• Title/Summary/Keyword: image perception

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Analysis of research status on domestic AI education (국내 인공지능 교육에 대한 연구 현황 분석)

  • Park, Mingyu;Han, Kyujung;Sin, Subeom
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.69-76
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    • 2021
  • The purpose of this study is to identify research trends on artificial intelligence education. We analyzed 164 domestic journal papers related to AI education published since 2016. The criteria for thesis analysis are number of publications by year, journal name, research topic, research type, data collection method, research subject, and subject. The main research areas and areas that require further research are reviewed. The method of the study was analyzed based on the topic and summary of the selected thesis, but the text was checked if it was unclear. As a result of the study, research on 'artificial intelligence education' started in earnest after 2017, and has been rapidly increasing in recent years. As a result of the analysis, there were many studies on artificial intelligence education programs and content development, and artificial intelligence perception and image. As for the type of research, there were many quantitative studies, and the development research method was used a lot as a data collection method. In the study subjects, elementary school had a high proportion, and in subject, it was found that there were many practicial subject(technology) dealing with artificial intelligence contents.

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A Study on the Control of Lighting Color Temperature by Emotional Perception of Pregnant Women (임산부의 감정 인식에 따른 조명 색온도 제어 연구)

  • Son, Seongho;Choi, Donggyu;Jang, Jongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.123-125
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    • 2021
  • Pregnant women's psychological health affects the health of the fetus. Therefore, health care for pregnant women is essential for a healthy fetus. One of the symptoms of pregnancy among many pregnant women is the depression of emotional ups and downs. One way to relieve this depression is to use light therapy and color therapy by using lighting. Adjust the color temperature of the light so that it affects the emotions through color. For example, ceiling lights in car dealerships are set up like a sun-light, or low color temperature are used to create a comfortable mood in facilities like spas. In this paper, we use image sensors to identify the psychological state and change the color temperature of the lighting in real time. The study was conducted to relieve postpartum depression by using the psychological effects of pregnant women with easily purchased lighting devices.

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Chinese Customers' Perception of Korean Foods and Satisfaction and Revisit Intentions to Korean Cuisine Restaurants - A Focus on Visiting Experience and Frequency of Visits - (중국 현지인의 한식에 대한 인식과 한식 레스토랑 만족도 및 재방문의도 - 방문 경험과 방문 빈도 차이를 중심으로 -)

  • Seo, Sun-Hee;Ryu, Kyung-Mi
    • Journal of the Korean Society of Food Culture
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    • v.24 no.2
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    • pp.126-136
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    • 2009
  • The purpose of this study was to investigate Chinese customers' perceptions of Korean foods and their satisfaction toward Korean cuisine restaurants. The subjects of this study were 202 Chinese individuals who visited Korean cuisine restaurants in Shanghai, China. The subjects viewed Korean foods as favorite foods and perceived them as fresh and seasonal, and mostly composed of cereals and vegetables however they did not view Korean cuisine as good for health. As compared to customers visiting a Korean restaurant for the first time, those who had visited Korean restaurants previously agreed more strongly with the following items: 'Korean food has a beautiful color', 'Korean food is familiar', 'Korean food smells good', 'Korean food is healthy', 'Korean food is nutritious', and 'Korean food is salty and spicy'. In addition, as compared to occasional visitors, frequent visitors of Korean cuisine restaurants more strongly agreed with the followings: 'Korean food has a beautiful color', 'Korean food is expensive', 'Korean food is healthy', 'Korean food is nutritious', 'Korean food is salty and spicy', and 'Korean food includes many fermented foods'. The subjects considered 'appearance of menu', 'variety of menu', 'nutrition of menu', and 'Chinese characters for menu and ingredients' as the most important attributes when choosing Korean cuisine restaurants. The frequent customers of Korean cuisine restaurants considered 'kind service', 'employee knowledge of Korean foods', 'operation hours of restaurant', and 'cleanliness of restaurant' as the most important restaurant attributes. In addition, the frequent customers of Korean cuisine restaurants were more satisfied than the occasional customers with the followings: 'nutritional quality of menu', 'quick service', 'cleanliness of restaurant', 'appearance and signboard of restaurant', and 'image of restaurant'. The implications of the data are discussed.

