• Title/Summary/Keyword: Visual Paradigm

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VIP/Sim : Design and Implementation of Virtual Prototyping Simulator based on Statecharts (VIP/Sim : Statecharts에 기반을 둔 가상 프로토타이핑 시뮬레이터 설계 및 구현)

  • Kim, Cheol-Ung;Han, Sang-Yong;Choe, Jin-Yeong;Lee, Jeong-A
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.3
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    • pp.891-900
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    • 2000
  • A Visual development framework for embedded system is presented based on virtual prototyping. Embedded systems often are used in life critical situation, where reliability is very important. Time_to_market, correctness, user_friendly_design are another features required for embedded system design. However, embedded systems are today designed with an ad hoc approach that is heavily based on earlier experience with similar products. We believe that new design paradigm is needed and it should be based on the use of formal model and visual system to describe the behavior of the system at a high level abstraction. Virtual prototyping has all the required features. It has the following advantages; correct design, clear interface definition, idea experimentation, increased communication. In this paper, we describe the design and implementation of VIP/Sim(Virtual Prototyping Simulator), a visionary development framework for embedded system design. New feature such as state polymorphism is augmented to the de_facto standard formal language, statechart, for enhanced dynamic modeling. Actual design experience with VIP/Sim is also discussed.

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Main Cause of the Interference between Visual Search and Spatial Working Memory Task (시각 탐색과 공간적 작업기억간 상호 간섭의 원인)

  • Ahn Jae-Won;Kim Min-Shik
    • Korean Journal of Cognitive Science
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    • v.16 no.3
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    • pp.155-174
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    • 2005
  • Oh and Kim (2004) and Woodman and Lurk (2004) demonstrated that spatial working memory (SWM) load Interfered concurrent visual search and that search process also impaired the maintenance of spatial information implying that visual search and SWM task both require access to the same limited-capacity mechanism. Two obvious possibilities have been suggested about what this shared limited-capacity mechanism is: common demand for attention to the locations where the items f9r the two tasks were presented (spatial attention load hypothesis), and common use of working memory to maintain a record of locations have been processed(SWM load hypothesis). To test these two hypothetical explanations, Experiment 1 replicated the mutual interference between visual search and SWM task in spite of difference of procedure with preceding researches; possible areas where the items for two tasks were presented were not separated. In Experiment 2, we presented the items for visual search either in the same quadrants where the items for SWM task had appeared (same-location rendition) or in the different quadrants (different-location condition). As a result, search efficiency was more impaired in the different-location condition than in the same-location condition. The memory accuracy was worse in the different-location rendition than in the same-location rendition. Overall results of study indicate that the mutual interference between SWM and visual search might be related to the overload of spatial attention, but not to that of SWM.

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An Observation on Characteristic of Architectural Paradigm in Twentieth Century Fashion Design (20세기 패션디자인의 건축적 패러다임 특성 고찰)

  • Park, Shin-Mi;Lee, Jae-Jung
    • Journal of the Korean Society of Costume
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    • v.58 no.2
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    • pp.78-92
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    • 2008
  • The mutual relationship between fashion and architecture and the similarities in their form and structure have been continuously debated over the decades, considering that both spheres are objects used in human life. Both spheres bring about the creation of three-dimensional space structures that are completed by the human body and material, based on a design targeted for people. The similarities between fashion and architecture in terms of form and structure have been debated by western architecture scholars focusing on the support that holds the garment's shape, the tailoring of a men's suit and also the material. The debate originates from the discussion of F. Th. Vischer, Kritische Gnge, and Gottfried Semper during the nineteenth century on the similarities between crinoline and the form of architecture and also the similarities between sewing and architecture. However, architects always regarded fashion as the inferior creative process that follows architecture in viewing the relationship between fashion and architecture. During the mid to end of the twentieth century, contrary to previous decades, the sense of fashion in architecture stood out, as an issue and a different approach was taken in discussing architecture that incorporates fashion. Accordingly, in the mid 1990's, architecture scholars such as Deborah Fausch and Mark Wigley began to conduct close observation of the mutual relationship between fashion and architecture from a more equal point of view. Notwithstanding, their point of view was still biased towards architectural standards. Commencing the Millennium, fashion has become the primary work of creation which leads style in all spheres, and under these circumstances this point of view has transferred from architecture to fashion when thinking about relationships between these spheres. The discussion on fashion and architecture form fashion's point of view is currently concentrated on the post 1990's phenomenon and illustrates the environment that is related to architecture. In general, the discussion is limited to determining a work of an individual designer as 'being architectural' when explaining the sculptural form of fashion. Therefore, this research aims to renew the discussion on twentieth century fashion design, which was neglected in any studies on observing architecture and fashion. The aim of this research is to classify the architectural paradigm of twentieth century fashion design and to observe the architectural forms of the respective eras. It is necessary to have a close observation of the architectural paradigm in twentieth century fashion design where support tools such as the crinoline was avoided and the form and functionality of the garment itself was emphasized. I will conduct this research by considering the architectural form shown in fashion as a practical three-dimensional creation that exists in space.

