• 제목/요약/키워드: Image Perception

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임산부의 감정 인식에 따른 조명 색온도 제어 연구 (A Study on the Control of Lighting Color Temperature by Emotional Perception of Pregnant Women)

  • 손성호;최동규;장종욱
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2021년도 춘계학술대회
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    • pp.123-125
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    • 2021
  • 임산부의 심리 상태는 태아의 건강에 많은 영향을 미친다. 따라서 건강한 태아 출산을 위해 임산부의 건강 관리는 필수이다. 많은 임산부가 겪는 임신 증상 중 하나는 감정 기복에 따른 우울감이며, 이 우울감 해소를 위한 한 가지 방법으로 조명을 이용한 라이트 테라피와 컬러테라피를 이용한 방법이다. 조명 빛의 색온도를 조절하여 색을 통해 감정에 영향을 미치도록 한다. 그 예로 자동차 판매장의 천장 조명을 태양과 비슷한 자연광과 같이 설정을 한다던가 스파숍 시설에서 편안한 분위기를 연출하기 위해 색온도가 낮은 색상을 사용한다. 본 논문에서는 실시간으로 임산부의 표정을 이미지 센서를 사용하여 심리 상태를 파악하고 조명의 색온도를 변경한다. 쉽게 구매할 수 있는 조명기기로 임산부가 받는 심리학적 영향을 이용해 산후우울증 해소하고자 연구하였다.

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중국 현지인의 한식에 대한 인식과 한식 레스토랑 만족도 및 재방문의도 - 방문 경험과 방문 빈도 차이를 중심으로 - (Chinese Customers' Perception of Korean Foods and Satisfaction and Revisit Intentions to Korean Cuisine Restaurants - A Focus on Visiting Experience and Frequency of Visits -)

  • 서선희;류경미
    • 한국식생활문화학회지
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    • 제24권2호
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    • pp.126-136
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    • 2009
  • The purpose of this study was to investigate Chinese customers' perceptions of Korean foods and their satisfaction toward Korean cuisine restaurants. The subjects of this study were 202 Chinese individuals who visited Korean cuisine restaurants in Shanghai, China. The subjects viewed Korean foods as favorite foods and perceived them as fresh and seasonal, and mostly composed of cereals and vegetables however they did not view Korean cuisine as good for health. As compared to customers visiting a Korean restaurant for the first time, those who had visited Korean restaurants previously agreed more strongly with the following items: 'Korean food has a beautiful color', 'Korean food is familiar', 'Korean food smells good', 'Korean food is healthy', 'Korean food is nutritious', and 'Korean food is salty and spicy'. In addition, as compared to occasional visitors, frequent visitors of Korean cuisine restaurants more strongly agreed with the followings: 'Korean food has a beautiful color', 'Korean food is expensive', 'Korean food is healthy', 'Korean food is nutritious', 'Korean food is salty and spicy', and 'Korean food includes many fermented foods'. The subjects considered 'appearance of menu', 'variety of menu', 'nutrition of menu', and 'Chinese characters for menu and ingredients' as the most important attributes when choosing Korean cuisine restaurants. The frequent customers of Korean cuisine restaurants considered 'kind service', 'employee knowledge of Korean foods', 'operation hours of restaurant', and 'cleanliness of restaurant' as the most important restaurant attributes. In addition, the frequent customers of Korean cuisine restaurants were more satisfied than the occasional customers with the followings: 'nutritional quality of menu', 'quick service', 'cleanliness of restaurant', 'appearance and signboard of restaurant', and 'image of restaurant'. The implications of the data are discussed.

일부 저체중과 과체중 대학생의 식습관, 생활습관과 혈액 지표의 비교 분석 연구 (Comparisons of Dietary, Living Habits and Blood Parameters in Underweight and Overweight University Students)

