• Title/Summary/Keyword: Face validity

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A Study on the Fabrication of Facial Blend Shape of 3D Character - Focusing on the Facial Capture of the Unreal Engine (3D 캐릭터의 얼굴 블렌드쉐입(blendshape)의 제작연구 -언리얼 엔진의 페이셜 캡처를 중심으로)

  • Lou, Yi-Si;Choi, Dong-Hyuk
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.73-80
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    • 2022
  • Facial expression is an important means of representing characteristics in movies and animations, and facial capture technology can support the production of facial animation for 3D characters more quickly and effectively. Blendshape techniques are the most widely used methods for producing high-quality 3D face animations, but traditional blendshape often takes a long time to produce. Therefore, the purpose of this study is to achieve results that are not far behind the effectiveness of traditional production to reduce the production period of blend shape. In this paper, in order to make a blend shape, the method of using the cross-model to convey the blend shape is compared with the traditional method of making the blend shape, and the validity of the new method is verified. This study used kit boy developed by Unreal Engine as an experiment target conducted a facial capture test using two blend shape production techniques, and compared and analyzed the facial effects linked to blend shape.

Enhancing Existing Products and Services Through the Discovery of Applicable Technology: Use of Patents and Trademarks (제품 및 서비스 개선을 위한 기술기회 발굴: 특허와 상표 데이터 활용)

  • Seoin Park;Jiho Lee;Seunghyun Lee;Janghyeok Yoon;Changho Son
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.4
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    • pp.1-14
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    • 2023
  • As markets and industries continue to evolve rapidly, technology opportunity discovery (TOD) has become critical to a firm's survival. From a common consensus that TOD based on a firm's capabilities is a valuable method for small and medium-sized enterprises (SMEs) and reduces the risk of failure in technology development, studies for TOD based on a firm's capabilities have been actively conducted. However, previous studies mainly focused on a firm's technological capabilities and rarely on business capabilities. Since discovered technologies can create market value when utilized in a firm's business, a firm's current business capabilities should be considered in discovering technology opportunities. In this context, this study proposes a TOD method that considers both a firm's business and technological capabilities. To this end, this study uses patent data, which represents the firm's technological capabilities, and trademark data, which represents the firm's business capabilities. The proposed method comprises four steps: 1) Constructing firm technology and business capability matrices using patent classification codes and trademark similarity group codes; 2) Transforming the capability matrices to preference matrices using the fuzzy function; 3) Identifying a target firm's candidate technology opportunities using the collaborative filtering algorithm; 4) Recommending technology opportunities using a portfolio map constructed based on technology similarity and applicability indices. A case study is conducted on a security firm to determine the validity of the proposed method. The proposed method can assist SMEs that face resource constraints in identifying technology opportunities. Further, it can be used by firms that do not possess patents since the proposed method uncovers technology opportunities based on business capabilities.

An Examination of the Relationship between Learning Outcomes of Employees Participating in Work-Study Integrated Degree Programs and University Efforts in Response (일학습병행 재직자학위연계 교육과정 참여학생의 학습성과와 대학측 대응 노력 간의 연관성 고찰)

  • Choi, Sungyon
    • Journal of Engineering Education Research
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    • v.27 no.1
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    • pp.3-12
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    • 2024
  • The degree-linked programs for employees, operated by joint training centers in specialized universities that have implemented work-study integrated programs, are educational programs that require an annual government budget of around 80 billion KRW. However, the 70+ universities running these programs face issues such as a decline in academic achievement and an increase in dropout rates among students. In this paper, I conducted multiple regression analysis based on observed and measured information to examine whether the participating students in these programs are achieving an appropriate level of academic performance and to identify the factors that universities need to invest in to achieve that level. To do this, I hypothesized a causal relationship between the university's input factors and students' academic achievement, and used the SPSS program to analyze the statistical data, confirming the validity of the hypothesis. The collected data for the study were obtained through a survey developed using a Likert 4-point scale, which quantified the distribution of grades among students enrolled in IT-related departments offering the degree-linked programs for employees and the emotional contact efforts made by the universities to motivate them for academic success. Particularly, through the results of multiple regression analysis, it was confirmed that these input factors, unlike those for students in general education programs, require more personalized and frequent interactions.