Multiple Task Performance and Psychological Refractory Period in Children: Focusing on PRP Paradigm Tasks (유아의 다중과제 수행과 심리적 불응기: PRP 패러다임 과제를 중심으로)

  • Kim, Bokyung;Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.38 no.3
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    • pp.75-90
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    • 2017
  • Objective: This study aimed to identify children's cognitive processing and performance characteristics while multiple task performance. It confirmed whether their multiple task performance and psychological refractory period (PRP) varied by task condition (stimulus onset asynchrony [SOA] and task difficulty) and stimulus modality. Methods: Seventy 5-year-olds were recruited. Multi-task tools were developed using the E-prime software. The children were required to respond to two stimuli (visual or auditory) presented with microscopic time difference and their response times (RTs) were recorded. Results: As the SOA increased, the RTs in the first task increased, while the RTs in the second task and PRP decreased. The RTs of the first and second tasks, and the PRP for difficult tasks, were significantly longer than those for easy tasks were. Additionally, there was an interaction effect between the SOA and task difficulty. Although there was no main effect of stimulus modality, task difficulty moderated the modality effect. In the high difficulty condition, the RTs of the first and second tasks and PRP for the visual-visual task were significantly longer than those for auditory-auditory task were. Conclusion: These results inform theoretical discussions on children's multi-task mechanism, and the loss of multiple task performance. Additionally, they provide practical implications and information on the composition of multi-tasks suitable for children in educational environments.

The Relationship between Visual Analogue Scale and R(III) Nociceptive Flexion Reflex (Visual Analogue Scale과 R(III) Nociceptive Flexion Reflex와의 상관관계)

  • Kim, Yong-Ik;Kim, Sang-Hyun;Lee, Ju-Chul;Jeon, Jae-Soo;Hwang, Kyung-Ho;Park, Wook
    • The Korean Journal of Pain
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    • v.13 no.2
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    • pp.175-181
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    • 2000
  • Background: Pain is often measured using psychophysical scaling techniques. However, all of these methods found their limits, since they were based on the subjective sensations reported by the subjects. It is, therefore, desirable to validate psychophysical pain measures by simultaneously measuring some physiological correlate of nociception. We studied an objective method for measuring pain in human volunteer using R(III) nociceptive flexion reflex. Methods: Four different intensity of electrical stimuli between perception and 1.4 times the R(III) nociceptive flexion threshold were delivered to the sole of the feet in 8 normal volunteers. We measured the flexion reflex activity in the skin over the ipsilateral tibialis anterior muscle and subjects rated each stimulus on a visual analog scale (VAS) Results: Both R(III) nociceptive flexion reflex activity and VAS ratings showed a linear relationship with stimulus intensity and with each other in all volunteers. Conclusions: R(III) nociceptive flexion reflex elicited through electrical stimulation may used as an objective pain measurement, previsionary based on our study paradigm.

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The Cerebral Activation of the Emotional and Linguistic Attributes during Visual Word Recognition: fMRI Study (시각 단어 재인동안 정서적 속성과 언어적 속성에 의해 활성화되는 대뇌 영역 : fMRI 연구)

  • Park, Chang-Su;Han, Jong-Hye;Choi, Moon-Gee;Nam, Ki-Chun
    • Proceedings of the Korean Society for Cognitive Science Conference
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    • 2006.06a
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    • pp.53-58
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    • 2006
  • We examined the cerebral activation of the emotional and linguistic attributes during the visual word recognition. This research investigated the affective priming effect preserving the behavioral paradigm. We used the primed-evaluation task in which the participants classify the target as positive or negative, and manipulated the emtional attributes by emtional relations of the prime-target word pairs(PP, PN, NP, NN). ROIs analyses for the semantic processing and emotional processing were performed. The results showed that the semantic processing areas including the IPL, SMG, and aSTS were activated differently according to the experimental condition. The activations of the IPL were increased only on the NN condition, whereas the activation of the SMG was decreased only on the PP condition. Furthmore, the activation of the emotional processing areas including the mPFC and ACC, was different according to the emotional realtions of word pairs. Similar to the SMG, the BOLD signal of the mPFC was decreaed only on the PP condition, whereas the activation of ACC was Increased only on the NN condition. These results were seemed to show the interact ive cerebral activations for processing the emtoional and linguistic attributes in a word, during visual word recognition.

