• Title/Summary/Keyword: Object-based model

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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True Orthoimage Generation from LiDAR Intensity Using Deep Learning (딥러닝에 의한 라이다 반사강도로부터 엄밀정사영상 생성)

  • Shin, Young Ha;Hyung, Sung Woong;Lee, Dong-Cheon
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.4
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    • pp.363-373
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    • 2020
  • During last decades numerous studies generating orthoimage have been carried out. Traditional methods require exterior orientation parameters of aerial images and precise 3D object modeling data and DTM (Digital Terrain Model) to detect and recover occlusion areas. Furthermore, it is challenging task to automate the complicated process. In this paper, we proposed a new concept of true orthoimage generation using DL (Deep Learning). DL is rapidly used in wide range of fields. In particular, GAN (Generative Adversarial Network) is one of the DL models for various tasks in imaging processing and computer vision. The generator tries to produce results similar to the real images, while discriminator judges fake and real images until the results are satisfied. Such mutually adversarial mechanism improves quality of the results. Experiments were performed using GAN-based Pix2Pix model by utilizing IR (Infrared) orthoimages, intensity from LiDAR data provided by the German Society for Photogrammetry, Remote Sensing and Geoinformation (DGPF) through the ISPRS (International Society for Photogrammetry and Remote Sensing). Two approaches were implemented: (1) One-step training with intensity data and high resolution orthoimages, (2) Recursive training with intensity data and color-coded low resolution intensity images for progressive enhancement of the results. Two methods provided similar quality based on FID (Fréchet Inception Distance) measures. However, if quality of the input data is close to the target image, better results could be obtained by increasing epoch. This paper is an early experimental study for feasibility of DL-based true orthoimage generation and further improvement would be necessary.

Relationship between Expandability, MacEwan Crystallite Thickness, and Fundamental Particle Thickness in Illite-Smectite Mixed Layers (일라이트-스멕타이트 혼합층광물의 팽창성과 MacEwan 결정자 및 기본입자두께에 관한 연구)

  • 강일모;문희수;김재곤;송윤구
    • Journal of the Mineralogical Society of Korea
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    • v.15 no.2
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    • pp.95-103
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    • 2002
  • The object of this study was to interpret the ralationship between expandability (% $S_{XRD}$), MacEwan crystallite thickness ( $N_{CSD}$), and mean fundamental particle thickness ( $N_{F}$ ) in illite-semctite mixed layer (I-S), quantitatively. This interpretation was extracted from comparison of two structural models (MacEwan crystallite model and fundamental particle model) of I-S mixed layers. In I-S structure, % $S_{XRD}$, $N_{CSD}$, and $N_{F}$ are not independent parameters but are related to each others by particular geometric relations. % $S_{XRD}$ is dependent on $N_{CSD}$ by short-stack effect, whereas, % $S_{XRD}$ and $N_{F}$ have relation to smectite interlayer number (Ns)=( $N_{F-}$1)/(100%/% $S_{XRD-}$ $N_{F}$ . Therefore, % $S_{XRD}$ and $N_{F}$ should satisfy a specific physical condition, 1< $N_{F}$ <100%/% $S_{XRD}$, because $N_{s}$ is positive. Based on this condition, this study suggested % $S_{XRD}$ vs $N_{F}$ diagram which can be used to interpret % $S_{XRD}$, $N_{F}$ , $N_{S}$ , and ordering, quantitatively. The diagram was examined by XRD data for I-S samples from Ceumseongsan volcanic complex, Korea. I-S samples showed that $N_{F}$ departs from the physical upper-limit ( $N_{F}$ =100%/% $S_{XRD}$) with decrease in % $S_{XRD}$. This phenomenon may happen due to decrease of stacking-capability of fundamental particles with their thickening.g.s with their thickening.g.

