• Title/Summary/Keyword: Feeling information

Search Result 498, Processing Time 0.028 seconds

Development of Elementary School Web Based Art Appreciation System for Enhancing Analysis Appreciation (분석감상능력 신장을 위한 초등학교 웹 기반 미술감상 시스템 개발)

  • Kim, Jeong-Rang;Lim, Hyun-Jung
    • Journal of The Korean Association of Information Education
    • /
    • v.9 no.2
    • /
    • pp.221-228
    • /
    • 2005
  • The art appreciation education is emphasized to develope independent thought and upright value decision in the flood of various image medium. A experience of beauty and a express part related with the sentimental field is focused on directing in the seventh arts curriculum, too. Although the art appreciation education is emphasized, just expressive and functional art texture is still taught in the education spot up to now. Also a appreciative activity is limited simply to describe own feeling intuitionally ; time shortage, difficulty of analysis product, difficulty of guiding appreciation. In this paper I refer that analyze figurative factors of a art product, modify it by applying other program, compare with it and then I develope web base art appreciation system and apply it. As a result I get educational effect. When checking line, form, light and darkness, color, feeling, space and composition of external some factors in a product, formative sense and analytical appreciation is improved.

  • PDF

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.15 no.6
    • /
    • pp.1333-1337
    • /
    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A Cultural Analysis of the Varying Modes of Survival and the Particular Structures of Feeling among Young Adults in Contemporary South Korea in an Era of Fierce Competition and Widespread Social Uncertainty (불안정한 현실과 대면하는 이 시대 청년들의 삶에 관한 질적인 분석 '삼포세대', 그리고 '헬조선'이라는 호명에 대한 청년주체들의 체화된 대응과 관점을 중심으로)

  • Song, Dong-Wook;Lee, Keehyeung
    • Korean journal of communication and information
    • /
    • v.84
    • /
    • pp.28-98
    • /
    • 2017
  • This work critically deals with the much unstable and fragmented states of young adults in contemporary Korean society. Nowadays, most of young adults in Korea have encountered much severe, uncertain, and 'hellish' socio-economic situations while their dreams of getting regular jobs are hard to achieve. This study aims to present a nuanced and detailed analysis of their sedimented feelings, variegated emotions, as well as embodied positions by utilizing in-depth interviews and critical explorations on their particular modes of survival.

  • PDF

Calibration of 9 axis sensor data for high immersion feeling of VR user (VR 사용자의 높은 몰입감을 위한 9축센서 데이터의 보정)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.400-403
    • /
    • 2018
  • The VR / AR market has grown significantly due to the development of Virtual Reality and Augmented Reality, the core technologies of the Fourth Industrial Revolution. According to a report released by the Korea Science and Engineering Corporation (KISTEP), the global VR / AR market will grow to $ 105 billion by 2022. An important key to the growth of the VR / AR market is user immersion. VR is dependent on technology of hardware such as display and sensor for biometric signal recognition. In order to improve user's immersion feeling, it is important to transmit sensor data to display device more accurately and quickly. In this paper, we consider various sensor hardware dependencies of VR, and compare various correction methods and filtering methods to lower the Motion to Photon (MTP) time that user movement is fully reflected on the display using sensor devices.

  • PDF

A Dual Modeling Method for a Real-Time Palpation Simulator

  • Kim, Sang-Youn;Park, Se-Kil;Park, Jin-Ah
    • Journal of Information Processing Systems
    • /
    • v.8 no.1
    • /
    • pp.55-66
    • /
    • 2012
  • This paper presents a dual modeling method that simulates the graphic and haptic behavior of a volumetric deformable object and conveys the behavior to a human operator. Although conventional modeling methods (a mass-spring model and a finite element method) are suitable for the real-time computation of an object's deformation, it is not easy to compute the haptic behavior of a volumetric deformable object with the conventional modeling method in real-time (within a 1kHz) due to a computational burden. Previously, we proposed a fast volume haptic rendering method based on the S-chain model that can compute the deformation of a volumetric non-rigid object and its haptic feedback in real-time. When the S-chain model represents the object, the haptic feeling is realistic, whereas the graphical results of the deformed shape look linear. In order to improve the graphic and haptic behavior at the same time, we propose a dual modeling framework in which a volumetric haptic model and a surface graphical model coexist. In order to inspect the graphic and haptic behavior of objects represented by the proposed dual model, experiments are conducted with volumetric objects consisting of about 20,000 nodes at a haptic update rate of 1000Hz and a graphic update rate of 30Hz. We also conduct human factor studies to show that the haptic and graphic behavior from our model is realistic. Our experiments verify that our model provides a realistic haptic and graphic feeling to users in real-time.

A Study on the Topic Modeling Analysis of Book Reports on Personality Types and Interest Types (성격유형과 흥미유형에 따른 독서 감상문 토픽 분석 연구)

  • Jeong-Hoon Lim
    • Journal of the Korean Society for information Management
    • /
    • v.40 no.1
    • /
    • pp.175-198
    • /
    • 2023
  • This study aimed to investigate the difference in response to reading as shown in book reports by personality type and interest type. For this purpose, personality type analysis data, interest type analysis data, and book report data written in subject reading activities were collected from 81 third graders at D Science High School in Daejeon. Topic analysis was conducted on the collected book reports, and the probability of a topic being mentioned was statistically tested according to personality type (thinking type, feeling type) and interest type (investigative type, types other than investigative). Subsequently, the conceptual connection structure of words was measured by keyword network analysis, and the analysis results of topic modeling were complemented by the centrality index. As a result of the study, the topic regression analysis showed statistically significant differences between thinking type (T) and feeling type (F) in topic 2 (understanding and studying) and topic 3 (reading and thinking), and statistically significant differences between investigative type and non-investigative type in topic 2 (understanding and studying). The results of this study can be used as a basis for tailored book recommendations and personalized reading education.

