• Title/Summary/Keyword: Visual Intelligence

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The Study of the System Development on the Safe Environment of Children's Smartphone Use and Contents Recommendations (유아들의 안전한 스마트폰 사용 환경 및 콘텐츠 추천 시스템 개발)

  • Lee, Kyung-A;Park, Eun-Young
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.845-852
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    • 2018
  • This study has developed a preventive launcher from smartphone addiction for the digital generation and the contents recommendation based on machine learning which used multiple and collective intelligence. This could provide convenient digital nurturing experience for the parents who fear their children's over use of digital devices and also suggest individually adaptive digital learning methods that enhance the learning efficiency and pleasurable and safe learning environment for the children. Suggested application is a kind of gamification launcher that protects children from harmful contents and from smartphone addiction with time limit settings. For parents who find difficulty choosing from various kinds of contents and applications for education, this suggested system could provide a learning analytic report based on big data after collecting and analyzing the data of their children's learning and activities and recommend contents necessary for their kids using recommended algorithm by collective intelligence.

Learning Method using RDS for Creative Problem Solving (RDS를 이용한 창의적 문제해결 학습방법)

  • Hong, Seong-Yong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.11
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    • pp.1126-1130
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    • 2010
  • Research on intelligent robot is in active progress as the next generation IT education area. Since intelligent robots are closely related to the real human world, they should provide human behaviors or judging ability as their functions. For this reason, research is recently done not only on diverse hardware of robot education but also on service component architecture which includes various functions. In this paper we propose a study on learning to creative solve problems using RDS(Robotics Developer Studio). RDS is a software tool to control or program intelligence robot as a software module. Using service component framework which considers standardization of the integrated development of intelligent robot, we expect to provide 3-dimensional visual simulation environment, and save time and costs in education the environment for the intelligence robot experiment.

Development of Novel Disaster Pictogram Emergency Alert Technology for Hearing Impaired (청각장애인을 위한 재난안전 픽토그램 긴급알림 전달 기술 개발)

  • Yong-Yook Kim;Hyun-Chul Kim;Beom-Jun Cho
    • Journal of the Society of Disaster Information
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    • v.19 no.1
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    • pp.76-83
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    • 2023
  • Purpose: In emergency situations such as earthquakes, heavy rains, typhoons, or fires, when quick delivery of emergency alerts is crucial, the hearing impaired are the ones who are the most disadvantaged and vulnerable when alerts are only delivered through auditory or text alerts. They can't perceive auditory information, and many have difficulties in fast understanding text-based alerts. Method: An alert system that can deliver pictograms for specific disaster situations has been devised. Then, a novel approach based on artificial intelligence has been studied so that the pictograms for specific disaster situations can be chosen instantly once a disaster alert is issued in text. Result: A disaster alert system that delivers pictograms for specific disaster situations was developed and a novel method has been suggested for automatic delivery. Conclusion: A system to instantaneously deliver disaster alert information in pictograms has been developed to improve alert delivery to the populations vulnerable to disaster due to hearing impairment by the instantaneous understanding of disaster situations through visual information.

Exploring the Potential of ChatGPT in Advertising Photography: A Case Study and Validity Research on Elements in Each Production Stage (광고사진 제작에서 ChatGPT의 활용 가능성 탐색: 사례 분석 및 제작 단계별 요소의 타당성 연구)

  • Yan-Song Zhang;Yoo-Jin Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.205-211
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    • 2023
  • In this study, we analyzed the potential application and validity of ChatGPT, an artificial intelligence technology currently gaining attention across various fields, for the creation of advertising photographs. To do this, we examined the relationship between the visual elements of advertising photographs and language, and investigated use cases of ChatGPT in advertising. Furthermore, we analyzed the elements of each stage in the advertising photograph creation process and conducted expert interviews to determine the validity of ChatGPT's application in these stages. The results revealed that, although somewhat limited, the feasibility of using ChatGPT was found to be high in the planning stage of advertising photographs, but lower in the actual shooting and post-production stages. Considering these findings, it is necessary to continuously monitor the progress of AI technology and strive to enhance the creativity and efficiency of advertising photograph production through collaboration between technology and humans.

