• Title, Summary, Keyword: 주목도

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The Effect of Saliency Map on Image Quality Assessment (주목도 지도가 화질 평가에 미치는 영향)

  • Kwon, Bojun;Yun, Il Dong;Lee, Sang Uk
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • pp.392-393
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    • 2012
  • 영상에서의 화질 평가는 학술적으로나 산업적으로나 중요한 문제이지만 지금까지 주로 쓰여온 PSNR 과 같은 방법은 실제 사람이 인식하는 평가에 잘 부합하지 못하는 문제점이 있었다. 본 논문에서는 모든 밝기 영역에서 영상을 평가할 수 있는 HDR-VDP2 와 주목도 지도를 결합하여 범용적으로 사용이 가능하며 성능도 뛰어난 화질 측정 방법을 제시하고, 다양한 주목도 지도에 대하여 그 성능과 화질 평가 성능 사이의 관계를 살펴본다. 구현에는 주목도 지도를 가중치로 사용함으로써 간단하게 더 좋은 성능의 화질 평가 시스템을 만들었고 이를 실험으로 보였다. 또한 주목도 지도의 성능과 화질 평가 시스템의 성능 사이에는 약한 양의 상관관계가 있는 것으로 나타났는데 주목도 지도와 함께 구조적 특징점들의 정보를 성능 평가 시스템에 포함시키면 더 좋은 결과를 얻을 것으로 기대된다.

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A Study on Teacher's Pre-Noticing and Actual Noticing in Mathematics Classroom (교사의 사전 주목하기와 수학수업에서 실제 주목하기에 대한 연구)

  • Lee, Eun Jung;Lee, Kyeong-Hwa
    • School Mathematics
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    • v.18 no.4
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    • pp.773-791
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    • 2016
  • Teacher noticing ability has been considered as one of important elements influencing a quality of teaching. Noticing is closely related to teachers' in the moment decision making in a class, and teachers notice things as they create and interact with their classroom setting. Mathematics teachers as an expert should notice students' mathematics learning during a class. The aim of this study was to analyze how mathematics teacher's pre-noticing activity that the teacher anticipated students' typical strategies and difficulties in learning targeted mathematics knowledge and prepared appropriate responses worked in practice. As a result, the teacher conducted three types of noticing in her classes: noticing shaping students' understanding by using students' misconceptions or errors; noticing creating students' learning opportunities based on their prior knowledge; noticing improving students' informal reasoning. This study concluded with discussion about the positive effect of teacher's pre-noticing activity on her actual noticing in practice, as well as implications for teacher education.

Effective PPL Arrangements in the Screen of Multimedia Contents (멀티미디어 콘텐츠화면에서의 효과적인 PPL 배치)

  • Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.5
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    • pp.875-881
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    • 2007
  • This study explores the attention effects of PPL(product placement) in multimedia contents. PPL has been attracted attention in multimedia as well as marketing communication field as a beneficiary model. For the research, multimedia screen is divided into 9 sections and the serial 9 digit($1{\sim}9$) is assigned to the each part of the screen. The visual exposure forms of each 9 digit are composed by 2-dimension(2D) and 3-dimension(3D). And the visual exposure patterns of each 9 digit are consisted of stopping and moving image. As a result, the 5th quartering has been proved the most attracted attention regardless of all exposure forms including 2D/3D and slopping/moving image. This means center of the multimedia screen is the best place for PPL. Especially in one digit moving screen the attention of the digit has reached the climax. This suggests moving PPL is able to get more attention than stopping. These results provide the most effective PPL position in the screen of the multimedia and PPL's visual exposure forms for maximizing multimedia user's attention. Finally, these findings can be a guideline fer message arrangements of the multimedia screen.

Internet article's context and attention effects of the attitude toward advertising and corporate image (인터넷 기사의 맥락과 주목도가 광고태도와 기업이미지에 미치는 효과)

  • Kim, Eun-Hee;Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.129-136
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    • 2012
  • This study is presented on the corporate advertising strategy utilizing internet on corporate social responsibility in the context of the articles. To this end, Internet articles divided into positive and negative contexts, and has even attracted the attention of Internet articles and high /low and then separated into groups on ad attitudes and corporate image, the interaction effect was examined. Firstly, the Internet, a low level of condition of the article noted, in the context of a positive than a negative context, recall rates were higher. Second, the context of Internet articles and attention on the interaction effect between attitude toward advertising appeared. Third, the context of Internet articles and attention on the interaction effects between the corporate image appeared. Finally, the context of Internet articles and attention on competitive interactions between the corporate management was effective. Thus, the context of Internet articles based on the level of attention and context to determine the effect of advertising by consumer advertising awareness and favorable attitude toward corporate advertising and corporate image enhancement and competitiveness of business management can be an effective strategic plan suggests that.

