• 제목/요약/키워드: Design Idea Generation

검색결과 123건 처리시간 0.019초

멀티모달 인터랙션을 위한 사용자 병렬 모달리티 입력방식 및 입력 동기화 방법 설계 (Design of Parallel Input Pattern and Synchronization Method for Multimodal Interaction)

  • 임미정;박범
    • 대한인간공학회지
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    • 제25권2호
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    • pp.135-146
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    • 2006
  • Multimodal interfaces are recognition-based technologies that interpret and encode hand gestures, eye-gaze, movement pattern, speech, physical location and other natural human behaviors. Modality is the type of communication channel used for interaction. It also covers the way an idea is expressed or perceived, or the manner in which an action is performed. Multimodal Interfaces are the technologies that constitute multimodal interaction processes which occur consciously or unconsciously while communicating between human and computer. So input/output forms of multimodal interfaces assume different aspects from existing ones. Moreover, different people show different cognitive styles and individual preferences play a role in the selection of one input mode over another. Therefore to develop an effective design of multimodal user interfaces, input/output structure need to be formulated through the research of human cognition. This paper analyzes the characteristics of each human modality and suggests combination types of modalities, dual-coding for formulating multimodal interaction. Then it designs multimodal language and input synchronization method according to the granularity of input synchronization. To effectively guide the development of next-generation multimodal interfaces, substantially cognitive modeling will be needed to understand the temporal and semantic relations between different modalities, their joint functionality, and their overall potential for supporting computation in different forms. This paper is expected that it can show multimodal interface designers how to organize and integrate human input modalities while interacting with multimodal interfaces.

시스템 구축 과정에서 소프트웨어 자동생성 도구의 적용 (Automated Generation of Software Systems in Systems Construction)

  • 정일주
    • 정보기술응용연구
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    • 제3권4호
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    • pp.63-92
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    • 2001
  • 1970대 이후 CASE 도구들은 꾸준히 발전되어 오고 활용은 보편화되고 있다. 많은 CASE 도구들은 보다 확대된 기능을 제공하기 위하여 통합되고 연계되고 있다. 한편 E-R 모델은 모델링 도구로서 널리 사용되고 있으며 대부분의 CASE 도구들이 E-R 모델을 지원하고 있다. 본 연구에서는E-R 모델에 내재한 여러 가지 특성과 응용시스템의 기본 요소들 사이에 관계를 설정하고 이를 이용하여 응용시스템을 자동적으로 생성할 수 있는 방법을 제시한다. 먼저 E-R 모델로부터 일정한 규칙에 의해 업무 프로그램, 프로그램간의 링크, 지속적 데이터 등으로 구성된 정형적 응용시스템이 생성된다. 정형적 시스템은 이용자를 위한 인터페이스 설계를 거쳐 최종적인 응용시스템으로 생성된다. 본 연구에서는 제안된 자동생성과정의 실현가능성을 가상의 시스템을 대상으로 검증해 본다. 본 연구에서 제안된 응용시스템의 자동생성 방안은 CASE 도구들의 모델링 기능과 코드 생성 기능을 연계하고 통합할 수 있는 하나의 대안을 제시할 것으로 기대된다. 동시에 종래에 데이터모델링 도구로서 주로 인식되어 온 E-R 모델에 관한 연구를 응용시스템 전체에 대한 모델링의 관점으로 확대할 수 있을 것으로 기대된다.

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A Study on Asset Preference Characteristics of Millennials and Gen Z

  • Eun-sung PARK;Jae-tae KIM
    • 융합경영연구
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    • 제11권4호
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    • pp.19-30
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    • 2023
  • Purpose: This study examines the factors that the Millennials and Gen Z prefers to invest in assets. We look at the asset structure they want now and in the future and the idea of designing the future. This can be expected that the center of Korea's asset market will change to the structure they want in the future. Research design, data and methodology: The spatial extent of the study is all over Korea including Seoul, the metropolitan area, and local cities. The survey was conducted for about 16 days from May 7 to May 22, 2023. The survey was conducted by the surveyor visiting the subject in person, distributing the questionnaire, explaining it, and filling it out in person. For the analysis, descriptive statistics and logistic regression analysis were conducted using the SPSS 25.0 statistical package. Results: It was confirmed that the preferred assets of the Millennials and Gen Z were different by period. There was also a difference in the influencing factors between Millennial Generation and Generation Z in asset preference. Conclusions: The Millennials and Gen Z's preferred assets were different by period. The reason is interpreted as the current process of collecting assets during the asset formation period. In the future, they intend to purchase real estate assets by using financial assets as a lump sum of money. We learned the characteristics of the entire Millennials and Gen Z, in addition, the difference between income and assets is believed to have affected the difference in preference factors of Millennial Generation and Generation Z, respectively.

