• Title/Summary/Keyword: Visual context

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유비쿼터스 센서 네트워크 기반 사용성 향상 맥락인식 알고리즘 (Context Awareness Algorithm for Advanced Usability based on Ubiquitous Sensor Network)

  • 김분희
    • 한국전자통신학회논문지
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    • 제8권5호
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    • pp.739-744
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    • 2013
  • 최근 IT 융합의 기초 기술로써의 유비쿼터스 기술을 이용한 연구가 늘어나고 있다. 유비쿼터스 프로젝트 가운데 하나인 쿨타운은 웹 기술과 모바일 환경을 기반으로 한다. 그러나 쿨타운 시스템에서 사용자들은 미리 만든 웹페이지를 제공 받을 뿐이다. 이에 본 연구에서는 센서 네트워크 기반 하에 맥락인식 기법을 적용한 사용성 향상된 알고리즘을 제안한다. 이로써 본 논문에서는 기존 시스템에서 간과한 사용자 맞춤형 서비스를 제공할 수 있다.

타이포그래피를 통한 디자인 학습 콘텐츠(contents) 연구 (A Study on Contents for Appreciation Typography in Design Education)

  • 임남숙
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2007년도 추계 종합학술대회 논문집
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    • pp.916-919
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    • 2007
  • 본 연구는 디자인 학습 콘텐츠(contents)로 타이포그래피의 활용을 제시한다. 타이포그래피는 문맥적인 내용과 아울러 자체 형태 및 layout에서 오는 영상적 이미지 구축으로 시각적 인지도를 높이고 일상 디자인의 근간을 이룬다는 점으로 연구 대상이 된다. 타이포그래피의 context적인 내용과 영상적 요소의 융화를 디자인학습의 콘텐츠로 현 디자인에 대한 미적 자각과 조형의식을 고양시키도록 한다.

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East Asian Trade before/after 1590s Occupation of Korea: Modeling Imports and Exports in Global Context

  • Flynn, Dennis O.;Lee, Marie A.
    • Asian review of World Histories
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    • 제1권1호
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    • pp.117-149
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    • 2013
  • The purpose of this essay is threefold. First, to highlight research of Seonmin KIM, whose 2006 Ph.D. dissertation elucidates complex relationships among Ming China, Choson Korea, Tokugawa Japan, and mountainous ginseng-producing "borderlands" between Korea and China; her story concludes with the remarkable rise of a borderlands power that overthrew Ming China, there-by establishing dominance that lasted into the $20^{th}$ century - the Qing Dynasty. A second purpose is to showcase application of a non-standard-model - the Hydraulic Metaphor - that elucidates economic components of Professor KIM's history via visual and intuitive mechanisms designed to be understandable for non-specialists. Last, an outline of East Asian history is placed within context of centuries of monetary evolution that eventually yielded the late-$16^{th}$-century birth of globalization.

Impact of Image Type and Brand Familiarity on the Effectiveness of Bundling

  • Sungmi Lee
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.100-106
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    • 2023
  • Bundling has become a general promotion strategy in mobile shopping context. Previous research on bundling has mostly focused on bundle frame or price frame. Even though consumers are searching and purchasing the product in mobile channels, little research has investigated the effects of bundling in mobile shopping. The objectives of this study is to examine how different product image of bundle affects consumer's perception and purchase intention differently, and how brand familiarity moderate this influence. A sample of 140 subjects participated in a within-subjects experiment. A bundling composed of two different product image (a single product vs. bundled products) was evaluated by individuals. Brand familiarity (familiar brand vs. unfamiliar brand) were manipulated to test a set of hypotheses. We found that the effectiveness of bundling does not depend on the type of product image and brand familiarity. The findings of our study provide some implications for researchers and marketers. Although there have been studies on the effects of bundle framing on consumer behavior, we suggest new insights regarding bundling based on product image and mobile shopping context.

사회적 네비게이션 기반 사회적 검색 (Social Search in the Context of Social Navigation)

  • 안재욱
    • 정보관리학회지
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    • 제23권2호
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    • pp.147-165
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    • 2006
  • 웹기반 교육 자료들이 폭발적으로 증가함에 따라 적합한 자료들에 보다 효과적으로 접근할 수 있는 방법이 요구되고 있다. 이러한 새로운 방법들 중의 하나로 사회적 네비게이션(social navigation) 기반의 사회적 검색(social searching)이 정보 검색 분야에서 제시되었는데, 이는 동료 이용자들로부터 제공된 정보를 바탕으로 검색 결과의 향상을 추구하는 기법이다. 본 연구에서는 개인화와 사회적 네비게이션에 근거한 웹 기반 사회적 검색 시스템을 구축하였으며 이용자 연구를 통해 이용자에게 적합하고 필수적인 정보를 제공할 수 있는 방법이라는 것을 검증하려 하였다.

