• Title/Summary/Keyword: User Modeling

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A study on the digitalization of 3D Pen (3D펜의 디지털화에 대한 연구)

  • Kim, Jong-Young;Jeon, Byung-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.6
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    • pp.583-590
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    • 2021
  • This paper is a study on the digitization of an analog 3D pen. The term digital implies features such as homeostasis, transformability, combinability, reproducibility, and convenience of storage. One device that produces a combination of these digital characteristics is a 3D printer, but its industrial use is limited due to low productivity and limitations with materials and physical characteristics. In particular, improvements are required to use 3D printers, such as better user accessibility owing to expertise and skills in modeling software and printers. Complementing this fact is the 3D pen, which is excellent in portability and ease of use, but has a limitation in that it cannot be digitized. Therefore, in order to secure a digitalization capability and ease of use, and to secure the safety of printing materials that pose controversial hazards during the printing process, research problems and alternatives have been derived by combining food, and digitization was demonstrated with a newly developed 3D pen. In order to digitize the 3D pen, a sensor in a structured device detects the motion of an analog 3D pen, and this motion is converted into 3D data (X-Y-Z coordinate values) through a spatial analysis algorithm. To prove this method, the similarity was confirmed by visualization using MeshLab version 1.3.4. It is expected that this food pen can be used in youth education and senior healthcare programs in the future.

Why are we addicted to SNS? - the Mediation effect of SNS Stress (왜 우리는 SNS에 중독되는가? - SNS 스트레스의 매개효과를 중심으로)

  • Goo, Hye Kyoung
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.17-23
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    • 2021
  • Social media users are an important part of our lives as they spend a lot of time and actively use them. However, it is known that there are many users who feel the psychological stress of SNS stress or fall into addiction due to SNS use. SNS stress negatively affects not only the user's mind but also the body. This study investigates the associations between SNS stress and addiction. To test the hypotheses, the study performed structural equation modeling using Amos. We collected 210 data from SNS users. The empirical results showed that SNS overuse had a significant effect on SNS stress. Second, SNS stress had a significant relationship with SNS addiction. Third, it was found that SNS overuse did not directly affect SNS addiction. This study suggests that it is necessary to recognize the importance of the relationship between SNS addiction and SNS stress.

Technology Development for Non-Contact Interface of Multi-Region Classifier based on Context-Aware (상황 인식 기반 다중 영역 분류기 비접촉 인터페이스기술 개발)

  • Jin, Songguo;Rhee, Phill-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.175-182
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    • 2020
  • The non-contact eye tracking is a nonintrusive human-computer interface providing hands-free communications for people with severe disabilities. Recently. it is expected to do an important role in non-contact systems due to the recent coronavirus COVID-19, etc. This paper proposes a novel approach for an eye mouse using an eye tracking method based on a context-aware based AdaBoost multi-region classifier and ASSL algorithm. The conventional AdaBoost algorithm, however, cannot provide sufficiently reliable performance in face tracking for eye cursor pointing estimation, because it cannot take advantage of the spatial context relations among facial features. Therefore, we propose the eye-region context based AdaBoost multiple classifier for the efficient non-contact gaze tracking and mouse implementation. The proposed method detects, tracks, and aggregates various eye features to evaluate the gaze and adjusts active and semi-supervised learning based on the on-screen cursor. The proposed system has been successfully employed in eye location, and it can also be used to detect and track eye features. This system controls the computer cursor along the user's gaze and it was postprocessing by applying Gaussian modeling to prevent shaking during the real-time tracking using Kalman filter. In this system, target objects were randomly generated and the eye tracking performance was analyzed according to the Fits law in real time. It is expected that the utilization of non-contact interfaces.

Development of integrated disaster mapping method (I) : expansion and verification of grid-based model (통합 재해지도 작성 기법 개발(I) : 그리드 기반 모형의 확장 및 검증)

  • Park, Jun Hyung;Han, Kun-Yeun;Kim, Byunghyun
    • Journal of Korea Water Resources Association
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    • v.55 no.1
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    • pp.71-84
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    • 2022
  • The objective of this study is to develop a two-dimensional (2D) flood model that can perform accurate flood analysis with simple input data. The 2D flood inundation models currently used to create flood forecast maps require complex input data and grid generation tools. This sometimes requires a lot of time and effort for flood modeling, and there may be difficulties in constructing input data depending on the situation. In order to compensate for these shortcomings, in this study, a grid-based model that can derive accurate and rapid flood analysis by reflecting correct topography as simple input data was developed. The calculation efficiency was improved by extending the existing 2×2 sub-grid model to a 5×5. In order to examine the accuracy and applicability of the model, it was applied to the Gamcheon Basin where both urban and river flooding occurred due to Typhoon Rusa. For efficient flood analysis according to user's selection, flood wave propagation patterns, accuracy and execution time according to grid size and number of sub-grids were investigated. The developed model is expected to be highly useful for flood disaster mapping as it can present the results of flooding analysis for various situations, from the flood inundation map showing accurate flooding to the flood risk map showing only approximate flooding.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

Comparison of Spatial Interpolation Processing Environments for Numerical Model Rainfall and Soil Moisture Data (수치모델 강우 및 토양수분 자료의 공간보간 처리환경의 비교)

  • Seung-Min, Lee;Sung-Won, Choi;Seung-Jae, Lee;Man-Il, Kim
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.24 no.4
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    • pp.337-345
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    • 2022
  • For data such as rainfall and soil moisture, it is important to obtain the values of all points required as geostatistical data. Spatial interpolation is generally performed in this process, and commercial software such as ArcGIS is often used. However, commercial software has fatal drawbacks due to its high expertise and cost. In this study, R, an open source-based environment with ArcGIS, a commercial software, was used to compare the differences according to the processing environment when performing spatial interpolation. The data for spatial interpolation was weather forecast data calculated through Land-Atmosphere Modeling Package (LAMP)-WRF model, and soil moisture data calculated for each cumulative rainfall scenario. There was no difference in the output value in the two environments, but there was a difference in user interface and calculation time. The results of spatial interpolation work in the test bed showed that the average time required for R was 5 hours and 1 minute, and for ArcGIS, the average time required was 4 hours and 40 minutes, respectively, showing a difference of 7.5%. The results of this study are meaningful in that researchers can derive the same results in a commercial software environment and an open source-based environment, and can choose according to the researcher's environment and level.

