• 제목/요약/키워드: Convergent Exploration

검색결과 26건 처리시간 0.03초

카페공간에 대한 수렴적 탐색상황에서의 주의집중 특성의 분석 방법에 관한 연구 - 선택적 주시데이터에 의한 뇌파 데이터 분석을 중심으로 - (A Study on the Attention Concentration Properties in Convergent Exploration Situations in Cafe Space - Focusing on Gaze and Brain wave Data Analysis -)

  • 김종하;김주연;김상희
    • 한국실내디자인학회논문집
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    • 제25권2호
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    • pp.30-40
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    • 2016
  • This study analyzed the attention concentration tendencies of one(1) subject who showed convergent exploratory acts actively through the gaze-brainwave measurement experiment of cafe space images and our research findings are as follows. First, the areas of interest (AOIs) that the subject gazed visually by paying attention to it and concentrating on it at a cafe space include counter&menu area, sign area, partition area, image wall area, stairs area, and movable furniture area, and built-in furniture area: seven areas in total. Second, conscious gaze frequency appeared the highest in counter&menu area, and conscious gaze appeared more later than in initial times. Third, conscious gaze pattern was divided into the zone that explored various areas dispersely (distributed exploratory zone) and the zone that explored between particular areas concentratedly (intensive exploratory zone). Fourth, as a result of analyzing the brainwave attention concentration, it was found that the attention concentration in prefrontal lobe (Fp1, Fp2) and frontal lobe (F3, F4) rose to a higher level in the zone of 15 to 16 seconds and this time zone was considered to be a zone where gazing at counter&menu area was very active. In addition, the attention concentration appeared higher in the initial zone than in the later zone, among the entire experimental time zones. Finally, as a result of analyzing the changes in activation by brain portion of the SMR wave expressed when maintaining the arousal and attention concentration, it was found that the right prefrontal lobe and the frontal lobe became activated in the time zone when the intensive exploration of "counter&menu area" and "movable furniture${\leftrightarrow}$built-in furniture area" had occurred and the time zone when the intensive exploration of "image wall${\leftrightarrow}$partition area" and "counter&menu${\leftrightarrow}$sign area" had occurred.

스포츠 매장의 전회에 따른 정보 탐색과 시각적 이해 특성 - 원-공간과 전회-공간의 이미지 비교를 통해 - (Searching of Information on Reverse left/right Space in Sports-Shop and Features of Its Visual Appreciation - Through Comparison of Original and Reverse left/right Image Space -)

  • 김종하
    • 한국실내디자인학회논문집
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    • 제25권5호
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    • pp.71-81
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    • 2016
  • This research has been carried out with the objects of sporting goods shops to find out what structure of those shops raises more interest from customers. The tracking eyes on the objects which are the same but seen to have different structures has revealed the followings. Customers' visual appreciation of Reverse left/right Images (11.1) was found to be higher than that of Original Images (10.6). Furthermore, the reverse left/right image of the space also was found to attract more interest from customers, which led them to have longer observation. The below is about the interpretation of the spatial exploration by observation time and the appreciation of its visual content in line with the experiment objects of selling spaces. The longer the space was observed, (1)the higher the expansive searching of space was, (2)the more spots were observed as if they did not know what to see after they first observed at early hours, (3)later (in the time range of 64~73 seconds) they came to look at the spots in which they got interested, (4)and then again they suddenly got lost what to see. When the change of observation characteristics by time range is reviewed, it can be seen that the searching of original images is changed from Divergent Feature to Convergent Feature when the observation time increases from the early stage of observation to the later. On the contrary, the reverse left/right images were found to have the opposite searching features, that is, from convergent exploration to divergent exploration. These findings show that the reverse left/right images of the sporting goods shops, which were the experiment objects, have more factors attracting customers' attention and interest and that it is the very shop-structure which makes customers have better visual appreciation of those shops.

시각정보의 수렴적 탐색활동을 위한 주의집중 개시 시간에 관한 연구 (Study on the Starting Time of Attention for Convergent Exploration of Visual Information)

  • 김종하;정재영
    • 한국실내디자인학회논문집
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    • 제25권3호
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    • pp.51-59
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    • 2016
  • The technique for Eye-tracking is to trace the movements of pupils so that the eye's exploration response to be digitized. The procedure of Observation Experiment shows a mutual environmental characteristics between men and measuring devices. In order to improve the reliability and to secure the objectivity of the data acquired from eye-tracking, it is very important to analyze the procedures for the experiment to be prepared and the test data to be saved. Based on this viewpoint, the convergent exploration activities at the observation experiment with the objects of sport images were examined to find out what influences the context effect given by experimental environments have on this experiment. In addition, the starting time of attention affecting the reliability of observation data has been estimated. When the observation time is to be subdivided by the unit of second. The attention disperses for the individual characteristics to be appreciated. However, in case of analysis by the overall average, there was the problem that the section of attention dispersed to make it difficult to analyze the subjects' observation features. The study results made it possible to understand the physiological characteristics which were near unconsciousness, when there was an intensive attention for the first 3 seconds and the observation data were shown to be in ordinary range after 4 seconds. The analysis of observation with the focus of the intensive attention enabled the analysis with the first 3 seconds excepted so that it might approach the ordinary range of observation data. The distribution of attention for the first 3 seconds showed the intensive attention, which was on the center. The emergence of intensive attention and the overlapping of the centers can be considered as a context effect due to the correction for the preparing process of experiment. Accordingly, it is thought to be helpful to the security of objectivity and the construction of reliability of eye-tracking data to analyze the observation features shown after the deletion of the data for the first 3 seconds.

