• 제목/요약/키워드: the space-based attention

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역사박물관의 전시형태에 따른 관람자 행태 및 만족도 분석 - 대한민국역사박물관 상설전시관을 중심으로 - (History museum exhibit exhibits behavior analysis based on the analysis and satisfaction - With Permanent Exhibition Hall of The National Museum of Korean Contemporary History -)

  • 이소영;변대중
    • 한국실내디자인학회논문집
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    • 제22권5호
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    • pp.22-32
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    • 2013
  • Today, the museum historical material and mental, physical culture and heritage to preserve the collection and exhibition organization rather than to recognize that culture acts as a community to respond to the subject of the attitude and the ability jeokgeukhwa also due to the trend of the times due to changes in lifestyle education and research, and public participation in culture by expanding the role of dissemination activities are becoming. Museum exhibit these changes as part of a combination of various technologies in the coexistence of digital and analog display direction proactive and aggressive behavior, such as visitors expect to have an evaluation of the public and communicate the expectations of the plan in the exhibition space, the larger the effect can feel. This effective display for visitors to watch the way for a systematic approach to provide direction to the urgent reality. Museum visitors experienced officials to improve the quality of research in a variety of ways spectators began to try and move the action was to put the attention on the characteristics. Visitors to visit the Museum of History and ages, categorized by the type of display any difference in the behavior of the visitor experience and attributes based on what is being investigated for the History Museum's exhibition of any exhibit to visitors that experience and is to an analysis.

센서 네트워크를 위한 초소형 UDP/IPv6 프로토콜 설계 및 구현 (Design and Implementation of tiny UDP/IPv6 Protocols for Sensor Networks)

  • 정기진;이준섭;김용운;손영호;이완직;허석렬
    • 한국산업정보학회논문지
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    • 제13권4호
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    • pp.73-82
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    • 2008
  • 센서 정보의 효율적인 활용과 관리를 위해서는 인터넷을 통한 센서 정보의 수집과 관리가 절대적으로 필요하다. 이를 위해서는 센서 네트워크와 인터넷을 연동하는 기술이 절대적으로 필요하다. 센서 네트워크와 인터넷을 연동하는 방법은 게이트웨이를 통한 변환 방법이 주로 연구되었지만 최근에는 센서 노드에 IP기반 인터넷 프로토콜들을 직접 탑재하는 기술이 크게 주목받고 있다. 특히 IPv6는 풍부한 주소공간과 주소 자동생성과 같은 특성이 센서 네트워크와 잘 부합되기 때문에 센서 네트워크용 통신 프로토콜로 아주 적합하다. 본 논문에서는 센서 네트워크 환경에 적합한 초소형 UDP/IPv6 프로토콜 기능을 설계하고, 이를 TinyOS 기반의 nesC로 구현하였다. 구현된 프로그램은 TOSSIM과 TinyViz를 이용하여 시뮬레이션 결과를 확인하였고, 센서 노드(Mote)에 직접 탑재하여 시험적인 성능 테스트를 수행하였다.

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스트릿 몰(Street Mall)의 매장 배분계획과 영업활성화의 관계에 대한 연구 - 국내 스트릿 몰의 사례를 중심으로 - (Research on the relationship of store unit configuration and business activation of street mall - Based on case studies of street malls in Korea -)

  • 우승현;윤혜경
    • 한국실내디자인학회논문집
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    • 제18권6호
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    • pp.202-210
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    • 2009
  • This research was undertaken to prove the relationship between street mall activation and architectural plan design. The research methodology was established based on the analysis of data of two existing street malls in Korea (Western Dome & LaFesta) and theoretical studies of outdoor space design. The findings from this study are the following: First, building blocks with segments in every 50m or so are ideal for detailed communication between visitors and building contents. Second, the ratio of width of main corridor and building height should be less than 1 to provide intimate feel and keep visitors' attention concentrated in the facility. Third, store unit should have more storefronts to be exposed more to passers-by and lead more pedestrian traffic. Fourth, shape of store unit would rather be wide and shallow, instead of narrow and deep, to have more exposure to the central corridor. Fifth, the building block of the busiest(most expensive) area that is usually at the main entrance area of street mall should be flexible to fit more smaller units to maximize the profitability. Sixth, the main entrance of store should face the main pedestrian corridor to induce the influx of visitors. Lastly seventh, anchor tenant that has strong name recognition is usually located on basement or higher level to induce pedestrian traffic into the mall, key tenants that are strong and familiar brand names should be located at the corner of building block with spacing to attract visitors, provide even distribution of traffic, and support wayfinding, and local tenant should be located at small units along the central corridor or remainder spaces occurred from building core layout.