퍼지 신경망을 이용한 맹장염진단에 관한 연구 (A Study on the Diagnosis of Appendicitis using Fuzzy Neural Network)

  • 박인규;신승중;정광호
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 2000년도 춘계 학술대회 및 국제 감성공학 심포지움 논문집 Proceeding of the 2000 Spring Conference of KOSES and International Sensibility Ergonomics Symposium
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    • pp.253-257
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    • 2000
  • the objective of this study is to design and evaluate a methodology for diagnosing the appendicitis in a fuzzy neural network that integrates the partition of input space by fuzzy entropy and the generation of fuzzy control rules and learning algorithm. In particular the diagnosis of appendicitis depends on the rule of thumb of the experts such that it associates with the region, the characteristics, the degree of the ache and the potential symptoms. In this scheme the basic idea is to realize the fuzzy rle base and the process of reasoning by neural network and to make the corresponding parameters of the fuzzy control rules be adapted by back propagation learning rule. To eliminate the number of the parameters of the rules, the output of the consequences of the control rules is expressed by the network's connection weights. As a result we obtain a method for reducing the system's complexities. Through computer simulations the effectiveness of the proposed strategy is verified for the diagnosis of appendicitis.

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웹 기반 컴퓨터 지원 발상시스템을 이용한 게임 시나리오 개발에 관한 연구 -게임 제작 프로세스 초기 시나리오 개발에 대한 발상 시스템 적용과 효과를 중심으로- (Study of Game Development scenario using Web Based Thinking System -Focused on applying The conceptual system and its effects during the first step of game development process-)

  • 정승호;황영섭;한경돈
    • 한국컴퓨터정보학회논문지
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    • 제10권3호
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    • pp.65-73
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    • 2005
  • 게임 개발의 성패는 창의적인가 아닌가에서 결정된다. 게임 개발 프로세스의 초기 단계인 시나리오 작성부분에서 특히 창의적인 아이디어 발상이 필요하다. 이를 위해 선행 개발된 웹 기반 창의적 발상 시스템(Creative Group Thinking System:이하 CGTS)을 게임 개발 디자인에 적용하여 활용하고자 한다. 따라서 본 연구는 게임 시나리오 작성 부분의 아이디어 발상 작업을 프로그램화하여 창의성을 높이고 작업시간을 단축하고자 한다.

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Flapping운동의 최적공력성능을 위한 익형 연구 (A Study of an Airfoil for Optimal Aerodynamic Performance of Flapping Motion)

  • 이정상;김종암;노오현
    • 한국전산유체공학회지
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    • 제8권2호
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    • pp.24-32
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    • 2003
  • In this work, we propose a new idea of flapping airfoil design for optimal aerodynamic performance from detailed computational investigations of flow physics. Generally, flapping motion which is combined with pitching and plunging motion of airfoil, leads to complex flow features such as leading edge separation and vortex street. As it is well known, the mechanism of thrust generation of flapping airfoil is based on inverse Karman-vortex street. This vortex street induces jet-like flow field at the rear region of trailing edge and then generates thrust. The leading edge separation vortex can also play an important role with its aerodynamic performances. The flapping airfoil introduces an alternative propulsive way instead of the current inefficient propulsive system such as a propeller in the low Reynolds number flow. Thrust coefficient and propulsive efficiency are the two major parameters in the design of flapping airfoil as propulsive system. Through numerous computations, we found the specific physical flow phenomenon which governed the aerodynamic characteristics in flapping airfoil. Based on this physical insight, we could come up with a new kind of airfoil of tadpole-shaped and more enhanced aerodynamic performance.

Design of a Bimorph Piezoelectric Energy Harvester for Railway Monitoring

  • Li, Jingcheng;Jang, Shinae;Tang, Jiong
    • 비파괴검사학회지
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    • 제32권6호
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    • pp.661-668
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    • 2012
  • Wireless sensor network is one of prospective methods for railway monitoring due to the long-term operation and low-maintenance performances. How to supply power to the wireless sensor nodes has drawn much attention recently. In railway monitoring, the idea of converting ambient vibration energy from vibration of railway track induced by passing trains to electric energy has made it a potential way for powering the wireless sensor nodes. In this paper, a bimorph cantilever piezoelectric energy harvester was designed based on a single degree-of-freedom model. Experimental test was also performed to validate the design. The first natural frequency of the bimorph piezoelectric energy harvester was decreased from 117.1 Hz to 65.2 Hz by adding 4 gram tip mass to the free end of the 8.6 gram energy harvester. In addition, the power generation of the piezoelectric energy harvester with 4 gram tip mass at resonant frequency was increased from 0.14 mW to 0.74 mW from $2.06m/s^2$ base excitation compared to stand-alone piezoelectric energy harvester without tip mass.

