• Title/Summary/Keyword: Understanding of Information Processing

Search Result 482, Processing Time 0.025 seconds

A Study on Immersive Interaction Between HMD User and Non-HMD User for Presence of Asymmetric Virtual Reality (비대칭 가상현실에서의 현존감을 위한 HMD 사용자와 Non-HMD 사용자간 몰입형 상호작용에 관한 연구)

  • Lee, Jiwon;Kim, Mingyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.24 no.3
    • /
    • pp.1-10
    • /
    • 2018
  • This study proposes an immersive interaction optimized for the user's experience environment to provide an improved presence for both HMD and Non-HMD users in the asymmetric virtual reality (VR) environment. The core of the proposed immersive interaction is to distinguish the differences of the asymmetric environment between the HMD and Non-HMD users and present the optimized interaction to the user. And, in order to increase the presence by providing improved immersion in the asymmetric virtual reality environment given to each user, we design the walking interaction to improve the immersion of space for the HMD users, a hand-based interface that improves immersion by fully understanding and managing the situation through direct control. Finally, through the experiment using questionnaire, it is verified that the immersive interaction provides all users with an enhanced presence and specialized experience in each environment experience. Through these processes, we confirmed that the Non-HMD user can be immersed in an asymmetric virtual reality using by proposed interaction as participant rather than assistant with HMD user.

Edge based Interactive Segmentation (경계선 기반의 대화형 영상분할 시스템)

  • Yun, Hyun Joo;Lee, Sang Wook
    • Journal of the Korea Computer Graphics Society
    • /
    • v.8 no.2
    • /
    • pp.15-22
    • /
    • 2002
  • Image segmentation methods partition an image into meaningful regions. For image composition and analysis, it is desirable for the partitioned regions to represent meaningful objects in terms of human perception and manipulation. Despite the recent progress in image understanding, however, most of the segmentation methods mainly employ low-level image features and it is still highly challenging to automatically segment an image based on high-level meaning suitable for human interpretation. The concept of HCI (Human Computer Interaction) can be applied to operator-assisted image segmentation in a manner that a human operator provides guidance to automatic image processing by interactively supplying critical information about object boundaries. Intelligent Scissors and Snakes have demonstrated the effectiveness of human-assisted segmentation [2] [1]. This paper presents a method for interactive image segmentation for more efficient and effective detection and tracking of object boundaries. The presented method is partly based on the concept of Intelligent Scissors, but employs the well-established Canny edge detector for stable edge detection. It also uses "sewing method" for including weak edges in object boundaries, and 5-direction search to promote more efficient and stable linking of neighboring edges than the previous methods.

  • PDF

Analyzing Korean Math Word Problem Data Classification Difficulty Level Using the KoEPT Model (KoEPT 기반 한국어 수학 문장제 문제 데이터 분류 난도 분석)

  • Rhim, Sangkyu;Ki, Kyung Seo;Kim, Bugeun;Gweon, Gahgene
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.11 no.8
    • /
    • pp.315-324
    • /
    • 2022
  • In this paper, we propose KoEPT, a Transformer-based generative model for automatic math word problems solving. A math word problem written in human language which describes everyday situations in a mathematical form. Math word problem solving requires an artificial intelligence model to understand the implied logic within the problem. Therefore, it is being studied variously across the world to improve the language understanding ability of artificial intelligence. In the case of the Korean language, studies so far have mainly attempted to solve problems by classifying them into templates, but there is a limitation in that these techniques are difficult to apply to datasets with high classification difficulty. To solve this problem, this paper used the KoEPT model which uses 'expression' tokens and pointer networks. To measure the performance of this model, the classification difficulty scores of IL, CC, and ALG514, which are existing Korean mathematical sentence problem datasets, were measured, and then the performance of KoEPT was evaluated using 5-fold cross-validation. For the Korean datasets used for evaluation, KoEPT obtained the state-of-the-art(SOTA) performance with 99.1% in CC, which is comparable to the existing SOTA performance, and 89.3% and 80.5% in IL and ALG514, respectively. In addition, as a result of evaluation, KoEPT showed a relatively improved performance for datasets with high classification difficulty. Through an ablation study, we uncovered that the use of the 'expression' tokens and pointer networks contributed to KoEPT's state of being less affected by classification difficulty while obtaining good performance.

Efficient Methodology in Markov Random Field Modeling : Multiresolution Structure and Bayesian Approach in Parameter Estimation (피라미드 구조와 베이지안 접근법을 이용한 Markove Random Field의 효율적 모델링)

  • 정명희;홍의석
    • Korean Journal of Remote Sensing
    • /
    • v.15 no.2
    • /
    • pp.147-158
    • /
    • 1999
  • Remote sensing technique has offered better understanding of our environment for the decades by providing useful level of information on the landcover. In many applications using the remotely sensed data, digital image processing methodology has been usefully employed to characterize the features in the data and develop the models. Random field models, especially Markov Random Field (MRF) models exploiting spatial relationships, are successfully utilized in many problems such as texture modeling, region labeling and so on. Usually, remotely sensed imagery are very large in nature and the data increase greatly in the problem requiring temporal data over time period. The time required to process increasing larger images is not linear. In this study, the methodology to reduce the computational cost is investigated in the utilization of the Markov Random Field. For this, multiresolution framework is explored which provides convenient and efficient structures for the transition between the local and global features. The computational requirements for parameter estimation of the MRF model also become excessive as image size increases. A Bayesian approach is investigated as an alternative estimation method to reduce the computational burden in estimation of the parameters of large images.

