• Title/Summary/Keyword: 시각화 모델

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A Research on the Paradigm of Interaction Based on Attributes (인터렉션 속성에 기초한 인터렉션 범식화 연구)

  • Shan, Shu Ya;Pan, Young Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.127-138
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    • 2021
  • The aim of this study is to demonstrate interaction as a describable field and tries to understand interaction from the perspective of attributes, thus building a theoretical to help interactive designer understand this field by common rule, rather than waste huge time and labor cost on iteration. Since the concept of interaction language has been brought out in 2000, there are varies of related academical studies, but all with defect such as proposed theoretical models are built on a non-uniform scale, or the analyzing perspective are mainly based on researcher's personal experience and being too unobjective. The value of this study is the clustered resource of research which mainly based on academical review. It collected 21 papers researched on interaction paradigm or interaction attributes published since 2000, extracting 19 interaction attribute models which contains 174 interaction attributes. Furthermore, these 174 attributes were re-clustered based on a more unified standard scale, and the two theoretical models summarized from it are respectively focuses on interaction control and interaction experience, both of which covered 6 independent attributes. The propose of this theoretical models and the analyzation of the cluster static will contribute on further revealing of the importance of interaction attribute, or the attention interaction attribute has been paid on. Also, in this regard, the interactive designer could reasonably allocate their energy during design process, and the future potential on various direction of interaction design could be discussed.

Integrating AI Generative Art and Gamification in an Art Education Model to Enhance Creative Thinking (AI 생성예술과 게임화 요소가 통합된 미술 교육 모델 개발 : 창의적 사고 향상)

  • Li Jun;Kim Yoojin
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.425-433
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    • 2023
  • In this study, we developed a virtual artist play lesson model using gamification concepts and AI-generated art programs to foster creative thinking in freshman art majors. Targeting first-year students in the Digital Media Art Department at Sichuan Film & Television University in China, this course aims to alleviate fear of artistic creation and enhance problem-solving abilities. The educational model consists of four stages: persona creation, creative writing, text visualization, and virtual exhibitions. Through persona creation, students established their artist identities, and by introducing game-like elements into writing experiences, they discovered their latent creativity. Using AI-generated art programs for text visualization, students gained confidence in their creations, and in the virtual exhibitions, they were able to enhance their self-esteem as artists by appreciating and evaluating each other's works. This educational model offers a new approach to promoting creative thinking and problem-solving skills while increasing learner engagement and interest. Based on these research findings, we expect that by developing and implementing educational strategies that cultivate creative thinking, more students will grow their artistic capacities and creativity, benefiting not only art majors but also students from various fields.

Students' Comprehension and Interpretation Process of InscriptionsRepresenting the Concept of Atom and Molecule (원자 및 분자 개념을 표상한 시각자료에 대한 중학생들의 이해 및 해석 과정)

  • Noh, Tae-Hee;Yoon, Mi-Suk;Han, Jae-Young
    • Journal of the Korean Chemical Society
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    • v.53 no.3
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    • pp.355-367
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    • 2009
  • In this study, the 9th grade students were interviewed to explore their comprehension and interpretation processes of inscriptions representing the concept of atom and molecule. We used a semiotic model for the interview and the analysis of result. The research result revealed that the students performed structuring processes of interpreting inscriptions successfully, but they had a difficulty with translating processes for attaining the target concept or for connecting an inscription with another inscription. Translating processes of connecting inscription with text showed a different result according to achievement level of each student. On the other hand, all the interviewees showed similar sequences in the processes of interpreting inscriptions. Educational implications of these findings were discussed.

DQB (Dynamic Query Band): Dynamic Query Device for Efficient Exploration of Time-series Data (DQB (Dynamic Query Band): 시계열 데이터의 효율적인 탐색을 위한 동적 쿼리 장치)

  • Jo, Myeong-Su;Seo, Jin-Ok
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.715-718
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    • 2009
  • Time series data is a sequence of data points, measured typically at successive, spaced at time intervals. Many devices for an efficient exploration is developed according as the items of time series data increase. Among these devices, there is a Timebox widget as a representative device of dynamic query for interactive data exploration. Timeboxes are rectangular query region of interest. The users can draw the region of interest using simple mouse manipulation and the query result sets is displayed. But there is a limitation to represent the concrete query region and Timeboxes visualize the query region inconsistent with the mental model of users. To resolve these problems, we propose a new device called DQB(Dynamic Query Band). DQB is a qeury region consisting of user defined polyline with a thickness on time series data. This device is possible to concretely specify the query region. Also, it provides a simple and convenient interface and a good conceptual model.

