• Title/Summary/Keyword: 시각화 속성

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Designing a Writing Support System Based on Narrative Comprehension of Readers (독자의 내러티브 이해를 반영한 창작 지원 시스템 설계)

  • Kwon, Hochang;Kwon, Hyuk Tae;Yoon, Wan Chul
    • Journal of the HCI Society of Korea
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    • v.9 no.2
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    • pp.23-31
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    • 2014
  • A variety of writing support systems focus on the information management or the feature analysis of the commercially successful narrative texts. In these approaches, the reader's role in the narrative creating process is overlooked. During a writing work, an author anticipates the reader's response or expectation to the narrative and he/she organizes the narrative either along or against the prediction about readers. Assessing and controlling the reader's comprehension in the development of events influences the aesthetic quality of the narrative. In this paper, we suggest a writing support system to visualize and adjust the characteristics of a narrative text related to the reader's comprehension, which is theoretically based on the narrative structure model and the event-indexing situation model. Under the development of the support system, we designed an interactive framework to create events as the basic units of story and arrange them onto both story- and discourse-time axes. Using this framework, we analyzed the organization of events about an actual film narrative. We also proposed both the continuity of the situational dimensions and the cognitive complexity as the characteristics to affect the reader's comprehension, hence we devised a method to visualize and evaluate them. This method was applied to the actual film narrative and the result was discussed in the aspect of the features of the narrative and wiring support strategies.

An Empirical Analysis of Influential Factors for Widget Interface : Extended TAM Including Attributes (Widget 인터페이스 영향요인 분석 : 속성을 고려한 확장된 기술수용모형)

  • Han, Mi-Ran;Lee, Sung-Joo;Park, Peom
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.127-137
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    • 2010
  • A Widget platform is acknowledged to be a next generation intelligent platform that is well suited to Web 2.0 and mobile convergence environments. With prospects of growth, examining users' perceptions of current widgets can be a valuable source of information in setting directions for Widget's future development. This study identifies user interface factors that affect widget usability and investigates a strategic approach to promoting the use of widgets by analyzing user's "intention to use" in connection with the identified interface factors. The experimental results show the consistency, intuition, minimal action, and personalization have a positive(+) effect on perceived ease of use and that personalization and design have a causal effect on perceived enjoyment. Inaddition, perceived ease of use has an influence on perceived enjoyment that, inturn, has a direct influence on intention to use. On the other hand, the hypothesis that perceived ease of use has a direct effect on intention to use was rejected.

A Query Model for Consecutive Analyses of Dynamic Multivariate Graphs (동적 다변량 그래프의 연속적 분석을 위한 질의 모델 설계 및 구현)

  • Bae, Yechan;Ham, Doyoung;Kim, Taeyang;Jeong, Hayjin;Kim, Dongyoon
    • The Journal of Korean Association of Computer Education
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    • v.17 no.6
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    • pp.103-113
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    • 2014
  • This study designed and implemented a query model for consecutive analyses of dynamic multivariate graph data. First, the query model consists of two procedures; setting the discriminant function, and determining an alteration method. Second, the query model was implemented as a query system that consists of a query panel, a graph visualization panel, and a property panel. A Node-Link Diagram and the Force-Directed Graph Drawing algorithm were used for the visualization of the graph. The results of the queries are visually presented through the graph visualization panel. Finally, this study used the data of worldwide import & export data of small arms to verify our model. The significance of this research is in the fact that, through the model which is able to conduct consecutive analyses on dynamic graph data, it helps overcome the limitations of previous models which can only perform discrete analysis on dynamic data. This research is expected to contribute to future studies such as online decision making and complex network analysis, that use dynamic graph models.