공학 분야의 학문융합교육 가능성 분석 (A Study on The Possibility of The Convergence Education In Engineering)

  • 박성미
    • 공학교육연구
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    • 제17권6호
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    • pp.53-61
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    • 2014
  • This study aims to identify on the possibility of the convergence education in engineering. Delphi survey on a panel of experts was chosen to be the main methodology for this study, drawing the main factors of convergence education in engineering. From Oct. 10 to Nov. 25, 2013, a three-round Delphi survey was implemented to collect data. A panel of eighteen experts were involved in this survey. For statistical processing, descriptive statistics including frequency, percentage, mean and standard deviation were carried out along with internal reliability test on the survey instrument. First, the possible convergence of disciplines in engineering were found to Design, Industrial design, ICT, Health care services, Video media, Business and Administration, Organizational psychology, Sociology, Humanities and Aesthetics. Second, the convergence education factors to be most important demanded creativity, idea generation techniques such as the expression of thought communication skills, technical expertise in the field per line, understanding of basic knowledge, verification of common elements among different disciplines, understanding of other disciplines fusion in engineering, artistry and imagination, etc. Third, requirements for the talented person of convergence were the open mind and enthusiasm, creative imagination, accept the opinions of others, skills capacity as a creative expression, and challenges. Above-mentioned requirements are found to be the necessary elements for convergence education.

빅데이터를 위한 H-RTGL 기반 단일 분류기 분산 처리 프레임워크 설계 (Design of Distributed Processing Framework Based on H-RTGL One-class Classifier for Big Data)

  • 김도균;최진영
    • 품질경영학회지
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    • 제48권4호
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    • pp.553-566
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    • 2020
  • Purpose: The purpose of this study was to design a framework for generating one-class classification algorithm based on Hyper-Rectangle(H-RTGL) in a distributed environment connected by network. Methods: At first, we devised one-class classifier based on H-RTGL which can be performed by distributed computing nodes considering model and data parallelism. Then, we also designed facilitating components for execution of distributed processing. In the end, we validate both effectiveness and efficiency of the classifier obtained from the proposed framework by a numerical experiment using data set obtained from UCI machine learning repository. Results: We designed distributed processing framework capable of one-class classification based on H-RTGL in distributed environment consisting of physically separated computing nodes. It includes components for implementation of model and data parallelism, which enables distributed generation of classifier. From a numerical experiment, we could observe that there was no significant change of classification performance assessed by statistical test and elapsed time was reduced due to application of distributed processing in dataset with considerable size. Conclusion: Based on such result, we can conclude that application of distributed processing for generating classifier can preserve classification performance and it can improve the efficiency of classification algorithms. In addition, we suggested an idea for future research directions of this paper as well as limitation of our work.

WEB2.0 기반 디자인 아이디어 발상 시스템의 사용자 인터페이스 개선 (An Improvement of User Interface for Design Idea Generation System based on WEB2.0)

  • 최은석;정승호;김대용
    • 한국콘텐츠학회논문지
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    • 제10권1호
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    • pp.37-45
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    • 2010
  • 정보의 디지털화라는 특성을 통한 컨텐츠의 무한한 공유라는 전에 없었던 경험을 인류에게 제공 한 WEB은 비합리적인 정보의 과잉이라는 경험적인 문제와 2001년 닷컴 버블의 붕괴라는 현실적인 문제에 직면하게 되었고, 사용자와 컨텐츠라는 주체에 대한 새로운 접근방법인 WEB 2.0혹은 시맨틱웹 이라는 개념을 구체화하기에 이른다. 개방성과 협업 이라는 특성으로 하나의 플랫폼을 형성하는 WEB 2.0에 대한 개념은 2003년 개발한 WEB 기반의 컴퓨터 지원 발상시스템인 CGTS(Creative Group Thinking System)가 지니고 있었던 비합리적인 데이터 관리와 인터페이스를 효과적으로 해결 및 관리 할 수 있는 기술적 배경을 제공하게 되었다. 본 연구에서는 아이디어 발상 시스템으로써 CGTS가 지녔던 복잡한 화면 구조 및 효율적이지 못한 데이터 처리방식 등으로 인한 사용성의 저하 및 데이터 관리의 어려움을 WEB2.0 기반기술인 AJAX와 DOM을 이용하여 데이터 구조를 단순화/간결화 하고 WEB 플랫폼의 인터페이스 구성을 사용자 중심으로 통합함으로써 사용성의 증대를 통한 사용자 참여의 현실화를 목적으로 기존 CGTS의 인터페이스를 개선하고자 한다.