The Influence of Creator Information on Preference for Artificial Intelligence- and Human-generated Artworks

  • Nam, Seungmin;Song, Jiwon;Kim, Chai-Youn
    • 감성과학
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    • 제25권3호
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    • pp.107-116
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    • 2022
  • Purpose: Researchers have shown that aesthetic judgments of artworks depend on contexts, such as the authenticity of an artwork (Newman & Bloom, 2011) and an artwork's location of display (Kirk et al., 2009; Silveira et al., 2015). The present study aims to examine whether contextual information related to the creator, such as whether an artwork was created by a human or artificial intelligence (AI), influences viewers' preference judgments of an artwork. Methods: Images of Impressionist landscape paintings were selected as human-made artworks. AI-made artwork stimuli were created using Google's Deep Dream Generator by mimicking the Impressionist style via deep learning algorithms. Participants performed a preference rating task on each of the 108 artwork stimuli accompanied by one of the two creator labels. After this task, an art experience questionnaire (AEQ) was given to participants to examine whether individual differences in art experience influence their preference judgments. Results: Setting AEQ scores as a covariate in a two-way ANCOVA analysis, the stimuli with the human-made context were preferred over the stimuli with the AI-made context. Regarding the types of stimuli, the viewers preferred AI-made stimuli to human-made stimuli. There was no interaction effect between the two factors. Conclusion: These results suggest that preferences for visual artworks are influenced by the contextual information of the creator when the individual differences in art experience are controlled.

한국대학생들의 상품정보인식에 대한 문화와 인구통계학적 요인들의 영향 (The Effect of Cultural and Demographic Factors on the Perception of Product Information among Korean College Students)

  • 김지현
    • 정보관리학회지
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    • 제30권2호
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    • pp.61-81
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    • 2013
  • 이 연구의 목적은 문화와 인구통계학적특성(나이와 성별)의 상품정보인식에 대한 영향을 조사하는 것이다. 연구에 사용된 문화이론은 Hofstede의 Individualism과 Hall의 context이론이다. 연구결과, 한국학생들은 아직도 집단주의(collectivism) 성향을 보이지만, 한국의 젊은 세대에서 문화적 변화가 발생하고 있다는 것을 확인하였다. 상관관계 분석결과를 통해 비교적 나이 어린 학생들이 나이 많은 학생들보다 더욱 개인주의(individualism)의 성향을 보였다. 두 세트(고맥락과 저맥락상황)의 다중회귀분석의 결과, 문화적특성과 나이가 고맥락(비쥬얼) 상황에서 정보인식에 영향을 미치는 결과를 확인하였다. 하지만 성별에 따른 정보인식의 차이는 없었다.

L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축 (Construction of HMD-based Interactive Realistic Media Algorithm Using L-System)

  • 임상국
    • 한국멀티미디어학회논문지
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    • 제23권1호
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.

In Search of Multimedia Courseware Development Environment for Effective Teaching Through Multimedia Courseware

  • Karaulia, D.S.;Agrawal, Sanjay;Kapoor, Ravi Kant
    • 한국멀티미디어학회논문지
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    • 제6권4호
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    • pp.658-667
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    • 2003
  • Developing tailor made Multimedia courseware ensuring effective implementation of instruction strategies is a challenge that manifests in myriad problems of software design and coding. In this paper an attempt has been made to analyse and identify coding and implementation problems, in the backdrop of using two different multimedia software development tools i.e. Visual Basic and Toolbook, which underpin the development and effectiveness of use of multimedia courseware. Solutions to such problems have been discussed in context of Tool book. The examples presented in this paper are based on the experience of designing and implementation of two large scale professional quality Multimedia courseware development projects.

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Improved Feature Extraction of Hand Movement EEG Signals based on Independent Component Analysis and Spatial Filter

  • 응웬탄하;박승민;고광은;심귀보
    • 한국지능시스템학회논문지
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    • 제22권4호
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    • pp.515-520
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    • 2012
  • In brain computer interface (BCI) system, the most important part is classification of human thoughts in order to translate into commands. The more accuracy result in classification the system gets, the more effective BCI system is. To increase the quality of BCI system, we proposed to reduce noise and artifact from the recording data to analyzing data. We used auditory stimuli instead of visual ones to eliminate the eye movement, unwanted visual activation, gaze control. We applied independent component analysis (ICA) algorithm to purify the sources which constructed the raw signals. One of the most famous spatial filter in BCI context is common spatial patterns (CSP), which maximize one class while minimize the other by using covariance matrix. ICA and CSP also do the filter job, as a raw filter and refinement, which increase the classification result of linear discriminant analysis (LDA).