• Title/Summary/Keyword: 확장된 인지

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Video Coding Method Using Visual Perception Model based on Motion Analysis (움직임 분석 기반의 시각인지 모델을 이용한 비디오 코딩 방법)

  • Oh, Hyung-Suk;Kim, Won-Ha
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.223-236
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    • 2012
  • We develop a video processing method that allows the more advanced human perception oriented video coding. The proposed method necessarily reflects all influences by the rate-distortion based optimization and the human visual perception that is affected by the visual saliency, the limited space-time resolution and the regional moving history. For reflecting the human perceptual effects, we devise an online moving pattern classifier using the Hedge algorithm. Then, we embed the existing visual saliency into the proposed moving patterns so as to establish a human visual perception model. In order to realize the proposed human visual perception model, we extend the conventional foveation filtering method. Compared to the conventional foveation filter only smoothing less stimulus video signals, the developed foveation filter can locally smooth and enhance signals according to the human visual perception without causing any artifacts. Due to signal enhancement, the developed foveation filter more efficiently transfers the bandwidth saved at smoothed signals to the enhanced signals. Performance evaluation verifies that the proposed video processing method satisfies the overall video quality, while improving the perceptual quality by 12%~44%.

The effect of Individual Entrepreneurial Orientation on Entrepreneurial Intentions: Focusing on the Mediating Effects of Cognitive Competency and Social Awareness (개인의 기업가적 지향성이 창업의도에 미치는 영향: 인지역량과 사회적 인식의 매개효과를 중심으로)

  • Kim, Su Jin;Kim, Jong Sung
    • 한국벤처창업학회:학술대회논문집
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    • 2024.04a
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    • pp.103-110
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    • 2024
  • This study aimed to confirm the positive impact of individual entrepreneurial orientation on entrepreneurial intentions and to investigate whether cognitive competency and social awareness of entrepreneurs serve as mediating variables in the relationship between individual entrepreneurial orientation and entrepreneurial intentions. The results of this study are as follows: Individual entrepreneurial orientation positively influenced entrepreneurial intentions, cognitive competency, and social awareness of entrepreneurs. Moreover, it was found that higher levels of cognitive competency and social awareness led to higher entrepreneurial intentions. Additionally, it was demonstrated that cognitive competency and social awareness of entrepreneurs had parallel mediating effects in the relationship between individual entrepreneurial orientation and entrepreneurial intentions. Based on these findings, this study provides theoretical foundations for research on the relationship between individual entrepreneurial orientation and entrepreneurial intentions, which have been relatively underexplored. Furthermore, by identifying cognitive competency and social awareness as mediating variables, this study opens avenues for academic expansion. Finally, the findings of this study can serve as practical groundwork related to individual entrepreneurial orientation.

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.

A study on prediction influence factor of Graduate Students inEducation Learning satisfaction, persistence, recommend intention (교육대학원생의 비대면 온라인 강의 만족도, 학습지속의향, 추천 의향에 미치는 예측 요인에관한연구)

  • Kim-Jae Kum
    • Journal of The Korean Association of Information Education
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    • v.26 no.6
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    • pp.517-532
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    • 2022
  • As a result of the this exploratory study the main results show that the factors affecting the satisfaction of non-face-to-face class learning of graduate students in Education were social presence, perceived easy to use, and information service quality. Secondly, the factors affecting the learning persistence were perceived usefulness and social presence, but perceived usefulness's influence was relatively small. Next, it was found that the subjective satisfaction of graduate students of education did not significantly affect their intention to continue learning persistence. Lastly, learning satisfaction and learning persistence had a positive effect on the intention to recommend to others. Through the this empirical analysitics study it demonstrate the factors such as attitudes, feelings, and friendliness toward non-face-to-face online classes perceived by graduate students in Education.

Factors affecting the Continuance Usage Intention of Biometric Technology : Comparing Dark Scenario with Bright Scenario (생체인식기술의 지속사용의도에 영향을 미치는 요인에 관한 연구 : 다크 시나리오와 브라이트 시나리오의 비교)

  • Lee, Byung-Yong;Kim, Min-Yong
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.1-22
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    • 2011
  • The purpose of this study is to verify the relationship between expectancy confirmation and continuance usage intention in biometric technology. We extend the continuance usage intention model, TAM and expectation confirmation theory by adding perceived privacy, perceived security and trust. Results was analyzed by using structural equations model. The results show that satisfaction and perceived usefulness have positive effect on continuance usage intention in the bright scenario. Perceived privacy and perceived security are positive factors on perceived usefulness, and perceived privacy is positive effect on perceived security. On the other hand, the respondents who are exposed to the dark scenario have negative effects on the perceived privacy, perceived security and trust. And finally, trust has no significant effect on the perceived usefulness.

Mobile Health Applications Adoption for the Management of Smartphone Overdependence (스마트폰 과의존 관리를 위한 모바일 건강관리 어플리케이션 수용 모델)

  • Rho, Mi Jung
    • Korea Journal of Hospital Management
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    • v.26 no.4
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    • pp.12-28
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    • 2021
  • Purposes: The convenience of smartphones have lead to people's overdependence on devices, which may cause obstacles in daily life. It is useful to manage smartphone overdependence by using mobile health applications. We aimed to investigate the acceptance of mobile health applications designed to help in the management of smartphone overdependence. Methodology/Approach: We developed the extended model based on the Unified Theory of Acceptance and Use of Technology 2. The modified model had six hypotheses with six variables: result demonstrability, performance expectancy, effort expectancy, social influence, perceived risk, and behavioral intention to use. We randomly included 425 smartphone users in an online survey in 2020. A structural equation model was used to estimate the significance of the path coefficients. Findings: Performance expectancy and social influence had a very strong direct positive association with behavioral intention to use. Result demonstrability had a direct positive association with performance expectancy. Perceived risk had a strong direct negative association with performance expectancy. Performance expectancy and social influence were the main factors directly influencing the acceptance of mobile health applications for the management of smartphone overdependence. Practical Implications: We demonstrated smartphone users' acceptance of mobile health applications for smartphone overdependence management. Based on these results, we could develop mobile health applications more effectively.

