• 제목/요약/키워드: human perception

검색결과 1,509건 처리시간 0.022초

운전 시뮬레이터의 주행감각 재현을 위한 새로운 가속도 모의 수법 알고리즘 개발 (A New Washout Algorithm for Reappearance of Driving Perception of Simulator)

  • 유기성;이민철
    • 제어로봇시스템학회논문지
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    • 제10권6호
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    • pp.519-528
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    • 2004
  • For reappearance of driving perception in a driving simulator, a washout algorithm is required. This algorithm can reappear the vehicle driving motions within workspace of the driving simulator. However classical washout algorithm contains several problems such as selection of order, cut-off frequency of filters, generation of wrong motion cues by characteristics of filters, etc. In order to overcome these problems, this paper proposes a new washout algorithm which gives more accurate sensations to drivers. The algorithm consists of an artificial inclination of the motion plate and human perception model with band pass filter and dead zone. As a result of this study, the motion of a real car could be reappeared satisfactorily in the driving simulator and the workspace of motion plate is restrained without scaling factor.

유아교사의 다문화교육에 대한 인식과 실태에 관한 연구 (Kindergarten Teacher's Perception and the Practices about the Multicultural Education)

  • 채영란;박희숙
    • 한국생활과학회지
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    • 제18권3호
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    • pp.571-581
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    • 2009
  • The purpose of this study was to examine teacher's perception, practices about the multicultural education. The subjects were 382 kindergarten teachers in G province. Kim A Young(1996)'s questionnaire which is modified and improved after preliminary research was used to measure teacher's perception and practices about the multicultural education. The data were analyzed by the descriptive statistics, t-test, one-way ANOVA, Scheffe test. The results of this study were as follows. First, Kindergarten teacher's perception about multicultural education were significantly different by teacher's teaching careers, teacher's kindergarten types, children's age, learning experience in preservice curriculum. Second, Kindergarten teacher's practices about multicultural education were significantly different by teacher's teaching careers and kindergarten types.

초고층 건축물의 수평진동에 대한 인지도 평가 (Perception Threshold for Horizontal Vibration of Tall Buildings)

  • 조강표;정승환;조수연
    • 한국전산구조공학회:학술대회논문집
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    • 한국전산구조공학회 2007년도 정기 학술대회 논문집
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    • pp.751-756
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    • 2007
  • In this paper, perception threshold for horizontal vibration of tall buildings was investigated. After a comparative study of human comfort criteria for wind-induced vibration in foreign countries being made, perception threshold was recorded by increasing acceleration in the range of 0.2Hz through 1.2Hz of frequency in horizontal vibration experiments, and perception of subjects was examined by a proper questionnaire. Also, the results obtained from experiments of horizontal vibration were compared with Japanese standard(AIJES-A001-2004).

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Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • 제8권2호
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

A Robust and Device-Free Daily Activities Recognition System using Wi-Fi Signals

  • Ding, Enjie;Zhang, Yue;Xin, Yun;Zhang, Lei;Huo, Yu;Liu, Yafeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권6호
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    • pp.2377-2397
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    • 2020
  • Human activity recognition is widely used in smart homes, health care and indoor monitor. Traditional approaches all need hardware installation or wearable sensors, which incurs additional costs and imposes many restrictions on usage. Therefore, this paper presents a novel device-free activities recognition system based on the advanced wireless technologies. The fine-grained information channel state information (CSI) in the wireless channel is employed as the indicator of human activities. To improve accuracy, both amplitude and phase information of CSI are extracted and shaped into feature vectors for activities recognition. In addition, we discuss the classification accuracy of different features and select the most stable features for feature matrix. Our experimental evaluation in two laboratories of different size demonstrates that the proposed scheme can achieve an average accuracy over 95% and 90% in different scenarios.

청각 주변 자극의 효과를 고려한 효율적 차량-운전자 상호 연동 모델 구현 방법론 (Implementation of the Perception Process in Human‐Vehicle Interactive Models(HVIMs) Considering the Effects of Auditory Peripheral Cues)

  • 나종관;박민용
    • 대한인간공학회지
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    • 제25권3호
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    • pp.67-75
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    • 2006
  • HVIMs consists of simulated driver models implemented with series of mathematical functions and computerized vehicle dynamic models. To effectively model the perception process, as a part of driver models, psychophysical nonlinearity should be considered not only for the single-modal stimulus but for the stimulus of multiple modalities and interactions among them. A series of human factors experiments were conducted using the primary sensory of visual and auditory modalities to find out the effects of auditory cues in visual velocity estimation tasks. The variations of auditory cues were found to enhance/reduce the perceived intensity of velocity as the level changed. These results indicate that the conventional psychophysical power functions could not applied for the perception process of the HVIMs with multi-modal stimuli. 'Ruled surfaces' in a 3-D coordinate system(with the intensities of both kinds of stimuli and the ratio of enhancement, respectively for each coordinate) were suggested to model the realistic perception process of multi-modal HVIMs.