Optimizing User Experience While Interacting with IR Systems in Big Data Environments

  • Minsoo Park
    • International journal of advanced smart convergence
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    • 제12권4호
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    • pp.104-110
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    • 2023
  • In the user-centered design paradigm, information systems are created entirely tailored to the users who will use them. When the functions of a complex system meet a simple user interface, users can use the system conveniently. While web personalization services are emerging as a major trend in portal services, portal companies are competing for a second service, such as introducing 'integrated communication platforms'. Until now, the role of the portal has been content and search, but this time, the goal is to create and provide the personalized services that users want through a single platform. Personalization service is a login-based cloud computing service. It has the characteristic of being able to enjoy the same experience at any time in any space with internet access. Personalized web services like this have the advantage of attracting highly loyal users, making them a new service trend that portal companies are paying attention to. Researchers spend a lot of time collecting research-related information by accessing multiple information sources. There is a need to automatically build interest information profiles for each researcher based on personal presentation materials (papers, research projects, patents). There is a need to provide an advanced customized information service that regularly provides the latest information matched with various information sources. Continuous modification and supplementation of each researcher's information profile of interest is the most important factor in increasing suitability when searching for information. As researchers' interest in unstructured information such as technology markets and research trends is gradually increasing from standardized academic information such as patents, it is necessary to expand information sources such as cutting-edge technology markets and research trends. Through this, it is possible to shorten the time required to search and obtain the latest information for research purposes. The interest information profile for each researcher that has already been established can be used in the future to determine the degree of relationship between researchers and to build a database. If this customized information service continues to be provided, it will be useful for research activities.

가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발 (Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality)

  • 김민정;김영준;오하현;이충호
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2021년도 춘계학술대회
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    • pp.308-311
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    • 2021
  • 본 논문은 가상현실을 기반으로 한 고령자용 치매 예방 기능성 게임 개발에 대해 기술한다. 게임의 개발에는 Unity 3D 엔진을 사용하였고, 가상현실 공간인 낚시터를 구현하였다. 게임의 대상자가 가상현실과는 상대적으로 친숙하지 않은 고령자인 점을 감안하여 VH HMD 장비에 쉽게 적응할 수 있도록 게임 내에서 플레이어의 움직임이 없도록 하였고, 조작에 있어서 어려움을 줄이기 위해 조작 버튼 개수를 최소화하였으며, 직관적인 게임 구성으로 거부감과 피로감을 줄였다. 또한, 게임 완료 후 별점을 부과하는 시스템으로 성취감을 주어 즐겁고 꾸준히 참여하도록 유도하였다. 개발된 게임은 전체적으로 메인, 인터페이스, 스테이지, 별점, TTS, 튜토리얼, 엔딩크레딧 등으로 이루어져 있다. 각 카테고리별 스테이지를 3단계로 나누어 하나의 통합 환경에서 구현하였고 VR HMD를 이용해 가상현실 내에서 기억력, 주의력, 판단력을 증진시킬 수 있는 게임을 진행할 수 있도록 되어 있다.