Experimental Models of Schizophrenia (정신분열병의 실험적 모델)

  • Cheon, Jin-Sook
    • Korean Journal of Biological Psychiatry
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    • v.6 no.2
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    • pp.153-160
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    • 1999
  • Animal models can provide a useful tool for the study of some aspects of psychiatric disorders and their treatment. The four criteria for the evaluation of animal models of psychiatric disorders are as following : 1) similarity of inducing conditions 2) similarity of behavioral state 3) common underlying neurobiological mechanisms 4) reversal by clinically effective treatment techniques. Several animal models have been proposed for schizophrenia : phenylethylamine model, L-dopa model, hallucinogen model, cocaine model, amphetamine model, phencyclidine model, noradrenergic reward system lesion model, reticular stimulation model, social isolation model, conditioned avoidance reaction, catalepsy test, paw test, self-stimulation paradigms, latent inhibition paradigms, blocking paradigms, prepulse inhibition of the startle reflex, rodent interaction, social behavior in monkeys, hippocampal damage, high ambient pressure, and models using selective breeding. Among them, animals with bilateral lesion of the hippocampus may provide an adequate animal model for several symptoms of schizophrenia, and ketamine model can reproduce negative symptoms and cognitive deficits as well as positive symptoms of schizophrenia. In conclusion, no model of schizophrenia is entirely representative of the disease, and findings gleaned from model systems must be cautiously interpreted. Furthermore, the process of developing and validating animal models must work in concert with the process to identify reliable measures of human phenomenology.

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EEPERF(Experiential Education PERFormance): An Instrument for Measuring Service Quality in Experiential Education (체험형 교육 서비스 품질 측정 항목에 관한 연구: 창의적 체험활동을 중심으로)

  • Park, Ky-Yoon;Kim, Hyun-Sik
    • Journal of Distribution Science
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    • v.10 no.2
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    • pp.43-52
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    • 2012
  • As experiential education services are growing, the need for proper management is increasing. Considering that adequate measures are an essential factor for achieving success in managing something, it is important for managers to use a proper system of metrics to measure the performance of experiential education services. However, in spite of this need, little research has been done to develop a valid and reliable set of metrics for assessing the quality of experiential education services. The current study aims to develop a multi-item instrument for assessing the service quality of experiential education. The specific procedure is as follows. First, we generated a pool of possible metrics based on diverse literature on service quality. We elicited possiblemetric items not only from general service quality metrics such as SERVQUAL and SERVPERF but also from educational service quality metrics such as HEdPERF and PESPERF. Second, specialist teachers in the experiential education area screened the initial metrics to boost face validity. Third, we proceeded with multiple rounds of empirical validation of those metrics. Based on this processes, we refined the metrics to determine the final metrics to be used. Fourth, we examined predictive validity by checking the well-established positive relationship between each dimension of metrics and customer satisfaction. In sum, starting with the initial pool of scale items elicited from the previous literature and purifying them empirically through the surveying method, we developed a four-dimensional systemized scale to measure the superiority of experiential education and named it "Experiential Education PERFormance" (EEPERF). Our findings indicate that students (consumers) perceive the superiority of the experiential education (EE) service in the following four dimensions: EE-empathy, EE-reliability, EE-outcome, and EE-landscape. EE-empathy is a judgment in response to the question, "How empathetically does the experiential educational service provider interact with me?" Principal measures are "How well does the service provider understand my needs?," and "How well does the service provider listen to my voice?" Next, EE-reliability is a judgment in response to the question, "How reliably does the experiential educational service provider interact with me?" Major measures are "How reliable is the schedule here?," and "How credible is the service provider?" EE-outcome is a judgmentin response to the question, "What results could I get from this experiential educational service encounter?" Representative measures are "How good is the information that I will acquire form this service encounter?," and "How useful is this service encounter in helping me develop creativity?" Finally, EE-landscape is a judgment about the physical environment. Essential measures are "How convenient is the access to the service encounter?,"and "How well managed are the facilities?" We showed the reliability and validity of the system of metrics. All four dimensions influence customer satisfaction significantly. Practitioners may use the results in planning experiential educational service programs and evaluating each service encounter. The current study isexpected to act as a stepping-stone for future scale improvement. In this case, researchers may use the experience quality paradigm that has recently arisen.

