• Title/Summary/Keyword: Interactive approach

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Science and Technology Policy Studies, Society, and the State : An Analysis of a Co-evolution Among Social Issue, Governmental Policy, and Academic Research in Science and Technology (과학기술정책 연구와 사회, 정부 : 과학기술의 사회이슈, 정부정책, 학술연구의 공진화 분석)

  • Kwon, Ki-Seok;Jeong, Seohwa;Yi, Chan-Goo
    • Journal of Korea Technology Innovation Society
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    • v.21 no.1
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    • pp.64-91
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    • 2018
  • This study explores the interactive pattern among social issue, academic research, and governmental policy on science and technology during the last 20 years. In particular, we try understand wether the science and technology policy research and governmental policy meets social needs appropriately. In order to do this, we have collected text data from news articles, papers, and governmental documents. Based on these data, social network analysis and cluster analysis has been carried out. According to the results, we have found that science and technology policy researches tend to focus on fragmented technological innovation meeting urgent practical needs at the initial stage. However, recently, the main characteristics of science and technology policy research shows co-evolutionary patterns responding to society. Furthermore, time lag also has been observed in the process of interaction among the three bodies. Based on these results, we put forward some suggestions for upcoming researches in science and technology policy. Firstly, analysis levels are needed to be shifted from micro level to mezo or macro level. Secondly, more research efforts are required to be focused on policy process in science technology and its public management. Finally, we have to enhance the sensitiveness to social issues through studies on agenda setting in science and technology policy.

Basic Research on Color Planning for Enhancing Brand Image (브랜드 이미지 향상을 위한 색채계획 기초연구)

  • Kim Soo-Jeoung
    • Science of Emotion and Sensibility
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    • v.9 no.1
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    • pp.63-75
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    • 2006
  • This is a basic research aimed at enhancing a brand image by unifying color images of a brand at both online and offline stores. h survey was conducted on color images of online and offline stores to measure the level of consistency between consumers' perception of the color image and the brand's color strategy. A brand preference survey was also performed to shed light on the relationship between the brand preference and the consistency of color images at online and offline stores. This study is committed to building an effective color strategy, based on the brand strategy, through web color planning that is consistent with the offline color image. This paper started with a specific purpose of devising solutions in regard to the prior study, entitled 'Study on Color Strategies in Brand Coffee', which recognizes the need for consistent color images, or integrated color strategies, in online and offline stores. I specifically took the approach of looking at color planning in the stage of designing a website. Two standards were used to analyze emotional and functional aspects of color images: color grading by I.R.I and five communicators of color information by Rouge. Direct visits were made to the offline stores for surveys to address the shortcomings of the prior study, in which offline stimuli were limited to printed materials. The direct visits enabled a study of an overall color image of the offline stores, while providing a set of substantial and specific guidelines for designing colors for a website. I hope this study goes a long way toward enhancing the level of consistency between online and offline color images based on the brand's unique color strategy, and thereby improving the overall level of brand image.

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A Study on the Interactive Visualization of Social Networks Using Closeness In Online Community (온라인 커뮤니티에서의 친밀도 요소 분석을 통한 소셜 네트워크 시각화 연구)

  • Lee, So-Hyun;Kim, Hyo-Dong;Lee, Kyung-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1087-1094
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    • 2009
  • As online community was revitalized, the internet became the second space for people's everyday life. People enter into a connection with other on-line members and they maintain and extend their relationships. Such relationships can be analyzed and visualized with social network analysis. The method oftentimes envisions the structural elements of complex social life. The study aims at visualizing the relationships among the Cyworld users and designs an application "Blow Blow Your Pinwheel", the main purpose of this application is visualizing social relationships between ego and '1chons' which is a concept of friendship in Cyworld. Designing such an application, the study focuses on closeness of relationships which we think is composed of 1)proximity 2)similarity, 3)familiarity, and 4)reciprocity. The study used these concepts in measuring the strength of relationship between ego and other 1chons(friends). Specifically, we devised survey questionnaires which asked users to evaluate the importance of the above factors of closeness, and implemented the result in calculating the strength of the relationship between ego and other by giving weights for each factor. These measurements then were applied in visualizing the relationships in the application, we designed. Through the application, we can compare on-line relationships with off-line relationships and attempt for the new approach of Social Networks.

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Diagnosis Model for Closed Organizations based on Social Network Analysis (소셜 네트워크 분석 기반 통제 조직 진단 모델)

  • Park, Dongwook;Lee, Sanghoon
    • KIISE Transactions on Computing Practices
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    • v.21 no.6
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    • pp.393-402
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    • 2015
  • Human resources are one of the most essential elements of an organization. In particular, the more closed a group is, the higher the value each member has. Previous studies have focused on personal attributes of individual, such as medical history, and have depended upon self-diagnosis to manage structures. However, this method has weak points, such as the timeconsuming process required, the potential for concealment, and non-disclosure of participants' mental states, as this method depends on self-diagnosis through extensive questionnaires or interviews, which is solved in an interactive way. It also suffers from another problem in that relations among people are difficult to express. In this paper, we propose a multi-faced diagnosis model based on social network analysis which overcomes former weaknesses. Our approach has the following steps : First, we reveal the states of those in a social network through 9 questions. Next, we diagnose the social network to find out specific individuals such as victims or leaders using the proposed algorithm. Experimental results demonstrated our model achieved 0.62 precision rate and identified specific people who are not revealed by the existing methods.

