• Title/Summary/Keyword: graphic factor

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A New Pitch Detection Method Using The WRLS-VFF-VT Algorithm (WRLS-VFF-VT 알고리듬을 이용한 새로운 피치 검출 방법)

  • Lee, Kyo-Sik;Park, Kyu-Sik
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.10
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    • pp.2725-2736
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    • 1998
  • In this paper. we present a new pitch determination method for speech analysis. namely VFF(Variable Forgetting Factor) based. by using the WRLS-VFF-VT(Weighted Recursive Least Square-Variable Forgetting Factor-Variable Threshold) algorithm. A proposed method uses VFF to identify the glottal closure points which correspond to the instants of the main excitation pulses for voiced speech. The modified EGG

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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.

An Empirical Study on Urban Land Use Changing Patterns with the Rapid Urban Expansion (급속한 도시팽창과정에서 도시토지이용변동의 실증적 연구)

  • 김지열;강병기
    • Journal of the Korean Regional Science Association
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    • v.8 no.1
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    • pp.31-50
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    • 1992
  • The aim of this paper is to define major factors influencing land development of each of major uses (residential, commercial, industrial) in the process of rapid urban expansion. The main hypothesis of this study is that land use changing patterns are directed by supply side of land managed to public policies rather than demand side. The graphic analysis is applied to relationships between urban growth and land development process of each use and between land development project managed to public policies and land development process. Public and land development projects and zonning protection seem to be major roles of land supply and main determinants of urban spatial structure. Location factors for land development of each uses are selected in 23 variables. Factor analysis is applied to test correlation between variables in 1971 and 1981. Factor structure between two years is similar, but progressive processing of functional separation is derived such as intensive land use is grouped, different location between residential and industrial use is deep. Dependent variables are standardized to logarithm of land development of each use per unit vacant land in two periods, between 1971 and 1980 year and between 1981 year. Correlation analysis between 6 dependent variables and 23 location factors in each years are applied. Major factors of each use are selected in criteria such as high correlation with dependent variables, low correlation between independent variables and common application in two periods. As the result, major factors for residential land development are Land Readjustment Project (LRP), percent of total zoned area in residential zone, residential floor space density per available area, percent of total area in industrial use; for commercial development is distance to CBD, percent of total area in commercial use, residential floor space density per available area in each year, and volumn rate of industrial use; for industrial use is percent of total area of industrial use is percent of total area of industrial use, Industrial Estate Project (IES), LRP, and distance from CBD. Land development pattern of each use between two periods are slightly different. So 6 equation is derived from appling backward method of regession. Adjusted multiple R squares of all is more than 0.5 and those equation is statistically significant and valuable to assist urban land use forecasting.

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The Proportion of Game Character and Game Image (게임캐릭터의 등신비율과 게임이미지)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.14 no.12
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    • pp.165-172
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    • 2016
  • Since the advent of digital games with hardware development a key component of the game characters are changed to retard the rate at which types of users based on their favorite theory of human proportion. Many popular to gamers in the game according to the change in the retard rate in a unique image of the character. Studies on the head and body proportion are thought that up to now been insufficient. The purpose of this study is to examine a fundamental human proportion that has importance as a molding factor in the game character development, it investigated the characteristics of the game character, and classifying the retard rate of the game character, through the research method of analyzing the results, into the retard rate look for and investigate studying the effect on future game images. Five types of game characters that make up the analysis were analyzed with a unique image, and the more specialized users prefer retard rate, the figurative exaggeration to retard rate than the actual main body. Utilizing a bit exaggerated the difficulties of the character looks relatively small proportion character in the graphic wallpaper increased visibility. The proportion of a game character through the study is considered as a very important factor as the game image in the game development.

Power Parameters Analysis and Evaluation using Visualization of Distortion Factor for Motor Drive System (전동기 구동 시스템의 왜형률 가시화에 의한 전력 파라미터 분석 및 평가)

  • 임영철;정영국
    • The Transactions of the Korean Institute of Power Electronics
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    • v.3 no.1
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    • pp.15-22
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    • 1998
  • The goal of this paper is to propose analyzing and evaluating method of power parameters for motor drive system with various experimental graphic screens and numerical results and to develop the proposed system. A developed system is made up 586-PC and DSP board, motor drive system, power parameters analyzing and evaluating software for windows. Power parameters are analyzed using correlation signal processing techniques based on the correlation between voltage and current waveforms. Analysis results are visualized by 3-D current coordinates, and it is compared and evaluated with conventional time/ frequency domain. To verify the validity of the proposed system, capacitor run type single phase induction motor and thyristor speed controller is used for analyzing. Power and harmonic parameters of motor drive system is analyzed and verified, with varying fire angle of thyristor speed controller, and the proposed approach is to confirm validity.