인간 시각의 선택적 지각 능력에 기반한 패턴 분류 (Pattern Classification Based on the Selective Perception Ability of Human Beings)

  • 김도현;김광백;조재현;차의영
    • 한국정보통신학회논문지
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    • 제10권2호
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    • pp.398-405
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    • 2006
  • 인간은 관심을 가지고 있는 영역(ROI)에 대하여 선택적으로 주의를 집중하여 사물의 특징 을 인식하게 된다. 본 연구에서는 이러한 인간의 선택적 지각 능력을 적용한 패턴 분류 모델을 제안한다. 먼저 일반적인 클러스터링 알고리즘에 의해 입력 패턴들을 대략적으로 분류하여 참조 클러스터 패턴을 형성하고, 생성된 클러스터의 참조 패턴들을 상호 연관시켜 선택적 지각맵(SPM : Selective Perception Map)을 구성한다. 패턴 분류 및 인식 과정에서는 생성된 SPM을 입력 패턴과 참조 패턴과의 거리 계산에서 가중치로 적용함으로써 인간의 선택적 지각 능력을 패턴 분류에 반영하게 된다. 다양하게 변형된 인쇄체 숫자 및 필기체 숫자 데이터(MNIST)를 통해 실험해 본 결과 SPM을 사용한 패턴 분류 모델이 효과적임을 증명하였다.

전통음료 인지도에 관련된 제요인 분석 (Analytic Study on Various Factors Related to Perception of Traditional Beverage)

  • 이현주;손경희;이민준
    • 한국식생활문화학회지
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    • 제16권5호
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    • pp.483-491
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    • 2001
  • Traditional Korean beverage can be divided into Jang, Gahl Soo, Mi Su, Soo Jung Gwa, Shick Hae, Tahng, Hwa Chae, Sook Su, and Tea according to ingredients and how it is proccessed. The purpose of this study was to investigate the Korean beverage percetpion and to analyze the factors (sociodemographic factors and life-style related factors) which influence percetpion of Korean beverage. Questionnaries were hand delivered to 2,200 subject residing in Seoul and 1,884 questionnaris were collected : resulting in 84% response rate. Statistical data analysis was completed using SAS Package program for the analysis of covariance(ANOCOVA).The results are as follows: (a) Survey on Korean beverage perception showed that the recognition rates of ShickHae(58.4%), Cition Tea(53.5%), Sung Nung(48.7%) and Soo Jung Gwa(40.8%) were high, whereas those for Tahng, Jang, and Gahl Soo were low.(b) About 40% of respondents performing 4 kinds of Korean traditional ceremony a year The percentage that reported they purchased Korean beverages was 44.0%, higher than the 38.5% that answered they made Korean beverage at home.(c) In analyzing the factors which influence beverage perception, the sociodemographic factors variously influenced perception rate depending on beverage. Age and sex had influenced on perception rate of Shick Hae and Donggulre Tea. Income level influenced on the perception rate of Sung Nung and Citron Tea. Sociodemograhpic factors like senior over 50s, female and extended family size had positive influence on the perception rate.

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말소리지각에 대한 종설: 음성공학과의 융복합을 위한 첫 단계 (A review of speech perception: The first step for convergence on speech engineering)

  • 이영림
    • 디지털융복합연구
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    • 제15권12호
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    • pp.509-516
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    • 2017
  • 사람들은 항상 사건들과 접하고 말소리 지각과 같은 사건을 지각하는데 별 어려움이 없다. 생물학적 운동의 지각과 마찬가지로, 말소리 지각에 대한 두 이론이 논쟁해 왔다. 이 논문의 목적은 말소리 지각에 대해 설명하고 말소리 지각에 대한 운동이론과 직접지각 이론을 비교하는 것이다. 운동이론학자들은 인간은 운동신경의 명령에 의해 말소리를 지각하고 생성해 내기 때문에 인간은 말소리 지각에 있어서 특별한 감각을 가지고 있다고 주장해 왔다. 하지만, 직접지각 이론학자들은 말소리 지각은 여느 다른 소리를 지각하는 것과 다르지 않다고 제안했다. 왜냐하면, 말소리를 지각하는 것은 다른 모든 사건을 지각하는 것과 마찬가지로 필요한 정보를 직접 탐지하면 되기 때문이다. 음성공학과의 융합에 있어서 이러한 인간의 기본적인 말소리 지각 능력을 먼저 이해하는 것이 중요하다. 따라서 이러한 말소리 지각에 대한 기본적인 이해는 인공 지능, 음성 인식 기술, 음성 인식 시스템 등에 사용될 수 있을 것으로 기대된다.

케이팝 아이돌의 아바타 활용 유형 및 팬덤의 인식분석 (Analysis of Usage Types of K-pop Idol Avatar and Fandom Perception)

  • 방은정;우신디;김소연
    • 한국멀티미디어학회논문지
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    • 제25권11호
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    • pp.1601-1612
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    • 2022
  • As human brands, Idols, the central members of K-pop, are actively engaging in various industries based on the support of their fandoms, greatly impacting the national economy. In particular, due to the development of digital devices and technologies, they are active both online and offline, and idol avatars are a significant part of their activities across diverse contexts. Therefore, this study aims to categorize avatars used in various contexts and explore fandoms' perceptions according to each type. Based on case studies and literature review, idol avatar usage was categorized into products, supplier-led content, and interactive content, and accordingly, surveys and in-depth interviews were conducted. As a result, regardless of category, fandom showed a negative perception of idol avatar usage, as shown in the order of interactive content, supplier-led content, and products. Regarding human brand characteristics of idol avatars, attractiveness was evaluated higher than intimacy and likeability. However, the attachment to real-life idols showed a higher correlation with the characteristics of intimacy and likeability than attractiveness. This study is significant as it looked at the future directions of idol avatar usage by analyzing the fandoms' perception of avatar usage in the K-pop industry from a human brand perspective.