The Effect of Issue-Centered Discussion in Home Economics on Middle School Students' Critical Thinking (쟁점중심 가정과 토론수업이 비판적 사고력에 미치는 효과)

  • 이영옥;채정현
    • Journal of Korean Home Economics Education Association
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    • v.16 no.1
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    • pp.63-77
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    • 2004
  • The purpose of this study was to construct an issue-centered discussion instructional model for Home Economics and to determine its effect on middle school students' critical thinking. The research questions were posed as below. 1) The object and content of home economics in the 7th national middle school curricula are analyzed to sort out possible issues. 2) An issue-centered discussion instructional model is constructed to be applicable to middle school home economics class. and a lesson plan is prepared. 3) The effect of the issue-centered discussion instructional model developed in this study on student critical thinking faculty is examined. The findings of this study were as follows : First. seven criteria were selected to determine what types of issues were applicable to home economics lesson. Based on the selected criteria. 41 themes of issues were extracted from the 7th middle school textbooks. and their content validity was verified. Second, an issue-centered discussion instructional model was designed to deal with four themes in eight sessions in the procedure of problem raising, confirming, term defining. tentative alternative selecting, data gathering. discussing/critical approaching. and selecting/concluding. Third, two different third-year classes of K middle school in the city of Busan that consisted of 75 students were respectively selected as an experimental group and a control group, and the experiment was conducted in eight sessions for five weeks to see whether the teaching plan brought any changes to the critical mind of the students. The experimental group exposed to the issue-centered discussion lesson made a significant progress in critical thinking faculty(P<.05). In particular. that instruction gave a favorable impact on demonstration evaluating(P<.05). one of the critical thinking subfactors. When the students were asked to assess the issue-centered discussion lesson. most of them viewed it favorably. In the future, more research efforts should be dedicated to enhancing the practical applicability of issue-centered discussion instruction in home economics education. developing good evaluation tools about critical thinking faculty and finding out how discussion instruction could be conducted more efficiently.

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Twitter Issue Tracking System by Topic Modeling Techniques (토픽 모델링을 이용한 트위터 이슈 트래킹 시스템)

  • Bae, Jung-Hwan;Han, Nam-Gi;Song, Min
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.109-122
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    • 2014
  • People are nowadays creating a tremendous amount of data on Social Network Service (SNS). In particular, the incorporation of SNS into mobile devices has resulted in massive amounts of data generation, thereby greatly influencing society. This is an unmatched phenomenon in history, and now we live in the Age of Big Data. SNS Data is defined as a condition of Big Data where the amount of data (volume), data input and output speeds (velocity), and the variety of data types (variety) are satisfied. If someone intends to discover the trend of an issue in SNS Big Data, this information can be used as a new important source for the creation of new values because this information covers the whole of society. In this study, a Twitter Issue Tracking System (TITS) is designed and established to meet the needs of analyzing SNS Big Data. TITS extracts issues from Twitter texts and visualizes them on the web. The proposed system provides the following four functions: (1) Provide the topic keyword set that corresponds to daily ranking; (2) Visualize the daily time series graph of a topic for the duration of a month; (3) Provide the importance of a topic through a treemap based on the score system and frequency; (4) Visualize the daily time-series graph of keywords by searching the keyword; The present study analyzes the Big Data generated by SNS in real time. SNS Big Data analysis requires various natural language processing techniques, including the removal of stop words, and noun extraction for processing various unrefined forms of unstructured data. In addition, such analysis requires the latest big data technology to process rapidly a large amount of real-time data, such as the Hadoop distributed system or NoSQL, which is an alternative to relational database. We built TITS based on Hadoop to optimize the processing of big data because Hadoop is designed to scale up from single node computing to thousands of machines. Furthermore, we use MongoDB, which is classified as a NoSQL database. In addition, MongoDB is an open source platform, document-oriented database that provides high performance, high availability, and automatic scaling. Unlike existing relational database, there are no schema or tables with MongoDB, and its most important goal is that of data accessibility and data processing performance. In the Age of Big Data, the visualization of Big Data is more attractive to the Big Data community because it helps analysts to examine such data easily and clearly. Therefore, TITS uses the d3.js library as a visualization tool. This library is designed for the purpose of creating Data Driven Documents that bind document object model (DOM) and any data; the interaction between data is easy and useful for managing real-time data stream with smooth animation. In addition, TITS uses a bootstrap made of pre-configured plug-in style sheets and JavaScript libraries to build a web system. The TITS Graphical User Interface (GUI) is designed using these libraries, and it is capable of detecting issues on Twitter in an easy and intuitive manner. The proposed work demonstrates the superiority of our issue detection techniques by matching detected issues with corresponding online news articles. The contributions of the present study are threefold. First, we suggest an alternative approach to real-time big data analysis, which has become an extremely important issue. Second, we apply a topic modeling technique that is used in various research areas, including Library and Information Science (LIS). Based on this, we can confirm the utility of storytelling and time series analysis. Third, we develop a web-based system, and make the system available for the real-time discovery of topics. The present study conducted experiments with nearly 150 million tweets in Korea during March 2013.

