• 제목/요약/키워드: Crowd group

검색결과 47건 처리시간 0.024초

Interactive Video Player for Supporting Learner Engagement in Video-Based Online Learning

  • YOON, Meehyun;ZHENG, Hua;JO, Il-Hyun
    • Educational Technology International
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    • 제23권2호
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    • pp.129-155
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    • 2022
  • This study sought to design and develop an interactive video player (IVP) capable of promoting student engagement through the use of online video content. We designed features built upon interactive, constructive, active, passive (ICAP), and crowd learning frameworks. In the development stage of this study, we integrated numerous interactive features into the IVP intended to help learners shift from passive to interactive learning activities. We then explored the effectiveness and usability of the developed IVP by conducting an experiment in which we evaluated students' exam scores after using either our IVP or a conventional video player. There were 158 college students who participated in the study; 76 students in the treatment group used the IVP and 82 students in the control group used a conventional video player. Results indicate that the participants in the experiment group demonstrated better achievement than the participants in the control group. We further discuss the implications of this study based on an additional survey that was administered to disclose how usable the participants perceived the IVP to be.

이용자 수에 다른 혼잡분석 - 대구시 달성, 중앙공원을 대상으로- (Analysis of Crowding by User′s Number - Case study of Dalsung and Jungang Park in Daegu city -)

  • 이현택
    • 한국조경학회지
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    • 제18권2호
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    • pp.15-19
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    • 1990
  • 도시공원의 혼잡에 관해 실제 이용자가 느끼는 혼잡정도와 이용밀도를 중심으로 조사한 결과 다 음과 같이 요약할 수 있다. 이용밀도는 계절과 요일에 따라 큰 차이가 있으며 외국에 비해 상당한 과밀이용을 나타내고 있었다. 이용밀도와 혼잡간에는 높은 상관성을 보이고 있으며 고밀도에서 이용자가 증가할 때 보다 저밀도에서 이용자가 추가될 때 혼잡도에 더 큰 영향을 미쳤다. 이용자가 증가 하여도 혼잡에는 크게 영향을 미치지 않는 혼잡포화점에서의 1인당 공원이용가능 면적이 약10$m^2$로서 우리민족의 밀집공간에 대한 강한 내성을 나타내었다. 앞으로는 본연구에서보다 다양하고 폭넓은 공원녹지를 대상으로 한 실증적 연구가 뒤따라야 할것으로 생각된다.

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가력유형별 군중하중의 크기에 관한 실험적 연구 (The Size of Crowd Pressure According to Loading Patterns)

  • 김진식;신윤호;최수경
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2016년도 추계 학술논문 발표대회
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    • pp.128-129
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    • 2016
  • This study is to categorize the loading of multiple persons on a vertical building elements into three types to test the size of crowd pressure under each loading patterns. The loading patterns is divided under the combination of loading method and loading persons. The loading method is categorized into the method of instantaneous loading of hand on a force plate and the method of continuous loading. The loading persons has been composed of 1~5 persons under the loading patterns. The loading patterns is also divided into lateral loading, longitudinal loading, and agglomeration loading. The subject group has been composed of 12 males in 20s. The load measurement device(size 1800×600×36mm, capacity 20kN, rigidity 28kN/cm) has been designed and manufactured directly. To eliminate the difference of individual, the size of crowd pressure has been converted into the strength to weight ratio (maximum load/weight) for computation. The strength to weight ratio in lateral loading was about 0.91 under instantaneous loading and about 0.47 under continuous loading. The strength to weight ratio in longitudinal loading was about 0.65 under instantaneous loading and about 0.36 under continuous loading. The strength to weight ratio in agglomeration loading was about 0.65 under instantaneous loading and about 0.36 under continuous loading.

