• Title/Summary/Keyword: 새로운 인간

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Implementation and Design of Objective Quality Assurance System for Multimedia Service Video (멀티미디어 서비스 영상의 객관적 품질측정 시스템 설계 및 구현)

  • Joo, Hae-Jong;Hong, Bong-Hwa;On, Jin-Oh;Hong, Suk-Ju
    • 전자공학회논문지 IE
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    • v.45 no.1
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    • pp.58-64
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    • 2008
  • This Paper provides perceptual metrics for video quality based on properties of human visual system, and audio quality based on human audition. All metrics work without reference signals, allowing non-intrusive, in-service measurements. A simple and easy-to-learn user interface displays the metrics and saves them in popular file formats like CSV. In this paper, proposed method was able to various and corrective measurement for the multimedia service video quality. As that it was able to application to set up service guide line and the methode of measurement and system for the set up standardization of the high quality video service.

Proposal of a Movable Armrest for Preventing the Musculoskeletal Disorders (VDT작업에서의 근골격계 질환 예방을 위한 새로운 팔 지지대 제안)

  • Park, Gyeong-Su;Kim, Sang-Su;Jo, Il-Haeng;Hong, Gi-Beom
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.1-10
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    • 2006
  • In spite of the rapid increase of computer use in our everyday life, not much effort is undertaken to take measures to prevent Musculoskeletal Disorders(MSDs). In this paper, we suggest a movable armrest which would lower the exposure to the MSDs, especially on the vicinity of arm. The aim of this study is to determine whether there are differences in wrist angle variations, forearm muscular loads, comfort and normal performance between the invented movable armrest and a conventional armrest when using a computer mouse. Eight experienced VDU workers performed a standardized simple task set which consists of 15 detailed tasks with each armrest. The wrist angle variations in the right arm were registered by electrogoniometer and the muscle activities in the shoulder, deltoid and two extensors in the forearm were also registered by electromyograph. The subjects rated perceived comfort while performing the tasks with each armrest. Working with the invented armrest, compared to general, gave significantly decreased wrist angle variations at most of the detailed tasks of both biaxial movements. Moreover, as the distance of targets increased, the difference of muscle activities in two different situations trend to be increasing. At the same time, in work with invented armrest, the subjects rated more comfort and they showed decreased normal performances in 8 detailed tasks which were mainly caused by macro moving time.

Study of KINECT based 3D Holographic and Gesture (KINECT 기반 3D 홀로그래픽과 제스처에 대한 연구)

  • Jiang, Zhou;Seo, Laiwon;Roh, Changbae
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.411-417
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    • 2013
  • Two-dimensional image processing method and tools Rigi then developed a report prepared by a variety of video and three-dimensional images are increasing demands for navigation. The hard part to experience in the real world experience in the virtual environment, and has the purpose to take advantage of. This is a system that provides a simple 3D background, but everyday actions that can control the system with the needs of an instinctive interface technology means. The purpose of this study a variety of human behavior using the Kinect device in action close to the three-dimensional technology to develop a new navigation control is Kinect Holography and 3D images using the input data so that you have the linkage is to design the system.

Applying Collaborative Filtering for Analysis of User's behavior (사용자의 행동 분석을 위한 과거 기록의 협력 필터링 적용)

  • Kim, Yong-Jun;Park, Jung-Eun;Oh, Kyung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1289-1297
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    • 2006
  • 모든 곳에 존재하는 네트워크 환경을 의미하는 '유비쿼터스' 시대와 최신 기술로 구현되어 인간을 도와주는 '지능형 로봇'의 시대가 도래하고 있다. 기술의 흐름은, 이제 우리에게 공장과 공원 등의 공공 장소뿐 만이 아니라, 생활의 기본이 되는 가정 안에서의 로봇을 받아들일 준비를 요구하고 있다. 로봇과 사용자는 실제 생활 속에서 많은 상호 작용을 하게 되며, 필연적으로 여러 가지의 불확실성을 내포하게 되는데, 각각의 요청들과 상황들은, 미리 정해진 규칙에 의거해 처리하기에는 너무 다양하다. 그 어려움을 극복하는 방법으로, 어떤 상황에 적응하는 방법으로 기억을 사용 하는 인간과 마찬가지로, 로봇은 새로운 요청을 처리하기 위해 과거의 기록을 사용할 수 있다. 여러 가지 과거의 기록들을 잘 정리해서 분류하여 저장해둔 후, 현재의 요청에 대한 답으로, 가장 가능성 있는 과거의 기록을 찾아내는 것이다. 본 논문에서는 사용자와 로봇 사이에서 상호 작용에서 발생할 수 있는 불확실성을 과거기록의 탐색을 통해 해결하고자 하였다. 과거 기록은 시간, 장소, 대상 물건, 행동 유형으로 구분되어 저장하였으며, 각각의 유사 가능성(Possibility)들의 합을 기준으로, 전체 기록을 K-Means 알고리즘을 통하여 군집화하고 협력 필터링을 기반으로 현재의 요청이 담고 있는 불확실성에 대한 가능성 있는 값을 추천해 주었다. 제한된 공간과 제한된 자료의 수에 의한 실험 결과로서의 한계를 가지고 있지만, 실제 가정용 로봇에서의 적용 가능성을 보여주었다.