Comparisons of Dietary, Living Habits and Blood Parameters in Underweight and Overweight University Students (일부 저체중과 과체중 대학생의 식습관, 생활습관과 혈액 지표의 비교 분석 연구)

  • Kim, Kyung-Hee
    • Journal of the Korean Society of Food Culture
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    • v.21 no.4
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    • pp.366-374
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    • 2006
  • This study was carried out to compared the characteristics of the underweight university students with those of overweight university students. The surey was carried out by self-questionnaires with 97 underweight and 156 overweight university students. The results are summarized as fellows. Breakfast was skipped in 37.1% of underweight and 46.2% of overweight students and it appeared overweight students eat faster than underweight students. The 16.5% of underweight and 75.0% of overweight students have correct perception about their body image. The percentage of weight control experience were 25.8and 55.8 in the underweight and overweight students, respectively. Blood levels of lipid profiles(triglyceride, LDL cholesterol, and HDL cholesterol), hemoglobin, AST and ALT were anaylzed. Plasma levels of triglyceride, total cholesterol, LDL cholesterol, and HDL cholesterol of underweight students were 96.41, 143.75, 97.53 and 56.27 mg/dl, and those of overweight students were 107.99, 164.31, 100.08 and 53.64 mg/dl, respectively. Blood parameters were in normal range in both group. Plasma triglyceride, total cholesterol and LDL cholesterol levels o( overweight students were higher than those of underweight students. On the other hand, plasma HDL cholesterol levels of overweight students were lower than those of underweight students. Plasma levels of AST and ALT were in normal range in both group. However, AST and ALT levels of overweight students were higher than that of underweight students. Therefore they should have a nutritional education program to improve their dietary and living habits for overweight students' health. And nutritional education program should be organized practically and systematically

Upcycling Beauty Design Using Waste (폐기물을 활용한 업사이클링 뷰티디자인)

  • Ming-Yang Cheng;Koh-Mi Cho
    • Fashion & Textile Research Journal
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    • v.25 no.6
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    • pp.732-738
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    • 2023
  • This study delves into the realm of upcycling beauty design by repurposing discarded CDs, magazines, and fabrics. The study outlines a meticulous process for transforming waste into beauty designs. We created three upcycling beauty design works as part of this investigation. The first creation, called Silver Leaf, uses the silver section of CDs to craft leaves and stems. Achromatic colors are used as makeup to achieve cyber-inspired imagery. After carrying out silver-gray eye makeup, the lips were completed by affixing a CD component. The second creation is a firebird crafted by cutting or folding fashion magazines to create essential items. The colorful firebird image was completed using vivid color makeup of shades such as red and yellow. After proceeding with red eye makeup, the lips were completed by cutting and pasting magazine cutouts. The third piece is a spring flower, which involved selectively cutting lace patterns to complete a beauty design extending from head to face. The colors are spring-themed and encompass pink, yellow, and blue. Pink, blue, and green eyeshadows were applied on the lace, attached from head to face, chest, and lips. This study advocates for the prospect of upcycling beauty design using sustainable materials by repurposing waste resources. It also introduces the possibilities of creative activities in this field through upcycling. The study aims to play a role in changing the perception of environmental conservation, a concern of our times, through the use of sustainable resources.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Infrastructure 2D Camera-based Real-time Vehicle-centered Estimation Method for Cooperative Driving Support (협력주행 지원을 위한 2D 인프라 카메라 기반의 실시간 차량 중심 추정 방법)