Implementation of TRL and TRA tools to Korean Construction and Transportation R&D Evaluation for Improving Practical Use (국가 건설교통 R&D 사업의 실용화 향상을 위한 기술성숙도평가 기반 R&D 평가모델 수립에 관한 연구)

  • Kim, Nam-Gyun;An, Byung-Ho;Lee, Hyun-Seok;Choi, Jae-Hong;Park, Sang-Hyuk;Kim, Yea-Sang
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.4
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    • pp.110-119
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    • 2012
  • Recently as the advent of knowledge-based competition, the major industrialized countries including Korea, are expanding their R&D investment and promoting policies for diffusing of R&D performance. For this, NASA, DoD and such agencies in the United States define Technology Readiness Level (TRL) as a quantified indicator for performance management, and also impose Technology Readiness Assessment (TRA) as a evaluation system, that evaluates technology maturity using TRL. These tools are judged to be very effective in R&D projects especially with the object of practical use. When this concept is applied to the domestic national construction and transportation R&D project for the purpose of practical use, it is expected that the evaluation system overcomes its weakness of focusing only on academic results and improves significantly on intent of achieving practical use. Thus in this study, TRL/TRA implementation model of construction and transportation R&D project for achieving purpose of practical use is presented through an analysis of TRL/TRA concept and domestic national construction and transportation R&D project's characteristics and current evaluation/management system.

A case study on the conceptual simulation observed in explanation of elementary school students about the causes of the seasonal change (계절의 변화 원인에 대한 설명에서 나타난 초등학생의 개념 시뮬레이션 사례 연구)

  • Ko, Min-Seok;Kim, Na-Young;Yang, Il-Ho
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.43-53
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    • 2014
  • The purpose of this study is to analyze the conceptual simulation observed when students are thinking about the causes of the seasonal change, identifying how students come up with the explanation. For this study, a framework for conceptual simulation process and strategy based on literary research was developed and its validity was proved by four experts in the field of science education. The results were as in the following: First, through the process of explaining the causes for seasonal change, students usually base their explanation on perceptual experience learned from model experiments from a science class. Besides, construct of thought experiment using the familiar object or analogize of the familiar perceptual experience. These all contributed to on explanation firmly. Second, errors from mental simulation were found in the statement of initial representation and running imagistic simulation. It happened when statement of initial representation is not in a complete and secure state or when participants think of an inappropriate situation during running imagistic simulation. Third, the study identified that the use of strategies like 'removal' and 'replace' was shown to enhance the effects of conceptual simulation particularly in regard with solar attitude at meridian passage.

Science Teaching Professionalism Changes of High-Career Elementary School Teachers Through Instructional Consulting (수업컨설팅을 통한 고경력 초등교사의 과학수업전문성 변화)

