• Title/Summary/Keyword: Visual Intelligence

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An Analysis on the UCC Media for STEAM Integrated Education (STEAM 융합교육을 위한 UCC 매체 활용 분석)

  • Woo, Hee-Sun;Yeom, Mi-Ryeong;Jung, Doo-Yong
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.43-48
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    • 2016
  • The purpose of this study was to perform oral health education using UCC media in consideration of middle school students' characteristics, and to investigate the intelligence area related to knowledge conveyance, affective area related to attitude change, and psychomotor area related to behavioral change. As a result, it tried to develop further the strengths of UCC media based oral health education and overcome its weaknesses in order to increase learners' interest and have any behavioral changes. By letting learners have the education at YouTube at any time, rather than use one-time educational medium material it is possible to keep educating learners. In the future, by applying the education to health education programs and health education, it will be possible to convey education contents to learners accurately, give motivation to learners, and thereby increase educational results.

The Problem of multi-dimension communication and 21st century Media Art (21세기 다차원 커뮤니케이션과 매체예술의 문제)

  • Park Ki-Woong
    • Journal of Science of Art and Design
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    • v.3
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    • pp.5-32
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    • 2001
  • At the beginning of 21st Century, human desire of communication is forwarding to the Cosmos The way of Communication is going to be not by simple methodology but by the complicated methodology with high technology. It will not be monologue communication but be interactive communication, that will make intelligence Infra, which could be able to communicate from the location of information is present to which is not present; and the multi-media which will be able to solve the technical problems of these communication; will be developed continually. In the genre of plastic art, there are no exception in these changedness. More developed and proceed to develope intermedia could be able of intercommunication. The more development of technology could be able to the more development of new plastic art. Furthermore the development of science make the genre of art to be changed. There are no exception of this changedness in any part of society, The art always has been guided by the person who has proceeding idea for new value. The 21st century plastic art will be in the procedure of the intercommunication. Human-being's concern is to communicate with Universe, and that will be multi-dimension$(4{\cdot}5{\cdot}6{\cdot}7{\cdots}dimension)$ communication beyond our usual recognition. To conjoin this, the possibility of cyber space expressing is going to be considered, and the way is being done by the development of the Media Art, which is able to go and back to the cyber-space. And the message will be so complicate beyond our recognition. Because we will need to communicate with various newly-built vocabulary, so we need to magnify the repertories of new vocabulary.

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Relations between Somatic Symptoms, Depression, Anxiety, and Cognitive Function in Patients with Mild Traumatic Brain Injury (경증 외상성 뇌손상 환자에서 신체적 증상, 우울, 불안과 인지기능의 관계)

  • Kim, Myung Hun;Oh, Sang Woo;Rho, Seoung Ho
    • Korean Journal of Biological Psychiatry
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    • v.15 no.3
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    • pp.194-203
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    • 2008
  • Objectives : This study was aimed at evaluating the relationship between somatic symptoms, depression, anxiety and cognitive function in the patients with Mild Traumatic Brain Injury(MTBI). Methods : Thirty seven patients with MTBI were selected from those patients who had visited the Department of Neuropsychiatry of Wonkwang University Hospital from 2003 to 2007. To assess and quantify the somatic symptoms, depression and anxiety, Personality Assessment Inventory(PAI) was used. Assessment of cognitive function was carried out by using Korean Wechsler Adult Intelligence Scale(K-WAIS), Rey-Kim Memory Test, and Kims Executive Function Test. The effects of somatic symptoms, depression, and anxiety on the cognitive function were evaluated by Pearson correlation test. Results : Somatic symptoms, depression, and anxiety, all showed inverse correlation to cognitive function. Specifically, 1) an increase in somatic symptoms was associated with a decrease in attention, verbal short term memory, verbal recall and recognition, and visual memory. 2) An increase in anxiety was associated with a decrease in verbal recall and recognition. 3) An increase in depression was associated with a decrease in cognitive function that requires high attention and verbal memory. Conclusion : The patients with MTBI displayed diverse symptoms ranging from cognitive impairment to somatic symptoms, depression, and anxiety. Somatic and emotional symptoms were correlated with cognitive function(especially executive function). Importantly, this study raises the possibility of treating the cognitive impairment associated with MTBI by treating somatic symptoms, depression, and anxiety.