  • Ik-hyeon Jo;Goo-man Park
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.23 no.1
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    • pp.123-133
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    • 2024
  • Existing autonomous driving technology has been developed based on sensors attached to the vehicles to detect the environment and formulate driving plans. On the other hand, it has limitations, such as performance degradation in specific situations like adverse weather conditions, backlighting, and obstruction-induced occlusion. To address these issues, cooperative autonomous driving technology, which extends the perception range of autonomous vehicles through the support of road infrastructure, has attracted attention. Nevertheless, the real-time analysis of the 3D centroids of objects, as required by international standards, is challenging using single-lens cameras. This paper proposes an approach to detect objects and estimate the centroid of vehicles using the fixed field of view of road infrastructure and pre-measured geometric information in real-time. The proposed method has been confirmed to effectively estimate the center point of objects using GPS positioning equipment, and it is expected to contribute to the proliferation and adoption of cooperative autonomous driving infrastructure technology, applicable to both vehicles and road infrastructure.

A Study on the Support Method for Activate Youth Start-ups in University for the Creation of a Start-up Ecosystem: Focused on the Case of Seoul City (지역 청년창업생태계 조성을 위한 대학의 지원방안 탐색: 서울시 사례를 중심으로)

  • Kim, In Sook;Yang, Ji Hee
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.4
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    • pp.57-71
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    • 2022
  • The purpose of this study was to analyze the perception and demand of local youth and to find ways to support universities in order to create an youth start-up ecosystem. To this end, 509 young people living in Seoul were analyzed to recognize and demand young people in the region for youth start-ups, and to support universities. The findings are as follows. First, as a result of analyzing young people's perception of youth start-ups in the region, the "Youth Start-up Program" was analyzed the highest in terms of the demand for regional programs by university. In addition, there was a high perception that the image of youth startups in the region was "challenging" and "good for changing times." Second, after analyzing the demand for support for youth start-ups in the region, it appeared in the order of mentoring, start-up education, and creation of start-up spaces. And it showed different needs for different ages. Third, the results were derived from analysis of the demand for university support for the creation of a regional youth start-up ecosystem, the criteria for selecting local youth start-up support organizations, and the period of participation in local youth start-up support. Based on the results of the above research, the implications and suggestions of university support for the creation of a community of youth start-up ecosystem are as follows. First of all, it is necessary to develop and operate sustainable symbiosis mentoring programs focusing on university's infrastructure and regional symbiosis. Second, it is necessary to develop and utilize step-by-step systematic microlearning content based on the needs analysis of prospective youth start-ups. Third, it is necessary to form an open youth start-up base space for local residents in universities and link it with the start-up process inside and outside universities. The results of this study are expected to be used as basic data for establishing policies for supporting youth start-ups and establishing and operating strategies for supporting youth start-ups at universities.

A Study on the Critical Success Factors of Social Commerce through the Analysis of the Perception Gap between the Service Providers and the Users: Focused on Ticket Monster in Korea (서비스제공자와 사용자의 인식차이 분석을 통한 소셜커머스 핵심성공요인에 대한 연구: 한국의 티켓몬스터 중심으로)