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The new paths of user interface #1 - The non-verbal communication for the interactive media - (사용자 인터페이스의 새로운 길 #1 - 인터렉티브 미디어를 위한 비언어적 의사소통 방법 -)

  • 류제성
    • Archives of design research
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    • v.13 no.3
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    • pp.49-58
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    • 2000
  • We commonly use the computer interface a generalized form. However, the requirement of the user various and some users cannot apply the general circumstance. For these requirements, this research suggests the non-verbal communication. The suggestion is that Mewing with the mouth in human behavior applies to the interaction of the computer This was offered in three forms. First, drawing application: second, the arcade game: third, the interactive book. in condusion, we confirmed that the suggestion of this research could be effectively used for the development of the human computer interface.

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Adaptive SEJONG-NET (적응 학습 능력을 가진 SEJONG-NET)

  • Park, Hye-Young;Lee, Yill-Byung
    • Annual Conference on Human and Language Technology
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    • 1995.10a
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    • pp.164-168
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    • 1995
  • SEJONG-NET은 시각 문자패턴의 인식 과정을 설명 할 수 있는 적절한 패러다임을 제공하기 위해 척추동물의 시신경계 구조와 기능을 모방하여 만든 문자인식 모형이다. 초기에는 온라인 한글 인식을 위하여 설계되었으며, 이후 다양한 문자 집합이나 오프라인 한글 문자를 위한 모뎀들이 개발되었다. 현재까지 개발된 여러 SEJONG-NET 모델이 가지고 있는 문제점은 정직성이라고 할 수 있다. 즉, 설계 초기에 고려한 인식 대상 문자 집합과 문자 패턴에 대해서만 인식이 가능하고, 변형된 패턴을 기존의 패턴으로 근사화하여 해석하거나 새로운 패턴에 대하여 그것을 추가 학습하는 것이 불가능하다. 따라서 본 논문은 SEJONG-NET의 이러한 제약점을 해결하여 한글 인식 문제에 일반적으로 적용될 수 있도록 개선하는 것을 목적으로 한다. 이를 위해 상위층에서는 인간이 가지고 있는 문자에 대한 구조적인 지식을 표현하고 학습을 통해 추가적으로 습득할 수 있는 형태로 구현하였고, 하위층에서는 상위층에서 쓰이는 구조적인 지식을 표현하는데 적합한 특징을 추출해 낼 수 있도록 구현하였다. 특히 하위층에서는 인간의 초기 시각 피질에서 감지되는 특징들을 추출하도록 구현하여 사용되는 특징이 일반성을 가질 수 있도록 하였다. 이러한 방법을 기반으로 하여 본 논문에서는 변형된 패턴에 대한 적응 학습 능력을 가지며 인지과학적인 사실에 보다 충실하도록 개선된, 온라인 한글 인식을 위한 SEJONG-NET 모델을 제안한다.

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A Research on Motion Graphic by Opening Title Sequence of Korea Movie (한국영화 오프닝타이틀 시퀀스를 통한 모션그래픽에 관한 연구)

  • Choi, Ji-Hye;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.618-625
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    • 2010
  • Receiving information and transmitting it is the most basic and important thing in numan society. And modern communication is not only transmitting objective information but also a visual communication which shows feeling of each emotions and image-motive. Introduction of Motion graphic which was grown by new media changed opening title sequence to a more expanded genre. The purpose of this research is to announce the new value of opening title sequence. Motion graphic will be used continually as an important way to communicate and also a guideline which could transmit exact informations and emotions to viewers with creative expressions.

HVS Based Digital Watermarking Using the POCS Theory (POCS 이론을 이용한 인간시각시스템 기반 디지털 워터마킹)

  • Kim, Hee-Jung;Seo, Yong-Su;Kim, Ji-Hong
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.516-524
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    • 2005
  • In this paper, a new watermarking scheme based on the POCS theory and human visual system is proposed. Using the POCS theory, watermarks are embedded into imperceptible image regions such as edge and strong texture area in the spatial domain. Also it is inserted into middle frequency band in the transform domain to achieve the robustness against compression and filtering, etc. In addition, different gain factors are employed into blocks classified by considering texture masking effect. By doing so, the proposed method has a novel property of having both the imperceptibility and the robustness simultaneously. Simulation results show that the proposed method has an excellent performance better than conventional approaches.

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A Hierarchical Neural Network for Printed Hangul Character Recognition (인쇄체 한글문자 인식을 위한 계층적 신경망)

  • 조성배;김진형
    • Korean Journal of Cognitive Science
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    • v.2 no.1
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    • pp.33-50
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    • 1990
  • Recently, neural networks have been proposed as computaional models for hard prlblems that the brain appears to solve easily. This paper proposes a hierarchical network which practically recognizes printed Hangul characters based on the various psychological stueies. This system is composed of a type classification netwotk and six recognition networks. The former clessifier input character images into one of the six thper by their overall sturcture, and the latter further classify them into character code. Extperiments with most frequently used 990 printed hangul characters conform the superiority of the propsed system. After all, neural nework approach turns out to be very reasonable through a comparison with statistical classifier and an analysis of mis-classification and generalization capability.

Emotion Recognition Based on Human Gesture (인간의 제스쳐에 의한 감정 인식)

  • Song, Min-Kook;Park, Jin-Bae;Joo, Young-Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.1
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    • pp.46-51
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    • 2007
  • This paper is to present gesture analysis for human-robot interaction. Understanding human emotions through gesture is one of the necessary skills fo the computers to interact intelligently with their human counterparts. Gesture analysis is consisted of several processes such as detecting of hand, extracting feature, and recognizing emotions. For efficient operation we used recognizing a gesture with HMM(Hidden Markov Model). We constructed a large gesture database, with which we verified our method. As a result, our method is successfully included and operated in a mobile system.