• 제목/요약/키워드: User Research Tool

검색결과 519건 처리시간 0.024초

적응형 웹 서핑 지원을 위한 에이전트 시스템 (An Agent System for Supporting Adaptive Web Surfing)

  • 국형준
    • 정보처리학회논문지B
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    • 제9B권4호
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    • pp.399-406
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    • 2002
  • 본 연구는 웹 서핑 지원을 위한 적응형 사용자 에이전트의 설계를 위해 사용자 데이터 수집, 데이터 처리를 통한 사용자 프로파일 구축 및 개선, 그리고 사용자 프로파일의 적용을 통한 적응 등 세 가지 이슈를 집중 연구하였다. 그 결과 웹 상에서 작동하는 적응형 사용자 에이전트를 위한 기능 정의 및 주요 구성 요소들을 설계하고 세부 모형을 구현하였다. 내부적으로는 두 개의 독립된 에이전트의 협동 체제에 의해 작업 목표를 성취한다. 이들은 각각 IIA(Interactive Interface Agent) 및 UPA(User Profiling Agent)이다. 사용자 인터페이스를 관장하는 IIA는 사용자에게 현재 웹 문서의 대강을 파악하고 나아가서 검색 질의어를 선택할 수 있게 하는 키워드 색인(Keyword Index)과, 계층 구조 방식의 사용자 검색 과정을 나타내는 제안 링크(Suggest Link)를 제공함으로서 사용자 친숙한 인터페이스 환경을 제시한다. UPA는 사용자에 관한 정적 정보와 브라우징 행위에서 나타나는 동적 정보를 사용자 프로파일에 반영한다. 특히, 사용자 관심을 반영하는 관심 벡터(Interest Vector)의 개념을 정립하고 근접도(similarity) 평가에 의해 이들을 갱신하고 추가함으로써 사용자 관심을 동적으로 프로파일링하는 체계를 제시하였다.

Region Identification on a Trained Growing Self-Organizing Map for Sequence Separation between Different Phylogenetic Genomes

  • Reinhard, Johannes;Chan, Chon-Kit Kenneth;Halgamuge, Saman K.;Tang, Sen-Lin;Kruse, Rudolf
    • 한국생물정보학회:학술대회논문집
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    • 한국생물정보시스템생물학회 2005년도 BIOINFO 2005
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    • pp.124-129
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    • 2005
  • The Growing Self-Organizing Map (GSOM), an extended type of the Self-Organizing Map, is a widely accepted tool for clustering high dimensional data. It is also suitable for the clustering of short DNA sequences of phylogenetic genomes by their oligonucleotide frequency. The GSOM presents the result of the clustering process visually on a coloured map, where the clusters can be identified by the user. This paper describes a proposal for automatic cluster detection on this map without any participation by the user. It has been applied with good success on 20 different data sets for the purpose of species separation.

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안정동력학에 의한 가변수요 통행배정모형 (A Variable Demand Traffic Assignment Model Based on Stable Dynamics)

  • 박구현
    • 한국경영과학회지
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    • 제34권1호
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    • pp.61-83
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    • 2009
  • This study developed a variable demand traffic assignment model by stable dynamics. Stable dynamics, suggested by Nesterov and do Palma[19], is a new model which describes and provides a stable state of congestion in urban transportation networks. In comparison with the user equilibrium model, which is based on the arc travel time function in analyzing transportation networks, stable dynamics requires few parameters and is coincident with intuitions and observations on congestion. It is therefore expected to be a useful analysis tool for transportation planners. In this study, we generalize the stable dynamics into the model with variable demands. We suggest a three stage optimization model. In the first stage, we introduce critical travel times and dummy links and determine variable demands and link flows by applying an optimization problem to an extended network with the dummy links. Then we determine link travel times and path flows in the following stages. We present a numerical example of the application of the model to a given network.