  • 김경희
    • 한국식생활문화학회지
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    • 제21권4호
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    • pp.366-374
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    • 2006
  • This study was carried out to compared the characteristics of the underweight university students with those of overweight university students. The surey was carried out by self-questionnaires with 97 underweight and 156 overweight university students. The results are summarized as fellows. Breakfast was skipped in 37.1% of underweight and 46.2% of overweight students and it appeared overweight students eat faster than underweight students. The 16.5% of underweight and 75.0% of overweight students have correct perception about their body image. The percentage of weight control experience were 25.8and 55.8 in the underweight and overweight students, respectively. Blood levels of lipid profiles(triglyceride, LDL cholesterol, and HDL cholesterol), hemoglobin, AST and ALT were anaylzed. Plasma levels of triglyceride, total cholesterol, LDL cholesterol, and HDL cholesterol of underweight students were 96.41, 143.75, 97.53 and 56.27 mg/dl, and those of overweight students were 107.99, 164.31, 100.08 and 53.64 mg/dl, respectively. Blood parameters were in normal range in both group. Plasma triglyceride, total cholesterol and LDL cholesterol levels o( overweight students were higher than those of underweight students. On the other hand, plasma HDL cholesterol levels of overweight students were lower than those of underweight students. Plasma levels of AST and ALT were in normal range in both group. However, AST and ALT levels of overweight students were higher than that of underweight students. Therefore they should have a nutritional education program to improve their dietary and living habits for overweight students' health. And nutritional education program should be organized practically and systematically

폐기물을 활용한 업사이클링 뷰티디자인 (Upcycling Beauty Design Using Waste)

  • 청밍양;조고미
    • 한국의류산업학회지
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    • 제25권6호
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    • pp.732-738
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    • 2023
  • This study delves into the realm of upcycling beauty design by repurposing discarded CDs, magazines, and fabrics. The study outlines a meticulous process for transforming waste into beauty designs. We created three upcycling beauty design works as part of this investigation. The first creation, called Silver Leaf, uses the silver section of CDs to craft leaves and stems. Achromatic colors are used as makeup to achieve cyber-inspired imagery. After carrying out silver-gray eye makeup, the lips were completed by affixing a CD component. The second creation is a firebird crafted by cutting or folding fashion magazines to create essential items. The colorful firebird image was completed using vivid color makeup of shades such as red and yellow. After proceeding with red eye makeup, the lips were completed by cutting and pasting magazine cutouts. The third piece is a spring flower, which involved selectively cutting lace patterns to complete a beauty design extending from head to face. The colors are spring-themed and encompass pink, yellow, and blue. Pink, blue, and green eyeshadows were applied on the lace, attached from head to face, chest, and lips. This study advocates for the prospect of upcycling beauty design using sustainable materials by repurposing waste resources. It also introduces the possibilities of creative activities in this field through upcycling. The study aims to play a role in changing the perception of environmental conservation, a concern of our times, through the use of sustainable resources.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • 제23권10호
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

협력주행 지원을 위한 2D 인프라 카메라 기반의 실시간 차량 중심 추정 방법 (Infrastructure 2D Camera-based Real-time Vehicle-centered Estimation Method for Cooperative Driving Support)

  • 조익현;박구만
    • 한국ITS학회 논문지
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    • 제23권1호
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    • pp.123-133
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    • 2024
  • 기존의 자율주행 기술은 차량에 부착된 센서를 사용하여 환경을 감지하고 주행 계획을 수립하는 방식으로 개발되었으나, 악천후나 역광, 장애물로 인한 가려짐 등 특정 상황에서 성능이 저하되는 문제점이 있다. 이러한 문제점을 해결하기 위해 도로 인프라의 지원을 통해 자율주행 차량의 인지 범위를 확장하는 협력형 자율주행 기술이 주목받고 있으나, 단안 카메라에서는 국제 표준에서 요구하는 객체의 3D 중심점을 실시간으로 분석해내기 어렵다는 문제점이 있다. 이에 본 논문에서는 도로 인프라의 고정된 화각과 사전에 측정된 기하학적 정보를 활용하여 객체를 검출하고 실시간으로 차량의 중심점을 추정하는 방법을 제안하였다. GPS 위치 측정 장비를 활용하여 객체의 중심점을 효과적으로 추정할 수 있음을 확인하였으며, 제안된 방법은 차량 및 도로 인프라 간의 협력형 자율주행 기술에 적용 가능하여, 협력형 자율주행 인프라의 보급 및 확산에 기여할 수 있을 것으로 기대된다.

