• 제목/요약/키워드: 기능적 의미

검색결과 2,287건 처리시간 0.041초

A Design of Image Information Retrieval System based on XML Database (XML 데이터베이스 기반의 영상정보 검색시스템 설계)

  • Kwak Kil-Sin;Joo Kyung-Soo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 한국정보과학회 2005년도 가을 학술발표논문집 Vol.32 No.2 (2)
    • /
    • pp.139-141
    • /
    • 2005
  • 최근 인터넷의 발달에 따라 XML 문서의 사용과 각종 영상정보의 양이 크게 증가되었다. 이에 따라 XML 문서를 관리하기 위한 XML 데이터베이스의 필요성과 메타데이터 표준화에 대한 중요성이 증가되고 있다. XML 데이터베이스는 XML 문서의 특성을 고려하여 그 특성을 효율적으로 지원할 수 있다. 또한 국내에서는 교육정보분야 메타데이터 표준인 KEM 2.0이 제정 되었고 국외에서는 멀티미디어 데이터에 대한 표준으로 MPEG-7이 제정이 되었다. 이에 따라 본 논문에서는 MPEG-7을 기반으로 KEM 2.0을 이용한 영상정보 XML 스키마를 생성하고 이를 이용한 영상정보 검색시스템을 XML 데이터베이스 기반으로 설계하고자 한다. 본 논문에서 설계하는 XML 데이터베이스 기반의 영상정보 검색시스템은 XML 문서에 대한 빠른 저장과 검색이 가능할 것이다. 또한 검색 기능에 있어서는 키워드 기반의 의미기반 검색과 유사 이미지를 통한 내용기반 검색, 그리고 이를 내용기반과 의미기반을 통합한 검색 기능을 제공할 것이며 XML 문서에 대한 강력한 질의 수단인 XQuery 질의를 포함하게 될 것이다.

  • PDF

The Comparative Study on Contemporary Cultural Facilities in the City Environment (도시 환경과 디자인 계획으로 본 현대 문화시설 비교 연구)

  • 김선영
    • Archives of design research
    • /
    • 제16권4호
    • /
    • pp.323-334
    • /
    • 2003
  • This study examines the multi-functionality of the cultural facilities and explores the architectural characteristics of cultural facilities in city environment. For this purpose, 1 examine the major cultural facilities in USA and Singapore. Recently, the inter-cultural communication methods have been diversified and the cultural facilities need to be designed to effectively accommodate the public's interests in these activities. It is also necessary to reexamine cultural facilities' functions in terms of how the multi-functionality facilities reflect the surrounding environment. This study also sheds a new light on the meaning of the relationships between cultural activity, and the cultural facility design. For this, I primarily look at the various design categories of cultural buildings and their main functions. Finally, I demonstrate how both cultural activity and cultural facility design elements are embodied in the city environment.

  • PDF

A Structural Equation Modelling of the Relationship between User Experience, Self-efficacy and Game Performance in Healthcare Serious Gam (체감형 헬스게임에서 사용자경험과 자기효능감이 게임 만족도와 성과에 미치는 영향)

  • Noh, Ghee-Young
    • Journal of Korea Game Society
    • /
    • 제12권2호
    • /
    • pp.15-29
    • /
    • 2012
  • In order to predict satisfaction and performance of sensible healthcare game using motion recognition sensor, this study analyzed the effects of flow, presence and social cognitive factor and then, it attempted to verify structural relationships thereof. Self-efficacy, being a social cognitive factor, was found to affect the level of functional satisfaction of health game but it showed no direct effect to intention of using game. Flow experience was also observed to be a meaningful predictor for the level of functional and entertainment satisfaction in the direction hypothesized. It is also shown that presence exerts a direct effect on functional satisfaction. Finally, it is discovered that functional satisfaction has meaningful influence on entertainment satisfaction as well as future intention to use. The results verifies that even in sensible healthcare game, user experience and social cognitive factor have significant effects on satisfaction and performance of a serious game.

The Effect of Functional-congruity and Self-congruity on Coffee Shop User's Consumption-related Emotions and Store Attitude Formation (커피전문점 이용자의 기능적 일치성과 자아일치성이 소비감정과 점포태도형성에 미치는 영향)

  • Ahn, Se-Hee;Chun, Byung-Gil
    • Culinary science and hospitality research
    • /
    • 제18권4호
    • /
    • pp.70-83
    • /
    • 2012
  • This study examines the structural relationships between functional-congruity, self-congruity and their consequences, under coffee shop consumption setting. More specifically, it investigates how functional-congruity and self-congruity influence emotional responses (comprising positive and negative emotions) and store attitude formation. The authors propose a structural equation model comprising five constructs. Data were collected from 280 college students in Seoul and analyzed by LISREL 8.30. The findings can be summarized as follows: First, functional congruence of coffee shop customers appeared to have a positive effect on positive emotions and a negative effect on negative emotions. Second, self-congruity has a positive effect on coffee shop customers' positive emotions. Third, the effect of coffee shop customers' positive emotions on store attitude formation was positive and statistically significant while the effect of negative emotions on store attitude formation was negative. These results suggested that the effect of functional-congruity and self-congruity on store attitude formation was mediated by positive emotions and negative emotions.