  • Kwon, Chi-Soon;Yi, Sun-Mi
    • Journal of the Korean Society of Earth Science Education
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    • v.4 no.3
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    • pp.278-296
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    • 2011
  • The purpose of this study is to examine the pedagogical content knowledge (PCK) elements and the changes in the science lesson planning and implementation difficulties experienced by high-career elementary school teachers with over 20 years of educational experience through the instructional consulting case of the Seoul City Office of Education Scholarship Support Group in order to find implications on effective instructional consulting support plan for improving the science teaching professionalism of high-career elementary school teachers. The result of this study is as follows : First, the pedagogical content knowledge (PCK) elements on the science lesson planning and implementation difficulties experienced by high-career elementary school teachers with over 20 years of educational experience were related to teaching strategy and they experienced difficulties in lesson content organization using lesson model and experiment facilitation and questioning, as well as in the area of interest and motive management that are definitional characteristic of learner in the learner element. Second, as for the changes in the PCK through science instructional consulting, they recognized the importance of the designing and experimenting process as students become the subject in the experiment facilitation in lesson, and they ended up attempting the postscript for promoting the thinking power of students. In addition, it was found that not only the cognitive characteristic but also the definitional characteristic of learner is important in science lesson and that students' motive is also an element that needs to be continuously managed. Third, as for effective instructional consulting plan for enhancing the science teaching professionalism of high-career elementary school teachers, it was revealed that it is necessary to first develop lesson expertise improvement consulting program that takes into account of teaching profession advancement phase of high-career teachers, and establish instructional consulting system and human resource pool of high-quality consultants based on the administrative and financial support from the Office of Education. The academic significance of this study is in the fact that it examined and searched for support plan on science teaching professionalism of high-career elementary school teacher, but a more extensive and in-depth study is needed since there is a limitation in this study on the object of study and the period.

Collaboration and Node Migration Method of Multi-Agent Using Metadata of Naming-Agent (네이밍 에이전트의 메타데이터를 이용한 멀티 에이전트의 협력 및 노드 이주 기법)

  • Kim, Kwang-Jong;Lee, Yon-Sik
    • The KIPS Transactions:PartD
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    • v.11D no.1
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    • pp.105-114
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    • 2004
  • In this paper, we propose a collaboration method of diverse agents each others in multi-agent model and describe a node migration algorithm of Mobile-Agent (MA) using by the metadata of Naming-Agent (NA). Collaboration work of multi-agent assures stability of agent system and provides reliability of information retrieval on the distributed environment. NA, an important part of multi-agent, identifies each agents and series the unique name of each agents, and each agent references the specified object using by its name. Also, NA integrates and manages naming service by agents classification such as Client-Push-Agent (CPA), Server-Push-Agent (SPA), and System-Monitoring-Agent (SMA) based on its characteristic. And, NA provides the location list of mobile nodes to specified MA. Therefore, when MA does move through the nodes, it is needed to improve the efficiency of node migration by specified priority according to hit_count, hit_ratio, node processing and network traffic time. Therefore, in this paper, for the integrated naming service, we design Naming Agent and show the structure of metadata which constructed with fields such as hit_count, hit_ratio, total_count of documents, and so on. And, this paper presents the flow of creation and updating of metadata and the method of node migration with hit_count through the collaboration of multi-agent.

A Study on Revaluation of copy theory in Representational Gaps Extinction of CGI (CGI(Computer-Generated Imagery)의 재현적 간극 소멸에서 보여지는 모사이론의 재평가에 관한 연구)

  • Chung, Kue-Hyung
    • Cartoon and Animation Studies
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    • s.29
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    • pp.103-128
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    • 2012
  • Study about existence of illusion which human beings feel from imitated image based reality have been continuing by copy theory and conventionalism for a long time. Traditional copy theory which had controlled representation theory from plato have explained illusion by similarity of image and representation objects. According to copy theory, image is natural sign unlike language but the late in the 20th century, conventionalism from N, Goodman insists they are not any special similarity between image and representation objects. They insist image and conventional sign just as language. These opposit theory rearranged conventionalism by the entrance on the cognitive science. The copy theory couldn't explain the problem of representational gap between reality and duplication, but photo media makes new paradigm about theory of the illusion. The problem of representational gap was disappeared by CGI images on the base of digital media. We are exposed exquisite duplication for a example, movie, advertisement, printings. Sometimes duplications are more real than the original works. Digital is a non-material object by 0 and 1. Specially real lighting skill and mechanism are copied perfectly by photon mapping skills and the duplications are produced more real than the original works. By disappearance of representational gap, we need new theory model for explaining of digital illusion and copy theory can be the key.