생체모방 기반 융합 학습 모델을 적용한 '골격근의 구조와 수축'에 대한 디지털 교재 개발 (Development of a Digital Textbook on 'Structure and Contraction Mechanism of Skeletal Muscle' with the Learning Model for Biomimicry-Based Convergence)

  • 김수연;권용주
    • 과학교육연구지
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    • 제42권2호
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    • pp.95-105
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    • 2018
  • 이 연구의 목적은 생체 모방 기반 융합 학습 모델을 이용하여 골격근의 구조 및 수축 메커니즘에 대한 디지털 교과서를 개발하는 것이다. 골격근의 구조 및 수축 메커니즘 단원은 고등학교 생명과학I에 포함된 내용이다. 융합 학습 모델은 3D 모델링 및 프린팅을 포함하는 3단계의 생체 모방 기반 융합 학습(Exploration-Design-Implementation)으로 설계되었다. 개발된 디지털 교재는 8차시로 구성되어 있는데, 골격근 탐색, 스케치 앱과 3D 모델링을 이용한 골격근 모방 창의적 설계 2개 차시, 3D 프린팅을 이용하여 설계안의 융합적 구현, 근수축의 탐색, 스케치 앱과 3D 모델링을 이용한 근수축 모방 창의적 설계 2개 차시, 3D 프린팅을 이용하여 설계안의 융합적 구현 등으로 구성되었다. 각 차시는 대화 형 및 모바일 학습을 위해 갤러리 위젯, 미디어 위젯, 프레젠테이션 위젯, 스케치 위젯, 클라우드, 설문 위젯 및 평가 위젯의 컨텐츠를 포함하고 있다. 개발 된 디지털 교과서를 고등학생 20 명에게 투입한 결과 학생들의 생명과학 학습에 효과가 긍정적인 것으로 나타났다. 또한 이 연구에서 개발된 생체 모방 기반 융합 학습 디지털 교재는 학생들의 창의적 설계 및 구현 능력의 향상에서 효과적인 학습자료로 평가되었다. 이러한 결과를 볼 때 디지털 교재는 학생들의 흥미와 생명과학에 대한 자기주도적 학습에 유용한 자료임을 보여주었다.

실시간 차선인식 알고리즘을 위한 최적의 멀티코어 아키텍처 디자인 공간 탐색 (Optimal Design Space Exploration of Multi-core Architecture for Real-time Lane Detection Algorithm)

  • 정인규;김종면
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권3호
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    • pp.339-349
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    • 2017
  • 본 논문에서는 주행 중인 차량의 차선 인식을 위해 4단계로 구성된 알고리즘을 제안한다. 첫 번째 단계에서는 관심영역 추출한다. 두 번째 단계에서는 신호 잡음을 제기하기 위해 중간 값 필터를 이용한다. 세 번째 단계에서는 입력되는 이미지의 배경과 전경의 두 클래스로 구분하기 위한 이진화 알고리즘을 수행한다. 마지막 단계에서는 이진화 과정 후에 남아 있는 노이즈나 불완전한 에지 등을 제거하여 선명한 차선을 얻기 위해 이미지 침식 알고리즘을 이용한다. 하지만 이러한 차선 인식 앍고리즘은 높은 계산량을 요구하여 실시간 처리가 어려운 실정이다. 따라서 본 논문에서는 멀티코어 아키텍처를 이용하여 실시간 차선이탈 감지 알고리즘을 병렬구현 한다. 또한, 차선이탈 감지 알고리즘을 위한 최적의 멀티코어 아키텍처의 구조를 탐색하기 위해 총 8가지의 서로 다른 프로세싱 엘리먼트 구조를 이용하여 실험하였고, 모의실험 결과 40×40의 프로세싱 엘리먼트 구조에서 최적의 성능, 에너지 효율 및 면적 효율을 보였다.

