• Title/Summary/Keyword: 시간 인지

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Time-based Stereo Matching Algorithm for Ground-truth (Ground truth를 위한 시간 누적형 스테레오 정합 알고리즘)

  • Jeong, Jae-chan;Shin, Ho-chul;Cho, Jae-il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1416-1417
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    • 2013
  • 깊이 정보를 획득하기 위해서 가장 많이 시도되는 방법이 스테레오 정합이다. 스테레오 정합 알고리즘은 다양한 알고리즘의 조합으로 구성되며, 파라메터 또한 다양하다. 일반적으로는 middlebury에서 제공하는 영상과 ground truth를 이용해서 스테레오 정합 알고리즘을 연구하고, 파라메터 최적화 과정을 거친다. 실제 시스템에 알고리즘 및 파라메터를 적용할 때 middlebury 영상으로 선택된 알고리즘과 파라메터가 상이할 수 있다. 본 논문에서는 실제 시스템의 스테레오 카메라를 이용해서 ground truth를 만들 수 있는 방법을 제안하다. 프로젝트를 이용해서 패턴을 투사하고, 스테레오 카메라로 영상을 획득한다. 한 장면에 대해서 다양한 영상으로 스테레오 정합을 수행하여 만들어진 disparity map은 높은 정확성을 가지고 있음으로, 스테레오 정합 알고리즘 검증용 ground truth로 사용이 가능하다.

A Deterministic User Optimal Traffic Assignment Model with Route Perception Characteristics of Origins and Destinations for Advanced Traveler Information System (ATIS 체계 구축을 위한 출발지와 도착지의 경로 인지 특성 반영 확정적 사용자 최적통행배정 모형)

  • Shin, Seong-Il;Sohn, Kee-Min;Lee, Chang-Ju
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.7 no.1
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    • pp.10-21
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    • 2008
  • User travel behavior is based on the existence of complete traffic information in deterministic user optimal principle by Wardrop(1952). According to deterministic user optimal principle, users choose the optimal route from origin to destination and they change their routes arbitrarily in order to minimize travel cost. In this principle, users only consider travel time as a factor to take their routes. However, user behavior is not determined by only travel time in actuality. Namely, the models that reflect only travel time as a route choice factor could give irrational travel behavior results. Therefore, the model is necessary that considers various factors including travel time, transportation networks structure and traffic information. In this research, more realistic deterministic optimal traffic assignment model is proposed in the way of route recognizance behavior. This model assumes that when users decide their routes, they consider many factors such as travel time, road condition and traffic information. In addition, route recognizance attributes is reflected in this suggested model by forward searching method and backward searching method with numerical formulas and algorithms.

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Parafovea Information Processing of Adults and Adolescents in Reading: Diffusion Model Analysis on Distributions of Eye Fixation Durations (글읽기에서 나타난 성인과 청소년의 중심와주변 정보처리: 고정시간 분포에 대한 확산모형 분석)

  • Choo, Hyeree;Koh, Sungryong
    • Korean Journal of Cognitive Science
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    • v.31 no.4
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    • pp.103-136
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    • 2020
  • This study compares the parafovea preview effect of adolescent group and adult group with different ages using eye tracking experiment. Also, this study confirms that the starting point parameter of the one boundary diffusion model can explain the data obtained through eye tracking experiments. In two experiments, parafoveal information processing was examined using the boundary technique. In Experiment 1, reading times were compared between the conditions given high frequency words preview versus masking preview. In Experiment 2, the condition in which low frequency words were given to parafovea preview information and the condition in which parafovea preview was masked were compared. We found that both the adolescent group and the adult group showed a parafovea preview effect. Also, first fixation, single fixation, and gaze duration of the two groups were different based on the word property shown in the parafovea. The first fixation data obtained in the two experiments were divided into quantiles and fitted into one boundary diffusion model. From the results, we argue that the parafovea preview information processing in the reading was described as the starting point parameter of the one boundary diffusion model.