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Development of User Interface and Blog based on Probabilistic Model for Life Log Sharing and Management (라이프 로그 공유 및 관리를 위한 확률모델 기반 사용자 인터폐이스 및 블로그 개발)

  • Lee, Jin-Hyung;Noh, Hyun-Yong;Oh, Se-Won;Hwang, Keum-Sung;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.5
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    • pp.380-384
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    • 2009
  • The log data collected on a mobile device contain diverse and continuous information about the user. From the log data, the location, pictures, running functions and services of the user can be obtained. It has interested in the research inferring the contexts and understanding the everyday-life of mobile users. In this paper, we have studied the methods for real-time collection of log data from mobile devices, analysis of the data, map based visualization and effective management of the personal everyday-life information. We have developed an application for sharing the contexts. The proposed application infers the personal contexts with Bayesian network probabilistic model. In the experiments, we confirm that the usability of visualization and information sharing functions based on the real world log data.

Fingerprint Liveness Detection and Visualization Using Convolutional Neural Networks Feature (Convolutional Neural Networks 특징을 이용한 지문 이미지의 위조여부 판별 및 시각화)

  • Kim, Weon-jin;Li, Qiong-xiu;Park, Eun-soo;Kim, Jung-min;Kim, Hak-il
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.5
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    • pp.1259-1267
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    • 2016
  • With the growing use of fingerprint authentication systems in recent years, the fake fingerprint detection is becoming more and more important. This paper mainly proposes a method for fake fingerprint detection based on CNN, it will visualize the distinctive part of detected fingerprint which provides a deeper insight in CNN model. After the preprocessing part using fingerprint segmentation, the pretrained CNN model is used for detecting the liveness detection. Not only a liveness detection but also feature analysis about the live fingerprint and fake fingerprint are provided after classifying which materials are used for making the fake fingerprint. Our system is evaluated on three databases in LivDet2013, which compromise almost 6500 live fingerprint images and 6000 fake fingerprint images in total. The proposed method achieves 3.1% ACE value about the liveness detection and achieves 79.58% accuracy on LiveDet2013.

Exploring the Combined Use of LiDAR and Augmented Reality for Enhanced Vertical and Horizontal Measurements of Structural Frames (골조 수직, 수평 측정작업 시 LiDAR 및 AR 기술 적용방안 제시)

  • Park, Inae;Kim, Sangyong
    • Journal of the Korea Institute of Building Construction
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    • v.23 no.3
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    • pp.273-284
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    • 2023
  • This study is centered on the combined use of LiDAR(Light Detection and Ranging) and AR(Augmented Reality) technologies during vertical and horizontal frame measurements in construction projects. The intention is to enhance the quality control procedure, elevate accuracy, and curtail manual labor along with time expenditure. Present methods for accuracy inspection in frame construction often grapple with reliability concerns due to subjective interpretation and the scope for human error. This research recommends the application of LiDAR and AR technologies to counter these issues and augment the efficiency of the inspection process, along with facilitating the dissemination of results. The suggested technique involves the collection of 3D point cloud data of the frame utilizing LiDAR and leveraging this data for checks on construction accuracy. Furthermore, the inspection outcomes are fed into a BIM (Building Information Modeling) model, and the results are visualized via AR. Upon juxtaposing this methodology with the current approach, it is evident that it offers benefits in terms of objective inspection, speed, precise result sharing, and potential enhancements to the overall quality and productivity of construction projects.

