• Title/Summary/Keyword: Cognitive Systems Engineering

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A Study on the Function and Design Factors of Mobile Phones for Children (어린이용 휴대폰 기능 및 설계 요소에 관한 연구)

  • Song, Mi-Jin;Sim, Joung-Hoon;Yoon, Hoon-Yong
    • Journal of the Ergonomics Society of Korea
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    • v.28 no.4
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    • pp.51-59
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    • 2009
  • These days mobile phone which were used mainly by grown-up persons are now widely used among children as well due to new social demands. Despite this trend, existing mobile phones are still being designed and produced according to the taste of people in their 20s and 30s, even the elderly, not satisfying physical, emotional and cognitive characteristics raised by children. This study aimed to extract the design factors of mobile phones for children by reflecting functional factors requested by children and parents in QFD's customer demands. First, functional and design factors requested in mobile phones for children were extracted from existing products and documentary records and some functional factors were selected through a process of integration and omission. The survey research was conducted on children and parents, based on the selected functional factors. Based on the survey research, functional factors were analyzed using AHP, and key functional factors considered by children and parents in mobile phones for children were investigated. Finally, in order to reflect the results in QFD, the correlation between functional factors and design factors was constructed as HOQ through experts' evaluation. The results showed that both children and parents recognized the basic functions such as telephoning, text messaging and phone directory as high priority functional factors, even though the relative importance was different between children and parents. Therefore, it is likely to satisfy the desires of both children and parents by designing mobile phones for children in consideration of design factors such as menu depth, button independence and button arrangement. It is expected that this study will promote experiments on design factors and propose basic data for and guidelines to mobile phone design for children.

Alzheimer's Disease Classification with Automated MRI Biomarker Detection Using Faster R-CNN for Alzheimer's Disease Diagnosis (치매 진단을 위한 Faster R-CNN 활용 MRI 바이오마커 자동 검출 연동 분류 기술 개발)

  • Son, Joo Hyung;Kim, Kyeong Tae;Choi, Jae Young
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1168-1177
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    • 2019
  • In order to diagnose and prevent Alzheimer's Disease (AD), it is becoming increasingly important to develop a CAD(Computer-aided Diagnosis) system for AD diagnosis, which provides effective treatment for patients by analyzing 3D MRI images. It is essential to apply powerful deep learning algorithms in order to automatically classify stages of Alzheimer's Disease and to develop a Alzheimer's Disease support diagnosis system that has the function of detecting hippocampus and CSF(Cerebrospinal fluid) which are important biomarkers in diagnosis of Alzheimer's Disease. In this paper, for AD diagnosis, we classify a given MRI data into three categories of AD, mild cognitive impairment, and normal control according by applying 3D brain MRI image to the Faster R-CNN model and detect hippocampus and CSF in MRI image. To do this, we use the 2D MRI slice images extracted from the 3D MRI data of the Faster R-CNN, and perform the widely used majority voting algorithm on the resulting bounding box labels for classification. To verify the proposed method, we used the public ADNI data set, which is the standard brain MRI database. Experimental results show that the proposed method achieves impressive classification performance compared with other state-of-the-art methods.

Japanese-to-Korean Inflected Word Translation Using Connection Relations of Two Neighboring Words (인접 단어들의 접속정보를 이용한 일한 활용어 번역)

  • Kim, Jung-In;Lee, Kang-Hyuk
    • Korean Journal of Cognitive Science
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    • v.15 no.2
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    • pp.33-42
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    • 2004
  • There are many syntactic similarities between Japanese and Korean language. These similarities enable us to build Japanese-Korean translation systems without depending cm sophisticated syntactic analysis and semantic analysis. To further improve translation accuracy, we have been developing a Japanese-Korean translation system using these similarities for several years. However, there still remain some problems with regard to translation of inflected words, processing of multi-translatable words and so on. In this paper, we propose a new method for Japanese-Koran machine translation by using the relationships of two neighboring words. To solve the problems, we investigate the connection rules of auxiliary verb priority. And we design the translation table, which consists of entry tables and connection form tables. for unambiguous words, we can translate a Japanese word to the corresponding Korean word in terms of direct-matching method by consulting the only entry table. Otherwise we have to evaluate the connection value computed from connection form tables and then we can select the most appropriate target word.

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A Korean Emotion Features Extraction Method and Their Availability Evaluation for Sentiment Classification (감정 분류를 위한 한국어 감정 자질 추출 기법과 감정 자질의 유용성 평가)

  • Hwang, Jae-Won;Ko, Young-Joong
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.499-517
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    • 2008
  • In this paper, we propose an effective emotion feature extraction method for Korean and evaluate their availability in sentiment classification. Korean emotion features are expanded from several representative emotion words and they play an important role in building in an effective sentiment classification system. Firstly, synonym information of English word thesaurus is used to extract effective emotion features and then the extracted English emotion features are translated into Korean. To evaluate the extracted Korean emotion features, we represent each document using the extracted features and classify it using SVM(Support Vector Machine). In experimental results, the sentiment classification system using the extracted Korean emotion features obtained more improved performance(14.1%) than the system using content-words based features which have generally used in common text classification systems.

