• Title/Summary/Keyword: 시각정보선택

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Investigating the Monetary Value of Bus Arrival Time Information (실시간 버스도착정보의 가치 측정에 관한 연구)

  • Bin, Mi-Young;Kim, Hyo-Bin
    • Journal of Korean Society of Transportation
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    • v.23 no.6 s.84
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    • pp.81-89
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    • 2005
  • Real-time bus arrival information within the Bus Information System (BIS) is an invaluable resource for users that demand accurate and up-to-date bus headway information while waiting at a bus stop. The associated benefits of such a system come in two folds, that is to 1) resolve the psychological uncertainty caused by the lack of real-time bus arrival information and 2) empower the user waiting at bus stops with the ability to reliably coordinate various tasks and errands, such as a quick trip into a convenience store or restroom without fear of missing a bus pick-up. This paper discusses the appropriate methodology with which to measure the economic value of reliable bus arrival information, with particular emphasis on the psychological uncertainty in users associated with the lack of real-time headway information at bus stops. Data regarding bus transit users' willingness to pay for such a service is obtained through questionnaire surveys, and the Contingent Valuation Method is used to analyze and derive the associated economic value. Our findings indicate the monetary value associated with a real-time bus arrival information system is approximately 132.5 won/min at the 0.3 significance level.

Multi-Criteria Group Decision Making under Imprecise Preference Judgments : Using Fuzzy Logic with Linguistic Quantifier (불명료한 선호정보 하의 다기준 그룹의사결정 : Linguistic Quantifier를 통한 퍼지논리 활용)

  • Choi, Duke Hyun;Ahn, Byeong Seok;Kim, Soung Hie
    • Journal of Intelligence and Information Systems
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    • v.12 no.3
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    • pp.15-32
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    • 2006
  • The increasing complexity of the socio-economic environments makes it less and less possible for single decision-maker to consider all relevant aspects of problem. Therefore, many organizations employ groups in decision making. In this paper, we present a multiperson decision making method using fuzzy logic with linguistic quantifier when each of group members specifies imprecise judgments possibly both on performance evaluations of alternatives with respect to the multiple criteria and on the criteria. Inexact or vague preferences have appeared in the decision making literatures with a view to relaxing the burdens of preference specifications imposed to the decision-makers and thus taking into account the vagueness of human judgments. Allowing for the types of imprecise judgments in the model, however, makes more difficult a clear selection of alternative(s) that a group wants to make. So, further interactions with the decision-makers may proceed to the extent to compensate for the initial comforts of preference specifications. These interactions may not however guarantee the selection of the best alternative to implement. To circumvent this deadlock situation, we present a procedure for obtaining a satisfying solution by the use of linguistic quantifier guided aggregation which implies fuzzy majority. This is an approach to combine a prescriptive decision method via a mathematical programming and a well-established approximate solution method to aggregate multiple objects.

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Study on Development of LED Camping Light Design Based on IOT and Emotional Lighting Contents (IOT 및 감성조명 콘텐츠 기반의 LED 캠핑등 디자인 개발에 관한 연구)

  • Kim, Hee-Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.332-342
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    • 2018
  • This study is aimed at suggesting information about technical choices for designing LED camping lights based on emotional lighting contents of integrated IOT and design areas which take a central role in creation and knowledge based industries and the procedure for materializing them. 'i-Light,' a portable LED camping light, is 'connected lighting' connecting men, space and emotion and a smart camping light based on IOT and emotional lighting contents. 'i-Light' has two functions. One is about lighting for adjusting color and color temperature naturally and the other is about safety for detecting harmful gases. 'i-Light' also has various emotional functions for experiencing interaction and taste of light. For the purpose, portable LED camping lights were designed, first of all, and then a highly color rendering/full-color lighting module, a smart sensor module and an IOT device platform were developed. In addition, efforts were made to establish detailed data about emotional lighting contents and to develop a Web application based on them. Finally, prototypes of portable LED camping lights were made to get a test bench and usability evaluation from related organizations. According to the results, all of 12 developed emotional lighting contents and three IOT safety sensors were suitable and prototypes were satisfactory. This paper will suggest a direction about actual technical choices for development of contents and products integrating artificial intelligence and big data and about the procedure for materializing them.