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Collecting Affective Images using Affective Word List (감성어휘를 이용한 감성이미지 수집)

  • Lyu, Ki-Gon;Lim, Heui-Seock;Nam, Ki-Chun;Kim, Hyeon-Cheol
    • Annual Conference on Human and Language Technology
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    • 2010.10a
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    • pp.114-117
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    • 2010
  • 특정 대상 또는 외부 자극에 대해 반사적이고 직관적으로 발생하는 느낌으로 정의되는 감성은 자신의 경험을 바탕으로 개개인이 서로 다른 반응을 보이는 특징을 가진다. 이러한 감성은 맞춤형, 적응형 및 개인화된 서비스를 요구하는 현대사회에서 반드시 필요하고 연구되어야 하는 대상이다. 하지만, 감성은 외부 자극에 따라 빠르게 변하고 객관성을 유지하기 어려울 뿐 아니라 복합적으로 나타나기 때문에 측정하거나 표현하기가 매우 어렵다. 시각정보는 감성을 이해하고 전달하는 데 큰 비중을 차지하며, 대상에 대한 종합적인 정보를 전달하여 빠르게 인지하고 이해하는데 많은 도움을 준다. 그 중 색채정보는 대상의 객관적인 특정, 심리적 속성 및 사회적 배경을 반영할 수 있어 복합적인 감성을 효과적으로 표현하고 전달한다. 많은 연구를 통해 감성과 색채정보 간의 관계를 생성하고 정의하였지만, 단일 시각정보로 감성을 표현하는 것은 한계가 있다. 본 논문에서는 종합적인 시각정보를 고려한 감성연구를 제안하기 위해 대용량의 감성어휘와 이미지를 수집하였다. 감성어휘는 The Center for the Study of Emotion and Attention(CSEA)에서 생성한 균형 감성어휘 중 273개를 사용하였고 감성이미지는 객관성과 공통성을 유지하기 위해 사용자의 참여가 활발하고 이미지에 부착된 태그가 비교적 정확한 Flickr를 사용하여 수집하였다. 감성어휘 당 약 500개의 이미지를 수집하고자 시도하였고, 총 130,944개의 감성이미지 후보를 수집하였다. 한 번 수집된 이미지는 중복을 피하였고, JPEG형식으로 저장되어 있다. 또한, 각 이미지에는 사용자 태그가 평균적으로 약 25개가 포함되어 있고, 총 2,l47,645개의 태그를 수집하였다.

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Design and Implementation of the Survival Game API Using Dependency Injection (의존성 주입을 활용한 서바이벌 게임 API 설계 및 구현)

  • InKyu Park;GyooSeok Choi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.183-188
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    • 2023
  • Game object inheritance and multiple components allow for visualization of system architecture, good code reuse, and fast prototyping. On the other hand, objects are more likely to rely on high latency between game objects and components, static casts, and lots of references to things like null pointers. Therefore, It is important to design a game in such a way so that the dependency of objects on multiple classes could be reduced and existing codes could be reused. Therefore, we designed the game to make the classes more modular by applying Dependency Injection and the design patterns proposed by the Gang of Four. Since these dependencies are attributes of the game object and the injection occurs only in the initialization pass, there is little performance degradation or performance penalty in the game loop. Therefore, this paper proposed an efficient design method to effectively reuse APIs in the design and implementation of survival games.

Anatomical Brain Connectivity Map of Korean Children (한국 아동 집단의 구조 뇌연결지도)

  • Um, Min-Hee;Park, Bum-Hee;Park, Hae-Jeong
    • Investigative Magnetic Resonance Imaging
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    • v.15 no.2
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    • pp.110-122
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    • 2011
  • Purpose : The purpose of this study is to establish the method generating human brain anatomical connectivity from Korean children and evaluating the network topological properties using small-world network analysis. Materials and Methods : Using diffusion tensor images (DTI) and parcellation maps of structural MRIs acquired from twelve healthy Korean children, we generated a brain structural connectivity matrix for individual. We applied one sample t-test to the connectivity maps to derive a representative anatomical connectivity for the group. By spatially normalizing the white matter bundles of participants into a template standard space, we obtained the anatomical brain network model. Network properties including clustering coefficient, characteristic path length, and global/local efficiency were also calculated. Results : We found that the structural connectivity of Korean children group preserves the small-world properties. The anatomical connectivity map obtained in this study showed that children group had higher intra-hemispheric connectivity than inter-hemispheric connectivity. We also observed that the neural connectivity of the group is high between brain stem and motorsensory areas. Conclusion : We suggested a method to examine the anatomical brain network of Korean children group. The proposed method can be used to evaluate the efficiency of anatomical brain networks in people with disease.

