• Title/Summary/Keyword: 대화시스템

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Eliminating Color Mixing of Projector-Camera System for Fast Radiometric Compensation (컬러 보정의 고속화를 위한 프로젝터-카메라 시스템의 컬러 혼합 성분 제거)

  • Lee, Moon-Hyun;Park, Han-Hoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.13 no.6
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    • pp.941-950
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    • 2008
  • The quality of projector output image is influenced by the surrounding conditions such as the shape and color of screen, and environmental light. Therefore, techniques that ensure desirable image quality, regardless of such surrounding conditions, have been in demand and are being steadily developed. Among the techniques, radiometric compensation is a representative one. In general, radiometric compensation is achieved by measuring the color of the screen and environmental light based on an analysis of camera image of projector output image and then adjusting the color of projector input image in a pixel-wise manner. This process is not time-consuming for small sizes of images but the speed of the process drops linearly with respect to image size. In large sizes of images, therefore, reducing the time required for performing the process becomes a critical problem. Therefore, this paper proposes a fast radiometric compensation method. The method uses color filters for eliminating the color mixing between projector and camera because the speed of radiometric compensation depends mainly on measuring color mixing between projector and camera. By using color filters, there is no need to measure the color mixing. Through experiments, the proposed method improved the compensation speed by 44 percent while maintaining the projector output image quality. This method is expected to be a key technique for widespread use of projectors for large-scale and high-quality display.

Digital Reproduction of Mobiles (모빌의 디지털 재현)

  • Lee, Dong-Chun;Lee, Nam-Kyeong;Jung, Dae-Hyun;Kim, Chang-Tae;Lee, Dong-Kyu;Bae, Hee-Jung;Baek, Nakhoon;Lee, Jong-Won;Ryu, Kwan-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.9
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    • pp.415-423
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    • 2001
  • Recently, there are many attempts to reproduce real world fine art pieces in digital forms. The digital representations are convenient to store and/or transmit. In contrast, mobiles, or moving sculptures, such as those designed by Alexander Calder cannot to reproduced realistically by usual reproduction techniques. Since mobiles are originally designed to generate motions in response to external forces applied to it, people could not fully enjoy them through photographs or static images. We present a virtual mobile system where use can easily control the mobile and can feel the impressions that the artist originally intended to provide. A real-world mobile is reconstructed in a three-dimensional physically-based model. and then virtual wind is generated to give motions to it. The motions of the mobile are generated by constraint dynamics and impulse dynamics techniques, which are modified to fully utilize the characteristics of the mobile, and finally give interactive displays on the PC platforms. The techniques presented can easily be extended to simulate other interactive dynamics systems.

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Users' Attachment Styles and ChatGPT Interaction: Revealing Insights into User Experiences

  • I-Tsen Hsieh;Chang-Hoon Oh
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.21-41
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    • 2024
  • This study explores the relationship between users' attachment styles and their interactions with ChatGPT (Chat Generative Pre-trained Transformer), an advanced language model developed by OpenAI. As artificial intelligence (AI) becomes increasingly integrated into everyday life, it is essential to understand how individuals with different attachment styles engage with AI chatbots in order to build a better user experience that meets specific user needs and interacts with users in the most ideal way. Grounded in attachment theory from psychology, we are exploring the influence of attachment style on users' interaction with ChatGPT, bridging a significant gap in understanding human-AI interaction. Contrary to expectations, attachment styles did not have a significant impact on ChatGPT usage or reasons for engagement. Regardless of their attachment styles, hesitated to fully trust ChatGPT with critical information, emphasizing the need to address trust issues in AI systems. Additionally, this study uncovers complex patterns of attachment styles, demonstrating their influence on interaction patterns between users and ChatGPT. By focusing on the distinctive dynamics between users and ChatGPT, our aim is to uncover how attachment styles influence these interactions, guiding the development of AI chatbots for personalized user experiences. The introduction of the Perceived Partner Responsiveness Scale serves as a valuable tool to evaluate users' perceptions of ChatGPT's role, shedding light on the anthropomorphism of AI. This study contributes to the wider discussion on human-AI relationships, emphasizing the significance of incorporating emotional intelligence into AI systems for a user-centered future.

Development of a Remote Multi-Task Debugger for Qplus-T RTOS (Qplus-T RTOS를 위한 원격 멀티 태스크 디버거의 개발)