Establishment of Bank Channel Strategy using Correspondence Analysis : Based on the Customer's Choice Factors of Bank Channel (대응분석을 이용한 은행 채널전략 수립연구 : 고객의 은행채널 선택요인을 바탕으로)

  • Park, Un Hak;Park, Young Bae
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.6
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    • pp.151-171
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    • 2023
  • For the efficient establishment of a channel strategy for banks, this study aims to propose a channel model by classifying channels into types, and carrying out a correspondence analysis per type. A survey of bankers was conducted to visualize categorical data and create a positioning map. As a result, first, 12 banking channels were classified into 4 types based on business processing subjects and places, which were then, further grouped into the categories of full-banking and self-banking. Second, a correspondence analysis according to the classified types was carried out, and it was found that the branch-type is suitable for product description and customer management, while the banking-type is suitable for efficient business processing without time and space constraints. Furthermore, the analysis also showed that the machine-type and banking-type are inappropriate for customer management, and the mobility-type demonstrates low operational effectiveness due to a lack of awareness. The aforementioned findings suggest the need for a hybrid convergence channel that reflects the characteristics of banking tasks and fills in the gaps between the different channels. Third, a channel model was derived by adding a common area to the 2×2 model consisting of the business processing subjects and places. Therefore, this study is meaningful in that it examines the diversification of channels and factors in the division of roles by channel type based on customers' banking channel selection factors, and presents basic research findings for future channel strategy establishment and efficient channel operation.

Development of a user-friendly information system for river water quality using Web GIS (Web GIS를 이용한 수요자 중심의 하천수질 정보시스템 구현)

  • 엄정섭;신소은
    • Spatial Information Research
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    • v.10 no.1
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    • pp.45-59
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    • 2002
  • The author argues that the current Government Information System for river water quality appears to be non-user friendly due to lack of the cartographic representation for the field monitoring data. Acknowledging these constraints, an operational, user-friendly information system has been developed by combining Internet technology with GIS. A digital map for water quality has been generated by overlaying monitoring data on existing cartographic data such as road, topography and administrative boundary etc. A user interface was designed to address the need to querry the large spatial databases by non-GIS and non-environmental experts. The system has been checked experimentally and enabled the users to querry data required simply. And detailed visual maps for water quality can be generated over large areas quickly and easily. A visual mapping system for water quality was developed by reframing the monitoring data as graphic symbols and it was ideally suited to exploring area-wide water quality at a user-friendly manner due to extensibility and scalability along the various survey points. This system based on Web GIS could be accessed anywhere if internet is available. It would play a crucial role in improving the quality of public information service if it is operationally introduced into the Government since the highly user-friendly interface provides a completely new means for disseminating information far water pollution in a visual and interactive manner to the general public.

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Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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(<웹사이트에서의 휴대폰서비스체험 활용연구>)

  • Lee, Yoon-Jin;Chang, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.185-190
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    • 2006
  • 휴대폰 산업의 발전과 더불어 발전해온 휴대폰 서비스는 최근 단순한 정보 제공을 넘어 생활에 중요한 도구로 활용되는 모습을 보인다. 최근 등장하는 휴대폰 서비스는 종류가 다양하고 최신 휴대폰과 결합되어 복잡해져 사용자로 하여금 필요한 서비스를 선택하여 조작하는 것까지 전반적인 사용 과정의 어려움을 가져왔다. 더군다나 휴대폰 서비스는 무형의 상품이기 때문에 직접 조작해보지 못하고 사용해야 하며, 이것은 사람들로 하여금 불안감을 갖도록 한다. 따라서, 본 연구에서는 휴대폰 서비스에 대한 불안감을 줄이고 사용을 확장시키는 방법으로 서비스를 직접 만지고 조작해볼 수 있는 사전 체험을 제안하며, 이를 위한 도구로 웹사이트를 활용하는 방안을 제안한다. 웹사이트는 상호작용적인 매체로써 자연스럽게 사용자가 참여하고 개입하도록 유도하는 매체이며, 다양한 시각적, 청각적 미디어를 활용할 수 있어 감각적 체험을 제공하는데 유리하다. 또한 다른 매체와 비교해 웹사이트는 공간적, 시간적 제약이 적어 많은 사람들이 원하는 시간에 접근하도록 한다. 또한 이성과 감성적인 정보를 통합적으로 처리하는 인간의 특성을 고려해 볼 때, 정보와 재미를 함께 제공할 수 있는 웹사이트의 특성은 효과적이라 볼 수 있다. 마케팅 측면에서 보더라도 저렴한 비용으로 많은 사람들에게 정보를 전달할 수 있고, 사용자들의 행동을 측정해 데이터베이스화 한 후 후에 활용할 수 있다. 이러한 점들을 통합해보면 웹사이트는 휴대폰 서비스를 체험해보도록 하는 공간으로 적합하다고 볼 수 있다. 웹사이트에서 가상 체험을 효과적으로 활용하기 위해서 사용자들의 체험 과정에 어떠한 요인이 영향을 미치는지 알 필요가 있다. 이를 위해 본 연구에서는 현재 휴대폰 서비스 체험 사이트들의 체험 제공 방식을 분석해 유형을 나눈 후에 사용자 조사를 통해 사용자들에게 선호되는 방식과 체험 과정에 영향을 미친 요인을 고찰한다. 그리고 최종적으로 이러한 요인이 실제 휴대폰 서비스에 대한 호감과 어떤 관계를 갖는지 알아본다. 본 연구에서는 이를 위해 최근 가장 높은 이용률을 보이고 있는 20,30대 휴대폰 서비스 사용자 100명을 대상으로 2005년 10월 20일~30일에 설문조사와 간단한 인터뷰를 실시하여 선호 유형과 체험에 영향을 미치는 요인을 도출하였으며, 서비스 호감과의 관계를 알기 위해 이 중 가장 관여도가 높았던 17명을 대상으로 2005년 11월 10일~15일에 심층 인터뷰를 실시하였다. 사용자 조사 결과, 분류된 유형 중 체험방식에서는 개입의 정도가 클수록, 사용상황 안내방식에서는 가상공간과 메뉴로 제공하는 방식을, 사용방법 안내형식에서는 휴대폰 전체 이미지를, 마지막으로 표현형식에서는 일러스트레이션과 영상을 가장 선호하는 것으로 나타났다. 체험에 영향을 미치는 요인은 체험적 측면,정보제공 측면,웹사이트의 측면으로 구분되었으며 휴대폰 서비스의 호감과의 관계에서는 체험적 측면과 정보제공 측면은 서비스에 대한 호감과 깊은 관계를 갖고 있는 것으로 나타난 반면에 웹사이트의 측면은 서비스와 직접적인 관련을 짓지 않는 것으로 나타났다.

