• Title/Summary/Keyword: computer familiarity

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The Variables of Surface of Revolution and its effects on Human Visual Preference (회전체의 특성이 시각적 선호에 미치는 영향)

  • Park, Heeyoung;Kim, Cheongtag;Park, Youngjin
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.4
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    • pp.31-40
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    • 2022
  • This study assumed two key parameters that describe smoothness. Previously, the number of studies that defined smoothness with the concept of curvature has been limited. The parameters were the two physical characteristics of curvature: the number of waves and the amplitude of them. The purpose of the study was to observe which of the two parameters influences the perception of smoothness and to examine the relationship between the sense of aesthetic beauty and smoothness. The visual stimuli used in the study were transformed three-dimensional spheres, based on the combination of the three levels of the two parameters of nine distinct conditions. We analyzed the three responses that measured the preference of each visual stimuli, the familiarity score, and the smoothness evaluation score, each with the linear mixed model whose fixed effects were the two parameters and random effects were the participants' individual differences. Nearly the eighty percent of the variance of the smoothness evaluation score was explained by the linear model with the two key parameters and their interaction. The physical characteristics of a viewed object were far more significant than individual differences such as personality factors and the manner of art appreciation. In conclusion, the study examined the perception of smoothness based on the change of the physical characteristics of a shape. The study further recognized the relationship between smoothness and the aesthetic preference. No significant influence of the participants' individual difference such as gender, the degree in fine arts, personality factors, and the manner of art appreciation was observed. The amplitude of waves, rather than the number of them, was far more significant to the perception of smoothness.

Development of a Bio-mimetic Entertainment Robot with Autonomous Feeding Functionality

  • Cho, Ik-Jin;Choi, Byoung-Jun;Jeong, Kil-Woong;Lee, Yun-Jung
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1525-1529
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    • 2004
  • Most of the recently developed robots are human friendly robots which imitate an animal or human such as entertainment robot, bio-mimetic robot and humanoid robot. Interest in these robots are increasing since the social trend is focused on health, welfare, and graying. By these social backgrounds, robots become more human friendly and suitable for home or personal environment. The more bio-mimetic robots resemble living creature, the more human feels familiarity. People feel close friendship not only when they feed a pet, but also when they watch a pet having the food. Most of entertainment robots and pet robots use internal-type batteries and have a self-recharging function. Entertainment robots and pet robots with internal-type batteries are not able to operate during charging the battery. So far there have been a few robots that do not depend on a battery. However, they need a bulky energy conversion unit and a slug or foods as an energy source, which is not suitable for home or personal application. In this paper, we introduce a new bio-mimetic entertainment robot with autonomous feeding functionality, called ELIRO-1(Eating LIzard RObot version 1). The ELIRO-1 is able to find a food (a small battery), feed by itself and evacuate. We describe the design concept of the autonomous feeding mechanism of the ELIRO-1, characteristics of sub-parts of the manufactured mechanism and the control system.

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Qualitative Data Analysis using Computers (컴퓨터를 이용한 질적 자료 분석)

  • Yi Myung-Sun
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.6 no.3
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    • pp.570-582
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    • 1999
  • Although computers cannot analyze textual data in the same way as they analyze numerical data. they can nevertheless be of great assistance to qualitative researchers. Thus, the use of computers in analyzing qualitative data has increased since the 1980s. The purpose of this article was to explore advantages and disadvanteges of using computers to analyze textual data and to suggest strategies to prevent problems of using computers. In additon, it illustrated characteristics and functions of softwares designed to analyze qualitative data to help researchers choose the program wisely. It also demonstrated precise functions and procedures of the NUDIST program which was designed to develop a conceptual framework or grounded theory from unstructured data. Major advantage of using computers in qualitative research is the management of huge amount of unstructured data. By managing overloaded data, researcher can keep track of the emerging ideas, arguments and theoretical concepts and can organize these tasks mope efficiently than the traditional method of 'cut-and-paste' technique. Additional advantages are the abilities to increase trustworthiness of research, transparency of research process, and intuitional creativity of the researcher, and to facilitate team and secondary research. On the other hand, disvantages of using computers were identified as worries that the machine could conquer the human understanding and as probability of these problems. it suggested strategies such as 1) deep understanding of orthodoxy in analytical process. To overcome philosophical and theoretical background of qualitative research method, 2) deep understanding of the data as a whole before using software, 3) use of software after familiarity with it, 4) continuous evaluation of software and feedback from them, and 5) continuous awareness of the limitation of the machine, that is computer, in the interpretive analysis.

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Using Multimedia to Improve Listening Comprehension in the EFL Classroom

  • Park, Seung-Won
    • English Language & Literature Teaching
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    • v.8 no.2
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    • pp.105-115
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    • 2003
  • The four skills of a language are basically required for a communication. They are very important for a learner to develop the balanced language acquisition. Today both listening and speaking skills are emphasized in the global era rather than reading and writing proficiencies. The reason is really why the learners' communicative competence is more needed than the accurate knowledge of a structure in the language. For this reason, the listening comprehension should be taught effectively using the following strategies. First, the sound difference of a language must be taught. Language is a complicated process to convey the comprehensive meaning combined with the internal and external factors of a language. In other words, the meaning for the sound of language should be transmitted by the unit of vocabulary and syntax. Second, a good listening comprehension requires the familiarity and much experience with a lot of English words to understand English sentences unconsciously. Third, as understanding the structure of language is effective for the listening comprehension, the better listening comprehension can be possible through the meaningful exercise. Fourth, the compound process of listening comprehension requires the comprehensive understanding of language, but not the separate understanding of language. Fifth, the appropriate application of the multimedia courseware helps improve the listening comprehension better than that of the existing audio, video, tape recorder and so on. Using multimedia courseware is useful as follows: A learner is able to take as much lesson as he/she wants. It does take little time to repeat about what he/she takes a lesson. It gives the lively picture with the native speakers' voices. It gives him/her(a learner) a feedback effect continuously through the interaction of computer. It controls his/her lesson in accordance with the level of a learner.

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Analysis of Multiple Intelligences and Academic Adjustment Level for Undergraduate Students of IT Major -Focused on C Programming- (IT 학부생의 다중지능과 학문적 적응도 분석 -C 프로그래밍을 중심으로-)

  • Yoo, Sang-Mi;Choi, Byongsu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.189-197
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    • 2014
  • This study analyzed the characteristics of multiple intelligence and the levels of academic adjustment for the department and the major among undergraduate students majoring in IT. Seventy freshmen majoring in IT at the department of M, H University participated in this study and the basic major subject required for the department was Computer Language: I-C Language. Eight intelligence areas less controversial in Gardner's multiple intelligence theory were used; academic adjustment was manipulatively defined as the degree of adjustment for the department and the major among undergraduate students; and pleasure, flow, familiarity and relevance to the major, academic achievement, and major satisfaction were selected as variables through literature review. The undergraduate students majoring in IT showed high levels of interpersonal intelligence and intrapersonal intelligence, with insignificant gender differences. Significant correlations were found between multiple intelligence and academic adjustment. In particular, while pleasure and flow in C programming were found to be at low levels in academic adjustment, the significant correlation between linguistic intelligence in multiple intelligence and flow in C language was a very interesting finding. While significant correlation was not found between multiple intelligence and academic achievement, students who were more highly aware of the relevance to the major and who were more familiar with C language showed higher academic achievement. Lastly, limitations of this study were discussed; on the basis of the results, suggestions were made about prescriptive strategies to improve academic achievement for undergraduate students majoring in IT.