  • PDF

Transparent Schema Evolution using Object-Oriented View Technology (객체지향 뷰 기술을 이용한 투명한 스키마 진화)

  • Na, Yeong-Guk
    • Journal of KIISE:Databases
    • /
    • 제28권1호
    • /
    • pp.1-14
    • /
    • 2001
  • 중대한 산업용 소프트웨어가 동작하는 공유된 객체지향 데이터베이스를 안전하게 변경하기 위해서는, 그 공유 데이터베이스를 변경할 동안 데이터베이스 위에서 작동하는 기존의 응용 프로그램이 지속적으로 작동되어야 한다. 데이터베이스 변경을 필요로 하는 새로운 요구사항은 새 응용 프로그램의 추가, 기존 응용 프로그램의 기능 확장, 초기 디자인 에러 수정 등으로 인하여 발생할 수 있다. 우리는 한 사람의 사용자가 다른 사용자에게 악영향을 주지 않고 데이터베이스 스키마를 변경할 수 있게 하여 이 문제를 해결하는 투명한 스키마 진화(TSE: Transparent Schema Evolution) 방법론을 소개한다. 이 방법론은 기존의 스키마를 직접 변경하는 대신 스키마 변경 연산의 의미를 반영하는 데이터베이스 큐를 공유 객체지향 데이터베이스 상에 생성하여 투명한 진화를 달성한다. 데이터베이스의 용량을 증가시키지 못하는 뷰 메카니즘의 한계를 극복하기 위하여 이 방법론은 데이터베이스 용량 증가 연산에 대하여 다음의 새 단계로 정렬된다. (1) 기저의 베이스 스키마는 데이터베이스 용량 증가를 위해 물리적으로 변호한다. (2) 데이터베이스 변경의 의미를 달성하는 목표 뷰가 위의 변화된 베이스 스키마로부터 생성된다. (3) 변화 이전의 베이스 스키마는 데이터베이스 뷰로서 재 구축된다. 이로써 기존의 다른 사용자가 정의한 데이터 인터페이스가 보존된다. 우리는 객체-지향 뷰 기술을 이용하여 스키마 변화 연산을 구현함으로써 TSE 방법론의 구현가능성(feasibility)을 확인하였다. 표준적인 객체-지향 뷰 모델이 정의되고 상용 객체-지향 데이터베이스인 잼스톤(Gemstone) 위에 구현되었다. 그 뷰 모델은 갱신 의미(semantic) 정의를 그 뷰가 베이스 스키마의 갱신 의미를 보존하도록 정의하였다. 그러한 뷰는 사용자가 그들이 실제로는 베이스 스키마가 아니라 뷰에서 작업하고 있다는 사실을 모르게 하기 위하여 TSE에서 필요하다.

  • PDF

Dynamic Summarization and Summary Description Scheme for Efficient Video Browsing (효율적인 비디오 브라우징을 위한 동적 요약 및 요약 기술구조)

  • 김재곤;장현성;김문철;김진웅;김형명
    • Journal of Broadcast Engineering
    • /
    • 제5권1호
    • /
    • pp.82-93
    • /
    • 2000
  • Recently, the capability of efficient access to the desired video content is of growing importance because more digital video data are available at an increasing rate. A video summary abstracting the gist from the entirety enables the efficient browsing as well as the fast skimming of the video contents. In this paper, we discuss a novel dynamic summarization method based on the detection of highlights which represent semantically significant content and the description scheme (DS) proposed to MPEG-7 aiming to provide summary description. The summary DS proposed to MPEG-7 allows for efficient navigation and browsing to the contents of interest through the functionalities of multi-level highlights, hierarchical browsing and user-customized summarization. In this paper, we also show the validation and the usefulness of the methodology for dynamic summarization and the summary DS in real applications with soccer video sequences.