Line Tracer Modeling for Educational Virtual Experiment (교육용 가상실험 라인 트레이서 모델링)

  • Ki, Jang-Geun;Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.109-116
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    • 2021
  • Traditionally, the engineering field has been dominated by face-to-face education focused on experimental practice, but demand for online learning has soared due to the rapid development of IT technology and Internet communication networks and recent changes in the social environment such as COVID-19. In order for efficient online education to be conducted in the engineering field, where the proportion of experimental practice is relatively high compared to other fields, virtual laboratory practice content that can replace actual experimental practice is very necessary. In this study, we developed a line tracer model and a virtual experimental software to simulate it for efficient online learning of microprocessor applications that are essential not only in the electric and electronic field but also in the overall engineering field where IT convergence takes place. In the developed line tracer model, the user can set various hardware parameter values in the desired form and write the software in assembly language or C language to test the operation on the computer. The developed line tracer virtual experimental software has been used in actual classes to verify its operation, and is expected to be an efficient virtual experimental practice tool in online non-face-to-face classes.

A Study on the Establishment of Design and Construction Process Standardization through Building BIM Application Case (건축물 BIM 적용사례를 통한 설계 및 시공프로세스 표준화 수립에 대한 연구)

  • Jeong, Hee-woong
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.4
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    • pp.347-358
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    • 2022
  • In order to satisfy the extraction and use of information such as estimates and processes required in the design and construction stages of BIM, which is an expectation of overall construction operation for the design and construction stage of domestic buildings, it is insufficient to supply and apply mobile technologies or terminals. In this paper, standardization of BIM-based processes from the design stage to the construction stage is proposed as an efficient construction system method through mobile-based simulation and test-bed case analysis review. The current status and potential of BIM application were identified through theoretical review of BIM and case studies at home and abroad. In addition, the overall flow of the project and the direction of effective process construction were investigated through each process by 3D, 4D, and 5D execution stage and the role of each collaborator. 4D building process BIM simulation system using mobile was implemented by applying a visualization engine that simulates process information, object information connection module, and related object information. Therefore, it was possible to minimize the possibility of re-construction of the BIM design and construction process model through the visualization of 2D drawings based on the 3D model of the building and the review of errors and interferences in the drawings. In addition, in the implementation of simulation for each process of the construction process through mobile devices, it was possible to support construction progress and process management according to the optimal option selected by the user.

Movie Recommended System base on Analysis for the User Review utilizing Ontology Visualization (온톨로지 시각화를 활용한 사용자 리뷰 분석 기반 영화 추천 시스템)

  • Mun, Seong Min;Kim, Gi Nam;Choi, Gyeong cheol;Lee, Kyung Won
    • Design Convergence Study
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    • v.15 no.2
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    • pp.347-368
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    • 2016
  • Recently, researches for the word of mouth(WOM) imply that consumers use WOM informations of products in their purchase process. This study suggests methods using opinion mining and visualization to understand consumers' opinion of each goods and each markets. For this study we conduct research that includes developing domain ontology based on reviews confined to "movie" category because people who want to have watching movie refer other's movie reviews recently, and it is analyzed by opinion mining and visualization. It has differences comparing other researches as conducting attribution classification of evaluation factors and comprising verbal dictionary about evaluation factors when we conduct ontology process for analyzing. We want to prove through the result if research method will be valid. Results derived from this study can be largely divided into three. First, This research explains methods of developing domain ontology using keyword extraction and topic modeling. Second, We visualize reviews of each movie to understand overall audiences' opinion about specific movies. Third, We find clusters that consist of products which evaluated similar assessments in accordance with the evaluation results for the product. Case study of this research largely shows three clusters containing 130 movies that are used according to audiences'opinion.

How do people verify identity in the Metaverse: Through exploring the user's avatar (메타버스 내 아바타 정체성 확인에 영향을 미치는 요인에 관한 연구)

  • Kihyun Kim;Seongwon Lee;Kil-Soo Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.189-217
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    • 2023
  • The metaverse is a virtual world where individuals engage in social, economic, and cultural activities using avatars, which represent an alternate version of oneself within the virtual realm. While the metaverse has garnered global attention recently, research exploring the identity manifested through avatars within the metaverse remains limited. This study investigates the influence of four IT artifact characteristics related to avatar usage in the metaverse-avatar representation, avatar copresence, avatar profiling, and avatar-space interaction-on perceived avatar identity verification. A survey was conducted with 196 experienced users of the Zepeto platform, and hypotheses were tested using structural equation modeling. The analysis results indicate that the use of IT artifacts enabling avatar representation, avatar copresence, and avatar-space interaction has a positive impact on perceived avatar identity verification. This achieved self-verification indirectly influences the satisfaction and subsequent intention to continue using the metaverse. This study contributes to the academic field by empirically verifying the metaverse technological factors that influence the projected identity onto avatars within the metaverse. Furthermore, it is expected to provide effective guidelines for metaverse platform companies in designing and implementing the metaverse.