• Title/Summary/Keyword: User level

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Ontology-based User Intention Recognition for Proactive Planning of Intelligent Robot Behavior (지능형로봇 행동의 능동적 계획수립을 위한 온톨로지 기반 사용자 의도인식)

  • Jeon, Ho-Cheol;Choi, Joong-Min
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.1
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    • pp.86-99
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    • 2011
  • Due to the uncertainty of intention recognition for behaviors of users, the intention is differently recognized according to the situation for the same behavior by the same user, the accuracy of user intention recognition by minimizing the uncertainty is able to be improved. This paper suggests a novel ontology-based method to recognize user intentions, and able to minimize the uncertainties that are the obstacles against the precise recognition of user intention. This approach creates ontology for user intention, makes a hierarchy and relationship among user intentions by using RuleML as well as Dynamic Bayesian Network, and improves the accuracy of user intention recognition by using the defined RuleML as well as the gathered sensor data such as temperature, humidity, vision, and auditory. To evaluate the performance of robot proactive planning mechanism, we developed a simulator, carried out some experiments to measure the accuracy of user intention recognition for all possible situations, and analyzed and detailed described the results. The result of our experiments represented relatively high level the accuracy of user intention recognition. On the other hand, the result of experiments tells us the fact that the actions including the uncertainty get in the way the precise user intention recognition.

Player Adaptive GMM-based Dynamic Game Level Design (플레이어 적응형 GMM 기반 동적 게임 레벨 디자인)

  • Lee, Sang-Kyung;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.3-10
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    • 2006
  • In computer games, the level design and balance of characters are the key features for developing interesting games. Level designers make decision to change the parameters and opponent behaviors in order to avoid the player getting extremely frustrated with the improper level. Generally, opponent behavior is defined by static script, this causes the games to have static difficulty level and static environment. Therefore, it is difficult to keep track of the user playing interest, because a player can easily adapt to changeless repetition. In this paper, we propose a dynamic scripting method that able to maintain the level designers' intention where user enjoys the game by adjusting the opponent behavior while playing the game. The player's countermeasure pattern for dynamic level design is modeled using a Gaussian Mixture Model (GMM). The proposed method is applied to a shooting game, and the experimental results maintain the degree of interest intended by the level designer.

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Design of COS for smart card user authentication using signature (서명을 이용한 스마트카드 사용자 인증을 위한 COS 설계)

  • 송영상;신인철
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.4
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    • pp.103-112
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    • 2004
  • This paper suggests the way to realize smart card security system by using handwritten signature instead of a password which is traditionally used for user authentication. Because of the familiarity of signature we don't need to try to remember the password and signature is difficult to be used by guess or illegal forced situation. The feature data of handwritten signature is large, so we designed COS which is consist of special commands for processing user's handwritten signature data, user authentication, and basic commands based on ISO 7816-3. Also protocol among user, smart card terminal and DB server is designed. In registration process, the feature data of user signature is saved in both a DB server and a smart card. User authentication is processed by comparing the user signature and the saved feature data in a smart card and in a DB server. And the authentication result and hash value of signature data in DB server are transferred to smart card. During this process the authentication between DB server and user is finished. The proposed security system has more higher level of security in user authentication of smart card and it will Provide safer and more convenient security services.

A Case Study on User Experience of Social Network Game (Social Network Game의 사용자 경험에 관한 사례 연구)

  • Kim, Kyoung-Nam;Lee, MyounJae
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.349-356
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    • 2013
  • The user experience of the game contents refers to the overall experience which players feel in the game play. As this experience increases, the immersion and satisfaction level extend. Therefore, the user experience is an important factor in determining success of the game. This study has the purpose for presenting importance of user experience about SNG (Social Network Game), which is the focal point recently. For this purpose, this study analyzes features of successful SNG game by comparing essential elements of user experience, such as user interface, usability, and interaction design elements. And then, this study discusses the user experience elements for enhancing the possibility of success of SNG game. This study can provide the information which is beneficial to the game immersion of SNG game players and user experience.

