• 제목/요약/키워드: Human Visual Intelligence

검색결과 74건 처리시간 0.026초

Human Visual Intelligence and the New Territory of Educational Technology Research

  • RHA, Ilju
    • Educational Technology International
    • /
    • 제8권1호
    • /
    • pp.1-16
    • /
    • 2007
  • The general aim of this article is to explicate what can be researched in our field based on the new understanding on the ability of human visual intelligence. To follow this aim, three key discussions were followed. The first is to explain why the human visual intelligence research is so important in our field and how it was neglected. The basic orientations of the research questions used in its framing and in answering are reviewed. After reviewing traditional research orientations, as the second discussion, alternative, more useful perspective for thinking about human visual intelligence is suggested. And the possibility of contribution for the future research in general is discussed. In doing so, human visual intelligence was defined in rather practically oriented ways rather than theoretically oriented ones. More practical perspectives were suggested. The third discussion is to show how to use the alternative perspectives of human visual intelligence in the areas of educational technology research. It was hoped that the article lays out conceptual groundwork for generation of educational technology research frameworks which can be used for the research conduct, reproduction and sharing by adopting practically oriented views on human visual intelligence as a new territory of educational technology research.

건축의 시각적 환경에 대한 지능형 인지 시스템에 관한 연구 (A Study on the Artificial Recognition System on Visual Environment of Architecture)

  • 서동연;이현수
    • KIEAE Journal
    • /
    • 제3권2호
    • /
    • pp.25-32
    • /
    • 2003
  • This study deals with the investigation of recognition structure on architectural environment and reconstruction of it by artificial intelligence. To test the possibility of the reconstruction, recognition structure on architectural environment is analysed and each steps of the structure are matched with computational methods. Edge Detection and Neural Network were selected as matching methods to each steps of recognition process. Visual perception system established by selected methods is trained and tested, and the result of the system is compared with that of experiment of human. Assuming that the artificial system resembles the process of human recognition on architectural environment, does the system give similar response of human? The result shows that it is possible to establish artificial visual perception system giving similar response with that of human when it models after the recognition structure and process of human.

Digital Modelling of Visual Perception in Architectural Environment

  • Seo, Dong-Yeon;Lee, Kyung-Hoi
    • KIEAE Journal
    • /
    • 제3권2호
    • /
    • pp.59-66
    • /
    • 2003
  • To be the design method supporting aesthetic ability of human, CAAD system should essentially recognize architectural form in the same way of human. In this study, visual perception process of human was analyzed to search proper computational method performing similar step of perception of it. Through the analysis of visual perception, vision was separated to low-level vision and high-level vision. Edge detection and neural network were selected to model after low-level vision and high-level vision. The 24 images of building, tree and landscape were processed by edge detection and trained by neural network. And 24 new images were used to test trained network. The test shows that trained network gives right perception result toward each images with low error rate. This study is on the meaning of artificial intelligence in design process rather than on the design automation strategy through artificial intelligence.

인공지능 객체인식에 관한 파라미터 측정 연구 (A Study On Parameter Measurement for Artificial Intelligence Object Recognition)

  • 최병관
    • 디지털산업정보학회논문지
    • /
    • 제15권3호
    • /
    • pp.15-28
    • /
    • 2019
  • Artificial intelligence is evolving rapidly in the ICT field, smart convergence media system and content industry through the fourth industrial revolution, and it is evolving very rapidly through Big Data. In this paper, we propose a face recognition method based on object recognition based on object recognition through artificial intelligence. In this method, Were experimented and studied through the object recognition technique of artificial intelligence. In the conventional 3D image field, general research on object recognition has been carried out variously, and researches have been conducted on the side effects of visual fatigue and dizziness through 3D image. However, in this study, we tried to solve the problem caused by the quantitative difference between object recognition and object recognition for human factor algorithm that measure visual fatigue through cognitive function, morphological analysis and object recognition. Especially, The new method of computer interaction is presented and the results are shown through experiments.

A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
    • /
    • 제21권2호
    • /
    • pp.152-158
    • /
    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.

An Analysis of Collaborative Visualization Processing of Text Information for Developing e-Learning Contents

  • SUNG, Eunmo
    • Educational Technology International
    • /
    • 제10권1호
    • /
    • pp.25-40
    • /
    • 2009
  • The purpose of this study was to explore procedures and modalities on collaborative visualization processing of text information for developing e-Learning contents. In order to investigate, two research questions were explored: 1) what are procedures on collaborative visualization processing of text information, 2) what kinds of patterns and modalities can be found in each procedure of collaborative visualization of text information. This research method was employed a qualitative research approaches by means of grounded theory. As a result of this research, collaborative visualization processing of text information were emerged six steps: identifying text, analyzing text, exploring visual clues, creating visuals, discussing visuals, elaborating visuals, and creating visuals. Collaborative visualization processing of text information came out the characteristic of systemic and systematic system like spiral sequencing. Also, another result of this study, modalities in collaborative visualization processing of text information was divided two dimensions: individual processing by internal representation, social processing by external representation. This case study suggested that collaborative visualization strategy has full possibility of providing ideal methods for sharing cognitive system or thinking system as using human visual intelligence.

