• Title/Summary/Keyword: 시각적 환경

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Analysis of Automotive HMI Characteristics through On-road Driving Research (실차 주행 연구를 통한 차량별 HMI 특성 분석)

  • Oh, Kwangmyung
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.49-60
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    • 2019
  • With the appearance of self-driving cars and electric cars, the automobile industry is rapidly changing. In the midst of these changes, HMI studies are becoming more important as to how the driver obtains safety and convenience with controlling the vehicle. This study sought to understand how automobile manufacturers understand the driving situation, and how they define and limit driver interaction. For this, prior studies about HMI were reviewed and 15 participants performed an on-road study to drive vehicles from five manufacturers with using their interfaces. The results of the study confirmed that buttons and switches that are easily controlled by the user while driving were different from manufacturer to manufacturer. And there are some buttons that are more intensively controlled and others that are difficult to control while driving. It was able to derive 'selection and concentration' from Audi's vehicle, 'optimization of the driving ' from BMW's, 'simple and minimize' from Benz's vehicle, 'remove the manual distraction' from the vehicle of Lexus, and 'visual stability' from KIA's vehicle as the distinctive keywords for the HMI. This shows that each manufacturer has a different definition and interpretation of the driver's driving control area. This study has a distinct value in that it has identified the characteristics of vehicle-specific HMI in actual driving conditions, which is not apparent in appearance. It is expected that this research approach can be useful to see differences in interaction through actual driving despite changes in driving environment such as vehicle platooning and self-driving technology.

Trend Analysis of Sports for All-Related Issues in Early Stage of COVID-19 Using Topic Modeling (토픽 모델링을 활용한 코로나19 초기 생활체육 이슈 분석)

  • Chung, Yunkil;Seo, Sumin;Kang, Hyunmin
    • Journal of Intelligence and Information Systems
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    • v.28 no.3
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    • pp.57-79
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    • 2022
  • COVID-19, which started in December 2019, has had a great impact on our lives in general, including politics, economy, society, and culture, and activities in sports and arts have also been significantly reduced. In the case of sports, sports for all fields in which ordinary citizens participate were particularly affected, and cases of infection in places closely related to people's lives, such as gyms, table tennis, and badminton clubs, also amplified the social fear of the spread of COVID-19. Therefore, in this study, we analyzed news articles related to sports for all at the time when COVID-19 was first spread, and investigated what issues were emerging and being discussed in the sports for all field under the COVID-19 situation. Specifically, we collected news articles dealt with sports for all issues under the COVID-19 situation from Korea's leading portal news sites and identified key sports for all issues by performing topic modeling on these articles. Through the analysis, we found meaningful issues such as COVID-19 outbreak in sports facilities and support for sports activities. In addition, through wordcloud analysis of these major issues, we visually understood the issues and identified the changes in these issues over time.

The Effect of White Noise on Memory and Attention of Local Community Elderly during Computer-Based Cognitive Rehabilitation Program (컴퓨터 기반 인지재활 프로그램 적용 시 백색소음이 지역사회 노인의 기억력과 주의력에 미치는 영향)

  • Kim, Gi-Di;Heo, Myoung
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.627-633
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    • 2019
  • The purpose of this study was to investigate the effect of white noise on memory and attention of local community elderly during computer-based cognitive rehabilitation program(COMCOG). 30 elderly subjects were recruited and conveniently allocated into experimental and control group. Experimental group subjects carried out COMCOG with white noise. Control group subjects received COMCOG for 30 minutes, 3 times per week for 6 weeks. Neurocognitive funtion test(CNT) were used to evaluate memory and attention during pre and post. The most CNT outcome at post was significantly improved than the pre outcome in the both group(p<.05). And the experimental group showed significantly difference from control group(p<.05). The result of this study show that the COMCOG with white noise may be appropriate for improving memory and attention in elderly. This will enable the application of COMCOG with white noise in cognitive rehabilitation therapy of local elderly and it will help guide the selection of the therapist as one therapeutic basis

Middle Schooler's Perception of the Unit "Housing Education" of the 9th Grade Technology and Home Economics (주생활 영역 학습에 대한 중학생의 인식)