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Eye Tracking Using Neural Network and Mean-shift (신경망과 Mean-shift를 이용한 눈 추적)

  • Kang, Sin-Kuk;Kim, Kyung-Tai;Shin, Yun-Hee;Kim, Na-Yeon;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.1
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    • pp.56-63
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    • 2007
  • In this paper, an eye tracking method is presented using a neural network (NN) and mean-shift algorithm that can accurately detect and track user's eyes under the cluttered background. In the proposed method, to deal with the rigid head motion, the facial region is first obtained using skin-color model and con-nected-component analysis. Thereafter the eye regions are localized using neural network (NN)-based tex-ture classifier that discriminates the facial region into eye class and non-eye class, which enables our method to accurately detect users' eyes even if they put on glasses. Once the eye region is localized, they are continuously and correctly tracking by mean-shift algorithm. To assess the validity of the proposed method, it is applied to the interface system using eye movement and is tested with a group of 25 users through playing a 'aligns games.' The results show that the system process more than 30 frames/sec on PC for the $320{\times}240$ size input image and supply a user-friendly and convenient access to a computer in real-time operation.

Clinical Contents Model for Laboratory Result Exchange (진단검사결과의 교환을 위한 임상콘텐츠모형 개발)

  • Ahn, Sun-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3330-3335
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    • 2010
  • Due to the acceleration of medical information age, the semantic interoperability of clinical information is rising up as a major issue. The laboratory results are known as the best significant area among clinical information to be required for exchanging and sharing. The aim of this research is to develop the clinical contents model for exchange laboratory results. This research was conducted from March 2008 to September 2008. Firstly, the method is to get the attributes and codes from LOINC which is one of the standard medical terminology system related to laboratory and the Reference Information Model(RIM) of Health Level 7(HL7). Secondly, the attributes from each work process around orders and reports of laboratory was analyzed. We evaluated the attributes whether they could be represented into the attributes contained in HL7's RIM. Thirdly, the prototype for hemoglobin case using the structure of clinical contents model and defined attribute. Fourthly, the face validity was done by one laboratory physician with four clinicians. The assessment contents were for the suitability involved in representation and exchange with proposed model. The results shows that the model corresponds with the aim of the research. Eventually the proposed model for the exchange of laboratory results could contributes to information interchange according to laboratory area for the future.

Endurance Capacity of the Biceps Brachii Muscle Using the High-to-Low Ratio between Two Signal Spectral Moments of Surface EMG Signals during Isotonic Contractions

