parallel processing by both GPU and CPU was performed so that the result reaches 16 FPS (Frame Per Second). The accuracy of detection and tracking was 93.7% and 91.2%, respectively.

Prototyping Game Model for Tangible Interface (체감형 인터페이스를 위한 게임모델)

  • Ko Bong-Kyun;Kim Ban-Suk;Moon Kwan-Bo;Lee Sun-Ju;Hong Ju-Hee;Choo Moon-Won;Choi Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.412-415
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    • 2005
  • Recently, new games have been experimented to be given the adaptive interfaces equipped with AI algorithms which could interpret the user's personality, behavioral patterns, and physiological conditions in realtime. In this paper, we propose the intermediate form of tangible interface for PC package, which is currently decaying in commercial market.

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Implementation of a system to analyze user behavior patterns based on vital signs and user locations (생체신호와 위치인식기반 사용자 행동패턴 분석 시스템 개발)

  • Joo, Moon-Il;Chung, Gi-Soo;Kim, Hee-Cheol
    • Smart Media Journal
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    • v.3 no.4
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    • pp.35-40
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    • 2014
  • As small sized bio-sensors and digital yarns are developed, digital wear measuring vital signs can be used for individuals' health, the elderly care and sports activities. This paper discusses a database structure for analyzing stress state, pulses, positions, exercise amount of user based on vital signs measured for 24 hours measured by the wear and GPS information, and a storage for storing XML documents following a standard HL7 meta-model. By analyzing the stored information, the system identifies the stress state and exercise amount of users. Pulses, exercise intensity and emergency situations can be also detected by the system in real time. This paper discusses the implementation of a system enabling to acquire and analyze vital signals to understand user behavior patterns.

Effects of Human Activity Patterns on Personal Exposure Levels of Nitrogen Dioxide in A-San Area (아산지역에 있어서의 $NO_{2}$ 개인 피폭량에 미치는 각종 생활행동 패턴의 영향)

  • 손부순;김대선;정문식
    • Journal of environmental and Sanitary engineering
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    • v.11 no.3
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    • pp.47-52
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    • 1996
  • Personal exposure levels of $NO_{2}$ for office workers and housewives Living in A-San and neighboring prefectures were measured in two seasons with $NO_{2}$ filter badge. $NO_{2}$ concentrations in indoor and outdoor air in their offices and houses were also measured in the same periods. Personal exposure levels in winter ranged from 13 to 132 ppb and its distribution pattern was remarkably different from the other seasons (15.2-17.9 ppb). This fact suggests that use of heating apparatus affects largely $NO_{2}$ indoor air pollution in winter seasons. Actually, $NO_{2}$ exposure levels of subjects used Kerosene heater (43.6ppb) and gas heater (33.4ppb) were higher than those of subjects unused heating apparatus (18.0ppb). Personal exposure levels of $NO_{2}$ for man and woman Living in the same houses were correlated well each other. The time spent indoors for office workers and housewives were both longer than 22 hour a day. Home staying time was about 60% of total indoor staying time for office workers and 90% or more for housewives. Personal exposure levels were significantly related to indoor exposure levels at home all seasons. Furthermore, personal exposure levels could be estimated from $NO_{2}$ concentrations and staying times in various Living environment.

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Moving Object Detection using HSV on Auto Correction Camera (자동보정 카메라에서 HSV를 이용한 이동객체 검출)

  • Lee SeungCheol;Lee GueeSang;Choi Deokjai;Kim SooHyung
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.910-912
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    • 2005
  • 영상감시기술은 공공장소의 사랑 행동패턴 분석을 통한 범죄 예측, 실내 환경에서의 사람의 출입여부 확인, 다중 카메라에서의 특정 이동객체 추적 등 다양하게 이용되고 있다. 또한 유비쿼터스 환경에서 영상센서로 사용 될 수 있다. 영상감시기술에서는 입력된 영상을 여러 과정을 통하여 분석 하게 된다. 여러 과정 중 이동 객체의 정확한 분석을 위해서는 효과적인 이동객체 검출 방법이 필요하게 된다. 어떤 감시카메라는 객체가 감지되었을 때 감지된 영상을 자동으로 보정한다. 이와 같이 자동보정 카메라에 입력된 영상을 분석할 경우 보정된 정도에 따른 영상처리가 필요하게 된다. 이동객체 검출 단계는 배경영상 모델링, 이동객체 검출, 그림자 제거 단계로 나눌 수 있다. 이 같은 과정 중에 감지된 영상의 자동보정 정도를 측정하고 영상 분석시 측정값을 적용하게 된다. 보정 정도를 적용한 방법과 하지 않은 방법 중에 적용한 방법이 더욱 정확한 검출 정도를 나타냈으며, 검출된 이진 이미지의 개선을 위한 과정 중 Reconstruction의 형태학적 영상처리 방법을 적용하여 기존의 검출 방법보다 향상된 결과 영상을 획득할 수 있었다. 이렇게 검출된 이동객체의 분석을 통해 보다 향상된 분석을 할 수 있게 되며, 차후 유비쿼터스 환경에서의 영상 센서로 사용 될 수 있다.

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Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.79-87
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    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

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Implementation of Natural Behavior Patterns of Monster based on Energy Model (에너지 모델 기반으로 한 몬스터의 자연스러운 행동 패턴 구현)

  • Lee, Jae Moon;Lim, Seong Kyu
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.87-96
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    • 2014
  • In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed 'Jungle Master' game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.

A Study on Intelligent Jobs Information Recommendation Algorithm for a Mobile Environment (모바일 환경을 위한 지능형 일자리 정보 추천 알고리즘에 관한 연구)

  • Jeon, Dong-Pyo;Jeon, Do-Hong
    • Convergence Security Journal
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    • v.8 no.4
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    • pp.167-179
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    • 2008
  • As ubiquitous technology develops, there are many studies to provide various contents proper to users through a mobile device. However, there is a limit of information provision due to a small user interface of a mobile device. This study proposes a system that can solve a problem and provide an intelligent agent model appropriate to a mobile environment and job information positively that an individual user is interested. It is composed of a personalization engine to monitor users' behavior patterns and a learning algorithm to provide information to a mobile device. Analysis shows that preferred job items are different by sex, age and education, while a region affects job searching significantly.

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