  • Choi, Hyun-Suk;Jang, Sang-Ock
    • Journal of Korean Home Economics Education Association
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    • v.20 no.3
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    • pp.1-16
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    • 2008
  • The purpose of this study is to investigate the perception of middle schooler's lesson of 9th grade "Housing Education" Questionnaire survey was conducted with 394 middle school students in Gyeongnam in 2006 and the dada analyzed by the descriptive statistics, t-test, One-way ANOVA, Duncan's multiple range test, Pearson correlation and multiple regression analysis by using SPSS 14. program. The result of this study were as follows. The unit 'Use of dwelling space' was perceived useful in real life, interesting in explanation & visual materials of the text, taught easily to understand the students and ranked highest in class satisfaction compared with the rest two units. The unit 'Indoor environment & equipment' was least interesting, most difficult and ranked lowest in class satisfaction. The unit 'House management & repair' was relatively interesting and easy, but not useful in real life, not much interesting in explanation & visual materials in text, taught difficult by teachers. The class satisfaction ranked second of the units. Female students perceived that the unit 'Use of dwelling space' was easy, but male students perceived that all the units were interesting in the explanation & visual materials in textbook, various teaching-learning methods, interesting experiment & practice, and was satisfied with the unit 'House management & repair'. As their academic achievement of "Technology & Home Economics" was lower, they perceived that the education contents and various experiment & practice were more difficult. The class satisfaction of middle schoolers about the unit "Housing Education" were affected by how easily the teacher taught the subject, making it more understandable, the level of difficulty of the contents and the level of interest of explanation & visual materials of text.

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A Study on audience role of Contemporary Theatre - Focused on Punchdrunk's (동시대극의 관객역할 연구 - 펀치드렁크 극단의 <슬립 노 모어>를 중심으로)

  • Jeon, Yun-Kyung
    • (The) Research of the performance art and culture
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    • no.40
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    • pp.223-268
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    • 2020
  • In contemporary Theatre, the case of inducing direct communication between the audience and the performance is prominent. Especially with the development of digital technology, the audience wants a personalized experience. The emergence of 'immersive Theatre' in this trend has attracted great attention both at home and abroad. In particular, the most important role in the emergence of the concept of 'immersive Theatre' is the British punchdrunk Theatre. Their representative performance began to premiere in London in the UK in 2003 and has expanded to include New York and China in Shanghai and continues to be extremely popular until 2019. In general, a review of existing studies on the role of the audience in shows that the focus is on the participation of the audience. What experience will be given to the audience can not be emphasized in contemporary Theatre. In order to satisfy the diverse needs of the audience, contemporary Theatre are increasingly showing complexity that cannot be explained by any one theory. The same goes for . This is because each audience wants a personalized experience, and there are differences in experience depending on the environment in which the audience also grew up, knowledge, culture, and taste. This study selected Punch Drunk's as a performance that can represent contemporary Theatre, and conducted a study on the role of audience in contemporary Theatre. To this end, we have historically explored past discussions about the role of the audience and discussed the characteristics of the role of the audience in contemporary Theatre. Next, I analyzed in detail the experience of the researcher "He" who watched the performance with the researcher on the role of the audience in . In conclusion, the experience of the audience in is diverse and complex. In other words, the role of the traditional audience in the proscenium play, as well as the audience as a participant in the post-drama play, was also complex in the performance. And this complexity was not a coincidence, but a planning strategy for the Punchdrunk Theatre. Therefore, when discussing the role of the audience in contemporary Theatre, there should be a discussion that clearly sees the complex characteristics of contemporary Theatre through the approach from various perspectives, rather than merely one view of the audience as a participant. something to do.

A Study on the Educational material Using Integrated Media (인터그레이티드 미디어 교육교재에 관한 연구)

  • 이영희
    • Archives of design research
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    • v.12 no.3
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    • pp.5-14
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    • 1999
  • In this competitive environment which changes rapidly na extensively we can perceive that the role of education is getting important more and more. The challenge that we face is how we can handle the information and convert it to the knowledge. A lot of schools have already tried to improve the effect of education by using the computers. Besides providing the content of education newly and interestingly the educational use of the integrated Media has a strong point in terms of efficiency and effectiveness that it is excellent in storage, communication, control and handling enormous information as well as in a peculiarity of reciprocity, the high usefulness of communicative education using the experience of vision, audition and simulation in the method of participating of students themselves in education that the previous media systems didn't have. This thesis brought up a substantial problem in producing the consequences of education for children by investigating the psychological and recognitional abilities of children and by understanding the essence of the Integrated Media. And this study provided the solution in terms of the content and the viewpoint in design to raise the educational efficiency and effectiveness of the Integrated Media even though it is just a partial solution.

