• Title/Summary/Keyword: Visual task

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Study on Proportional Reasoning in Elementary School Mathematics (초등학교 수학 교과에서의 비례 추론에 대한 연구)

  • Jeong, Eun Sil
    • Journal of Educational Research in Mathematics
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    • v.23 no.4
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    • pp.505-516
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    • 2013
  • The purpose of this paper is to analyse the essence of proportional reasoning and to analyse the contents of the textbooks according to the mathematics curriculum revised in 2007, and to seek the direction for developing the proportional reasoning in the elementary school mathematics focused the task variables. As a result of analysis, it is found out that proportional reasoning is one form of qualitative and quantitative reasoning which is related to ratio, rate, proportion and involves a sense of covariation, multiple comparison. Mathematics textbooks according to the mathematics curriculum revised in 2007 are mainly examined by the characteristics of the proportional reasoning. It is found out that some tasks related the proportional reasoning were decreased and deleted and were numerically and algorithmically approached. It should be recognized that mechanical methods, such as the cross-product algorithm, for solving proportions do not develop proportional reasoning and should be required to provide tasks in a wide range of context including visual models.

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Implementation of Virtual Environment System for Multi-joint Manipulator Designed for Special Purpose Equipment with Wearable Joystick used in Disaster Response (웨어러블 조작기 기반 재난·재해 특수 목적기계 다관절 작업기의 가상 환경 작업시스템 구현)

  • Cha, Young Taek;Lee, Yeon Ho;Choi, Sung Joon
    • Journal of Drive and Control
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    • v.17 no.3
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    • pp.33-46
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    • 2020
  • We introduce a piece of special-purpose equipment for responding to disasters that has a dual-arm manipulator consisting of six-axis multi joints, and a master-slave operating system controlled by a wearable joystick for intuitive and convenient operation. However, due to the complexity and diversity of a disaster environment, training and suitable training means are needed to improve the interaction between the driver and equipment. Therefore, in this paper, a system that can improve the operator's immersion in the training simulation is proposes, this system is implemented in a virtual environment. The implemented system consists of a cabin installed with the master-slave operation system, a motion platform, visual and sound systems, as well as a real-time simulation device. This whole system was completed by applying various techniques such as a statistical mapping method, inverse kinematics, and a real-time physical model. Then, the implemented system was evaluated from a point of view of the appropriateness of the mapping method, inverse kinematics, the feasibility for real-time simulations of the physical environment through some task mode.

Road Extraction by the Orientation Perception of the Isolated Connected-Components (고립 연결-성분의 방향성 인지에 의한 도로 영역 추출)

  • Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.75-81
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    • 2012
  • Road identification is the important task for extracting a road region from the high-resolution satellite images, when the road candidates is extracted by the pre-processing tasks using a binarization, noise removal, and color processing. Therefore, we propose a noble approach for identifying a road using the orientation-selective spatial filters, which is motivated by a computational model of neuron cells found in the primary visual cortex. In our approach, after the neuron cell typed spatial filters is applied to the isolated connected-labeling road candidate regions, proposed method identifies the region of perceiving the strong orientation feature with the real road region. To evaluate the effectiveness of the proposed method, the accuracy&error ratio in the confusion matrix was measured from road candidates including road and non-road class. As a result, the proposed method shows the more than 92% accuracy.

A Study on the Symbolic Meaning of Pattern Design on the Main Building of Chungcheongnam-do Provincial Government ((구)충남도청사 본관 문양 도안의 상징성 연구)

  • Kim, Min-Soo
    • Journal of architectural history
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    • v.18 no.5
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    • pp.41-58
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    • 2009
  • The purpose of this study is to investigate the symbolic meaning of pattern designs attached on the main building of Chungcheongnam-do Provincial Government (CPG). While most of researches mainly focused on the value and evaulation of the CPG building in terms of architectural history, relatively little insight has been gained on the symbolic meaning and mature of the pattern designs. What king of connections are related between the emblem of Governor-General of Chosun(Korea) and those of CPG? What symbolic meanings are engraved on the pattern designs? The researcher then took up the task of elucidating symbolic meanings of patterns and their relation to the building. The existing pattern of the outer wall of the CPG building consists of the symbol of sun(太陽輪), mums(菊花輪), and angle of stairs(雁大角). According to the Japanese Studies of emblems, these visual elements symbolize 'the sun of Japan'((日の丸) or 'the emperor', 'the royal family', and 'rays of the sun'. Based on these preliminary findings, the researcher considered the following in-depth connections: (1) relations with the emblem of Governor-General of Chosun, (2) relations with the emblems of local autonomous entity, Kyoungsung in Chosun. (3) relations with the emblem designs of the local provinces in Japan etc. In conclusion, patterns of the main building were not just an architectural decoration, but they had significant meanings utilizing design elements and methods adopted by local autonomous entities in Japan, The patterns found at the ceilling and floor of hall in the CPG building were associated with the emblem of Governor-General of Chosun. Therefore, all the patterns of the CPG building are powerful symbols that have meanings for the colonial rule by using the shape and method of city identities that Japanese local provinces had enacted. That is, it came out into the open that they were designed for special meanings that Korean and Japanese are united as a single body(內鮮一體) for a subject of the Emperor of Japan(皇國臣民).