An Instructional Design for PBL-based English Classes in Elementary Schools (초등학교에서 PBL 기반 영어 수업을 위한 학습 모형 설계)

  • Park, In-Hwa
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.3
    • /
    • pp.564-568
    • /
    • 2020
  • Problem-based learning (PBL) is applied to various subjects for the sake of learners' creative thinking, problem-solving skills, presentation skills, confidence, self-directed learning, cooperation, and for the communication skills required in a rapidly changing society. Among them, the English language-an official language-is invested in 2.3 times more than other subjects, according to the English education company Yoon's Teacher. Therefore, PBL is an important learning method. However, the reality is that teacher-centered instruction, acquiring knowledge of the best answers only, and traditional evaluations are the main subjects. In order to supplement these weak points, this study designed a learning model for English subjects based on Barrows & Myers (2002) and the analyze, design, develop, implement, and evaluate (ADDIE) model. As a result of a PBL English class based on the ADDIE model, the learners were able to improve their presentation skills by 86%, their interest in learning by 86%, their understanding of learning by 86%, and cooperation by 100%. As such, studies on designing the learning model should be carried out continuously to achieve the purpose of 21st century English education, which is to improve learners' communication skills and information processing skills.

Implementation of Analysis System for H.323 Traffic (H.323 트래픽 분석 시스템의 개발)

  • Lee Sun-Hun;Chung Kwang-Sue
    • The KIPS Transactions:PartC
    • /
    • v.13C no.4 s.107
    • /
    • pp.471-480
    • /
    • 2006
  • Recently, multimedia communication services, such as video conferencing and voice over IP, have been rapidly spread. H.323 is an international standard that specifies the components, protocols and procedures that provide multimedia communication services of real-time audio, video, and data communications over packet networks, including IP based networks. H.323 is applied to many commercial services because it supports various network environments and has a good performance. But communication services based on H.323 may have some problem because of current network trouble or mis-implementation of H.323. The understanding of this problem is a critical issue because it improves the quality of service and is easy to service maintenance. In this paper, we implement the analysis system for H.323 protocol wihch includes H.245, H.225.0, RTP, RTCP, and so on. Tills system is able to capture, parse, and present the H.323 protocol in real-time. Through the operation test and performance evaluation, we prove that our system is a useful to analyze and understand the problems for communication services based on H.323.

Analysis of Evaluator's Role and Capability for Institution Accreditation Evaluation of NCS-based Vocational Competency Development Training (NCS 기반 직업능력개발훈련 기관인증평가를 위한 평가자의 역할과 역량 분석)

  • Park, Ji-Young;Lee, Hee-Su
    • Journal of vocational education research
    • /
    • v.35 no.4
    • /
    • pp.131-153
    • /
    • 2016
  • The purpose of this study was to derive evaluator's role and capability for institution accreditation evaluation of NCS-based vocational competency development training. This study attempted to explore in various ways evaluator's minute roles using Delphi method, and to derive knowledge, skill, attitude and integrity needed to verify the validity. To the end, this study conducted the Delphi research for over three rounds by selecting education training professionals and review evaluation professions as professional panels. From the results, roles of evaluators were defined as the total eight items including operator, moderator-mediator, cooperator, analyzer, verifier, institution evaluator, institution consultant, and learner, and the derived capabilities with respect to each role were 25 items in total. The area of knowledge included four items of capabilities such as HRD knowledge, NCS knowledge, knowledge of vocational competency development training, and knowledge of training institution accreditation evaluation, and the area of skill comprised fourteen items of capabilities such as conflict management ability, interpersonal relation ability, word processing ability, problem-solving ability, analysis ability, pre-preparation ability, time management ability, decision making ability, information comprehension and utilization ability, comprehensive thinking ability, understanding ability of vocational competency development training institutions, communication ability, feedback ability, and core understanding ability. The area of attitude was summarized with the seven items in total including subjectivity and fairness, service mind, sense of calling, ethics, self-development, responsibility, and teamwork. The knowledge, skill and attitude derived from the results of this study may be utilized to design and provide education programs conducive to qualitative and systematic accreditation and assessment to evaluators equipped with essential prerequisites. It is finally expected that this study will be helpful for designing module education programs by ability and for managing evaluator's quality in order to perform pre-service education and in-service education according to evaluator's experience and role.

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
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 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.