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Measuring the Degree of Content Immersion in a Non-experimental Environment Using a Portable EEG Device

  • Keum, Nam-Ho;Lee, Taek;Lee, Jung-Been;In, Hoh Peter
    • Journal of Information Processing Systems
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    • 제14권4호
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    • pp.1049-1061
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    • 2018
  • As mobile devices such as smartphones and tablet PCs become more popular, users are becoming accustomed to consuming a massive amount of multimedia content every day without time or space limitations. From the industry, the need for user satisfaction investigation has consequently emerged. Conventional methods to investigate user satisfaction usually employ user feedback surveys or interviews, which are considered manual, subjective, and inefficient. Therefore, the authors focus on a more objective method of investigating users' brainwaves to measure how much they enjoy their content. Particularly for multimedia content, it is natural that users will be immersed in the played content if they are satisfied with it. In this paper, the authors propose a method of using a portable and dry electroencephalogram (EEG) sensor device to overcome the limitations of the existing conventional methods and to further advance existing EEG-based studies. The proposed method uses a portable EEG sensor device that has a small, dry (i.e., not wet or adhesive), and simple sensor using a single channel, because the authors assume mobile device environments where users consider the features of portability and usability to be important. This paper presents how to measure attention, gauge and compute a score of user's content immersion level after addressing some technical details related to adopting the portable EEG sensor device. Lastly, via an experiment, the authors verified a meaningful correlation between the computed scores and the actual user satisfaction scores.

RTK-GPS 기반 실외 군집 비행 시스템 개발 (Outdoor Swarm Flight System Based on RTK-GPS)

  • 문성태;최연주;김도윤;성명훈;공현철
    • 정보과학회 논문지
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    • 제43권12호
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    • pp.1315-1324
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    • 2016
  • 최근 드론에 대한 관심이 증가하면서, 드론을 활용한 다양한 기술들이 선보이고 있다. 특히, 다수의 드론을 통한 군집 비행의 기술은 협업을 통한 복잡한 임무 수행이 가능하여 빠른 시간안에 임무를 완수할 수 있어 다양한 분야에서 각광을 받고 있다. 하지만 실외의 경우 GPS의 정밀도가 낮아 정밀 비행이 어렵기 때문에 고정밀 위치 인식이 필요한 임무에는 적합하지 않다. 뿐만 아니라, 실외에서 다수의 비행체를 좁은 공간에서 동시 정밀 제어하다보니, 정밀 위치 예측이 어려운 경우 충돌이 발생하는 심각한 문제를 초래할 수 있다. 본 논문에서는 RTK-GPS(Real-Time Kinematic-GPS)를 포함한 다수 센서를 활용하여 위치 정밀도를 증가시키고, 센서 오류로 인한 문제를 최소화하기 위해 제안한 모드 스위칭 기법에 대해 설명한다. 그리고 이를 기반으로 개발한 실외 군집 비행 시스템에 대해서도 소개한다.

Unsupervised Transfer Learning for Plant Anomaly Recognition

  • Xu, Mingle;Yoon, Sook;Lee, Jaesu;Park, Dong Sun
    • 스마트미디어저널
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    • 제11권4호
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    • pp.30-37
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    • 2022
  • Disease threatens plant growth and recognizing the type of disease is essential to making a remedy. In recent years, deep learning has witnessed a significant improvement for this task, however, a large volume of labeled images is one of the requirements to get decent performance. But annotated images are difficult and expensive to obtain in the agricultural field. Therefore, designing an efficient and effective strategy is one of the challenges in this area with few labeled data. Transfer learning, assuming taking knowledge from a source domain to a target domain, is borrowed to address this issue and observed comparable results. However, current transfer learning strategies can be regarded as a supervised method as it hypothesizes that there are many labeled images in a source domain. In contrast, unsupervised transfer learning, using only images in a source domain, gives more convenience as collecting images is much easier than annotating. In this paper, we leverage unsupervised transfer learning to perform plant disease recognition, by which we achieve a better performance than supervised transfer learning in many cases. Besides, a vision transformer with a bigger model capacity than convolution is utilized to have a better-pretrained feature space. With the vision transformer-based unsupervised transfer learning, we achieve better results than current works in two datasets. Especially, we obtain 97.3% accuracy with only 30 training images for each class in the Plant Village dataset. We hope that our work can encourage the community to pay attention to vision transformer-based unsupervised transfer learning in the agricultural field when with few labeled images.