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Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

Two Paradigms of the New Image Theory : J. Baudrillard and J. Lacan (뉴이미지론의 위상과 두 패러다임 : J. Baudrillard와 J. Lacan을 중심으로)

  • Choi Kwang-Jin
    • Journal of Science of Art and Design
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    • v.2
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    • pp.193-221
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    • 2000
  • The postmodern culture since the later 20C breaks downa tradition a relation between the reality and languages or sign images expressing it. It develops in the way to review the meaning on the object's imitation or the representation to have been followed since Plato and represent the new state and concept of expressed things. Also, The visual art leads an change of paradigm by images giving up the visual resemblance or the function of representation and endowing them with the new sense. This essay has a purpose to study an important discussion about this change centered on Baudrillard and Lacan. A sociologist Baudrillard promotes the concept of 'simulation' through detecting the reality and the social and historical state of the image. Studying on the course of this change, he calls the step that the image escapes from the stage to reflect the reality and become the pure imitation by itself simulation. The image in the stage of simulation is called 'hyperreality' because it doesn't have any an indicator or a substitute and happens by models without the original or the reality. So he asserts that art is not to contain some absoluteness or transcendency as the past, but to be as the spectacle with characteristics of meaningless, emptiness, contingency. Lacan dismantles the concept of the absolute Cogito to have become the center of the western ideology, and creates the concept of 'Other'. He concludes also the reality exists but can't be captured, and it's impossible for the thinking subject can reach it. The concept of new image which can be thought as the Symbolic in Lacan is 'Signifier without Signified' since it isn't possible to be the transcendent Signifier fixing the meaning finally in it. His 'Gaze' theory is which to be emitted in other's area determines the subject. Equally Baudrillard and Lacan sets up the new state of the image through the end of representation system As for Baudrillard, art intends to the worthlessness and is nothing but imagination. But in Lacan a picture represents the subject being in process by the dialectic of desire.

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Competition and Coexistence of Visual Representations: Controversies about the Mechanism of Face Recognition in Neuroscience (시각화를 통한 재현의 경쟁과 공존: 신경과학의 얼굴 인식 메커니즘에 관한 논쟁을 중심으로)

  • Chang, Ha-Won
    • Journal of Science and Technology Studies
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    • v.10 no.2
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    • pp.107-141
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    • 2010
  • Visualization techniques are transformed into reliable representations through socio-technological processes which include the agreement on the instrument and the embodiment of practices in relevant scientific communities. Visual representations thus produced are justified by realistic and epistemic virtues in science. This paper analyzes different visual images presented in the scientific papers of two research groups who argue different theories about the mechanism of face perception. These two scientific groups use the same fMRI technology; yet, different experimental paradigms and visual stimuli change their hypotheses into distinct testable theories, which in turn lead to different evidences to support their own theories. Visual evidences are intermediate representations which lie between fMRI brain images and scientific theories, and theoretical models obtain the scientific value based on the consistency in the chain of visual representations. This study shows that representations in science tend to be good representations within the context of scientific communities. It will provide a chance to think of the value and limit of the scientific knowledge

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Effects of Low-Level Visual Attributes on Threat Detection: Testing the Snake Detection Theory (저수준 시각적 특질이 위협 탐지에 미치는 효과: 뱀 탐지 이론의 검증)

  • Kim, Taehoon;Kwon, Dasom;Yi, Do-Joon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.47-62
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    • 2020
  • The snake detection theory posits that, due to competition with snakes, the primate visual system has been evolved to detect camouflaged snakes. Specifically, one of its hypotheses states that the subcortical visual pathway mainly consisting of koniocellular cells enables humans to automatically detect the threat of snakes without consuming mental resources. Here we tested the hypothesis by comparing human participants' responses to snakes with those to fearful faces and flowers. Participants viewed either original images or converted ones, which lacked the differences in color, luminance, contrast, and spatial frequency energies between categories. While participants in Experiment 1 produced valence and arousal ratings to each image, those in Experiment 2 detected target images in the breaking continuous flash suppression (bCFS) paradigm. As a result, visual factors influenced the responses to snakes most strongly. After minimizing visual differences, snakes were rated as being less negative and less arousing, and detected more slowly from suppression. In contrast, the images of the other categories were less affected by image conversion. In particular, fearful faces were rated as greater threats and detected more quickly than other categories. In addition, for snakes, changes in arousal ratings and those in bCFS response times were negatively correlated: Those snake images, the arousal ratings of which decreased, produced increased detection latency. These findings suggest that the influence of snakes on human responses to threat is limited relative to fearful faces, and that detection responses in bCFS share common processing mechanisms with conscious ratings. In conclusion, the current study calls into question the assumption that snake detection in humans is a product of unconscious subcortical visual processing.