Effect of movie audience's degree of attention on experience of presence, emotional touch, memory (영화 관객의 주목도가 프레즌스, 감동, 기억에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.413-419
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    • 2017
  • This experimental research explores the effect of low attention of movie audience on the experience of presence, the degree of emotional touch, and memory about movie contents, because of indiscreet use of smart phone. This study measured and analyzed the experience frequency of presence, degree of emotional touch and recognition memory about movie contents by self report survey, after showing 2 subject groups consisting of 83 University students, one with not manipulated attention, the other with manipulated attention, using smart phone intentionally. This research found that the subjects exposed to the movie with not manipulated attention showed more presence experiences, and higher degree of emotional touch than the subjects exposed to the movie with manipulated attention. However meaningful difference of recognition memory was not discovered between the 2 groups. The result of this research can have a meaning because proceeding studies about presence effect of movie mainly dealt with the effect of HDTV, 3D image, stereo sound on the experience of presence, arousal, pleasure of movie audience and it is difficult to find studies about the relation between attention of movie audience and the experience of presence, emotional touch, and memory.

시각 주목 정보에 기반한 자율 가상 캐릭터의 인지 메모리 설계

  • Cha, Myeong-Hui
    • 한국게임학회지
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    • v.6 no.1
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    • pp.52-54
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    • 2009
  • 프로그램된 정보를 사용하는 자율 가상 캐릭터는 항상 반복된 패턴 행동을 하기 때문에 사용자가 흥미를 잃는 경우가 많고 현실성도 떨어진다. 본 논문에서는 이러한 문제점을 해결하기 위해, 자율 가상캐릭터가 자율적으로 인지한 정보를 저장하고 저장한 정보를 활용하여 상황에 맞는 행동을 수행할 수 있는 메모리 체계를 제안한다. 본 논문은 자율 가상 캐릭터가 시각 주목으로 인지한 정보를 저장하고 관리하는 메모리 체계의 모델을 제시한다. 메모리 용량을 효율적으로 사용할 수 있도록 게임 환경에 적합한 빠른 시각 주목 알고리즘을 연구하여 중요하고 눈에 띄는 정보만 저장한다. 자율 가상 캐릭터의 인지 메모리를 크게 시각 기억와 공간 관계 기억 구조로 구성한다. 시각 기억은 쿼드그래프로 구현된 저장 구조에 인지한 정보를 저장한다. 공간 관계 기억은 공간 관계 그래프 이론을 기반으로 객체들간의 방향과 거리 정보를 저장한다. 본 논문의 제안 방법을 가상 환경에서 실험한 결과, 자율 가상 캐릭터는 시각 주목 기능으로 3차원 가상 환경의 동적 객체까지 감지하여 자율적으로 정보를 주목하여 저장하고 있음을 확인했다. 자율 가상캐릭터는 메모리 정보를 활용하여 목표 객체를 빠르게 탐색하며 길찾기에 필요한 경로 계획을 수립한다. 성능면에서는 주목맵만들기 위한 특징맵으로 가장 주목할 수 있는 특징들로 구성하여 처리속도가 1.6배 이상 향상됨을 확인했다.

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Effect of audience's cognition desire and attention to TV documentary on acquirement of information and understanding (TV 다큐멘터리에 대한 수용자의 인지욕구와 주목도가 정보습득과 이해에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.241-247
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    • 2015
  • This experimental research explores effect of cognition desire as audience's factor, and attention as context factor on audience's acquirement of information and understanding. Most previous researches of media effect focuses on news contents of TV, Newpaper and Internet. However the number of researches on TV documentary which contains lots of information very limited, and It's difficult to find researches on effect of cognition desire and attention on audience. Therefore this research tries to find effect of cognition desire and attention on audience's acquirement of information and understanding through experiment of TV current documentary. For this experimental research, 2 groups of subjects composed of 135 university students were exposed to 2 different viedeo clips of TV current documantary, one with window buzz, the other without it, after designing cognition desire as internal factor of 2 groups. Questions which were designed to measure cognition desire, acquirement of information and understanding of message were asked and analysed. This research found that subjects with higher degeree of cognition desire showed higher degree of acquirement of information and understanding than subjects with lower degree of cognition desire. However the effect of attention on audience's acquirement of information and understanding could not be found.

