• Title/Summary/Keyword: 시각적 인식

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Development of System for Real-Time Object Recognition and Matching using Deep Learning at Simulated Lunar Surface Environment (딥러닝 기반 달 표면 모사 환경 실시간 객체 인식 및 매칭 시스템 개발)

  • Jong-Ho Na;Jun-Ho Gong;Su-Deuk Lee;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • v.33 no.4
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    • pp.281-298
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    • 2023
  • Continuous research efforts are being devoted to unmanned mobile platforms for lunar exploration. There is an ongoing demand for real-time information processing to accurately determine the positioning and mapping of areas of interest on the lunar surface. To apply deep learning processing and analysis techniques to practical rovers, research on software integration and optimization is imperative. In this study, a foundational investigation has been conducted on real-time analysis of virtual lunar base construction site images, aimed at automatically quantifying spatial information of key objects. This study involved transitioning from an existing region-based object recognition algorithm to a boundary box-based algorithm, thus enhancing object recognition accuracy and inference speed. To facilitate extensive data-based object matching training, the Batch Hard Triplet Mining technique was introduced, and research was conducted to optimize both training and inference processes. Furthermore, an improved software system for object recognition and identical object matching was integrated, accompanied by the development of visualization software for the automatic matching of identical objects within input images. Leveraging satellite simulative captured video data for training objects and moving object-captured video data for inference, training and inference for identical object matching were successfully executed. The outcomes of this research suggest the feasibility of implementing 3D spatial information based on continuous-capture video data of mobile platforms and utilizing it for positioning objects within regions of interest. As a result, these findings are expected to contribute to the integration of an automated on-site system for video-based construction monitoring and control of significant target objects within future lunar base construction sites.

The Role of Accrual Information in Valuation (기업가치평가에 있어서 발생액 정보의 역할)

  • 유성용
    • The Journal of Information Technology
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    • v.5 no.1
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    • pp.79-98
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    • 2002
  • This study examines the association between valuation and accrual information. According to accounting based valuation model, firm's value consists of net book value and abnormal earnings. Net book value and abnormal earnings are determined as the manager's accounting policy. Discretionary accruals may signal the manager's value expectation or be noisy factor of accounting variables. The results of this study are as follows; First discretionary accruals are associated to stock prices negatively but non-discretionary accruals are not to stock prices. This result suggests that discretionary accruals and non-discretionary accruals are the differential factors of the firm value. Second, the product term of discretionary accrual and net book value are associated to the stock price negatively but the product term of non-discretionary accrual and net book value are not associated to the stock price. the results indicate that discretionary accruals are noisy factors of net book value information. Third, the product term of discretionary accrual and net income are associated to the stock price negatively and the product tenn of non-discretionary accrual and net income are also associated to the stock price negatively, the results suggest that discretionary accruals are noisy factors of earnings.

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Study on Television Reality Game Show A Text/Context Analysis of the Set and Characters of (텔레비전 리얼리티 게임쇼의 게임성과 실재성 <더 지니어스>의 공간 배치와 캐릭터에 나타난 게임적 리얼리티를 중심으로)

  • Kang, Bo-ra;Gong, Da-som;Yoon, Tae-Jin
    • Korean journal of communication and information
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    • v.72
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    • pp.92-120
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    • 2015
  • The objective of this study is to find out how reality game shows, the relatively new television genre, produce a sense of reality and what differences we can find from the reality they produce in compared to that of traditional reality television shows. The researchers anaylized , aired in 2013and 2014 by tvN, with focus on the show's studio setting and characters in the show. During this process, the 'game elements' and 'reality factor' were considered to be the key words. Finally, the reality produces was examined from two aspects: the production and reception. As a result, we found that the reality it produces is more than just a imitation of the real world. It shuttles between the game world and real world, and encourages audiences to recognize the plural realities in our postmodern society. We hope this study stimulates further researches on reality game show genre, which had rarely gained academic attention.

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Domestic and International Experts' Perception of Policy and Direction on STEAM Education (융합인재교육(STEAM)의 정책과 실행 방향에 대한 국내외 전문가들의 인식)