긍정적 감정 유발을 위한 AI챗봇기반 일기 작성 시스템 (AI Chatbot-Based Daily Journaling System for Eliciting Positive Emotions)

  • 김준현;문미경
    • 한국전자통신학회논문지
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    • 제19권1호
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    • pp.105-112
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    • 2024
  • 현대 사회에서 감정 표현과 자기 성찰은 스트레스 관리와 정신 건강에 긍정적인 영향을 미치는 핵심 요소로 간주하며, 이에 따라 일기 작성의 중요성이 대두되고 있다. 그러나 기존의 일기 작성 방식은 시간과 공간적 제약으로 인해 많은 사람이 이를 피하거나 어렵게 느끼고 있다. 최근 챗봇 및 감정 분석 기술의 급격한 발전은 이러한 문제를 해결하기 위한 중요한 수단으로 주목받고 있다. 본 논문에서는 GPT-3 모델과 감정 분석 기술을 결합한 인공지능 챗봇을 소개하며, 이를 활용하여 사용자의 채팅 데이터를 기반으로 자동으로 일기를 작성하는 시스템을 개발하는 과정을 기술한다. 본 시스템을 통해 사용자들은 더 편리하고 효율적인 방식으로 일기를 작성할 수 있으며, 자신의 감정을 보다 깊이 이해하고 긍정적인 감정을 촉진하는 데 기여할 것으로 기대한다.

현대조경설계의 하이브리드적 경향 (A Hybrid Tendency of Contemporary Landscape Design)

  • 장일영;김진선
    • 한국조경학회지
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    • 제34권2호
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    • pp.80-98
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    • 2006
  • This study originated from following questions. What can we understand the conception of deconstruction, which has been the core idea of new discourses developed in various ways since modernism? How can this question be interpreted in landscape design? What is the conceptional frame of integration the prominent hybrid post-genre movements and phenomena? The frame can be epitomized with the deconstruction phenomenon. 'Deconstruction' is the core conception appeared in late or post-modern ages in the embodiment of modernity and can be viewed as an integrating or a hybrid phenomenon between areas or genres in formative arts. Therefore, the author regards the hybrid movements widely witnessed in the post contemporary formative arts as one of the most important indicators of de-constructive signs. It is safe to say that the phenomenon of this integration or hybridism, of course, does not threaten the identity of landscape design but serves as an opportunity to extend the areas of landscape design. One of the consequences of this integration or hybridism is the voluntary participation of users who have been alienated in the production of the meanings of design works and hybrid landscape design with the hybridization of genres that is characterized with transformation in forms. This view is based on the distinction between hybridization of interactions between the designer (the subject) and the user (the object), and hybridization of synesthesia. Generally speaking, this is an act of destroying boundaries of the daily life and arts. At the same time, it corresponds to vanishing of modern aesthetics and emerging of post-contemporary aesthetics which is a new aesthetic category like sublimeness. This types of landscape design tries to restore humans' sensibility and perceptions restrained by rationality and recognition in previous approach and to express non-materialistic characteristics with precaution against excessive materialism in the modern era. In light of these backgrounds, the study aims to suggest the hybrid concept and to explorer a new landscape design approach with this concept, in order to change the design structure from 'completed' or 'closed' toward 'opened' and to understand the characteristics of interactions between users and designs. This new approach is expected to create an open-space integrating complexity and dynamics of users. At the same time, it emphasizes senses of user' body with synesthesia and non-determination. The focus is placed on user participation and sublimity rather than on aesthetic beauty, which kind of experience is called simulacre. By attaching importance to user participation, the work got free from the material characteristics, and acceptance from the old practice of simple perception and contemplation. The boundaries between the subject and object and the beautiful and ordinary, from the perspective of this approach, are vanished. Now everything ordinary can become an artistic work. Western dichotomy and discrimination is not effective any more. And there is 'de-construction' where there is perfect equality between ordinary daily life and beautiful arts. Thus today's landscape design pays attention to the user and uses newly perceived sensitivity by pursing obscure and unfamiliar things rather than aesthetic beauty. Space is accordingly defined to take place accidentally as happening and event, not as volume of shape. It's the true way to express spatiality of landscape design. That's an attempt to reject conventional concepts about forms and space, which served as the basis for landscape design, and to search for new things.