Inter-Regional Wage Gap and Human Capital in Korea - An Unconditional Quantile Regression Decomposition Approach - (수도권과 비수도권의 임금격차와 인적자본 - 무조건 분위회귀 분해법의 적용 -)

  • Kim, Minyoung;Lim, Up
    • Journal of the Korean Regional Science Association
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    • v.33 no.2
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    • pp.3-23
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    • 2017
  • This study aims to understand how human capital is related to the inter-regional wage gap between the capital region and the non-capital region in Korea. We focus more specifically on whether the inter-regional wage gap is due to high levels of human capital in the capital region or due to high returns to human capital in the capital region. The decomposition method based on the unconditional quantile regression was used to examine how the relationship between human capital and the inter-regional wage gap varies along the wage distribution. When first estimating earnings functions from the two regions to apply this decomposition method, we included not only conventional indicators of human capital, such as education and on-the-job training, but also occupational skills including cognitive-interactive skills, technical skills, and physical skills. As a result, other things being equal, a large part of the inter-regional wage gap was explained by the human capital variables. Although the composition effect of the human capital variables existed in all the wage quantiles, the more important factor was the wage structure effect of the human capital variables. In addition, among the various human capital variables, the wage structure effect of years of education was a key factor in explaining the inter-regional wage gap. This study is meaningful in that it shows that the relationship between human capital and the inter-regional wage gap may vary depending on the wage quantiles.

Power Relationship of Gaze in the Modern Society through the Super-panopticon as Multi-networks Supervision (다망감시로써의 슈퍼 파놉티콘을 통한 현대사회의 시선의 권력관계)

  • Koo, Yoon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.102-109
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    • 2009
  • What Michel Foucault has interpreted about Jeremy Bentham' Panopticon in the point of power relationship of ones's gaze is put in comparison with the characteristics shown in the modern media and mutual meanings are interpreted in the respect of a power relationship of modern gaze. Modern people communicating through media are placed in certain type of power relationship. This study analyzed the difference of it in the respect of the power of gaze in Panopticon and the consumption of information. Panopticon assumes single-network supervision, that is, one-way gaze. However, in modern media, interactive communication is possible based upon the development of information telecommunication technology. Therefore, this study aims to compare and study modern single-network supervision and multi-networks supervision based on information telecommunication technology. The development of various media such as internet, mobile phone and smart card has changed the single-network supervision system structured since modern times into the multi-network supervision system. 'Gaze-power' presented in the relationship to media enables us to discuss the problem of mutual receptiveness, the presence of various powers according to information structure and consumption power. In particular, the form provided by modern media has the complexity of mutual communication in the relationship of multi-networks, rather not assuming only one-way nature of single-network. Therefore, the approach of communication issue provided by modern media in the respect of multi-networks relationship was done by the power relationship of gaze in the respect of information communication. Gaze determines the power of watching. In addition, the visualization format aims at the power.

Interactive Motion Retargeting for Humanoid in Constrained Environment (제한된 환경 속에서 휴머노이드를 위한 인터랙티브 모션 리타겟팅)

  • Nam, Ha Jong;Lee, Ji Hye;Choi, Myung Geol
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.1-8
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    • 2017
  • In this paper, we introduce a technique to retarget human motion data to the humanoid body in a constrained environment. We assume that the given motion data includes detailed interactions such as holding the object by hand or avoiding obstacles. In addition, we assume that the humanoid joint structure is different from the human joint structure, and the shape of the surrounding environment is different from that at the time of the original motion. Under such a condition, it is also difficult to preserve the context of the interaction shown in the original motion data, if the retargeting technique that considers only the change of the body shape. Our approach is to separate the problem into two smaller problems and solve them independently. One is to retarget motion data to a new skeleton, and the other is to preserve the context of interactions. We first retarget the given human motion data to the target humanoid body ignoring the interaction with the environment. Then, we precisely deform the shape of the environmental model to match with the humanoid motion so that the original interaction is reproduced. Finally, we set spatial constraints between the humanoid body and the environmental model, and restore the environmental model to the original shape. To demonstrate the usefulness of our method, we conducted an experiment by using the Boston Dynamic's Atlas robot. We expected that out method can help the humanoid motion tracking problem in the future.

Shadow Removal in Front Projection System using a Depth Camera (깊이 카메라를 이용한 전방 프로젝션 환경에서 그림자 제거)

  • Kim, Jaedong;Seo, Hyunggoog;Cha, Seunghoon;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.1-10
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    • 2015
  • One way to create a visually immersive environment is to utilize a front projection system. Especially, when enough space is not available behind the screen, it becomes difficult to install a back projection system, making the front projection an appropriate choice. A drawback associated with the front projection is, however, the interference of shadow. The shadow can be cast on the screen when the user is located between the screen and the projector. This shadow can negatively affect the user experience and reduce the sense of immersion by removing important information. There have been various attempts to eliminating shadows cast on the screen by using multiple projectors that compensate for each other with missing information. There is trade-off between calculataion time and desired accuracy in this mutual compensation. Accurate estimation of the shadow usually requires heavy computation while simple approaches suffer from inclusion of non-shadow regions in the result. We propose a novel approach to removing shadows created in the front projection system using the skeleton data obtained from a depth camera. The skeleton data helps accurately extract the shape of the shadow that the user cast without requiring much computation. Our method also utilizes a distance field to remove the afterimage of shadow that may occur when the user moves. We verify the effectiveness of our system by performing various experiments in an interactive environment created by a front projection system.

Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.