Attention Behavior to Mobile Content: Focusing on Exposure and Involvement of Pikicast Content (모바일 콘텐츠에 대한 주목 행동: 피키캐스트 콘텐츠의 노출과 관여 행동을 중심으로)

  • Kim, Eun-Mee;Park, Hyun-Ah;Ihm, Jeniffer So-Young
    • The Journal of the Korea Contents Association
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    • v.17 no.7
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    • pp.12-21
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    • 2017
  • In this study, we divided attention to mobile contents into two dimensions (i.e., exposure and involvement), and explored the characteristics of and the relationship between the attention behaviors, using contents data from Pikicast. First, this study investigated the relationship between exposure and involvement in order to examine whether double-jeopardy effects appear in mobile contents as well. In addition, we examined how different attention behaviors differ according to platform and subject attributes(i.e., soft and hard). As a result, we found that there was a positive correlation between exposure and involvement in mobile platforms. Also, we found that the attention behaviors, especially sharing behaviors, were different in each platform. In terms of subject attributes, the attention indices such as the number of comments and sharing, which were immediate responses, were related to the soft content, whereas the attention indices such as the consumption time and the complete-read rate were related to the hard content requiring cognitive effort.This study is meaningful to understand the essence of the attention behavior in the mobile environment from a content - oriented perspective rather than the most existing research with a user - centered perspective.

An Analysis in Visitors' Attentions on Exhibit Panels of a Tesla Coil in the Gwacheon National Science Museum (국립과천과학관의 테슬라코일 전시물 설명판에 대한 관람객의 주목도 분석)

  • Lee, Il;Yoo, Jun-Hee;Chung, Kwang-Hoon
    • Journal of The Korean Association For Science Education
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    • v.32 no.1
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    • pp.46-63
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    • 2012
  • The purpose of this research is to explore factors which influence visitors' attention on exhibition panels by analyzing visitors' attention according to topic types and visitor group types. The subjects of this research are exhibition panels of a Tesla Coil exhibition in the Gwacheon National Science Museum. The exhibition panels' topic are basic concepts, explanations of phenomena, operating principles, applications and historical background. These topics are selected through a survey of visitors' intellectual needs for a Tesla Coil. Five new exhibition panels according to the topics are developed and visitor groups' behaviors in front of the panels are recoded in natural situations. The total participant groups are 586 groups, which includes individual student (30.0%), individual adult (20.6%), student group (28.2%), adult group(2.4%), and family group (18.8%). Visitors' attention to exhibition panels is sub-categorized into attracting power and holding power. Attracting power is defined by the percentile of group numbers who attend to an exhibition panel more than 3 seconds to the total group numbers who attend to an exhibition panel for more than a glance. Holding power is defined by average attention time and decay time. The attracting powers of historical background and application panels are 72.3% and 68.8% respectively, while that of the basic concept panel is 47%. Average attention times of explanation of phenomena and operating principle are 37.0 and 34.2 seconds, while those of historical background and application panels are 25.4 seconds. The decay times of each panel shows the same patterns of average attention times. Attracting powers of panels easy to approach and holding powers of panels with in-depth scientific concepts seems to be high. Attracting powers of the individual adult, family, and student group are 66.9%, 66.4% and 62.4% respectively, while the attracting power of the adult group and individual student are 57.1%, and 55.7%. Average attention times of the student group, family, adult groups are 34.0, 33.0, 31.6 seconds respectively, while that of individual student is 19.5 seconds. The decay times of each group shows the same patterns of average attention times. Both of attracting powers and average attention times of the student group and family group are high, while both of individual student are low. Tentatively, attracting powers of exhibition panels seems to be influenced more by topic types of panels, and holding power seems to be influenced more by group type. But these results are very limited and further studies are needed.

읽을거리 - 미래를 주도하는 첨단 항공우주기술(18) - 바이오 연료(Biofuel)

  • 한국항공우주산업진흥협회
    • Aerospace Industry
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    • pp.68-69
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    • 2010
  • 친환경과 대체에너지에 대한 시대적 요구가 높아지면서 새롭게 주목받고 있는 첨단 항공우주기술이 있다. 바로 미래 대체연료로 주목받고 있는 바이오 연료(Biofuel) 개발 기술이다. 신재생 에너지로 주목받고 있는 바이오 연료에 대해 알아본다.

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