  • Lee, Sang-Sik;Jang, Jee-Hun;Cho, Chang-Ok;Kim, Dong-Jun;Moon, Gun-Pil;Kim, Buom;Choi, Ahn-Ryul;Lee, Ki-Young
    • Journal of Electrical Engineering and Technology
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    • v.12 no.4
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    • pp.1641-1648
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    • 2017
  • Many researchers had examined the validity of using the high-to-low ratio between two fixed frequency band amplitudes (H/L-FFB) from the surface electromyography of a face and body as the first spectral index to assess muscle fatigue. Despite these studies, the disadvantage of this index is the lack of a criterion for choosing the optimal border frequency. We tested the potential of using the high-to-low ratio between two signal spectral moments (H/L-SSM), without fixed border frequencies, to evaluate muscle fatigue and predict endurance time ($T_{end}$), which was determined when the subject was exhausted and could no longer follow the fixed contraction cycle. Ten healthy participants performed five sets of voluntary isotonic contractions until they could only produce 10% and 20% of their maximum voluntary contraction (MVC). The $T_{end}$ values for all participants were $138{\pm}35s$ at 10% MVC and $69{\pm}20s$ at 20% MVC. Changes in conventional spectral indices, such as the mean power frequency (MPF), Dimitrov spectral index (DSI), H/L-FFB, and H/L-SSM, were extracted from surface EMG signals and were monitored using the initial slope computed every 10% of $T_{end}$ as a statistical indicator and compared as a predictor of $T_{end}$. Significant correlations were found between $T_{end}$ and the initial H/L-SSM slope as computed over 30% of $T_{end}$. In conclusion, initial H/L-SSM slope can be used to describe changes in the spectral content of surface EMG signals and can be employed as a good predictor of $T_{end}$ compared to that of conventional spectral indices.

Hidden Markov Model for Gesture Recognition (제스처 인식을 위한 은닉 마르코프 모델)

  • Park, Hye-Sun;Kim, Eun-Yi;Kim, Hang-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.17-26
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    • 2006
  • This paper proposes a novel hidden Markov model (HMM)-based gesture recognition method and applies it to an HCI to control a computer game. The novelty of the proposed method is two-fold: 1) the proposed method uses a continuous streaming of human motion as the input to the HMM instead of isolated data sequences or pre-segmented sequences of data and 2) the gesture segmentation and recognition are performed simultaneously. The proposed method consists of a single HMM composed of thirteen gesture-specific HMMs that independently recognize certain gestures. It takes a continuous stream of pose symbols as an input, where a pose is composed of coordinates that indicate the face, left hand, and right hand. Whenever a new input Pose arrives, the HMM continuously updates its state probabilities, then recognizes a gesture if the probability of a distinctive state exceeds a predefined threshold. To assess the validity of the proposed method, it was applied to a real game, Quake II, and the results demonstrated that the proposed HMM could provide very useful information to enhance the discrimination between different classes and reduce the computational cost.

An Investigation on the Implementation of the 'Scientific Inquiry Experiment' of the 2015 Revised Curriculum (2015 개정 교육과정 '과학탐구실험' 운영 실태 조사)

  • Byun, Taejin;Baek, Jongho;Shim, Hyeon-Pyo;Lee, Dongwon
    • Journal of The Korean Association For Science Education
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    • v.39 no.5
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    • pp.669-679
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    • 2019
  • In this study, we investigated how 'Scientific Inquiry Experiment,' a newly introduced subject under the 2015 revised curriculum, was implemented to identify the difficulties that science teachers face in the process of teaching the subject and to explore how to support them through online survey and interview methods. A questionnaire of the survey, which consisted of environmental factors of class, preparation and execution of class, teacher self-evaluation of class, and direction for the subject, was developed, and the online survey was requested with a response from one teacher per school from 1674 high schools nationwide. We analyzed the results from 814 teachers who answered all required questions, and we also conducted interviews and online advisory discussions to ensure the validity of our analysis. In the results of the study, teachers complained of lack of time for preparation and execution of the subject, and they demanded laboratory assistants and quality teaching materials. In addition, in order to achieve the goal of the subject, they agreed the necessity of using the 'block scheduling' though they also agreed the difficulties of its implementation. Meanwhile, the alteration of guidelines for evaluation, which was changed from 9-grade system to 3-grade system, was positively recognized by teachers. As a result of this change, the percentage of performance assessment increased in 2019 compared to 2018, but there were no significant changes in the number of 'hands-on activity.' Finally, we proposed ways to support 'scientific inquiry experiment'.