Beyond Attention-Deficit Hyperactivity Disorder: Exploring Psychiatric Comorbidities and Their Neuropsychological Consequences in Adults

  • Hyun Jae Roh;Geon Ho Bahn;Seung Yup Lee;Yoo-Sook Joung;Bongseog Kim;Eui-Jung Kim;Soyoung Irene Lee;Minha Hong;Doug Hyun Han;Young Sik Lee;Hanik K Yoo;Soo-Young Bhang
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.34 no.4
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    • pp.275-282
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    • 2023
  • Objectives: This study aimed to identify the psychiatric comorbidity status of adult patients diagnosed with attention-deficit hyperactivity disorder (ADHD) and determine the impact of comorbidities on neuropsychological outcomes in ADHD. Methods: The study participants were 124 adult patients with ADHD. Clinical psychiatric assessments were performed by two board-certified psychiatrists in accordance with the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. All participants were assessed using the Mini-International Neuropsychiatric Interview Plus version 5.0.0 to evaluate comorbidities. After screening, neuropsychological outcomes were assessed using the Comprehensive Attention Test (CAT) and the Korean version of the Wechsler Adult Intelligence Scale, Fourth Edition (K-WAIS-IV). Results: Mood disorders (38.7%) were the most common comorbidity of ADHD, followed by anxiety (18.5%) and substance use disorders (13.7%). The ADHD with comorbidities group showed worse results on the Perceptual Organization Index and Working Memory Index sections of the K-WAIS than the ADHD-alone group (p=0.015 and p=0.024, respectively). In addition, the presence of comorbidities was associated with worse performance on simple visual commission errors in the CAT tests (p=0.024). Conclusion: These findings suggest that psychiatric comorbidities are associated with poor neuropsychological outcomes in adult patients with ADHD, highlighting the need to identify comorbidities in these patients.

Hard Example Generation by Novel View Synthesis for 3-D Pose Estimation (3차원 자세 추정 기법의 성능 향상을 위한 임의 시점 합성 기반의 고난도 예제 생성)

  • Minji Kim;Sungchan Kim
    • IEMEK Journal of Embedded Systems and Applications
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    • v.19 no.1
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    • pp.9-17
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    • 2024
  • It is widely recognized that for 3D human pose estimation (HPE), dataset acquisition is expensive and the effectiveness of augmentation techniques of conventional visual recognition tasks is limited. We address these difficulties by presenting a simple but effective method that augments input images in terms of viewpoints when training a 3D human pose estimation (HPE) model. Our intuition is that meaningful variants of the input images for HPE could be obtained by viewing a human instance in the images from an arbitrary viewpoint different from that in the original images. The core idea is to synthesize new images that have self-occlusion and thus are difficult to predict at different viewpoints even with the same pose of the original example. We incorporate this idea into the training procedure of the 3D HPE model as an augmentation stage of the input samples. We show that a strategy for augmenting the synthesized example should be carefully designed in terms of the frequency of performing the augmentation and the selection of viewpoints for synthesizing the samples. To this end, we propose a new metric to measure the prediction difficulty of input images for 3D HPE in terms of the distance between corresponding keypoints on both sides of a human body. Extensive exploration of the space of augmentation probability choices and example selection according to the proposed distance metric leads to a performance gain of up to 6.2% on Human3.6M, the well-known pose estimation dataset.