대퇴의족 성능평가를 위한 시뮬레이터의 개발 (Development of Simulator for Performance estimation of Above-Knee Prosthesis)

  • 오명환;송호진;윤용산;오준호
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2000년도 제15차 학술회의논문집
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    • pp.432-432
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    • 2000
  • The above-Knee Prosthesis has been used by the handicapped person and become a important part of their life. But uniform above-knee prosthesis only increases inconvenience And so the tool that can estimate and help to design of suitable prosthesis for user need to be developed. The simulator developed in this research is composed of two part. One is hardware that can realize various walking motions. The other is software that can display and analyze the results of walking mot ion. Three motors constitute hardware of Simulator. Two motors are used to realize heap motion that need two degree of freedom and the rest one used to realize swing motion. Software of Simulator display results of three motor trajectories and walking mot ion of hardware using computer graphic. Therefore, The simulator developed in this research which is able to realize human gait and results are analyzed through simulation program at PC will be some help to design and produce of prosthesis suitable to user.

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교통망에서 다차종 통행을 고려하는 통행배정모형 수립 (A Traffic Assignment Model in Multiclass Transportation Networks)

  • 박구현
    • 한국경영과학회지
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    • 제32권3호
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    • pp.63-80
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    • 2007
  • This study is a generalization of 'stable dynamics' recently suggested by Nesterov and de Palma[29]. Stable dynamics is a new model which describes and provides a stable state of congestion in urban transportation networks. In comparison with user equilibrium model that is common in analyzing transportation networks, stable dynamics requires few parameters and is coincident with intuitions and observations on the congestion. Therefore it is expected to be an useful analysis tool for transportation planners. An equilibrium in stable dynamics needs only maximum flow in each arc and Wardrop[33] Principle. In this study, we generalize the stable dynamics into the model with multiple traffic classes. We classify the traffic into the types of vehicle such as cars, buses and trucks. Driving behaviors classified by age, sex and income-level can also be classes. We develop an equilibrium with multiple traffic classes. We can find the equilibrium by solving the well-known network problem, multicommodity minimum cost network flow problem.

스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로 (Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games)

  • 송승열;임상국
    • 한국멀티미디어학회논문지
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    • 제25권6호
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

내용 기반 영상 검색을 이용한 실시간 몽타주 시스템 설계 (Real-time Montage System Design using Contents Based Image Retrieval)

  • 최현석;배성준;김태용;최종수
    • 디자인학연구
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    • 제19권2호
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    • pp.313-322
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    • 2006
  • 본 논문에서는 내용 기반 영상 검색을 이용하여 사용자가 원하는 영상을 쉽게 찾아내고, 이를 자동 재구성함으로써, 독창적인 영상 언어라 일컬어지는 몽타주를 사용자 중심의 관점에서 구현하고자 한다. 본 논문에서 제안하는 실시간 몽타주 시스템은 이산 푸리에 변환(Discrete Fourier Transform)을 이용해 사용자가 선택한 영상의 특징을 찾고, 유클리디안 거리(Euclidean Distance)를 이용해 데이터베이스에 있는 영상과 유사도를 비교함으로써, 빠르고 효과적으로 사용자가 원하는 영상을 검색할 수 있다. 또한 카메라 트래킹(Camera Tracking)에 의해 실시간으로 사용자의 움직임 영상을 취득하고, 취득된 영상을 검색된 사용자의 영상과 함께 자동 재구성함으로써, 손쉽게 사용자의 의도에 맞춘 영상 재구성을 하게 된다. 본 시스템은 사용자를 즐겁게 참여시킬 수 있는 뉴미디어 영상 디자인 툴(엔터테인먼트)이다. 일방적으로 영상을 시청하는 소극적 영상의 수용자에서 벗어나 영상 재생산의 적극적 주체가 되는, 사용자 중심의 새로운 영화(미디어기반 엔터테인먼트)의 토대가 될 것으로 기대된다.