  • PDF

NFC-based Smartwork Service Model Design (NFC 기반의 스마트워크 서비스 모델 설계)

  • Park, Arum;Kang, Min Su;Jun, Jungho;Lee, Kyoung Jun
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.2
    • /
    • pp.157-175
    • /
    • 2013
  • Since Korean government announced 'Smartwork promotion strategy' in 2010, Korean firms and government organizations have started to adopt smartwork. However, the smartwork has been implemented only in a few of large enterprises and government organizations rather than SMEs (small and medium enterprises). In USA, both Yahoo! and Best Buy have stopped their flexible work because of its reported low productivity and job loafing problems. In addition, according to the literature on smartwork, we could draw obstacles of smartwork adoption and categorize them into the three types: institutional, organizational, and technological. The first category of smartwork adoption obstacles, institutional, include the difficulties of smartwork performance evaluation metrics, the lack of readiness of organizational processes, limitation of smartwork types and models, lack of employee participation in smartwork adoption procedure, high cost of building smartwork system, and insufficiency of government support. The second category, organizational, includes limitation of the organization hierarchy, wrong perception of employees and employers, a difficulty in close collaboration, low productivity with remote coworkers, insufficient understanding on remote working, and lack of training about smartwork. The third category, technological, obstacles include security concern of mobile work, lack of specialized solution, and lack of adoption and operation know-how. To overcome the current problems of smartwork in reality and the reported obstacles in literature, we suggest a novel smartwork service model based on NFC(Near Field Communication). This paper suggests NFC-based Smartwork Service Model composed of NFC-based Smartworker networking service and NFC-based Smartwork space management service. NFC-based smartworker networking service is comprised of NFC-based communication/SNS service and NFC-based recruiting/job seeking service. NFC-based communication/SNS Service Model supplements the key shortcomings that existing smartwork service model has. By connecting to existing legacy system of a company through NFC tags and systems, the low productivity and the difficulty of collaboration and attendance management can be overcome since managers can get work processing information, work time information and work space information of employees and employees can do real-time communication with coworkers and get location information of coworkers. Shortly, this service model has features such as affordable system cost, provision of location-based information, and possibility of knowledge accumulation. NFC-based recruiting/job-seeking service provides new value by linking NFC tag service and sharing economy sites. This service model has features such as easiness of service attachment and removal, efficient space-based work provision, easy search of location-based recruiting/job-seeking information, and system flexibility. This service model combines advantages of sharing economy sites with the advantages of NFC. By cooperation with sharing economy sites, the model can provide recruiters with human resource who finds not only long-term works but also short-term works. Additionally, SMEs (Small Medium-sized Enterprises) can easily find job seeker by attaching NFC tags to any spaces at which human resource with qualification may be located. In short, this service model helps efficient human resource distribution by providing location of job hunters and job applicants. NFC-based smartwork space management service can promote smartwork by linking NFC tags attached to the work space and existing smartwork system. This service has features such as low cost, provision of indoor and outdoor location information, and customized service. In particular, this model can help small company adopt smartwork system because it is light-weight system and cost-effective compared to existing smartwork system. This paper proposes the scenarios of the service models, the roles and incentives of the participants, and the comparative analysis. The superiority of NFC-based smartwork service model is shown by comparing and analyzing the new service models and the existing service models. The service model can expand scope of enterprises and organizations that adopt smartwork and expand the scope of employees that take advantages of smartwork.

Study on the Specific Heat of Rough Rice and Barley (미맥(米麥)의 비열(比熱)에 관한 연구(硏究))

  • Kim, Man Soo;Chang, Kyu Seop
    • Korean Journal of Agricultural Science
    • /
    • v.7 no.2
    • /
    • pp.145-155
    • /
    • 1980
  • An engineering design of the machines and equipment for processing grain as well as an understanding of processing itself need the knowledge of thermal properties of grain. Thermal properties of grain are thermal conductivity, thermal diffusivity and specific heat. Knowledge of any two and the bulk density of grain enables the third to be calculated. Several workers have investigated these properties, with special emphasis on thermal conductivity and diffusivity. However, some information is available on the specific heat of rough rice and barley but it is available only for a foreign variety of grain and for as a function of moisture content only. The objectives of this study were to develop a model for the specific heat of rough rice and barley which were a staple products in Korea as a function of initial temperature, moisture content and porosity of grain with cooling curve method, and to analyze the effect of these factors on the specific heat of rough rice and barley. The results of this study are summarized as follows; 1. The specific heat was $1.8209-2.7041kJ/kg\;^{\circ}K$ for Naked barley, 1.8862-2.5625 k.l/kg K for Covered barley, $1.5167-2.3779kJ/kg\;^{\circ}K$ for Japonica rice and $1.5260-2.3981kJ/kg\;^{\circ}K$ for Indica rice. 2. The model for the specific heat of rough rice and barley as a function of initial temperature, moisture content and porosity of grain was developed. 3. Specific heat of rough rice was decreased with initial temperature, but specific heat of barley was increased with initial temperature. 4. On the whole specific heat of sample grain was increased with moisture content of grain. 5. Specific heat of the grain was found to decrease with porosity except Indica rice.

  • PDF