Decision Maker's Personality Type and Risk Attitude (의사결정자의 성격유형과 위험성향)

  • 강태건;조성구
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.21 no.2
    • /
    • pp.1-16
    • /
    • 1996
  • The personality types developed by Gustav Jung are frequently used to identify peopl's decision-making style, especially to determine which functions are dominant ones in the perception and the processing of information. In this paper, the Jungian typology is utilized to investigate if there are any systematic relations between an individual's personality type and her/his attitude toward risk. For this purpose, an experiment was conducted where 99 subjects, mostly students, participated in a computer-simulated horse racing game. Each subject's risk-seeking propensity was measured by the winning chance of the selected horse and the amount of stakes. The results of the experiment show that a decision-maker who is extrovert (E) is attitude and intutive(N) in perception of information is more likely to be risk prone than the introvert(I) and sensing(S) type. Feeling(F) function in information processing seems to induce more risk seeking attitude than thinking (T) function, but the statistical significance could not be found from the data, for this statement.

  • PDF

The Design of Context-Aware Middleware Architecture for Emotional Awareness Using Categorization of Feeling Words (감정표현단어 범주화 기반의 감정인식을 위한 상황인식 미들웨어 구조의 설계)

  • Kim, Jin-Bong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.04a
    • /
    • pp.998-1000
    • /
    • 2014
  • 상황인식 컴퓨팅 환경에서 가장 핵심적인 부분은 서비스를 제공받는 객체의 상황(Context)을 인식하고 정보화하여 그 상황에 따라서 객체 중심의 지능화된 최적의 서비스를 제공해 주는 것이다. 이러한 지능화된 최적의 서비스를 제공하기 위해서는 최적의 상황을 인식하는 상황인식 컴퓨팅 기술 연구와 그 상황을 설계하는 모델링 기술이 중요하다. 또한, 인간과 컴퓨터간의 의사소통을 원활히 할 수 있는 최적의 상황을 인식해야 한다. 현재까지 연구된 대부분의 상황인식 컴퓨팅 기술은 상황정보로 객체의 위치정보와 객체의 식별정보만을 주로 사용하고 있다. 그러므로 지정된 공간에서 상황을 발생시키는 객체를 식별하는 일과 식별된 객체가 발생하는 상황의 인식에만 주된 초점을 두고 있다. 그러나 본 논문에서는 객체의 감정표현단어를 상황정보로 사용하여 감정인식을 위한 상황인식 미들웨어로서 ECAM의 구조를 제안한다. ECAM은 감정표현단어의 범주화 기술을 기반으로 온톨로지를 구축하여 객체의 감정을 인식한다. 객체의 감정표현단어 정보를 상황정보로 사용하고, 인간의 감정에 영향을 미칠 수 있는 환경정보(온도, 습도, 날씨)를 추가하여 인식한다. 객체의 감정을 표현하기 위해서 OWL 언어를 사용하여 온톨로지를 구축하였으며, 감정추론 엔진은 Jena를 사용하였다.

Multiple Depth and RGB Camera-based System to Acquire Point Cloud for MR Content Production (MR 콘텐츠 제작을 위한 다중 깊이 및 RGB 카메라 기반의 포인트 클라우드 획득 시스템)

  • Kim, Kyung-jin;Park, Byung-seo;Kim, Dong-wook;Seo, Young-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2019.05a
    • /
    • pp.445-446
    • /
    • 2019
  • Recently, attention has been focused on mixed reality (MR) technology, which provides an experience that can not be realized in reality by fusing virtual information into the real world. Mixed reality has the advantage of having excellent interaction with reality and maximizing immersion feeling. In this paper, we propose a method to acquire a point cloud for the production of mixed reality contents using multiple Depth and RGB camera system.

  • PDF

Emotional Correlation Test from Binary Gender Perspective using Kansei Engineering Approach on IVML Prototype

  • Nur Faraha Mohd, Naim;Mintae, Hwang
    • Journal of information and communication convergence engineering
    • /
    • v.21 no.1
    • /
    • pp.68-74
    • /
    • 2023
  • This study examines the response of users' feelings from a gender perspective toward interactive video mobile learning (IVML). An IVML prototype was developed for the Android platform allowing users to install and make use of the app for m-learning purposes. This study aims to measure the level of feelings toward the IVML prototype and examine the differences in gender perspectives, identify the most responsive feelings between male, and female users as prominent feelings and measure the correlation between user-friendly feeling traits as an independent variable in accordance with gender attributes. The feelings response could then be extracted from the user experience, user interface, and human-computer interaction based on gender perspectives using the Kansei engineering approach as the measurement method. The statistical results demonstrated the different emotional reactions from a male and female perspective toward the IVML prototype may or may not have a correlation with the user-friendly trait, perhaps having a similar emotional response from one to another.