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Modeling and simulation of large crowd evacuation in hazard-impacted environments

  • Datta, Songjukta;Behzadan, Amir H.
    • Advances in Computational Design
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    • 제4권2호
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    • pp.91-118
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    • 2019
  • Every year, many people are severely injured or lose their lives in accidents such as fire, chemical spill, public pandemonium, school shooting, and workplace violence. Research indicates that the fate of people in an emergency situation involving one or more hazards depends not only on the design of the space (e.g., residential building, industrial facility, shopping mall, sports stadium, school, concert hall) in which the incident occurs, but also on a host of other factors including but not limited to (a) occupants' characteristics, (b) level of familiarity with and cognition of the surroundings, and (c) effectiveness of hazard intervention systems. In this paper, we present EVAQ, a simulation framework for modeling large crowd evacuation by taking into account occupants' behaviors and interactions during an emergency. In particular, human's personal (i.e., age, gender, disability) and interpersonal (i.e., group behavior and interactions) attributes are parameterized in a hazard-impacted environment. In addition, different hazard types (e.g., fire, lone wolf attacker) and propagation patterns, as well as intervention schemes (simulating building repellent systems, firefighters, law enforcement) are modeled. Next, the application of EVAQ to crowd egress planning in an airport terminal under human attack, and a shopping mall in fire emergency are presented and results are discussed. Finally, a validation test is performed using real world data from a past building fire incident to assess the reliability and integrity of EVAQ in comparison with existing evacuation modeling tools.

3D Res-Inception Network Transfer Learning for Multiple Label Crowd Behavior Recognition

  • Nan, Hao;Li, Min;Fan, Lvyuan;Tong, Minglei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권3호
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    • pp.1450-1463
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    • 2019
  • The problem towards crowd behavior recognition in a serious clustered scene is extremely challenged on account of variable scales with non-uniformity. This paper aims to propose a crowed behavior classification framework based on a transferring hybrid network blending 3D res-net with inception-v3. First, the 3D res-inception network is presented so as to learn the augmented visual feature of UCF 101. Then the target dataset is applied to fine-tune the network parameters in an attempt to classify the behavior of densely crowded scenes. Finally, a transferred entropy function is used to calculate the probability of multiple labels in accordance with these features. Experimental results show that the proposed method could greatly improve the accuracy of crowd behavior recognition and enhance the accuracy of multiple label classification.

이벤트 주도형 소셜 미디어: 특유문화 생성을 위한 군중 컴퓨팅 시스템 개발 (Event-Driven Social Media: Crowd Computing System Development for Idioculture Generation)

  • 임성택;차상윤;박차라;문지현;이인성;김진우
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.301-309
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    • 2009
  • This study focuses on event-driven social media (EDSM), which supports the production of unique cultural items of small groups by satisfying the conflicting desires of distinctiveness and assimilation that small groups possess. EDSM is a system which promotes the production of idioculture through small group interaction by using an actual event in which people participate in small groups. By setting up an EDSM system in a university festival in which 10,000 to 15,000 people gather in small groups, idioculture production was tested for approximately eight hours and a half. Interaction records gathered from the test, as well as focus group interview data garnered soon after were used to analyze usage patterns of EDSM, types of idiocultures produced, and resulting factors of user experience. Through this, considerations upon designing future EDSM were proposed.

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군중의 경로 추적 행동 (Path Following Behavior of Crowd)

  • 이지현
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.10-14
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    • 2008
  • 컴퓨터 애니메이션을 이용한 군중 장면은 영화나 게임에서 자주 등장한다. 군중의 보행동작을 생성하기 위해 기존의 기술들은 주로 군중의 각 개체들의 행동을 모델링하여 접근하였다. 하지만, 군중의 규모가 커질수록 모든 개체를 개별적으로 제어하기는 어려워진다. 따라서 대규모 군중의 경우 개체별로 행동을 모델링하기보다 집단별로 모델링하여 보다 직관적으로 군중을 제어할 수 있다. 본 논문에서는 집단의 경로 추적 행동을 시뮬레이션하기 위한 집단 역장 모델을 제안한다. 집단은 같은 목적, 즉 같은 경로를 따라 무리지어 행동하는 개체들의 모임으로 정의된다. 또한 집단의 무리짓는 행동은 정렬, 응집, 분리의 세 가지 특징으로 규정지을 수 있다. 집단 역장 모델을 통해 이러한 집단의 특징들을 보존하면서 개체 간의 충돌을 자연스럽게 회피할 수 있다. 제안한 기술을 통하여, 사용자는 나란히 늘어선 집단에서 동그랗게 뭉쳐진 집단까지 원하는 형태의 경로 추적 애니메이션을 생성할 수 있다.