A Simulation Study for Detailed Design of L-Mart Logistics Center for General Products (L-마트 상온 제품 종합물류센터 실시설계를 위한 시뮬레이션)

  • Jeon Byeong-Hak;Jang Seong-Yong
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.05a
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    • pp.1746-1753
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    • 2006
  • 본 논문에서는 L-마트 상온 제품 종합물류센터 실시설계 대안별 검증을 통해 신뢰성을 향상하고 추가 보완사항을 발굴하여 개선하고 설계의 편의를 제공하기 위한 시뮬레이션 모델을 개발하여 물류센터 설비 및 레이아웃, 운영 방안에 대해 종합적인 대안을 제시하였다. 다양한 대안 검증을 위해 유연한 구조의 시뮬레이션 모델을 설계하였으며, 컨베이어 소터의 처리량과 컨베이어 선적 작업자와 컨베이어 하역 작업자의 이용률 및 필요 인원, 각 입/출고도크의 이용률 등을 컨베이어 소터 운영의 성능평가 요소로 정의 하였으며, 비소터 물량을 처리하는 수작업장의 운영의 성능평가 요소로서는 작업자의 이용률과 입고도크의 이용률을 반영하였다. 마지막으로 팔레트 물량을 처리하는 팔레트 작업에서는 팔레트 운반장비의 이용률과 입고도크의 이용률을 성능평가 요소로 반영하였다. 시뮬레이션 모델에서는 물류센터 설비 대안, Layout 변화에 따른 특성 분석을 반영하여 L-마트 물류센터 운영 프로세스를 정의하였다. 개발된 시뮬레이션 모델에서는 입력 데이터의 분석과 시뮬레이션 모델의 신뢰성 검증을 위해 운영을 위한 파라미터를 설정하고, 실제감이 있는 2D Animation을 통해 시뮬레이션 상의 물류의 이상 발생을 시각화하여 보여주도록 하였다. 시뮬레이션의 결과치에 대한 평가 요소 및 대안별 정량적 분석을 통해 L-마트 상온 제품 종합물류센터의 종합적인 운영방안을 제시하였다

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Cost-Sensitive Learning for Cardio-Cerebrovascular Disease Risk Prediction (심혈관질환 위험 예측을 위한 비용민감 학습 모델)

  • Yu Na Lee;Kyung-Hee Lee;Wan-Sup Cho
    • The Journal of Bigdata
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    • v.6 no.2
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    • pp.161-168
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    • 2021
  • In this study, we propose a cardiovascular disease prediction model using machine learning. First, a multidimensional analysis of various differences between the two groups is performed and the results are visualized. In particular, we propose a predictive model using cost-sensitive learning that can improve the sensitivity for cases where there is a high class imbalance between the normal and patient groups, such as diseases. In this study, a predictive model is developed using CART and XGBoost, which are representative machine learning technologies, and prediction and performance are compared for cardiovascular disease patient data. According to the study results, CART showed higher accuracy and specificity than XGBoost, and the accuracy was about 70% to 74%.

Design and Implementation of Pattern Collection Model for Handling the Context on a Ubiquitous Environment (유비쿼터스 환경에서 Context 처리를 위한 패턴 수집 모델의 설계와 구현)

  • Lee, Dae-Jun;Kim, Sung-Jo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06d
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    • pp.344-349
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    • 2007
  • 유비쿼터스 환경에서 사용자의 편의성을 증대하기 위해 상황인지 기술이 필요하며 댁내의 다양한 기기의 정보를 수집하여 현재 상태를 파악하고 그에 맞는 서비스를 제공해야 한다. 하지만 다양한 종류의 디바이스, 센서, 서비스에 따라 생성하는 데이터의 형태와 의미가 다르기 때문에 이를 활용하는데 어려움이 있다. 본 논문은 다양한 기기와 환경에서 발생하는 데이터를 처리하여 사용자의 패턴을 수집하고 활용할 수 있는 연구 모델을 제안하고 구현한다. 구성요소는 실제 환경과 유사하게 Context를 생성할 수 있는 Emulator와 수집된 Context를 활용하여 패턴을 찾는 패턴 수집 서버와 수집된 데이터를 표현하는 시각화 도구로 구성된다. Emulator는 댁내에 존재할 수 있는 다양한 종류의 Context를 정의하고 서로간의 관계에 따라 Context를 생성하고 패턴 수집 서버는 Emulator에서 생성한 불완전한 Context를 통합하여 완전한 Context를 생성한다. 그리고 생성된 Context를 통해서 사용자의 서비스 이용패턴, Fault, Conflict를 발견했다.

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