• Title/Summary/Keyword: Cognitive engine

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Analysis of Bridge Team's Technical Behavior Pattern Appearing in Williamson's Turn (윌리암슨 선회법에 나타난 선교팀의 기술적 행동유형의 분석)

  • Yun, Chong-gum;Park, Deuk-Jin;Yim, Jeong-Bin
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.6
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    • pp.701-708
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    • 2018
  • Human error is an important cause of maritime accidents and the identification of human error is fundamental to maritime-accident preventions. In particular, the pattern of technical behavior taken in the circumstance of bridge teams(navigator & helmsman) provides important information to identify human error. The purpose of this study is to identify and analyze technical behavior pattern of bridge teams using Williamson's turn for rescue of persons overboard. The focus of this study is to build and analyze a cognitive model of the human behavior factors of the bridge teams in the process of implementing the experiments. The experimental environment was constructed using a ship-handling simulator and conducted an experiment on participants from 24 bridge teams. As a result of the experiment, it was able to identify the behavior pattern of the ship's maneuvering and maintain trajectory using the rudder and engine. This study is expected to correct human error in the bridge teams application to the certification and training of seafarers.

A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

Analysis of Security Problems of Deep Learning Technology (딥러닝 기술이 가지는 보안 문제점에 대한 분석)

  • Choi, Hee-Sik;Cho, Yang-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.9-16
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    • 2019
  • In this paper, it will analyze security problems, so technology's potential can apply to business security area. First, in order to deep learning do security tasks sufficiently in the business area, deep learning requires repetitive learning with large amounts of data. In this paper, to acquire learning ability to do stable business tasks, it must detect abnormal IP packets and attack such as normal software with malicious code. Therefore, this paper will analyze whether deep learning has the cognitive ability to detect various attack. In this paper, to deep learning to reach the system and reliably execute the business model which has problem, this paper will develop deep learning technology which is equipped with security engine to analyze new IP about Session and do log analysis and solve the problem of mathematical role which can extract abnormal data and distinguish infringement of system data. Then it will apply to business model to drop the vulnerability and improve the business performance.

A Study on the Effects of Search Language on Web Searching Behavior: Focused on the Differences of Web Searching Pattern (검색 언어가 웹 정보검색행위에 미치는 영향에 관한 연구 - 웹 정보검색행위의 양상 차이를 중심으로 -)

  • Byun, Jeayeon
    • Journal of the Korean Society for Library and Information Science
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    • v.52 no.3
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    • pp.289-334
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    • 2018
  • Even though information in many languages other than English is quickly increasing, English is still playing the role of the lingua franca and being accounted for the largest proportion on the web. Therefore, it is necessary to investigate the key features and differences between "information searching behavior using mother tongue as a search language" and "information searching behavior using English as a search language" of users who are non-mother tongue speakers of English to acquire more diverse and abundant information. This study conducted the experiment on the web searching which is applied in concurrent think-aloud method to examine the information searching behavior and the cognitive process in Korean search and English search through the twenty-four undergraduate students at a private university in South Korea. Based on the qualitative data, this study applied the frequency analysis to web search pattern under search language. As a result, it is active, aggressive and independent information searching behavior in Korean search, while information searching behavior in English search is passive, submissive and dependent. In Korean search, the main features are the query formulation by extract and combine the terms from various sources such as users, tasks and system, the search range adjustment in diverse level, the smooth filtering of the item selection in search engine results pages, the exploration and comparison of many items and the browsing of the overall contents of web pages. Whereas, in English search, the main features are the query formulation by the terms principally extracted from task, the search range adjustment in limitative level, the item selection by rely on the relevance between the items such as categories or links, the repetitive exploring on same item, the browsing of partial contents of web pages and the frequent use of language support tools like dictionaries or translators.