  • Jung, Jaehwa;Jeon, Jaedon;Lee, Hyonyong
    • Journal of Science Education
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    • v.39 no.3
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    • pp.358-375
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    • 2015
  • The purposes of this study were to investigate the value, necessity and legitimacy of STEAM Education and to propose practical approaching methods for STEAM Education to be applicable in Korea through a variety of literature review, case studies and collecting suggestions from domestic and international educational experts. The research questions are as follows: (1) To investigate the perception, understanding and recognitions of domestic and foreign professionals in STEAM education. (2) To analyze policy implications for an improvement in STEAM. The following aspects of STEAM were found to be challenges in our current STEAM policy after analyzing multiple questionnaires with the professionals and case studies including their experiences, understanding, supports and directions of the policy from the governments. The results indicate that (1) there was a lack of precise and conceptual understanding of STEAM in respect to experience. Training sessions for teachers in this field to help transform their perception is necessary. Development of practical programs with an easy access is also required. It is important to get the aims of related educational activities recognized by the professionals and established standards for an evaluation. The experts perceived that a theme-based learning is the most preferred and effective approaching method and the programs that develop creative thinking and learning applicable to practice are required to promote. (2) The results indicate that there was a lack of programs and inducements for supporting outstanding STEAM educators. It is shown that making an appropriate environment for STEAM education takes the first priority before training numbers of teachers unilaterally, thus securing enough budget seems critical. The professionals also emphasize on developing specialized teaching materials that include diverse inter-related subjects such as science technology, engineering, arts and humanities and social science with diverse viewpoints and advanced technology. This work requires a STEAM network for teachers to link up and share their materials, documents and experiences. It is necessary to get corporations, universities, and research centers participated in the network. (3) With respect to direction, it is necessary to propose policy that makes STEAM education ordinary and more practical in the present education system. The professionals have recommended training sessions that help develop creative thinking and amalgamative problem-solving techniques. They require reducing the workload of teachers and changing teachers' perspectives towards STEAM. They further urge a tight cooperation between departments of the government related with STEAM.

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A Study on the Priority of RoboAdvisor Selection Factors: From the Perspective of Analyzing Differences between Users and Providers Using AHP (로보어드바이저 선정요인의 우선순위에 관한 연구: AHP를 이용한 사용자와 제공자의 차이분석 관점으로)

  • Young Woong Woo;Jae In Oh;Yun Hi Chang
    • Information Systems Review
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    • v.25 no.2
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    • pp.145-162
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    • 2023
  • Asset management is a complex and difficult field that requires insight into numerous variables and even human psychology. Thus, it has traditionally been the domain of professionals, and these services have been expensive to obtain. Changes are taking place in these markets, and the driving force is the digital revolution, so-called the fourth industrial revolution. Among them, the Robo-Advisor service using artificial intelligence technology is the highlight. The reason is that it is possible to popularize investment advisory services with convenient accessibility and low cost. This study aims to clarify what factors are critically important when selecting robo-advisors for service users and providers in Korea, and what perception differences exist in the selection factors between user and provider groups. The framework of the study was based on the marketing mix 4C model, and the design and analysis of the model used Delphi survey and AHP. Through the study design, 4 main criteria and 15 sub-criteria were derived, and the findings of the study are as follows. First, the importance of the four main criteria was in the order of customer needs > customer convenience > customer cost > customer communication for both groups. Second, looking at the 15 sub-criteria, it was found that investment purpose coverage, investment propensity coverage, fee level and accessibility factors were the most important. Third, when comparing between groups, the user group found that the fee level and accessibility factors were the most important, and the provider group recognized the investment purpose coverage and investment propensity coverage factors as important. This study derived useful implications in practice. First, when designing for the spread of the robo-advisor service, the basis for constructing a user-oriented system was prepared by considering the priority of importance according to the weight difference between the four main criteria and the 15 sub-criteria. In addition, the difference in priority of each sub-criteria shown in the group comparison and the cause of the sub-criteria with large weight differences were identified. In addition, it was suggested that it is very important to form a consensus to resolve the difference in perception of factors between those in charge of strategy and marketing and system development within the provider group. Academically, it is meaningful in that it is an early study that presented various perspectives and perspectives by deriving a number of robo-advisor selection factors. Through the findings of this study, it is expected that a successful user-oriented robo-advisor system can be built and spread in Korea to help users.

The Task-Based Approach to Website Complexity and The Role of e-Tutor in e-Learning Process (e-러닝 학습자 만족을 이끄는 것은 무엇인가? 지각된 웹사이트 복잡성(Perceived Website Complexity)과 e-튜터(e-Tutor)의 역할)

  • Lee, Jae-Beom;Rho, Mi-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.8
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    • pp.2780-2792
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    • 2010
  • In this study, we examine what components of e-learning environment affect e-learners' satisfaction. We focus on the task based approach to perceived website complexity(PWC). We study about the role of e-tutor using the internet, telephone, text message and e-mail etc. To test our model, we collected 235 data from online learners of Korea Culture & Content Agency using survey method. The research was conducted by SPSS15.0. Our results show that the relationship between PWC and e-learner satisfaction was negative. The rules of e-tutor are supporting e-learning service and facilitating recommendation intention. This study provides implications to design future e-learning service, understand user's herd behavior and evaluate learning process developed.