  • 이광용;김흥남
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.4
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    • pp.393-409
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    • 2003
  • In this paper, we present a multi-task debugging environment for Qplus-T embedded-system such as internet information appliances. We will propose the structure and functions of a remote multi-task debugging environment supporting environment effective ross-development. And, we are going enhance the communication architecture between the host and target system to provide more efficient cross-development environment. The remote development toolset called Q+Esto consists to several independent support tools: an interactive shell, a remote debugger, a resource monitor, a target manager and a debug agent. Excepting a debug agent, all these support tools reside on the host systems. Using the remote multi-task debugger on the host, the developer can spawn and debug tasks on the target run-time system. It can also be attached to already-running tasks spawned from the application or from interactive shell. Application code can be viewed as C/C++ source, or as assembly-level code. It incorporates a variety of display windows for source, registers, local/global variables, stack frame, memory, event traces and so on. The target manager implements common functions that are shared by Q+Esto tools, e.g., the host-target communication, object file loading, and management of target-resident host tool´s memory pool and target system´s symbol-table, and so on. These functions are called OPEn C APIs and they greatly improve the extensibility of the Q+Esto Toolset. The Q+Esto target manager is responsible for communicating between host and target system. Also, there exist a counterpart on the target system communicating with the host target manager, which is called debug agent. Debug agent is a daemon task on real-time operating systems in the target system. It gets debugging requests from the host tools including debugger via target manager, interprets the requests, executes them and sends the results to the host.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Collaborative Planning Model for Brownfield Regeneration (브라운필드 재생을 위한 협력적 계획 모델 연구)

  • Kim, Eujin Julia;Miller, Patrick
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.3
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    • pp.92-100
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    • 2015
  • Unlike most other planning processes, brownfield planning generally requires a high level of technical and legal expertise due to potential site contamination. To successfully engage in inclusionary decision making, an adaptive collaboration strategy for brownfield planning is therefore critical. This study examines how a communicative planning approach can be used to overcome the challenge of enabling experts from different fields to work alongside lay people from the local community to achieve a properly balanced collaboration in brownfield planning. After identifying appropriate indicators for collaboration through a literature review of established communicative planning theory, these indicators are applied to the brownfield planning process, highlighting critical points of collaboration such as site prioritization, assessment, remediation, and redevelopment throughout. The results suggest the critical need for an adaptive model focusing on three aspects: 1. Facilitation of a balanced dialogue between the experts with social, cultural, and design-based knowledge and the ones with scientific and engineering-based knowledge, 2. Preparation of an appropriate tool for risk communication with the lay people, 3. Development of decision support system for the integration of expert-oriented technical data and public opinion-oriented subjective data.

A Study on Practice of Protective Actions for Medical Information - A comparison between hospital administrators and occupational therapists - (의료정보 보호행동 실천에 관한 연구 - 병원행정관리자와 작업치료사를 비교 -)

  • Kweon, Eun-Ha
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.12
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    • pp.1959-1970
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    • 2013
  • Attempts were made in this paper to compare the practice of protective actions for information of patients' medical treatment between hospital administrators who do not make direct contact with patients and occupational therapists who usually do. The comparison between jobs in charge showed that occupational therapists did not practice much protective actions for information of patients' medical treatment ($3.52{\pm}.809$) compared to hospital administrators ($3.92{\pm}.724$), even though the former had received regular education about protection, management and supervision of patients' medical information more often ($3.17{\pm}1.129$) than the latter ($3.16{\pm}1.037$). In spite of the fact that occupational therapists were exposed frequently to the danger of revealing medical information in the process of their job performance through talks and communications with patients, they displayed relatively little concern for and awareness of keeping information of medical treatment from being leaked by them. It is thus suggested to promote awareness of medical staff to protect medical information by means of flexible educational system for each occupational group, periodical monitoring, continuing public relation, training and quality control for protection of medical information, as well as routine self-examination of such practice.

Using 3-Dimensional Simulation for Environmently Friendly Road (친환경적도로에 대한 3차원시뮬레이션 적용)