Extending Korean PropBank for Korean Semantic Role Labeling and Applying Domain Adaptation Technique (한국어 의미역 결정을 위한 Korean PropBank 확장 및 도메인 적응 기술 적용)

  • Bae, Jangseong;Lee, Changki
    • Korean Journal of Cognitive Science
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    • v.26 no.4
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    • pp.377-392
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    • 2015
  • Korean semantic role labeling (SRL) is usually performed by a machine learning and requires a lot of corpus. However, the Korean PropBank used in Korean SRL system is less than PropBank. It leads to a low performance. Therefore, we expand the annotated corpus and verb frames for Korean SRL system to expand the Korean PropBank corpus. Most of the SRL system have a domain-dependent performance so, the performance may decrease if domain was changed. In this paper, we use the domain adaptation technique to reduce decreasing performance with the existing corpus and the small size of new domain corpus. We apply the domain adaptation technique to Structural SVM and Deep Neural Network. The experimental result show the effectiveness of the domain adaptation technique.

The validity of using cumulative peer assessed scores for final grades in college courses (대학 수업에서 누적 동료평가 점수를 활용한 성적 산출 방법의 타당성)

  • Bae, Soo Jung;Park, Joo Yong
    • Korean Journal of Cognitive Science
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    • v.27 no.2
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    • pp.221-245
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    • 2016
  • Peer assessment refers to having students, rather than the instructor, make assessments of one another's work. Peer assessment is often used as a tool to train writing skills or a tool to apply or extend learning in higher education. Park(2016) recently proposed a system which utilizes peer assessment as a part of preparatory activity for college courses. Before weekly class, students studied given material on their own, wrote a one page essay on a given question based on their reading, and assessed the essays of other students. In this study, the system was implemented in undergraduate courses at S University over 2 semesters and the results were analyzed. The reliability of weekly scores given by students was not very high, but the correlation was high between the cumulative scores given by students across weeks and the scores of the end of the term paper assessed by the instructor. Based on these findings, the possibility of utilizing the results of the peer assessments as part of the final grades was discussed.

Pairwise Neural Networks for Predicting Compound-Protein Interaction (약물-표적 단백질 연관관계 예측모델을 위한 쌍 기반 뉴럴네트워크)

  • Lee, Munhwan;Kim, Eunghee;Kim, Hong-Gee
    • Korean Journal of Cognitive Science
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    • v.28 no.4
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    • pp.299-314
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    • 2017
  • Predicting compound-protein interactions in-silico is significant for the drug discovery. In this paper, we propose an scalable machine learning model to predict compound-protein interaction. The key idea of this scalable machine learning model is the architecture of pairwise neural network model and feature embedding method from the raw data, especially for protein. This method automatically extracts the features without additional knowledge of compound and protein. Also, the pairwise architecture elevate the expressiveness and compact dimension of feature by preventing biased learning from occurring due to the dimension and type of features. Through the 5-fold cross validation results on large scale database show that pairwise neural network improves the performance of predicting compound-protein interaction compared to previous prediction models.

A Study on the Extended Design of Intelligent Brick System Toy (인텔리전트 브릭 시스템 완구의 디자인 확장성에 관한 연구)

  • Kwon, Hyo-Jeong;Kim, Chee-Yong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.69-75
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    • 2006
  • 디지털 테크놀로지의 비약적인 발전으로 우리는 연령과 계층을 막론하고 실생활 측면에서 사용자 환경의 변화, 디자인 시각의 변화 등 많은 변화의 사례들을 인지할 수 있다. 그 중에서도 최근 유아들의 전유물이었던 완구 시장이 학생, 성인들 대상으로 마케팅이 확장되면서 기존에 없었던 보다 지능적인 시스템과 다양한 콘텐츠를 보유하고 혁신적인 인터페이스를 갖춘 디지털 인텔리전트 브릭(Digital Intelligent Brick)완구가 시장을 빠르게 확대해 나가고 있다. 이처럼 아날로그 브릭에서 디지털 브릭으로의 새로운 변화를 주도한 대표적인 예로는 MIT와 공동연구로 개발된 로보틱스 인벤션 시스템(Robotics Invention System)인 레고(Lego)의 '마인드스톰'을 들 수 있다. 인텔리전트 브릭 시스템 완구는 Stud와 Tube의 Elements로 이루어진 기본적이고 반복적인 재료의 속성에서 시스템의 무한한 가변성과 사용자의 다양한 조건에 맞춘 인터페이스를 적용함으로써 창의적 결과물로의 확장성을 나타내고 있다. 본 연구에서는 디지털 테크놀로지를 기반으로 한 사용자중심 콘텐츠 속성을 지닌 인텔리전트 브릭 시스템에서의 시스템 구조 가변성 및 인터페이스 디자인의 확장성, 그리고 사용자 인터랙션 측면에 관하여 분석해 보고자 한다. 이를 토대로 인텔리전트 브릭 시스템이 향후 디지털 디자인 산업의 다양한 측면에서 보다 적극적으로 활용될 수 있는 기초를 제시하는 데 본 연구의 목적이 있다고 할 것이다.

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