균형 잡힌 데이터 증강 기반 영상 감정 분류에 관한 연구 (A Study on Visual Emotion Classification using Balanced Data Augmentation)

  • 정치윤;김무섭
    • 한국멀티미디어학회논문지
    • /
    • 제24권7호
    • /
    • pp.880-889
    • /
    • 2021
  • In everyday life, recognizing people's emotions from their frames is essential and is a popular research domain in the area of computer vision. Visual emotion has a severe class imbalance in which most of the data are distributed in specific categories. The existing methods do not consider class imbalance and used accuracy as the performance metric, which is not suitable for evaluating the performance of the imbalanced dataset. Therefore, we proposed a method for recognizing visual emotion using balanced data augmentation to address the class imbalance. The proposed method generates a balanced dataset by adopting the random over-sampling and image transformation methods. Also, the proposed method uses the Focal loss as a loss function, which can mitigate the class imbalance by down weighting the well-classified samples. EfficientNet, which is the state-of-the-art method for image classification is used to recognize visual emotion. We compare the performance of the proposed method with that of conventional methods by using a public dataset. The experimental results show that the proposed method increases the F1 score by 40% compared with the method without data augmentation, mitigating class imbalance without loss of classification accuracy.

시선추적장치(Eye Tracking)를 활용한 인공지능(AI) 창작물과 사람의 창작물에 대한 시지각 비교 연구 (Comparative Study on Visual and Perceptual Difference Towards the Artworks of Human and Artificial Intelligence Using Eye-Tracking)

  • 황미경;주이모;박민희;권만우
    • 한국멀티미디어학회논문지
    • /
    • 제25권2호
    • /
    • pp.374-381
    • /
    • 2022
  • This study analyzes the visual perceptual difference of observers in the artworks created by human artists and artificial intelligence(AI) through eye-tracking. More specifically, the study analyzes the degree of visual attention through a fixation experiment on non-linguistic sources such as the formation and expression of artworks. As a result of this study, the subjects had guessed that one out of four artworks were created by AI (in actuality, 61.1% of the artworks were created by The Next Rembrandt). This demonstrates that most of the subjects hardly recognized the difference between the artwork of human artists and AI. From the comparative analysis of visual perceptual differences found through eye-tracking, more visual attention was found to be demanded for catching details of more stimulating visuals compared to less stimulating visuals. In the gender difference analysis, both of the female and male subjects were likely to stare more intently at the flowers of still-life paintings (Deep Dream & Vincent Van Gogh) while the eyes of a portrait painting (Rembrandt & The Next Rembrandt); this demonstrates no significant differences in gender. Various opinions on AI and art creation from different perspectives arose, therefore, this research is meaningful in a way that it suggests an objective examination through experiments with an artistic perspective.

Research on the Application of Digital Human Production Based on Photoscan Realistic Head 3D Scanning and Unreal Engine MetaHuman Technology in the Metaverse

  • Pan, Yang;Kim, KiHong;Lee, JuneSok;Sang, YuanZi;Cheon, JiIn
    • International journal of advanced smart convergence
    • /
    • 제11권3호
    • /
    • pp.102-118
    • /
    • 2022
  • With the development of digital content software production technology and the technological progress of related hardware, the social status quo in the post-epidemic era, the popularization and application of 5G networks, the market and consumers' increasing demand for digital content products, artificial intelligence, virtual digital human, virtual Idols, virtual live, self-media content and metaverse-related content industries are all developing rapidly. Virtual idols, virtual digital human, etc. are not only accelerating innovation in production technology. The economic cost, technical difficulty and time requirements of production are also greatly reduced. With the arrival and development of the Metaverse, the author believes that the content industry with virtual digital humans as the core will continue to develop in the direction of refinement, specialization, facilitation and customization. In this article, we will analyze and study the production of virtual digital human based on Photoscan technology and Unreal Engine 5 Metahuman software, and discuss the application status and future development of related content.

Linking Social Network to Education: The Potentials and Challenges

  • RHA, Ilju;BYUN, Hyunjung;KIM, Younyoung;HONG, Seoyon
    • Educational Technology International
    • /
    • 제13권1호
    • /
    • pp.1-25
    • /
    • 2012
  • Despite the relatively short history of Social Network Sites or Services (SNS), it has quickly gained popularity with more than seven hundred million users all over the globe. The SNS emerged as one of the strongest cultural influences for the contemporary society. The SNS would provide both chances and challenges for Education. The main purpose of the article was to explore the way education react and adapt to the emergence of social network and SNS. It tried to provide major theoretical grounds that bridge education and social network. In the due process, the researchers have examined the curriculum and instructional design process of education from the perspective of disruptive and sustainable aspect of SNS technology. Consequently, four major theoretical grounds were identified and reviewed: Gibson's theory of affordance, Vygotsky's social constructivism, Rha's human visual intelligence theory, and the network theory. By investigating these theories, the educational potentials of social network and SNS were emerged. The SNS was viewed as a new medium with abundant potentials of expanding the learning space, empowering the affective aspects of learning, and facilitating the formation of group intelligence. Finally, some future implications and challenges of SNS were suggested.