  • Oh Il-Oh;Choi Hyun;Kang In-Joon
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2006.04a
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    • pp.425-429
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    • 2006
  • 본 연구는 VGIS(Virtual Geographic Information System)을 이용, 환경친화적인 도로건설을 위해 실제 좌표를 사용하므로 3차원 도로의 선형과 구조물을 설계하였다. 그리고 시공 중에 발생 할 수 있는 민원문제 및 설계변경 시 효율적인 의사결정 할 수 있도록 하였다. 대상지역은 전라남도 장흥군의 최대 역점사업인 관광을 테마로 한 정남진 가는 길을 컨셉으로 한 '가고 싶은 길', '보고싶은 다리', 기억하고픈 터널'을 주제로 설계하였으며 명실공히 남도의 새로운 관광명소가 될 자연관광도로가 될 것으로 기대된다. 기존의 3차원 설계에서는 평면적인 선형과 구조물의 형상을 이해하는데 상당한 시간이 소요되었지만, 구조물을 3차원으로 설계함으로써, 비전문가라도 구조물을 쉽게 파악 할 수 있었다. 그리고 3차원 설계는 기존 구조물과 신설될 구조물 사이에 공사 중 발생할 수 있는 환경 및 민원문제를 사전에 파악할 수 있었다. 또한, 실제와 같이 구현된 도로와 구조물의 시뮬레이션을 통하여 기존의 각종 의사 결정에 있어 보다 시각적 효과를 증진시켜 효율적인 의사결정을 가능하게 하였다. 본 연구에서는 실제 평면 설계에 쓰이는 좌표값을 3차원설계에 적용하였다. 도로 노선 및 경관분석에 많은 도움이 될 것으로 보이며 VGIS를 이용하므로 도시계획, 식물, 토양. 수로 또는 도로형태, 홍수계획 등 많은 일들이 평가에 사용된다. 여기서는 구조물 3차원 설계에 관한 기초적인 연구를 시행하였으며, 3차원설계를 통해 의사결정시 효율적인 판단을 할 수 있었고, 환경 친화적 시공 및 설계에 대한 연구가 이루어져야 될 것으로 판단된다.안전관리를 위해 채석장에 안전표지판을 설치하여야 하며, 실내가공 작업장의 자동이동시스템을 작업별로 채색하여 식별을 용이하게 하여야 하겠다. 또한 이 연구 결과를 영세사업장의 산업간호프로그램인 'Clean 3D'사업에서 적용하여 우리나라 채석사업장 근로자 건강관리를 발전시켜야 하겠다. 확장기 혈압에서 RZS와 DAD의 일치도와 평균을 중심으로 더 넓게 퍼져있어 낮은 일치도를 보였으며 또 DAD와 RMS의 혈압치는 숫자 선호도를 볼 수 있는데 특히 RMS는 더 뚜렷하게 나타났는데 확장기 혈압의 최빈치(30.6)는 100mmHg이었다. 혈압치들이 가장 가까이 "0"점으로 치우쳐져 있었다. RZS의 Central tendency는 DAD와 RMS보다 뚜렷하였다. 결론적으로 RZS는 이 연구목적으로 가장 적절함을 보여준다.청소년들의 학교급식에 대한 만족도를 높이기 위해서 다음과 같은 제언을 하고자 한다. 먼저, 학교급식에 대한 식단 작성 시 학생들이 학교에서 제공되기 원하는 식단에 대한 의견을 받고 그 의견에 대한 결과를 게시하여 학생들이 제공되기 원하는 식단을 급식 시 제공하여 학생들이 식단선택에 동참할 수 있는 기회를 주는 것이 바람직하겠다. 또한 영양사는 학급의 반대표와의 정기적인 모임을 가짐으로서 학생들의 불만사항 및 개선 요구사항에대해 서로 의견을 교환하여 설문지조사가 아닌 직접적인 대화를 하여 문제점을 파악하고자 하는 적극적인 자세가 필요하겠다. 특히 아침식사의 결식 빈도가 높았고 이는 급식성과에 부정적인 영향을 줄 뿐 아니라 학교에서 제공하는 음식의 섭취정도에도 영향을 주고 있으므로 학생들에게 학부모와 전담교사 및 학교영양사는 학생들

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An Agroclimatic Data Retrieval and Analysis System for Microcomputer Users(CLIDAS) (퍼스컴을 이용한 농업기후자료 검색 및 분석시스템)

  • 윤진일;김영찬
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.38 no.3
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    • pp.253-263
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    • 1993
  • Climatological informations have not been fully utilized by agricultural research and extension workers in Korea due mainly to inaccessbilty to the archived climate data. This study was initiated to improve access to historical climate data gathered from 72 weather stations of Korea Meteorological Administration for agricultural applications by using a microcomputer-based methodology. The climatological elements include daily values of average, maximum and minimum temperature, relative humidity, average and maximum wind speed, wind direction, evaporation, precipitation, sunshine duration and cloud amount. The menu-driven, user-friendly data retrieval system(CLIDAS) provides quick summaries of the data values on a daily, weekly and monthly basis and selective retrieval of weather records meeting certain user specified critical conditions. Growing degree days and potential evapotranspiration data are derived from the daily climatic data, too. Data reports can be output to the computer screen, a printer or ASCII data files. CLIDAS can be run on any IBM compatible machines with Video Graphics Array card. To run the system with the whole database, more than 50 Mb hard disk space should be available. The system can be easily upgraded for further expansion of functions due to the module-structured design.

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An Agent System for Supporting Adaptive Web Surfing (적응형 웹 서핑 지원을 위한 에이전트 시스템)

  • Kook, Hyung-Joon
    • The KIPS Transactions:PartB
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    • v.9B no.4
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    • pp.399-406
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    • 2002
  • The goal of this research has been to develop an adaptive user agent for web surfing. To achieve this goal, the research has concentrated on three issues: collection of user data, construction and improvement of user profile, and adaptation by applying the user profile. The main outcome from the research is a prototype system that provides the functional definition and componential design scheme for an adaptive user agent for the web environment. Internally, the system achieves its operational goal from the cooperation of two independent agents. They are IIA (Interactive Interface Agent) and UPA (User Profiling Agent). As a tool for providing a user-friendly interface environment, the IIA employs the Keyword Index, which is a list of index terms of a webpage as well as a keyword menu for subsequent queries, and the Suggest Link, which is a hierarchical list of URLs showing the past browsing procedure of the user. The UPA reflects in the User Profile, both the static and the dynamic information obtained from the user's browsing behavior. In particular, a user's interests are represented in the form of Interest Vectors which, based on the similarity of the vectors, is subject to update and creation, thus dynamically profiling the user's ever-shifting interests.