Ordinary Press Consumers' Predisposed Attitude's and Fairness Judgment (언론소비자가 갖는 이슈에 대한 태도가 언론의 공정성 판단에 미치는 영향)

  • Ahn, Cha-Su
    • Korean journal of communication and information
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    • v.46
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    • pp.323-353
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    • 2009
  • Press (un)fairness has been a social issue in Korea. The previous research focused mainly on the suggestion of fairness norms, principles, concepts, and definitions. Also, the research tried to measure the degree of fairness by analyzing press contents. This study attempted to overcome the media- and source-oriented approach proposing ordinary press consumers' perspectives. The study posited that one's fairness judgment would be greatly influenced by his or her preexisting attitudes on issue. Based on social judgment theory and hostile media perception framework, the research expected 'assimilation' bias for attitudinally congruent group and 'contrast' bias for attitudinally incongruent group. An $3\times3\times2$ experimental design was employed to test the theoretical predictions. The results found assimilation and contrast bias for strong attitude groups who read one-sided and two-sided messages. The results also implied hostile media perception occurred by selective categorization. Also the difficulty and limitation of traditional fairness judgment and media-centered approach was discussed.

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Brain Mechanisms about cognition a virtual avatar when we shake hands with the virtual avatar ; a preliminary study (가상의 아바타와 악수 시 아바타의 인지와 관련된 뇌 메커니즘 - 선행연구)

  • Lee, Hyeong-Rae;Ku, Jeong-Hun;Lee, Won-Ho;Han, Ki-Wan;Park, Jin-Sick;Kim, Jae-Jin;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.651-655
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    • 2008
  • It provides a three-dimensional virtual experience consisting of information presented to and perceived by the senses of the user. Recently, the advent of a virtual avatar, which mimics the appearance and behavior of humans, enable that the virtual reality (VR) can provide not only a virtual space but also a virtual society to be interact with a virtual avatar which represents humans. But, it is impossible that the user directly interacts with the VE in previous studies, though direct interactions occur in real social relationship. Therefore, In this study, we know that the cognition about a avatar when the user directly interacts with the virtual avatar in the VE. In order to investigate this purpose, we performed a fMRI study using VE that a avatar accept or reject the user's offer when the user offer his (or her) hand to a avatar. In result of questionnaire about the user's feeling by avatar's action, the user feels about avatar's acceptance action that the avatar acts positively and suitably. In contrast the user feels about avatar's rejective action that the avatar acts negatively and disapprovingly. In result of fMRI analysis, the primary visual area, the visual association area, the SMA, the premotor area, the cerebellum and etc, activate in common with the other avatar's acceptance action and rejective action. The results show that the subject recognizes not only avatars as social objects but also avatar's action as socially meaningful action. In other words, it is possible to transfer social context and emotion through avatar's action.

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Aesthetical Expression Of Contourline Using Real-Time Camera (실시간 카메라를 이용한 등고선의 미학적 표현 연구 - 라인드로잉으로서의 등고선 표현 방법 연구)

  • Kang, Chang-Koo;Kim, Dong-Jo;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.470-474
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    • 2008
  • The image as a media has changed consistently since it was first introduced. According to these changes, the image has been reproduced in different fields and contexts. Thus, the paradigm on the production and the consumption of the image has been changed and recycled rapidly. The relation between the production and the consumption of the image also has changed accordingly, allowing quite ambiguous distinction between the producer and the consumer. The transformation through the transfer of the image among different fields opens up a new potential that these reproduced images could be used as an aesthetically expressive tool, rather than merely leaving images to remain royal to its original function as a sign. The thesis is to explore the potential that the topographical lines have beyond its function as a sign age. During the reproduction of the image, the process actively invites the spectator or the consumer to participate in the formation of the image, which promotes a new relation between the producer and the consumer. Instead, the process encourages the consumers to be active producers as well. As a result, the topographical lines do not merely remain as a sign that demarcates the height of the topography, and new images are constantly reproduced from the active participants. This project questions the fixed idea on the sign as a communicative tool, and suggests a new potential for the sign, especially, the topographical lines.

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A study in the Datuotou Culture (대타두문화에 대한 일고찰)

  • Bock Gi-Dae
    • KOMUNHWA
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    • no.61
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    • pp.45-65
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    • 2003
  • The Datuotou culture is a bronze age culture in the Jing and Jin region dating from the twenty-second century to the fifteenth century B.C. As an independent culture, it succeeded the last Neolithic tradition of the region and absorbed the neighboring loc

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