  • PDF

Autonomic Neuropathy in Adolescents with Diabetes Mellitus (청소년기 당뇨병 환자의 자율신경계 합병증에 관한 연구)

  • Yoo, Eun-Gyong;Ahn, Sun-Young;Kim, Duk Hee
    • Clinical and Experimental Pediatrics
    • /
    • 제46권6호
    • /
    • pp.585-590
    • /
    • 2003
  • Purpose : This study is designed to determine the prevalence of cardiovascular autonomic neuropathy and its relationship to risk factors in adolescents with diabetes mellitus(DM). Methods : Ninety-two diabetic patients(80 with type 1 DM and 12 with type 2 DM), ranging from eight to 26 years of age, were studied for cardiovascular autonomic function, and the relationship to age, duration of diabetes, glycated hemoglobin(HbA1c), urinary albumin excretion, and the presence of diabetic retinopathy and abnormal nerve conduction velocities(NCV) were analysed. Autonomic function was assessed by measuring heart rate variation during valsalva manoeuvre, deep breathing and standing from a lying position(30 : 15 ratio), and postural hypotension. Results : Among patients with type 1 DM, 22.5% had early, 8.7% had definite, and 1.3% had severe autonomic dysfunction, and among patients with type 2 DM, 16.7% had early, 8.3% had definite, and 8.3% had severe autonomic dysfunction. On logistic regression analysis including both type 1 and type 2 diabetic patients, the age of the patient(OR=1.133(1.003-1.279), P<0.05) and duration of diabetes(OR=1.148(1.009-1.307), P<0.05) significantly predicted cardiovascular autonomic dysfunction while HbA1c, blood pressure, urinary albumin excretion, and presence of diabetic retinopathy and abnormal NCV did not. The valsalva ratio was borderline or abnormal in 31.5% of patients, the heart rate variation on deep breathing in 41.3%, the 30 : 15 ratio in 14.1%, and postural hypotension in 9.8% of patients. The valsalva ratio and the heart rate variation on deep breathing significantly predicted cardiovascular autonomic dysfunction, but the 30 : 15 ratio and postural hypotension did not. Conclusion : Cardiovascular autonomic dysfunction was found in 32.6% of diabetic patients and 10.8 % of patients had definite or severe involvement. The risk of cardiovascular autonomic dysfunction increased with the patient's age and the duration of DM. This study suggests that the valsalva ratio and the heart rate variation on deep breathing are the most useful tests in evaluating the cardiovascular autonomic function in children and adolescents with DM.

Investigation on Awareness of Meanings of Division: Quotitive Division and Partitive Division (포함제와 등분제에 따른 나눗셈 의미에 대한 이해 조사)

  • Chang, Hye-Won
    • School Mathematics
    • /
    • 제12권4호
    • /
    • pp.585-604
    • /
    • 2010
  • This study aims to investigate understanding of meanings of division, quotitive division and partitive division, by the third graders and preservice elementary teachers. To do this, we analysed and compared mathematics textbooks according to 9 mathematics curricula, gathered information about their understanding by questionnaire method targeting 5 third graders and 36 preservice elementary teachers, and analysed their responses in relation to recognition of division-based situations, solution using visual representations, and awareness of quotitive division and partitive division. In Korea, meanings of division have been taught in grade 2 or 3 in various ways according to curricula. In particular, the mathematics textbook of present curriculum shows a couple of radical changes in relation to introduction of division. We raised the necessity of reexamination of these changes, based on our results from questionnaire analysis that show lack of understanding about two meanings of division by the preservice elementary teachers as well as the third graders. And we also induced several didactical implications for teaching meanings of division.

  • PDF

A Study on the Application of Color as Process of Symbolic Metaphor in the Game Storytelling (게임 스토리텔링에서 상징적 메타포로 작용하는 색채의 역할)

  • Cho, Yoon-Kyung;Han, Hye-Jeong;Kim, Kyu-Jung
    • Journal of Korea Game Society
    • /
    • 제8권1호
    • /
    • pp.41-48
    • /
    • 2008
  • If an association for a color develops and comes to form any kind of common idea, a symbolic meaning is given to the color. It is called' symbolism of color' that color builds up an abstract general idea, an emblem, feeling except things concrete. The color of game is the visual element that one can be immersed in the game, the image which act as important meaning, the attribute of light, and visual perceptional factor. With form, motion, light and shade, the color function importantly as media which express a person and person's circumstance. In game, the color is used symbolically to suggest not only mental change of character but also the situation, mood, attribute and strength of energy. These transmission of meaning express symbolism of the color iconically. So, the color for image express of game take on universality. This study research that focus on how the symbolical meaning of the color is reflected in game.

  • PDF

Design Process by the Empathy (감정이입에 의한 디자인 접근방법)

  • 최명식;박인찬
    • Archives of design research
    • /
    • 제12권4호
    • /
    • pp.305-315
    • /
    • 1999
  • Most people react emotionally and are impressed for natural seen such as act, paint, sculpture, music, science, discovery, act include movie, opera. For empathy, people should make efforts feeling about sense from watching by themselves. Usually we are looking for meaning from art and intend to relate wth the content of music, drama, paint, and movie. The trend of statical order in modern design is strong in this time. However, we need to research the motive order for progressive design. And also, designer who want to give motive order to something must need to study motive order in design. This thesis explains the way of effective approach so that designer can apply the thinking such like bring in emotion. Also this research introduces the way of thinking to do progressive imagination and try to research through case study.

  • PDF