  • Kim, Il Jung;Lee, Dae Chul;Lim, Gyoo Gun
    • Asia pacific journal of information systems
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    • v.24 no.2
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    • pp.211-232
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    • 2014
  • Recently, there is a growing interest toward social commerce using SNS(Social Networking Service), and the size of its market is also expanding due to popularization of smart phones, tablet PCs and other smart devices. Accordingly, various studies have been attempted but it is shown that most of the previous studies have been conducted from perspectives of the users. The purpose of this study is to derive user-centered CSF(Critical Success Factor) of social commerce from the previous studies and analyze the CSF perception gap between social commerce service providers and users. The CSF perception gap between two groups shows that there is a difference between ideal images the service providers hope for and the actual image the service users have on social commerce companies. This study provides effective improvement directions for social commerce companies by presenting current business problems and its solution plans. For this, This study selected Korea's representative social commerce business Ticket Monster, which is dominant in sales and staff size together with its excellent funding power through M&A by stock exchange with the US social commerce business Living Social with Amazon.com as a shareholder in August, 2011, as a target group of social commerce service provider. we have gathered questionnaires from both service providers and the users from October 22, 2012 until October 31, 2012 to conduct an empirical analysis. We surveyed 160 service providers of Ticket Monster We also surveyed 160 social commerce users who have experienced in using Ticket Monster service. Out of 320 surveys, 20 questionaries which were unfit or undependable were discarded. Consequently the remaining 300(service provider 150, user 150)were used for this empirical study. The statistics were analyzed using SPSS 12.0. Implications of the empirical analysis result of this study are as follows: First of all, There are order differences in the importance of social commerce CSF between two groups. While service providers regard Price Economic as the most important CSF influencing purchasing intention, the users regard 'Trust' as the most important CSF influencing purchasing intention. This means that the service providers have to utilize the unique strong point of social commerce which make the customers be trusted rathe than just focusing on selling product at a discounted price. It means that service Providers need to enhance effective communication skills by using SNS and play a vital role as a trusted adviser who provides curation services and explains the value of products through information filtering. Also, they need to pay attention to preventing consumer damages from deceptive and false advertising. service providers have to create the detailed reward system in case of a consumer damages caused by above problems. It can make strong ties with customers. Second, both service providers and users tend to consider that social commerce CSF influencing purchasing intention are Price Economic, Utility, Trust, and Word of Mouth Effect. Accordingly, it can be learned that users are expecting the benefit from the aspect of prices and economy when using social commerce, and service providers should be able to suggest the individualized discount benefit through diverse methods using social network service. Looking into it from the aspect of usefulness, service providers are required to get users to be cognizant of time-saving, efficiency, and convenience when they are using social commerce. Therefore, it is necessary to increase the usefulness of social commerce through the introduction of a new management strategy, such as intensification of search engine of the Website, facilitation in payment through shopping basket, and package distribution. Trust, as mentioned before, is the most important variable in consumers' mind, so it should definitely be managed for sustainable management. If the trust in social commerce should fall due to consumers' damage case due to false and puffery advertising forgeries, it could have a negative influence on the image of the social commerce industry in general. Instead of advertising with famous celebrities and using a bombastic amount of money on marketing expenses, the social commerce industry should be able to use the word of mouth effect between users by making use of the social network service, the major marketing method of initial social commerce. The word of mouth effect occurring from consumers' spontaneous self-marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers; in this context, the word of mouth effect should be managed as the CSF of social commerce. Third, Trade safety was not derived as one of the CSF. Recently, with e-commerce like social commerce and Internet shopping increasing in a variety of methods, the importance of trade safety on the Internet also increases, but in this study result, trade safety wasn't evaluated as CSF of social commerce by both groups. This study judges that it's because both service provider groups and user group are perceiving that there is a reliable PG(Payment Gateway) which acts for e-payment of Internet transaction. Accordingly, it is understood that both two groups feel that social commerce can have a corporate identity by website and differentiation in products and services in sales, but don't feel a big difference by business in case of e-payment system. In other words, trade safety should be perceived as natural, basic universal service. Fourth, it's necessary that service providers should intensify the communication with users by making use of social network service which is the major marketing method of social commerce and should be able to use the word of mouth effect between users. The word of mouth effect occurring from consumers' spontaneous self- marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers. in this context, it is judged that the word of mouth effect should be managed as CSF of social commerce. In this paper, the characteristics of social commerce are limited as five independent variables, however, if an additional study is proceeded with more various independent variables, more in-depth study results will be derived. In addition, this research targets social commerce service providers and the users, however, in the consideration of the fact that social commerce is a two-sided market, drawing CSF through an analysis of perception gap between social commerce service providers and its advertisement clients would be worth to be dealt with in a follow-up study.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.