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The effect of job stability on senior citizen's quality of life : mediated effect of job satisfaction (고용안정성과 삶의 질 간의 관계에서 고용 관련 만족도의 매개효과 검증 : 고령 근로자를 중심으로)

  • Jeong, Woo Jin;Jung, Sung Cheol
    • Journal of Venture Innovation
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    • v.3 no.1
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    • pp.67-85
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    • 2020
  • In this article, we investigated the overall relationship between the employment stability of senior wage earners and their quality of life. Moreover, we analyzed a mediated effect of satisfaction variables: income satisfaction, work environment satisfaction, and overall job satisfaction. For the research, we used the data from the Korean Longitudinal Study of Aging (KLoSA) and analyzed the data set of 1,318 senior wage earners. The result showed that there exists a positive relationship between job stability and job satisfaction, while the overall quality of life has a negative relation with both the job stability and job satisfaction. This study showed a contradictory result from previous studies that claim that the quality of employment such as job stability and job satisfaction has a positive relationship with the quality of life, and the result implies that the research on senior wage earners requires perspectives different from those on other age groups and social classes.

Sensual Aisthesis of the Communication Visualization through Twitter (트위터를 이용한 상호소통 시각화의 감각적 경험)

  • Yoo, Miohk;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.29-35
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    • 2012
  • As the distribution rate of the Smart mobile increased, the software technology and ideas for the ubiquitous systems advanced day after day to establish an environment where the public can easily access and experience such technologies. The communication between an individual and the many became more convenient through the social network services (SNS) and the individuals started to attempt to communicate in various methods. The communication methods and techniques became more diverse and the media art pieces focusing on the communications among many also became more interesting. This study attempted to create a prototype of the visual communication media art through the indirect participation of one of the widespread SNS, Twitter, for the communication and also to suggest the direct and indirect communication routes among the humans. In addition, the use of the typography in the pieces also attempted to examine a new type of work that combines the SNS and media art while delivering the text messages.

Measurement of Flickering Artifact for H.264 with Periodic I-Frame Structure (주기적 I-프레임 구조의 H.264 부호화 동영상을 위한 플리커링 측정 알고리즘)

  • Lim, Jong-Min;Kang, Dong-Wook;Jung, Kyeong-Hoon
    • Journal of Broadcast Engineering
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    • v.15 no.3
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    • pp.321-331
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    • 2010
  • Most of multimedia video coding algorithms are lossy schemes and several kinds of spatial and temporal artifacts are inevitable. Flickering, which is the most typical coding artifact in time domain, is mainly due to fact that the quality of coded sequence fluctuates as the quantization parameter is adjusted for rate control. In this paper, we analyzed the effect of quality variation according to the characteristics of video sequence when the I-frames are periodically inserted. And we proposed the FR(Full Reference)-based assessment algorithm to measure the amount of flickering artifacts in the coded video. It is discovered that the flickering becomes critical when the level of quality is intermediate and is affected by the amount of detail or movement, the size of object, and camera parameters. The proposed measurement algorithm shows is well consistent with HVS(Human Visual System).

Audio Stress Effect on Visual ERP Stimulated by 3-dimensional Environment (청각 스트레스가 3차원 시자극 유발전위에 미치는 영향 분석)

  • 박찬희;홍철운;김남균
    • Journal of Biomedical Engineering Research
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    • v.23 no.4
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    • pp.301-308
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    • 2002
  • This research was performed to analyze quantitatively how spiritual stress affects some ERPs on human through sight stimulus after the settlement of visual and auditory integration environment in three dimension space. We measured ERPs in the normal state and spiritual stress sessions separately. The subjects were 10 normal men and women and vital signs was recorded from Fpl, Fz, Cz, Pz, O1, O2's scalps. The experiment was done in isolated room where electro-magnetic effect do not affect. The result showed that P300's amplitude was a little higher under stress session and latent period in this resulted in longer time. We recorded through voltage variation the activity of brain which is in charge of human's perception. cognition, process of action and evaluated the effect of spiritual stress. We expected that the result of this research can be used to evaluate the malfunction of brain.