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A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

The Effect of Real-Time Individual Process Performance Feedback on Computer-based Group Idea Generation

  • Jung, J.H.
    • The Journal of Information Systems
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    • v.23 no.2
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    • pp.91-107
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    • 2014
  • In computer-mediated idea generation where contributions can be anonymous, the ability to accurately monitor performances is limited, inducing social loafing. Prior research has suggested that social loafing is likely an important factor in reducing task performance. Researchers have theorized that loafing could be minimized if clear performance feedback is provided. Our prior study evidences a substantial performance gain by the provision of real time performance information about who is contributing and who is not. However, our prior study incorporated the quantity feedback only to create a larger pool of ideas based on the long-standing assumption (i.e., quantity breeds quality), not considering the quality feedback. As a result, taking advantage of anonymity in the form of pseudonymity, individuals in almost all groups exhibited a tendency of self-presentation by capitalizing on ideas of which quality was low and even frivolous (i.e., junk comments) toward the later stages of the session. Thus, we have learned that the quantity performance feedback alone does not have enough restrictiveness to consistently control the performance behavior throughout the session. Since a process chart allows participants to monitor process variation by comparing new performance data to past performance data, we incorporated real-time visual process performance feedback to reveal performance histories by connecting the sequence of idea quality scores in a time-series format. Using this environment, a laboratory experiment was conducted with five-member groups that examined the influence of both identifiability (i.e., anonymity versus pseudonymity) and process performance feedback (i.e., yes or no) in a $2{\times}2$ factorial design. The result showed that groups in the process performance feedback treatment outperformed groups in the no feedback treatment. Additionally, process performance feedback and identifiability interacted such that groups in the process performance feedback/pseudonymity treatment had the highest performance. The implications of these findings for future research, as well as the implications for the design of group idea generation procedures are discussed.

Landmark Recognition Method based on Geometric Invariant Vectors (기하학적 불변벡터기반 랜드마크 인식방법)

  • Cha Jeong-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.173-182
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    • 2005
  • In this paper, we propose a landmark recognition method which is irrelevant to the camera viewpoint on the navigation for localization. Features in previous research is variable to camera viewpoint, therefore due to the wealth of information, extraction of visual landmarks for positioning is not an easy task. The proposed method in this paper, has the three following stages; first, extraction of features, second, learning and recognition, third, matching. In the feature extraction stage, we set the interest areas of the image. where we extract the corner points. And then, we extract features more accurate and resistant to noise through statistical analysis of a small eigenvalue. In learning and recognition stage, we form robust feature models by testing whether the feature model consisted of five corner points is an invariant feature irrelevant to viewpoint. In the matching stage, we reduce time complexity and find correspondence accurately by matching method using similarity evaluation function and Graham search method. In the experiments, we compare and analyse the proposed method with existing methods by using various indoor images to demonstrate the superiority of the proposed methods.

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Usability Test by Integrated Analysis Model - With Emphasis on Eyegaze Analysis of Mobile Interface Design (통합 해석 모델을 활용한 사용성 평가 -모바일 인터페이스 디자인의 시선추적 분석을 중심으로-)

  • 성기원;이건표
    • Archives of design research
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    • v.17 no.3
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    • pp.245-254
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    • 2004
  • In Accordance with the change of design paradigm, the design process has changed into user-centered workflow from designer-centered workflow. Since the purpose of the past research methods is quantitative analysis or the understanding of the present situation, it doesn't fit in practical design that expressed the user's needs. Therefore, the real data about what they see and how they feel will be useful for the user-centered design. This paper's objective is to analyze eye-movement recordings and pupil size of user for mobile interface design. For this objective, it was experimented on that the user's eyegaze data of using a mobile phone by the Eyegaze Interface System, and analyzed three levels of user's task performance. The results provided evaluation of new developed and old existing interface design of mobile phone by the experiment of eye-movement recordings and pupil size. The benefit of results is compliment of the limitation of current usability test through visual characteristics of design and qualitative data of user.

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Video Browsing Using An Efficient Scene Change Detection in Telematics (텔레매틱스에서 효율적인 장면전환 검출기법을 이용한 비디오 브라우징)

  • Shin Seong-Yoon;Pyo Seong-Bae
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.147-154
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    • 2006
  • Effective and efficient representation of color features of multiple video frames is an important vet challenging task for visual information management systems. This paper Proposes a Video Browsing Service(VBS) that provides both the video content retrieval and the video browsing by the real-time user interface on Web. For the scene segmentation and key frame extraction of video sequence, we proposes an efficient scene change detection method that combine the RGB color histogram with the X2 (Chi Square) histogram. Resulting key frames are linked by both physical and logical indexing. This system involves the video editing and retrieval function of a VCR's. Three elements that are the date, the need and the subject are used for video browsing. A Video Browsing Service is implemented with MySQL, PHP and JMF under Apache Web Server.

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An Adolescent PeriodFunctional Cosmetics Trend Analysis System Using SNS BigData (SNS 자료를 이용한 청소년기 기능성 화장품 기호분석시스템)

  • Lee, Sang Moon;Seo, Jeong Min
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.11
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    • pp.175-180
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    • 2013
  • In this paper, we proposed that the functionality of teenage school girl cosmetics to improve the performance of the new product development and efficient production of information, analysis and policy analysis system for the SNS. The proposed system functional cosmetics of high school girls on the SNS efficient algorithms to analyze the content and methodology proposed to maximize the throughput of the system, to minimize the execution time of each task. In addition, functional cosmetics of high school girls in the state by identifying the symbols, the analytical results in the development and production of products to reflect propose a visual methodology. Therefore, the proposed system only in cosmetics, as well as an analysis similar to rapidly changing consumer preferences in the manufacturing sector can be applied in various ways.