Pipelining Semantically-operated Services Using Ontology-based User Constraints (온톨로지 기반 사용자 제시 조건을 이용한 시맨틱 서비스 조합)

  • Jung, Han-Min;Lee, Mi-Kyoung;You, Beom-Jong
    • The Journal of the Korea Contents Association
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    • v.9 no.10
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    • pp.32-39
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    • 2009
  • Semantically-operated services, which is different from Web services or semantic Web services with semantic markup, can be defined as the services providing search function or reasoning function using ontologies. It performs a pre-defined task by exploiting URI, ontology classes, and ontology properties. This study introduces a method for pipelining semantically-operated services based on a semantic broker which refers to ontologies and service description stored in a service manager and invokes by user constraints. The constraints consist of input instances, an output class, a visualization type, service names, and properties. This method provides automatically-generated service pipelines including composit services and a simple workflow to the user. The pipelines provided by the semantic broker can be executed in a fully-automatic manner to find a set of meaningful semantic pipelines. After all, this study would epochally contribute to develop a portal service by ways of supporting human service planners who want to find specific composit services pipelined from distributed semantically-operated services.

A Study on the Application Service of 3D BIM-based Disaster Integrated Information System Management for Effective Disaster Response (효과적인 재난 대응을 위한 3차원 BIM 기반 재난 통합정보 시스템 활용 서비스 제시)

  • Kim, Ji-Eun;Hong, Chang-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.143-150
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    • 2018
  • Periodic and systemic disaster management has become more important than ever owing to the recent continuous occurrence of disasters, such as fires, earthquakes, and flooding. This management goes beyond simple disaster preparedness, which was introduced minimally under the existing legal system. For effective disaster management, facilities should be managed through regular maintenance on a daily basis, and in the case of an emergency, intuitive and accurate communication is essential regarding the situation and purpose. BIM manages the entire building property data using the effective 3D visualization model, so it can be used for various management purposes from design to facility maintenance. In this study, through an expert survey on the use of services in a BIM-based integrated disaster information system, the available areas of BIM data were organized in terms of facility information management, 3D visualization, and disaster control. Later, through the use service and DB definition within the BIM-based disaster integration information system, the main facilities monitoring and response services based on BIM and BIM-based spatial management service are proposed. Based on this study, it is hoped that the BIM-based application service functions within the system will be implemented to enable an effective system response.

Family Involvement and The Entry Mode into Entrepreneurship: The Contingent Role of National Culture (가족관여와 창업방식간의 관계에 대한 연구: 국가문화의 조절효과를 중심으로)

  • Lee, Sang-Youn;Sahaym, Arvin;Cullen, John;Juasrikul, Sakdipon
    • The Journal of Small Business Innovation
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    • v.20 no.2
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    • pp.17-34
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    • 2017
  • This study examines the role of family involvement and national culture in entrepreneurs' choice of mode of entry into entrepreneurship. Mode of entry consists of two choices: starting a new venture or taking over an existing firm. Specifically, we investigate how cultural values moderate the relationship between family involvement and their choice of business takeover. Using a cross-national sample of 3,831 respondents from 33 countries in Flash Eurobarometer data, we develop key variables and test our hypotheses employing hierarchical linear modelling. Our results show that the relationship between family involvement of entrepreneurs and their choice of business takeover is moderated by individualism, short term orientation, and power distance. This research contributes to understanding comparative international entrepreneurship based on national culture. Implications for policy makers and educators are discussed.

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Level of Length Detail for Representing Virtual Objects' Real Length (가상 객체의 실제 길이 표현을 위한 다중 레벨)

  • Lee, Myeong-Won;Im, Chang-Hyuck;Lee, Yong-Duck
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.25-31
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    • 2007
  • Current computer graphics technology creates and displays virtual objects in a normalized environment. We cannot know or assume the real physical properties of objects related to appearance without textual information. It is also difficult to represent any two objects in relation to each other when the difference between the two objects' size is large because of the limited resolution of the computer display. In order to solve the problem, we define and implement the real length property among the physical properties in virtual environments. We define the concept of LOLD (Level of Length Detail) to represent real-world length for objects in metric units such as millimeter, meter, kilometer, etc.

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