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The Effect of Characteristics of Web-site Usability on Trust and Purchase Intention of Social Commerce Sites (웹사용성 특성이 소셜커머스의 신뢰와 구매의도에 미치는 영향)

  • Jung, Lee-Sang
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.1-20
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    • 2015
  • This study analyses the relationship with the feature of the web usability and Social commerce. Therefore, this research tries to investigate the relationship about in which the characteristic of the web-site usability is connected through the confidence about the Social commerce site to the re-purchase. The existing research that the information system and Electronic commerce relates is considered and the usability factor about the Social commerce site tries to be drawn and these try to verify on the relationship with the trust building of the user about the Social commerce site and purchasing intention through the positive research. The result is follows. First, the visual property of the Social commerce site was confirmed to have the descriptive ability noted to the confidence. Second, it was confirmed to have the descriptive ability that information characteristic about the Social commerce site notes to the confidence. Third, it was confirmed to have the descriptive ability that relative characteristic about the Social commerce site notes to the confidence. The importance of the web-site usuability has preferentially to be considered in being put through this research and building the confidence of the social commerce user could be known. When running with the social commerce site design, this is determined because it can become the useful standard.

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Mosaic image generation of AISA Eagle hyperspectral sensor using SIFT method (SIFT 기법을 이용한 AISA Eagle 초분광센서의 모자이크영상 생성)

  • Han, You Kyung;Kim, Yong Il;Han, Dong Yeob;Choi, Jae Wan
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.2
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    • pp.165-172
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    • 2013
  • In this paper, high-quality mosaic image is generated by high-resolution hyperspectral strip images using scale-invariant feature transform (SIFT) algorithm, which is one of the representative image matching methods. The experiments are applied to AISA Eagle images geo-referenced by using GPS/INS information acquired when it was taken on flight. The matching points between three strips of hyperspectral images are extracted using SIFT method, and the transformation models between images are constructed from the points. Mosaic image is, then, generated using the transformation models constructed from corresponding images. Optimal band appropriate for the matching point extraction is determined by selecting representative bands of hyperspectral data and analyzing the matched results based on each band. Mosaic image generated by proposed method is visually compared with the mosaic image generated from initial geo-referenced AISA hyperspectral images. From the comparison, we could estimate geometrical accuracy of generated mosaic image and analyze the efficiency of our methodology.

Layout Based Multimodal Contents Aughoring Tool for Digilog Book (디지로그 북을 위한 레이아웃 기반 다감각 콘텐츠 저작 도구)

  • Park, Jong-Hee;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.512-515
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    • 2009
  • In this paper, we propose layout based multimodal contents authoring tool for Digilog Book. In authoring step, users create a virtual area using mouse or pen-type device and select property of the area repetitively. After finishing authoring step, system recognizes printed page number and generate page layout including areas and property information. Page layout is represented as a scene graph and stored as XML format. Digilog Book viewer loads stored page layout and analyze properties then augment virtual contents or execute functions based on area. Users can author visual and auditory contents easily by using hybrid interface. In AR environment, system provides area templates in order to help creating area. In addition, proposed authoring tool separates page recognition module from page tracking module. So, it is possible to author many pages using only single marker. As a result of experiment, we showed proposed authoring tool has reasonable performance time in AR environment. We expect that proposed authoring tool would be applicable to many fields such as education and publication.

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