지역 청년창업생태계 조성을 위한 대학의 지원방안 탐색: 서울시 사례를 중심으로 (A Study on the Support Method for Activate Youth Start-ups in University for the Creation of a Start-up Ecosystem: Focused on the Case of Seoul City)

  • 김인숙;양지희
    • 벤처창업연구
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    • 제17권4호
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    • pp.57-71
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    • 2022
  • 본 연구는 지역 청년창업생태계 조성을 위해 지역내 청년의 청년창업 지원에 대한 인식 및 요구를 분석하여 대학의 지원방안을 탐색하는 것을 목적으로 하였다. 이를 위해 서울시에 거주하는 청년 509명을 대상으로 청년창업에 대한 지역내 청년의 인식과 요구, 대학지원에 대한 요구를 분석하였다. 연구결과, 첫째, 청년창업에 대한 지역내 청년의 인식을 분석한 결과, 대학의 지역 연계 프로그램 요구로는 '청년창업 프로그램'이 가장 높게 분석되었으며, 지역내 청년창업에 대한 이미지는 '도전적인', '변화하는 시대에 잘 맞는' 이라는 이미지가 높게 인식되었다. 둘째, 지역내 청년창업 지원에 대한 청년의 요구를 분석한 결과, '멘토링', '창업교육', '창업공간 조성' 순으로 나타났으며 연령별로 상이한 요구를 보였다. 셋째, 지역 청년창업생태계 조성을 위한 대학지원 요구를 분석한 결과, 지역내 청년창업 지원 참여기관 선택기준, 지역내 청년창업 지원 참여기간, 지역내 청년창업 지원 방법에 대한 요구가 도출되었다. 이러한 이상의 연구결과를 종합하여 지역 청년창업생태계 조성을 위한 대학의 지원에 대한 시사점 및 제안사항은 다음과 같다. 첫째, 대학 인프라와 지역 상생에 초점을 둔 지속가능 상생 멘토링 프로그램의 개발 및 운영이 필요하다. 둘째, 예비 청년창업가의 요구분석에 기반하여 단계별 체계적인 마이크로 러닝(Micro-Learning) 콘텐츠의 개발 및 활용이 필요하다. 셋째, 대학내 지역주민 개방형 청년창업 거점공간을 구성하고, 대학내외 창업 과정과의 연계가 필요하다. 본 연구의 결과는 지역 청년창업생태계 조성을 위한 청년창업 지원 정책의 방향 설정과 대학에서의 청년창업 지원전략 수립 및 운영의 기초 자료로써 활용될 것으로 기대된다.

서비스제공자와 사용자의 인식차이 분석을 통한 소셜커머스 핵심성공요인에 대한 연구: 한국의 티켓몬스터 중심으로 (A Study on the Critical Success Factors of Social Commerce through the Analysis of the Perception Gap between the Service Providers and the Users: Focused on Ticket Monster in Korea)