Effects of Latin hypercube sampling on surrogate modeling and optimization

  • Afzal, Arshad;Kim, Kwang-Yong;Seo, Jae-won
    • International Journal of Fluid Machinery and Systems
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    • 제10권3호
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    • pp.240-253
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    • 2017
  • Latin hypercube sampling is widely used design-of-experiment technique to select design points for simulation which are then used to construct a surrogate model. The exploration/exploitation properties of surrogate models depend on the size and distribution of design points in the chosen design space. The present study aimed at evaluating the performance characteristics of various surrogate models depending on the Latin hypercube sampling (LHS) procedure (sample size and spatial distribution) for a diverse set of optimization problems. The analysis was carried out for two types of problems: (1) thermal-fluid design problems (optimizations of convergent-divergent micromixer coupled with pulsatile flow and boot-shaped ribs), and (2) analytical test functions (six-hump camel back, Branin-Hoo, Hartman 3, and Hartman 6 functions). The three surrogate models, namely, response surface approximation, Kriging, and radial basis neural networks were tested. The important findings are illustrated using Box-plots. The surrogate models were analyzed in terms of global exploration (accuracy over the domain space) and local exploitation (ease of finding the global optimum point). Radial basis neural networks showed the best overall performance in global exploration characteristics as well as tendency to find the approximate optimal solution for the majority of tested problems. To build a surrogate model, it is recommended to use an initial sample size equal to 15 times the number of design variables. The study will provide useful guidelines on the effect of initial sample size and distribution on surrogate construction and subsequent optimization using LHS sampling plan.

양면성 혁신의 선행요인에 대한 연구 (A Study on Ambidextrous Innovation's Proceeding Elements)

  • 성기욱;김봉선
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2012년 추계학술대회
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    • pp.253-268
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    • 2012
  • Recently, creative innovation has become a major topic in management innovation and due to this, various researches on its need and methodologies are being performed. According to previous studies on ambidexterity, explorative innovation is closer to divergent and right-sided brain, while exploitative innovation is closer to convergent and left-sided brain. Topic was to identify preceding element which affects Ambidextrous Innovation. For this topic, 129 Six Sigma projects from 19 different companies were collected. Ambidextrous index from preceding studies was used. This index represents the degree of ambidextrous activation and can be calculated by multiplying cumulative usage of exploitative tools with that of explorative tools. In the project characteristics, simple linear regression result showed leadership degree, team's vitalization degree and leader capability degree have effect in positive direction.

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Development of a new digital photogrammetric technique for characterization of rock joint orientation

  • Kim Jaedong;Kim Jong-Hoon
    • 한국지구물리탐사학회:학술대회논문집
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    • 한국지구물리탐사학회 2003년도 Proceedings of the international symposium on the fusion technology
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    • pp.60-65
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    • 2003
  • A new algorithm was developed to interpret joint orientations from a pair of images of the rock slope to overcome the limitation of photographing direction as in the parallel stereophotogrammetric system and to maximize the range of image measurement. This algorithm can be regarded as a modified multistage convergent photographing system. To determine camera parameters in the perspective projection equation that are the major elements in the photogrammetric technique, a new concept was developed by using three ground control points and single ground guide point. This method could be considered to be very simple when compared with other existing methods which use a number of ground control points and complicated analysis processes.

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Proposal of Electronic Engineering Exploration Learning Operation Using Computing Thinking Ability

  • LEE, Seung-Woo;LEE, Sangwon
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.110-117
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    • 2021
  • The purpose of the study is to develop effective teaching methods to strengthen the major learning capabilities of electronic engineering learners through inquiry learning using computing thinking ability. To this end, first, in the electronic engineering curriculum, we performed teaching-learning through an inquiry and learning model related to mathematics, probability, and statistics under the theme of various majors in electronic engineering, focusing on understanding computing thinking skills. Second, an efficient electronic engineering subject inquiry class operation using computing thinking ability was conducted, and electronic engineering-linked education contents based on the components of computer thinking were presented. Third, by conducting a case study on inquiry-style teaching using computing thinking skills in the electronic engineering curriculum, we identified the validity of the teaching method to strengthen major competency. In order to prepare for the 4th Industrial Revolution, by implementing mathematics, probability, statistics-related linkage, and convergence education to foster convergent talent, we tried to present effective electronic engineering major competency enhancement measures and cope with innovative technological changes.

심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로 (The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players)

  • 이승제;정의준
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제9권6호
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    • pp.341-352
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    • 2019
  • 최근 e-sports에 대한 사회적 관심이 증대하면서 게임 리더십과 관련된 심리사회적인 요인들을 발굴하기 위한 노력이 점증하고 있다. 게임 리더십이란 게임 내에서 주어진 과제를 효율적으로 수행하기 위해 필요한 능력을 가리키는 것으로, e-sports 경기 진행과 팀워크 향상을 위해 매우 필요한 역량이라고 할 수 있다. 이러한 점에 착안하여 본 연구는 심리적 요인(자기통제, 사회지능, 자존감)과 게임 동기, 게임 효능감이 게임 리더십과 어떤 관계를 맺고 있는지를 살펴보고자 했다. 이를 위해 MOBA(Multiplayer Online Battle Arena) 장르를 이용하는 청소년 196명의 데이터를 활용하여 회귀분석을 실시하였다. 분석 결과 인터넷 게임 이용시간, 사회지능, 게임 효능감은 모두 게임 리더십과 정적인 관계를 보이고 있었다. 이와 함께 게임 동기 요인 중 사회성, 탐험 그리고 도피 동기가 게임 리더십과 유의미한 관련이 있는 것으로 나타났다. 그러나 자존감과 자기통제는 게임 리더십에 아무런 영향을 미치지 않았다. 이후 결과를 분석하고 논의하였다.