Color Image Query Using Hierachical Search by Region of Interest with Color Indexing

  • Sombutkaew, Rattikorn;Chitsobhuk, Orachat
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.810-813
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    • 2004
  • Indexing and Retrieving images from large and varied collections using image content as a key is a challenging and important problem in computer vision application. In this paper, a color Content-based Image Retrieval (CBIR) system using hierarchical Region of Interest (ROI) query and indexing is presented. During indexing process, First, The ROIs on every image in the image database are extracted using a region-based image segmentation technique, The JSEG approach is selected to handle this problem in order to create color-texture regions. Then, Color features in form of histogram and correlogram are then extracted from each segmented regions. Finally, The features are stored in the database as the key to retrieve the relevant images. As in the retrieval system, users are allowed to select ROI directly over the sample or user's submission image and the query process then focuses on the content of the selected ROI in order to find those images containing similar regions from the database. The hierarchical region-of-interest query is performed to retrieve the similar images. Two-level search is exploited in this paper. In the first level, the most important regions, usually the large regions at the center of user's query, are used to retrieve images having similar regions using static search. This ensures that we can retrieve all the images having the most important regions. In the second level, all the remaining regions in user's query are used to search from all the retrieved images obtained from the first level. The experimental results using the indexing technique show good retrieval performance over a variety of image collections, also great reduction in the amount of searching time.

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Performance of ARQ-aided Downlink Time Switched Transmit Diversity with multi-level Control Signaling in the WCDMA LCR-TDD System (WCDMA LCR-TDD 시스템에서 다중 레벨 제어 시그날링이 적용된 ARQ 기반 하향링크 TSTD의 성능)

  • Jeon, Cha-Eul;Hwang, Seung-Hoon
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.12
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    • pp.61-68
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    • 2010
  • In this paper, we investigate the performance of ARQ-aided Time Switched Transmit Diversity (ARQ-TSTD) applying the multi-level control signaling in the WCDMA LCR-TDD system. Proposed ARQ-TSTD system applies the multi-level control signaling scheme in which the receiver sends the response signal (ACK or NACK signal) to the transmitter and defines NACK2 signal for multi-level control. Transmitter utilize the NACK2 control signal to the postponement of transmission and multi-user scheduling scheme proposed by this paper. Simulation results demonstrate that the proposed postponement of transmission and multi-user scheduling scheme yield about 1.3dB, 1.4dB performance gain respectively, compared with the conventional ARQ-TSTD with antenna switching scheme in tenn of the frame error rate (FER) for mobile speed of 3km/h and FER value of 10%. In addition, 14% and 11.5% of throughput gain respectively is shown when Eb/N0=-3dB.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

Influence of Fast-Food Kiosk Quality on User Intention of Reuse (패스트푸드점 키오스크 품질이 사용자 지속사용 의도에 미치는 영향)

  • Lee, Damie;Kim, Minjin
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.350-360
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    • 2021
  • Due to COVID-19 and minimum wage raise, rate of adoption of zero contact payment methods, such as kiosk, had increased rapidly in 2018. Although there exist users who have trouble utilizing it, kiosk is growing consistently, especially in food service industry. Main goal of this research is to verify antecedent of satisfaction level which affects continuance intention of kiosk in terms of quality and execute through examination of kiosk users on fast-food industry, which employs kiosk most predominantly. The result of this research showed that information accessibility (environment quality), convenience of order process (process quality), and addition of beneficial supplementary service (process quality) of kiosk had influence on customer satisfaction level which in turn, also affected continuance intention, but order payment readiness, which is consequence quality, had no effect on satisfaction level. With pervasion and indispensable increase in zero contact payment market, this research expanded our knowledge on kiosk user and established kiosk quality figure that can improve user satisfaction level and continuance intention, ultimately proposing selection guide of kiosk and securing competitiveness for stores.

Intelligent Home Control Interface based on 3D (3D기반 지능형 흠 통합 제어 인터페이스 구현)

  • Kim, Yong-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.540-543
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    • 2008
  • User interface of intelligent home must control and manage information appliances connected to the home network. But there are properties that users are inconvenient and confused using user interface of intelligent home by reason of many appliances, different control way according to types of ones, and so on. This Paper proposes the new method taking the level of convenience up and the level of complexity down which is out of many obstacles to expand intelligent home system, and implements this. The proposed interface is designed and implemented that user could model cyber space on a living space of user, and arrange home appliances on cyber space as like doing real living space and control intelligent home system. It is possible for user to read the state and location of home appliance in home, and to select and control the information appliance as using the proposed interface.

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