A Study on Development of Disney Animation's Box-office Prediction AI Model Based on Brain Science (뇌과학 기반의 디즈니 애니메이션 흥행 예측 AI 모형 개발 연구)

  • Lee, Jong-Eun;Yang, Eun-Young
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.405-412
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    • 2018
  • When a film company decides whether to invest or not in a scenario is the appropriate time to predict box office success. In response to market demands, AI based scenario analysis service has been launched, yet the algorithm is by no means perfect. The purpose of this study is to present a prediction model of movie scenario's box office hit based on human brain processing mechanism. In order to derive patterns of visual, auditory, and cognitive stimuli on the time spectrum of box office animation hit, this study applied Weber's law and brain mechanism. The results are as follow. First, the frequency of brain stimulation in the biggest box office movies was 1.79 times greater than that in the failure movies. Second, in the box office success, the cognitive stimuli codes are spread evenly, whereas in the failure, concentrated among few intervals. Third, in the box office success movie, cognitive stimuli which have big cognition load appeared alone, whereas visual and auditory stimuli which have little cognitive load appeared simultaneously.

A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG (캐릭터 스테이터스에 따른 플레이어 캐릭터 외형 변화 연구 -MMORPG를 중심으로-)

  • Kih, Tae-Suk;Baek, Hyoung-Mok;Chang, Jun-O;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.21-30
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    • 2009
  • In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.

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Neurocognitive Deficits in Patients with Schizophrenia and Unaffected First-Degree Relatives (조현병 환자와 발병하지 않은 일차친족에서 신경인지의 결함)

  • Kim, DoHoon;Kim, Jiwoo;Hwang, Sunyoung;Kim, Byungsoo;Won, Seunghee
    • Korean Journal of Biological Psychiatry
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    • v.21 no.2
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    • pp.65-73
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    • 2014
  • Objectives This study aimed to identify the differences and the profiles of cognitive deficits in remitted patients with schizophrenia and first-degree relatives of schizophrenic probands. Methods A total of 26 remitted states of schizophrenia patients were included in the study and the same number of unaffected first-degree relatives of schizophrenic probands and healthy controls were matched for age, sex, years of education. Cognitive function of all participants was measured by using the Digit span test, the Continuous performance test, the Rey auditory & visual learning test, the Complex figure test, the Verbal fluency test, the Wisconsin card sorting test and the Finger tapping test. The effects of subsyndromal symptomatology and general intelligence score were controlled. Results Schizophrenia patients' group showed more significant impairment than other groups in verbal memory (learning, immediate recall, delayed recall), visual memory (copy, immediate recall, delayed recall) and cognitive flexibility domains. The family group and the patient group commonly performed significantly worse than healthy controls in working memory and verbal fluency (category) tests. There were no differences in sustained attention, psychomotor performance. Conclusions Our research shows that the deficit in working memory and verbal fluency could be strong candidates of endophenotypic marker in schizophrenia.

A Study on Meaning of Open Structure in Clothing Design (복식 디자인에 표현된 의미적 열린 구조)

  • Cho, El-Lie;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.56 no.9 s.109
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    • pp.1-13
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    • 2006
  • The purpose of this study is to apply a concept of open structure to clothing design and to verify the characteristics found in the various types of clothing which has open structure. The literatures from various academic fields including philosophy, literature, social science, architecture, and fine arts are investigated to define the concept of openness and to analyze it from the perspectives both of the visual and of the moaning of openness. This paper is to identify the types and the characteristics of clothing by future intention, complexity, discontinuity of open structure. By closely examining fashion design after 1980s found in fashion collection publications and designer's websites, the results of this study are as follows: first, the concept of openness can be classified into two different levels, that is, visual and meaning, secondly, in clothing the concept of open structure is applied to the meaning side by future intention, by complexity and by discontinuity. Open structure through future Intention has new content and interpretation and must have the possibility of intelligence awakening, future guidance and basic contents. Open structure through complexity has secondary function exists concurrent with the shape key example is the smart clothes with the digital functions. It has functions of amusement, supplement and protective, and is future clothes which satisfies with health, welfare, desire of beauty. Open structure with discontinuity is clothes with dramatic changes in system, structures and states. Structure can be changed by silhouette, detail, or fabric, material, or dramatic and practical function as tools in terms of productions and environment. This study can help to formulate and to integrate the concept of open structure in clothing with various phases and enhance the value of clothes by showing an application of the concept of openness to the clothing in meaning level.