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크라우드 소싱 접근법을 활용한 기술가치 평가 (Technology valuation utilizing crowd sourcing approach)

  • 최지은;이환수
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제6권6호
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    • pp.403-412
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    • 2016
  • 기술을 이용한 거래 및 투자가 활성화 되면서 기술에 대한 객관적인 평가의 필요성이 증대되고 있다. 그러나 현행 기술가치 평가방법은 신뢰성 및 객관성이 부족한 한계를 가지고 있다. 전통적인 평가방법론인 시장접근법, 수익접근법, 비용접근법 외에도 실물옵션법, 로열티산정법 등 다양한 평가방법론이 연구되고 있으나 시장에서 지배적인 평가방법론은 없는 실정이다. 기술의 가치는 대상에 따라 상대적으로 결정되기 때문에 유사한 기술이라도 동일한 가치 평가방법을 적용할 수 없다. 이에 대하여 소수의 전문가보다 다수 참여에 의한 판단이 객관적이고 나은 결과를 가져온다는 의미의 집단지성 및 크라우드 소싱을 통한 접근은 위와 같은 문제에 대한 대안을 제시해 준다. 본 논문에서는 크라우드 소싱 모델의 네가지 유형인 Wisdom, Voting, Funding, Creation을 접목하여 전문가 그룹을 활용한 직접적 평가 및 대중의 간접적 평가를 통해 기술가치 평가에 대한 객관성을 제고할 수 있는 방법에 대해 논의한다.

Gene Algorithm of Crowd System of Data Mining

  • Park, Jong-Min
    • Journal of information and communication convergence engineering
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    • 제10권1호
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    • pp.40-44
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    • 2012
  • Data mining, which is attracting public attention, is a process of drawing out knowledge from a large mass of data. The key technique in data mining is the ability to maximize the similarity in a group and minimize the similarity between groups. Since grouping in data mining deals with a large mass of data, it lessens the amount of time spent with the source data, and grouping techniques that shrink the quantity of the data form to which the algorithm is subjected are actively used. The current grouping algorithm is highly sensitive to static and reacts to local minima. The number of groups has to be stated depending on the initialization value. In this paper we propose a gene algorithm that automatically decides on the number of grouping algorithms. We will try to find the optimal group of the fittest function, and finally apply it to a data mining problem that deals with a large mass of data.

Privacy-Preservation Using Group Signature for Incentive Mechanisms in Mobile Crowd Sensing

  • Kim, Mihui;Park, Younghee;Dighe, Pankaj Balasaheb
    • Journal of Information Processing Systems
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    • 제15권5호
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    • pp.1036-1054
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    • 2019
  • Recently, concomitant with a surge in numbers of Internet of Things (IoT) devices with various sensors, mobile crowdsensing (MCS) has provided a new business model for IoT. For example, a person can share road traffic pictures taken with their smartphone via a cloud computing system and the MCS data can provide benefits to other consumers. In this service model, to encourage people to actively engage in sensing activities and to voluntarily share their sensing data, providing appropriate incentives is very important. However, the sensing data from personal devices can be sensitive to privacy, and thus the privacy issue can suppress data sharing. Therefore, the development of an appropriate privacy protection system is essential for successful MCS. In this study, we address this problem due to the conflicting objectives of privacy preservation and incentive payment. We propose a privacy-preserving mechanism that protects identity and location privacy of sensing users through an on-demand incentive payment and group signatures methods. Subsequently, we apply the proposed mechanism to one example of MCS-an intelligent parking system-and demonstrate the feasibility and efficiency of our mechanism through emulation.