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Exporting Business Process Modeling using IDEF3 and UML (IDEF3와 UML을 이용한 수출영업업무 프로세스 모델링)

  • 김병남;김태운;김홍배;이영일;이광욱
    • Journal of Intelligence and Information Systems
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    • v.7 no.2
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    • pp.179-193
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    • 2001
  • A good modeling technique for system analysis and design is an essential area for the implementation of information system. Structured and object-oriented techniques are regarded as two standard in system modeling. This paper reviewed and implemented two system analysis and design techniques based-on IDEF3 and UML. IDEF3 is the first method used to analyze business process, which has the advantage of simplicity and brevity. UML provides visual standard which can represent the idea of system analysis from the people who participate in the system development process. UML is accepted as an industry standard from the object management group with the advantage of graphical representation of developer\`s view. This paper proposes system design and modeling perspectives based-on IDEF3 and UML techniques about the semi-structured business process for the medium-sized trading company.

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Design of Educational Game for Development of Creativity (창의력 계발을 위한 학습게임의 설계)

  • Ahn, Seong-Hye;Song, Su-Mi
    • The Journal of the Korea Contents Association
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    • v.7 no.9
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    • pp.1-9
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    • 2007
  • Recently, the primary school training courses requires creative human being who is able to solve problem in accordance with rapidly changing society. Accordingly, it needs development of edutainment contents that can develop creativity and heighten educational effect as attracting learner's interest. This paper intends to design educational game which can develop creativity. Method of research is based on the concept of creativity and theory of multiple intelligence. First, I pulled out educational elements of edutainment game which can develop ability to solve synthetic problem and then drew interest elements of edutainment game by combined game with form of cartoon. Secondly, creativity studying area set the 5 learning area of verbal, visual, mathematical, logical and analytic creativity and then, a course of learning was designed to have each 3 details of 5 teaming areas of creativity. Finally, it presented production direction of educational game by combined with 4 elements of the interest that is an avatar, achievement of a mission, a time limit and win a point.

The Meaning of Menopause Experienced by Women (여성이 경험한 폐경의 의미)

  • Kim, Ae-Kyung;Yoo, Eun-Kwang
    • Women's Health Nursing
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    • v.3 no.1
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    • pp.82-92
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    • 1997
  • The purpose of this study was attempted to understand the substance and meaning of menopause experienced by women through informal interviews with oral consent. The informants were 6 perimenopausal women of 50-55 years old who are executing menopause. Colaizz's analytical method, a type of phenomenological analysis, was used to analyze data recorded by audiotape. One professor and a master's degree student who understand phenomenology, and the one who has a master of arts examined the validity between the meanings composed of the clusters of themes. Findings were turned out to be valid through validation process as the last step. The meaning of menopause implied both 'concept about menopause' and 'menopause as a time of change'. Menopause was mostly considered as cessation of menstruation as a physiological, natural, and normal process by aging. However, some people regarded menopause as a loss of youth and womanhood and lessening of every function of the body. Menopause as the time of changes means 'the period of' 'hormonal changes' such as change of menstruation, hot flushes, perspiration, and palpitation ; 'body function changes' of visual acuity, physical strength, sleeping, digestion, thoughts, bone and joints, skin sensibility, sexual pattern and intelligence ; 'emotional changes' such as anxiety, loneliness, gloominess, and nervousness. Menopause is a turning point on the women's life cycle accompanying various kind of changes and health problems. Therefore it is inevitable to develop strategy helping menopausal women pass through the critical successfully by adapting and coping with their critical period toward the healthy and better quality of life individually rather than putting them all into the standardized hormonal replacement protocol.