Studies on the Analysis of Super Graphic Image and Preference -with Visual Design Element- (슈퍼 그래픽의 이미지와 선호성 분석에 관한 연구 -시각디자인 요 소를 중심으로-)

  • 나성숙
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.4
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    • pp.54-75
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    • 1993
  • The purpose of this thesis is to suggest objective basic data for the super graphics in the urban landscape through the quantitative visual quality analysis. For this, the image structure of super graphics have been measured mainly by questionnaries and semantic differential scle method and analyzed by the method of factor analysis, means and multiple regression. Degree of visual preference have been measured mainly by questionnaries and likert attitude scale method and finaly these data have been analyzed by using the stepwise method. The data were collected by presenting 12 super graphics photographs-4 each sample pictures from the 3 each selected districts representing typical urban landscape style(central business district, shopping district, apartment complex). Observer groups were categorized as professionals, students, the others. Result of this thesis can be summarized as fallows: 1. From all 12(3${\times}$4) sample super graphics, the value of each semantic differential scale among the observer groups were presented significant group difference. But no significant difference of the S.D. scale value were observed among central business district, shopping district and apartment complex super graphics. 2. For all experimental points, 4 types of factor have been observed. Factors covering the image of super graphics were found to be the evaluation, the intimacy, the potentiality and the tidiness. 3. Main factors of the super graphics image and factors indicating the group variations yielded high significance between areas. 4. The harmony with surrounding environment, the proper selection of super graphics subject yielded high values for all groups. Especially, the good color sense with building was the most important variable determining the degree of visual preference. 5. The urban C.B.D. super graphics obtained 5∼12 ranks of regional visual preference and the shopping district super graphics obtained 2∼11 ranks, and apartment complex super graphics obtained 1∼7 ranks.

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A Study on Pain, Discomfort, Depression and Coping Patterns in Chronic Arthritis Patients (만성관절염 환자의 동통, 불편감, 우울과 대응양상의 관계)

  • Mun, Mi-Suk
    • Journal of muscle and joint health
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    • v.1 no.1
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    • pp.71-87
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    • 1994
  • The purpose of this study was to assess pain, discomfort, depression and coping patterns and the relations between these in chronic arthritis patients. The sampling method was a purposive sampling technique. 1) Who have been diagnosed as having chronic arthritis and. 2) Who were at the out patients clinic of rheumatoid arthritis departments of one University hospital in seoul between september, 11, 1993 to september, 18, 1993. The instruments used for this study were Graphic Rating Scales of pain, discomfort level of the activities of daily living(ADL) developed by Lee, Eun Ok and The Beck Depression inventory. The research used to measure coping patterns was a tool developed by the present study researcher. Analysis of data was done frequency, Pearson correlation coefficients, ANOVA, regression and ANCOVA. The results were summerlized as follows ; 1. Female exceed male patients in number and onset of joint pain were more prevalent in the age groups of the 40s and the 50s. The average duration of suffering from the pain were seven years six mounths. 2. The mean pain score : The mean sensory score was 119mm and the affective score was 109mm. 3. The discomfort level of ADL, the mean score was 2.95 out of a possible score of 5.0 and depression syndrome subjects were 62.2%. 4. The coping responses for each pattern were as follows : 1) "Active coping" mean score was 2.28. 2) "Wishful coping" mean score was 2.89. 3) "Receptive coping" mean score was 3.31. 4) "Negative coping" mean score was 1.82. 5. Significant differences were found in age, religion, marriage status and the coping patterns of patients. 1) In the coping pattern of "receptive coping", the score of the age groups of the 50s were higher than that of 20s, and in the coping pattern of "negative coping", the score of the age groups of the 20s were higher than other age groups. 2) In the coping pattern of "wishful coping", the score of the christian were higher than other religion groups. 3) In the coping pattern of "negative coping", the score of the marrieds were lower than other groups. 6. Patients who scored low on factor 2, wishful coping, were much more likely to report having pain sensory than patioets scoring high on this factor. 7. Patients who scored high on factor 4, negative coping, were significantly more likely to report having pain sensory than patients scoring high on this factor. Consider overall, chronic arthritis patients report using a wide varity of strategies, certain strategies such as receptive, wishful and active coping are used frequently, whereas other strategies such as negative coping are rarely used. One of the most important finding of present study is that the reported use of coping strategies is related to adjustment to a chronic pain problem. The present study suggests that negative coping is related to poor emotional adjustment as assessed by depression, but not pain ratings. Considered overall, this pattern of findings suggests that counseling patients to decreased their use of negative coping may be useful. The present study has a number of limitations. First, the sample is restricted to chronic arthritis patients. Weather chronic pain patients suffering from other types of pain syndromes use similar coping strategies needs to be determined in subsequent research. Second, the tool of coping pattern must be studied further to obtain reliability.