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전사텍스트를 이용한 반자동 레이블링 구현 (Implement of Semi-automatic Labeling Using Transcripts Text)

  • 원동진;장문수;강선미
    • 한국지능시스템학회논문지
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    • 제25권6호
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    • pp.585-591
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    • 2015
  • 구어 연구를 위한 전사 과정에서 문자로 표현된 발화를 녹음 음성에 연결해주는 작업을 레이블링이라고 한다. 기존 레이블링 도구들은 대부분 수동으로 작업이 이루어진다. 제안하는 반자동 레이블링은 자동화 모듈과 수동 조정 모듈로 구성된다. 자동화 모듈은 G.Saha 알고리즘을 활용하여 음성구간을 추출하고, 기구축된 발화텍스트의 발화 수와 발화의 길이 정보를 이용하여 발화구간을 예측한다. 본 논문에서는 기존 수동 도구의 정확성을 유지하기 위하여 자동 레이블링된 발화구간을 보정하기 위한 수동 조정 사용자 인터페이스를 제공한다. 제안하는 반자동 레이블링 알고리즘으로 구현한 도구는 기존 수동 레이블링 도구와 비교하여 작업 속도가 평균 27% 향상되었다.

디지털 인체 계측 방법의 유형 및 특성 (Types and Characteristics of Digital Anthropometric Methods)

  • 김리라
    • 패션비즈니스
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    • 제25권5호
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    • pp.88-98
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    • 2021
  • In this study, the characteristics of digital anthropometric methods were determined with case studies. These methods were broadly classified into two categories: non-wearable and wearable. Then, these categories were further classified into four types: 3D Scanning, mobile app, smart clothing, and smart tool Among the non-wearable types, the "3D scanning" technique was based on the use of 3D hardware equipment. With this technique, the body shape was measured and the internal body information was obtained. Therefore, it is used in fields of healthcare and fitness. Among the wearable types, "Smart clothing" involves a special clothing that measures human body and a smartphone application. Both the components are linked to a fashion platform, which is based on the measured sizes that help shoppers. The "Smart tool" has the characteristic of measuring only with smart tools and smartphone applications; it does not involve the measurement of images. The common advantage of digital anthropometric methods are as follows: they reduce the time and cost of measurement by enabling self-measurement. Moreover, simple measurements are used to determine the size of anthropometry. Thereafter, it accumulates this data to track the continuous changes in size. From an industrial point of view, digital anthropometric technology should be used to increase sales. The on-demand market can be expanded as global consumers would throng the Korean fashion market. For the consumer, an avatar should be created to fit the user's size. This would provide a fun experience to the user.

자발적 학습에서 개인특성과 주관적 규범이 e-learning 수용에 미치는 영향 (Effects of Individual Characteristics and Subject Norm on User Acceptance of e-Learning for Voluntary Studies)

  • 이태환;서창교
    • 한국정보시스템학회지:정보시스템연구
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    • 제17권4호
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    • pp.99-127
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    • 2008
  • E-learning becomes an important part of education these days in Korea. Students had no choice but to accept the e-learning when the e-learning was used as a supplementary learning tool within a traditional class or a stand-alone distance education. This study focuses on the students' intention of e-learning acceptance for voluntary studies. In voluntary study, students have the rights to adopt the e-learning or not for their personal study. We used individual characteristics as the external variables of TAM to explain user acceptance of e-learning for voluntary studies and examined the effect of individual characteristics on user's beliefs. Research model and nine hypotheses were set up to identify the relationships among these variables based on investigations of previous researches. The theoretical model is tested with questionnaires from 420 users who accept e-learning for voluntary studies. We tested the measurement and research models by applying a structural equation modeling(SEM) approach, using the AMOS 5.0. Overall, the results provided support for the model as explaining acceptance of an e-learning system. Most path coefficients in the research model were found statistically significant. The results showed usefulness and enjoyment and subject norm were the factors affecting attitude of students using e-learning. In addition, usefulness and subject norm were the factors affecting intention of students using e-learning. The results show innovation and self-efficacy have a significant impact on user's perception of ease of use. Self-efficacy also have significant effects on user's perception of usefulness.