  • 김일중;이대철;임규건
    • Asia pacific journal of information systems
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    • 제24권2호
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    • pp.211-232
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    • 2014
  • Recently, there is a growing interest toward social commerce using SNS(Social Networking Service), and the size of its market is also expanding due to popularization of smart phones, tablet PCs and other smart devices. Accordingly, various studies have been attempted but it is shown that most of the previous studies have been conducted from perspectives of the users. The purpose of this study is to derive user-centered CSF(Critical Success Factor) of social commerce from the previous studies and analyze the CSF perception gap between social commerce service providers and users. The CSF perception gap between two groups shows that there is a difference between ideal images the service providers hope for and the actual image the service users have on social commerce companies. This study provides effective improvement directions for social commerce companies by presenting current business problems and its solution plans. For this, This study selected Korea's representative social commerce business Ticket Monster, which is dominant in sales and staff size together with its excellent funding power through M&A by stock exchange with the US social commerce business Living Social with Amazon.com as a shareholder in August, 2011, as a target group of social commerce service provider. we have gathered questionnaires from both service providers and the users from October 22, 2012 until October 31, 2012 to conduct an empirical analysis. We surveyed 160 service providers of Ticket Monster We also surveyed 160 social commerce users who have experienced in using Ticket Monster service. Out of 320 surveys, 20 questionaries which were unfit or undependable were discarded. Consequently the remaining 300(service provider 150, user 150)were used for this empirical study. The statistics were analyzed using SPSS 12.0. Implications of the empirical analysis result of this study are as follows: First of all, There are order differences in the importance of social commerce CSF between two groups. While service providers regard Price Economic as the most important CSF influencing purchasing intention, the users regard 'Trust' as the most important CSF influencing purchasing intention. This means that the service providers have to utilize the unique strong point of social commerce which make the customers be trusted rathe than just focusing on selling product at a discounted price. It means that service Providers need to enhance effective communication skills by using SNS and play a vital role as a trusted adviser who provides curation services and explains the value of products through information filtering. Also, they need to pay attention to preventing consumer damages from deceptive and false advertising. service providers have to create the detailed reward system in case of a consumer damages caused by above problems. It can make strong ties with customers. Second, both service providers and users tend to consider that social commerce CSF influencing purchasing intention are Price Economic, Utility, Trust, and Word of Mouth Effect. Accordingly, it can be learned that users are expecting the benefit from the aspect of prices and economy when using social commerce, and service providers should be able to suggest the individualized discount benefit through diverse methods using social network service. Looking into it from the aspect of usefulness, service providers are required to get users to be cognizant of time-saving, efficiency, and convenience when they are using social commerce. Therefore, it is necessary to increase the usefulness of social commerce through the introduction of a new management strategy, such as intensification of search engine of the Website, facilitation in payment through shopping basket, and package distribution. Trust, as mentioned before, is the most important variable in consumers' mind, so it should definitely be managed for sustainable management. If the trust in social commerce should fall due to consumers' damage case due to false and puffery advertising forgeries, it could have a negative influence on the image of the social commerce industry in general. Instead of advertising with famous celebrities and using a bombastic amount of money on marketing expenses, the social commerce industry should be able to use the word of mouth effect between users by making use of the social network service, the major marketing method of initial social commerce. The word of mouth effect occurring from consumers' spontaneous self-marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers; in this context, the word of mouth effect should be managed as the CSF of social commerce. Third, Trade safety was not derived as one of the CSF. Recently, with e-commerce like social commerce and Internet shopping increasing in a variety of methods, the importance of trade safety on the Internet also increases, but in this study result, trade safety wasn't evaluated as CSF of social commerce by both groups. This study judges that it's because both service provider groups and user group are perceiving that there is a reliable PG(Payment Gateway) which acts for e-payment of Internet transaction. Accordingly, it is understood that both two groups feel that social commerce can have a corporate identity by website and differentiation in products and services in sales, but don't feel a big difference by business in case of e-payment system. In other words, trade safety should be perceived as natural, basic universal service. Fourth, it's necessary that service providers should intensify the communication with users by making use of social network service which is the major marketing method of social commerce and should be able to use the word of mouth effect between users. The word of mouth effect occurring from consumers' spontaneous self- marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers. in this context, it is judged that the word of mouth effect should be managed as CSF of social commerce. In this paper, the characteristics of social commerce are limited as five independent variables, however, if an additional study is proceeded with more various independent variables, more in-depth study results will be derived. In addition, this research targets social commerce service providers and the users, however, in the consideration of the fact that social commerce is a two-sided market, drawing CSF through an analysis of perception gap between social commerce service providers and its advertisement clients would be worth to be dealt with in a follow-up study.

사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구 (A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie)

  • 손진석;양지현;김규정
    • 만화애니메이션 연구
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    • 통권35호
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    • pp.329-346
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    • 2014
  • 미술은 한 사회의 정치, 경제, 사회, 문화가 만들어낸 시대적 산물이다. 최근의 디지털 매체의 발전은 예술에서 표현을 확장하는데 기여하였다. 디지털 매체는 이미지뿐만 아니라 소리나 물리적 지각 반응을 예술 창작의 한 요소로써 활용하는 것을 가능하게 한다. 또한 디지털 매체는 이미지, 소리, 빛, 그리고 다양한 조형 요소들 간의 재 융합이나 관객의 물리적 반응의 결합을 통해서 작품과 관객과 상호소통적인 공감각적이고 시지각적인 환경을 창출하도록 돕는다. 본 연구에서는 최근에 소리에 반응하는 다양한 미디어아트 작품들이 제작되고 있는데, 주로 관객이나 외부의 자극으로부터 발생되는 소리의 물리적 데이터를 시각화하는 작업에 초점을 두고 시지각적 관점에서 소리의 반응에 따른 데이터의 시각화와 작품의 이미지와 관객의 반응 관계 등을 분석하였다. 외부의 소리로부터 생성되는 물리적 데이터는 여러 가지 관점에서 분석될 수 있다. 예를 들면, 음성이나 외부 소리의 고저(pitch), 음량, 또는 주파수 분석을 통해서 데이터 분류가 가능하다. 본 연구자는 관객의 음성이나 외부의 물리적 자극을 통해서 발생되는 소리의 주파수를 분석하여 이에 상응하여 발광하는 LED기반 시각화 연구를 통해서 최근 새로운 미디어아트의 가능성을 모색하고, 실시간으로 생성될 수 있는 물리적 데이터들을 빛(LED)의 환영적 특성으로 변환함으로써 우연하게 관객에 반응하여 생성되는 다양한 시각이미지의 연출 가능성을 탐구하였다. 결과적으로 연구자는 사운드에 반응하는 시지각적인 인터랙티브 작품을 구현해보기 위하여 피에트 몬드리안(Piet Mondrian, 1872~1944)의 브로드웨이 부기우기(Broadway Boogie Woogie, 1942~3)작품을 모티브로 삼았다. 몬드리앙은 회화의 본질적인 표현 요소들을 단순화하는 작업으로 불필요하다고 생각된 요소들을 하나씩 제거하여 색, 수직선, 수평선으로 대상을 추상화시킴으로써 그 대상의 본질에 다가가고자 하였다. 연구자는 몬드리앙의 이러한 단순화된 구성을 외부의 소리 자극을 단순화하여 빛(LED)의 요소로 재현하는 시각적 표현의 메타포로 사용하였고, 몬드리앙의 정적 구성에서 빛과 소리의 공감각적인 표현을 극대화하는 동적 구성으로의 관객의 참여를 유도하는 환경을 구현해 보았다.