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The research regarding an information system risk management process characteristics (정보시스템 위험관리 프로세스 특성에 관한 연구)

  • Kim, Tai-Dal;Lee, Hyung-Won
    • The KIPS Transactions:PartD
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    • v.14D no.3 s.113
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    • pp.303-310
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    • 2007
  • Information system failure is various such as program test unpreparedness, physical facilities for damage prevention unpreparedness from simple software error. Although cross is trifling the result causes vast damage. Recently, became difficult by simple outside security system to solve this problem. Now, synthetic countermove establishment and suitable confrontation connected with danger came in necessary visual point about general Information Technology of enterprise. In connection with, in this paper, various informations and system and control about data that can happen information inside and outside considering integrity for IT resource, solubility, confidentiality within organization studied about special quality to model synthetic Risk Management System that can of course and cope in danger.

Implementation of 3D mobile game using radiosity model and AI algorithm (Radiosity model과 AI 알고리즘을 이용한 모바일 게임 구현)

  • Kim, Seongdong;Chin, Seonga;Cho, Teresa
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.7-16
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    • 2017
  • The 3D game graphic technology has become an important factor in the contents field with the game contents development. In particular, game character technology provides a realistic technique and visual pleasure, as well as an intermediate step in the immersion of the game in which the game might create an optical illusion that enables the player to enjoy heroic adventure in the game. The high expression level of characters in 3D games is a key factor in the development process, with details and carefulness of the character setting work [3]. In this paper, we propose a character representative technique applied to mobile games using mathematical model of radiosity energy, spectral radiance model, and ray tracing model method using 3D unity game engine with sensible AI algorithm for game implementation. As a practical application to the game contents, it was found that the projection of the surface in the rendering process and the game simulation might change according to the lighting condition of the game content environment, so that the high quality of game characters was simulated.

Difference of Facial Emotion Recognition and Discrimination between Children with Attention-Deficit Hyperactivity Disorder and Autism Spectrum Disorder (주의력결핍과잉행동장애 아동과 자폐스펙트럼장애 아동에서 얼굴 표정 정서 인식과 구별의 차이)

  • Lee, Ji-Seon;Kang, Na-Ri;Kim, Hui-Jeong;Kwak, Young-Sook
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.27 no.3
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    • pp.207-215
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    • 2016
  • Objectives: This study aimed to investigate the differences in the facial emotion recognition and discrimination ability between children with attention-deficit hyperactivity disorder (ADHD) and autism spectrum disorder (ASD). Methods: Fifty-three children aged 7 to 11 years participated in this study. Among them, 43 were diagnosed with ADHD and 10 with ASD. The parents of the participants completed the Korean version of the Child Behavior Checklist, ADHD Rating Scale and Conner's scale. The participants completed the Korean Wechsler Intelligence Scale for Children-fourth edition and Advanced Test of Attention (ATA), Penn Emotion Recognition Task and Penn Emotion Discrimination Task. The group differences in the facial emotion recognition and discrimination ability were analyzed by using analysis of covariance for the purpose of controlling the visual omission error index of ATA. Results: The children with ADHD showed better recognition of happy and sad faces and less false positive neutral responses than those with ASD. Also, the children with ADHD recognized emotions better than those with ASD on female faces and in extreme facial expressions, but not on male faces or in mild facial expressions. We found no differences in the facial emotion discrimination between the children with ADHD and ASD. Conclusion: Our results suggest that children with ADHD recognize facial emotions better than children with ASD, but they still have deficits. Interventions which consider their different emotion recognition and discrimination abilities are needed.

Development of Force Feedback Joystick for Remote Control of a Mobile Robot (이동로봇의 원격제어를 위한 힘 반향 조이스틱의 개발)

  • Suh, Se-Wook;Yoo, Bong-Soo;Joh, Joong-Seon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.1
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    • pp.51-56
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    • 2003
  • The main goal of existing mobile robot system was a complete autonomous navigation and the vision information was just used as an assistant way such as monitoring For this reason, the researches have been going towards sophistication of autonomousness gradually and the production costs also has been risen. However, it is also important to control remotely an inexpensive mobile robot system which has no intelligence at all. Such systems may be much more effective than fully autonomous systems in practice. Visual information from a simple camera and distance information from ultrasonic sensors are used for this system. Collision avoidance becomes the most important problem for this system. In this paper, we developed a force feedback joystick to control the robot system remotely with collision avoiding capability. Fuzzy logic is used for the algorithm in order to implement the expert s knowledge intelligently. Some experimental results show the force feedback joystick werks very well.