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A Study on the Factors Affecting the Usage Intention of the Technology Convergence Webtoon User (기술 융합형 웹툰 이용자의 이용의도에 영향을 미치는 요인들에 대한 연구)

  • Jang, Sung-Won;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.60-81
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    • 2020
  • This research was trying to examine through the technology acceptance model that is expanded in order to make an inquiry the factors having an effect on the acceptance intention of the technology fusion type webtoon user. The survey was carried out for the research for 114 questionnaire respondents where there is the technology fusion type webtoon utilization experience. After and hierarchical regression analysis was performed and the relationship was analyze between the factor. The total 13 hypotheses and one research problems were set and the study with was proceeded. Next, it is same if the results of study is summarized. Firstly, the interactivity and immersion, that is the subordinate factor of the Siljaegam, affected the static influence to the perceived usability. Secondly, with having the static influence an effect on the technology fusion type webtoon use intention the perceived usability was confirmed. Thirdly, the effeciency, Tendency of Conciseness, and consistency were the technology fusion type GUI standard extracted with the Ttamsaekjeok the result subfactor that it analize factor. Finally, with giving the meaningful influence to the perceived easiness the visual unrefined copper steam, that is the subordinate factor of the Siljaegam, was confirmed.

An analysis of factors which affect teachers' self-confidence in using technology for mathematics class (테크놀로지를 활용한 교사의 확신(self-confidence)에 영향을 미치는 요인 탐색)

  • Hong, Ye-Yoon;Im, Yeon-Wook
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.565-577
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    • 2012
  • Various factors affecting teachers' self-confidence exist in math class using technology such as graphic calculators. For example, internal factors such as teachers' attitude and external factors such as school administrators or colleague's support can be considered. Pedagogical Technology Knowledge(PTK) is the very important factor which determines teacher's self-confidence in educational technology, and the development of PTK is composed of teacher's perception on the technology and its application and instrumentation. This study investigated 19 pre-service and current middle and high school teachers in the respect of their change of self-confidence, attitude, expertise on pedagogical technology, and quality of math class. These are anlayzed with the concept of instrumentation and instrumentalization through various experiences like graphic calculator, GPS and AutoGraph. The result indicated that constraints or obstacles did not affect much if teachers' attitude and self-confidence were strong. Particularly teachers' firm will to learn about technology and their confidence on its value are the critical factors in using technology for mathematics class.

The Pain Behavior of Patients with Back Pain (요통환자의 통증행위에 대한 조사연구)

  • 이은옥;임난영;김달숙;김순자;한윤복;김주희;김광주;박점희;이선옥
    • Journal of Korean Academy of Nursing
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    • v.17 no.3
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    • pp.184-194
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    • 1987
  • The purposes of this study were; 1) to gather data relevant to demographic features. major main management practices, and the level of impairment of the activities of daily living (ADL) of patients with back pain, 2) to test the sensitivity of the Korean Pain Rating Scale and the Graphic Rating Scales, and 3) to identify indirect indicators of back pain by analysing pain related-behaviors. The level of pain was measured by Korean Pain Rating Scale(KPRS) and Graphic Rating Scales(GRS) developed by the reserchers. The GRS consists of two dimensions; the pain intensity (sensory) and unpleasantness (affective) measures. Of the 1,650 diagnosed back pain patients, from January 4 through June 30, 1987 by visiting outpatients' clinics of orthopedic and neurosurgical departments at 11 university hospitals in different districts of Korea, 330 men and women patients were self-selected by responding to the mailed questionnaires. The results were summarised as follows: Male exceeded female patients in number and onset of back pain were more prevalent in the age groups of 20s and the 30s. The average duration of suffering from the pain were 11 months, sixty three (19.1%) of the subjects retired from their jobs, one third(36.7%) have teen hospitalized for the treatment of back pain. In two thirds(64.8%) of the cases pain was characterized as lower back pain. The average sleep hour was 6.8 hours per 24 hours and the average rest hour during the day was 3.3 hours. The mean percentage of pain measured by GRS was higher than that of KPRS. The level of sensory intensity as well as the affective level of pain measured by KPRS and GRS were not highly correlated (sensory intensity r=0.4986, affective r=0.5029) which indicated low discriminative power. On the other hand, intercorrelation between sensory and affective dimension measured by KPRS and GRS showed moderate interrelation(r=0.7247; r=0.7899). One-third(32.5%) of the subjects complied with the hospital prescribed treatment while the other one-third(31.5%) depended on self-remedy and traditional practices, and the last one-third did not imply any pain management practices. The following 6 pain-related behaviors such as length of hospitalization, rest hour during day hours, varieties of pain management practice implied, number of pain sites, need for ADL and discomfort accompanied by ADL revealed to be important indicators of back pain. An investigation of sociodemographic features of patients with back pain in a larger context, i.e. with bigger number of respondents is recommended. Tests for construct validity of KPRS, i.e. factor analysis is further recommended.

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