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Comparison of Map Display Styles of Vehicle Navigation System on Human Factors (자동차 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jeong, Peom-Jin;Paek, Sung-Lyeol;Kim, Ki-Peom;Park, Peom
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.36
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    • pp.49-59
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and fastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other information service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating - must be considered. The display style must be designed simply and easily, not to be obstacle of human -machine interface. In this study, outside-in view display style and inside-out view display style are compared each other. Two factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds - Cross, T-cross, Y-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. Vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically, The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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Effects of Exercise Intensity on Hand Steadiness (운동 강도가 손 안정성에 미치는 영향)

  • Han, Seung Jo;Kim, Sun-Uk;Koo, Kyo Chan
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.36 no.1
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    • pp.1-7
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    • 2013
  • This study is aimed to investigate the association between anaerobic-aerobic exercise intensity and hand steadiness. Hand steadiness is the decisive contributor to affecting the job performance just as in the rifle shooting and archery in sports and the microscope-related jobs requiring hand steadiness in industries. In anaerobic exercise condition hand steadiness is measured through hand steadiness tester having 9 different diameter holes after each subject exerts 25%, 50%, 75%, and 100% of maximum back strength. In aerobic exercise occasion it is evaluated at each time heart rate reaches 115%, 130%, and 145% of reference heart rate measured in no task condition after they do jumping jack. The results indicate that an increased intensity in both types of exercise reduces hand steadiness, but hand steadiness at 25% of maximum back strength and 115% of reference heart rate is rather greater than at no exercise. Just as the relation between cognitive stress and job performance has upside-down U form, so does the association of physical loading to hand steadiness, which means that a little exercise tends to improve hand steadiness in comparison with no exercise.

Perspectives on the Application of Capabilities Based Acquisition in the System of Systems Environment (복합시스템 환경에서의 능력기반 획득 적용방안)

  • Kwon, Yong-Soo;Song, Sang-Ki;Ko, Nam-Kyung
    • Journal of the military operations research society of Korea
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    • v.36 no.2
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    • pp.71-84
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    • 2010
  • This work describes capabilities based acquisition process in the SoS(System of Systems) environment. It is written as qualitative paper based on a cognitive paradigm. Future battle space is formed with grids of the various sensors and the shooters. It has been also transformed into a SoS concept which accomplishes missions and their functions through network based battle management systems in a single theater. The SoS is a set or arrangement of systems that results when independent and useful systems are integrated into a larger system that delivers unique capabilities. Therefore the acquisition process is changing over from single system requirements to capabilities based acquisition of the SoS. In this point of view, this paper analyzes functionally JCIDS, DAS and CEP which are critical elements of the acquisition process. From results of this comprehensive analysis, perspectives on the application of capabilities based acquisition suitable for Korean acquisition environment are presented.

Capturing and Modeling of Driving Skills Under a Three Dimensional Virtual Reality System Based on Hybrid System

  • Kim, Jong-Hae;Hayakawa, Soichiro;Suzuki, Tatsuya;Hirana, Kazuaki;Matsui, Yoshimichi;Okuma, Shigeru;Tsuchida, Nuio
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.2747-2752
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    • 2003
  • This paper has develops a new framework to understand the human’s driving maneuver based on the expression as HDS focusing on the driver’s stopping maneuver. The driving data has been collected by using the three-dimensional driving simulator based on CAVE, which provides three-dimensional visual information. In our modeling, the relationship between the measured information such as distance to the stop line, its first and second derivatives and the braking amount has been expressed by the PWPS model, which is a class of HDS. The key idea to solve the identification problem was to formulate the problem as the MILP with replacing the switching conditions by binary variables. From the obtained results, it is found that the driver appropriately switches the ‘control law’ according to the following scenario: At the beginning of the stopping behavior (just after finding the stopping point), the driver decelerate the vehicle based on the acceleration information, and then switch to the control law based on the distance to the stop line.

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A new meta-heuristic optimization algorithm using star graph

  • Gharebaghi, Saeed Asil;Kaveh, Ali;Ardalan Asl, Mohammad
    • Smart Structures and Systems
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    • v.20 no.1
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    • pp.99-114
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    • 2017
  • In cognitive science, it is illustrated how the collective opinions of a group of individuals answers to questions involving quantity estimation. One example of this approach is introduced in this article as Star Graph (SG) algorithm. This graph describes the details of communication among individuals to share their information and make a new decision. A new labyrinthine network of neighbors is defined in the decision-making process of the algorithm. In order to prevent getting trapped in local optima, the neighboring networks are regenerated in each iteration of the algorithm. In this algorithm, the normal distribution is utilized for a group of agents with the best results (guidance group) to replace the existing infeasible solutions. Here, some new functions are introduced to provide a high convergence for the method. These functions not only increase the local and global search capabilities but also require less computational effort. Various benchmark functions and engineering problems are examined and the results are compared with those of some other algorithms to show the capability and performance of the presented method.

OPERATION SKILL ANALYSIS USING PRIMITIVE STATIC STATES IN HUMAN-OPEATED WORK MACHINE

  • Mitsuhiro Kamezaki;Hiroyasu Iwata;Shigeki Sugano
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.230-236
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    • 2009
  • Double-front construction machinery, which was designed for complicated tasks, requires intelligent systems that can provide the quantitative work analysis needed to determine effective work procedures and that can provide operational and cognitive support for operators. Construction work environments are extremely complicated, however, and this makes state identification difficult. We therefore defined primitive static states (PSS) that are determined using on-off data for the lever inputs and manipulator loads for each part of the grapple and front and that are completely independent of the various environmental conditions and operator skill levels. To confirm the usefulness of PSS, we performed experiments with a demolition task by using our virtual reality simulator. We confirmed that PSS could robustly and accurately identify the work states and that untrained skills could be easily inferred from the PSS-based work analysis. We also confirmed in skill-training experiments that advice information using PSS-based skill analysis greatly improved work performance. We thus confirmed that PSS can adequately identify work states and are useful for work analysis and skill improvement.

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