역할 창조를 위한 '몸틀(body schema)' 형성 연구 (A Study on Forming 'Body Schema' for Role Creating)

  • 송효숙
    • 한국연극학
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    • 제52호
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    • pp.319-357
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    • 2014
  • Formation of 'body schema' is the start for actor to create role and becomes the root and the foundation of existing as a role on the stage. For this, an actor needs to form 'scheme of role' with escaping from own 'body schema.' 'Schema of role' is formed by acquiring through synthesizing daily basic actions, namely, walking, standing, sitting, hand stretching, bending, and touching. The body schema, which was made with simple and usual actions, has fundamental significance in a sense of becoming the body in which the past traces in a role are habituated while energy as a role flows. As for the process of forming body schema, an actor first needs to obtain the visualized materials like photo, magazine, picture and image available for seeing a role specifically and clearly based on what analyzed a character. An actor needs to have three-dimensional image available for always recalling it in the head during acting. To do this, image data available for fundamentally capturing routine actions along with body structure are still more useful. Next, the body schema is formed by interaction with environment. Thus, there is a need of passing through the two-time process of forming body schema. Firstly, the body schema is made on routine actions in a role as physical condition of a role in actor's own everyday life. Secondly, the body schema is made on routine actions available for moving efficiently and economically in line with the environment of performance. A theatrical stage is the temporal space of rhythm and rule different from routine space. What forms body schema immediately in the second phase without body schema in the first phase ultimately becomes what exists as actor's own body, not the body of a role. The body schema, which was formed as the second process, is what truly has identity as a role in the ontological aspect, comes to experience the oppositional force in muscle, a qualitative change in energy, and emotional agitation in the physical aspect, and experiences perception, thinking, volition, and even consciousness with the entire body in the cognitive dimension. Thus, the formation of body schema can be known to be just a method of changing even spiritual and emotional layer. Body schema cannot be made if there is no process of embodiment and habit. Embodiment and habit are not simply the repeated, empty and mechanical action in the body. But, habit itself has very important meanings for forming body schema for role creating. First, habit allows the body itself to learn and understand a meaning. Second, habit relies upon environment, thereby allowing an actor of making the habituated body schema to recognize environment. Third, habit makes the mind. The habituated body schema is just the mind and the ego of a person who possesses the body schema. Fourth, habit comes to experience the expansion in energy and the expansion in existence. It may be experienced through interrelation among actor's body, tool, and environment. Fifth, habit makes identity of the body. Hence, this just becomes what secures identity of a role. These implications of habit are the formation of body schema, which is maintained with the body of being remembered firmly through being closely connected with the process of neural adaptation. Finally, it sought for possibility of practice as one method of forming body schema for role creating through Deleuze's '-becoming' theory. As 'actual animal-becoming' is real '-becoming' of forming structural transformation in the physical dimension, it meets with what the formation of body schema pursues actuality and reality. This was explained with a concept as saying of 'all '-becoming' molecular' by Deleuze/Guattari. 'Animal of having imitated animal's characteristic- becoming' is formed by which the body schema relies upon environment. In this way, relationship among the body, tool and environment has influence even upon a change in consciousness, thinking, and emotion, thereby being able to be useful for forming body schema in a sense of possibly experiencing ultimately expansion in role, namely, expansion in existence.