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

Automatic Recognition and Normalization System of Korean Time Expression using the individual time units (시간의 단위별 처리를 이용한 자동화된 한국어 시간 표현 인식 및 정규화 시스템)

  • Seon, Choong-Nyoung;Kang, Sang-Woo;Seo, Jung-Yun
    • Korean Journal of Cognitive Science
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    • v.21 no.4
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    • pp.447-458
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    • 2010
  • Time expressions are a very important form of information in different types of data. Thus, the recognition of a time expression is an important factor in the field of information extraction. However, most previously designed systems consider only a specific domain, because time expressions do not have a regular form and frequently include different ellipsis phenomena. We present a two-level recognition method consisting of extraction and transformation phases to achieve generality and portability. In the extraction phase, time expressions are extracted by atomic time units for extensibility. Then, in the transformation phase, omitted information is restored using basis time and prior knowledge. Finally, every complete atomic time unit is transformed into a normalized form. The proposed system can be used as a general-purpose system, because it has a language- and domain-independent architecture. In addition, this system performs robustly in noisy data like SMS data, which include various errors. For SMS data, the accuracies of time-expression extraction and time-expression normalization by using the proposed system are 93.8% and 93.2%, respectively. On the basis of these experimental results, we conclude that the proposed system shows high performance in noisy data.

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A Sensing Channel Scheduling Scheme for Improving the Cognition Ability in Cognitive Radio Systems (인지 라디오 시스템에서 주파수 상황인지 능력 향상을 위한 감지 채널 스케줄링 기법)

  • Han, Jeong-Ae;Jeon, Wha-Sook
    • Journal of KIISE:Information Networking
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    • v.35 no.2
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    • pp.130-138
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    • 2008
  • The scheme for recognizing the channel availability is one of the most important research issues in cognitive radio systems utilizing unused frequency bands. In this paper, we propose a novel scheme of selecting sensing channel in order to improve the sensing ability of frequency status in cognitive radio ad hoc networks. To fully exploit the sensing ability of each cognitive radio user, we adopt a master for a cluster which is made of several cognitive radio users. By gathering and analyzing the sensing information from cognitive radio users in the cluster, the cooperative sensing is realized. Since the transmission range of a licensed user is limited, it is possible that a master determines different sensing channels to each cognitive radio users based on their location. By making cognitive radio users sense different channels, the proposed scheme can recognize the state of wireless spectrum fast and precisely. Using the simulation, we compare the performance of the proposed scheme with those of two different compared schemes that one makes cognitive radio users recognize the frequency status based on their own sensing results and the other shares frequency status information but does not utilize the location information of licensed user. Simulation results show that the proposed scheme provides available channels as many as possible while detecting the activation of licensed user immediately.

Analysis of text entry task pattern according to the degree of skillfulness (숙련도 차이에 따른 문자 입력 작업 행태 분석)

  • Kim, Jung-Hwan;Lee, Suk-Jae;Myung, Ro-Hae
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.1-6
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    • 2007
  • 최근 다양한 기기와 환경에서 문자 입력에 대한 요구가 높아지고 있다. 이에 따라 효율적인 문자 입력 인터페이스 설계를 위해 문자 입력 인터페이스의 평가가 필요한 실정이다. 기존 연구를 살펴보면 문자 입력 시간을 시각 탐색 시간과 손가락 이동 시간으로 나누고 정보처리 이론인 Hick-Hyman Law와 Fitts’ Law를 통해 예측, 평가 하였다. 하지만 위 두 과정은 연속적(serial)인 과정으로 눈과 손의 coordination(협응)에 대해 관과 하는 한계가 있다. 또한, 기존 문자 입력 시간 예측 모델은 전문가라는 특정 숙련도를 가정하고 만들어졌기 때문에 실제 문자 입력 시간에 비해 과대 측정되어 왔다. 이에 본 연구는 문자 입력 시간 예측 모델에 눈-손 coordination 매개변수를 삽입하고자 눈-손 coordination의 시간을 측정하고 행태를 분석하였다. 또한, 비숙련자와 숙련자의 구분을 통해 시각 탐색 시간과 손 움직임 시간 그리고 눈-손 coordination의 시간 과 행태가 어떻게 변화하는 지 분석하였다. 그 결과 눈-손 coordination 시간은 문자 입력 시간과 밀접한 관계가 있었다, 그리고, 눈-손 coordination 시간은 숙련도에 상관없이 문자 입력 시간의 22%를 차지하였다. 또한, 숙련자와 비숙련자의 문자 입력 시간과 비교해 손과 coordination 시간 비율은 차이가 없었다. 하지만, 눈의 움직임 시간 비율은 큰 차이를 나타내었다. 이 결과는 눈-손 coordination과 숙련도 차이를 기존 문자 입력 예측 모델에 매개변수로써 적용하기 위한 기초 자료가 될 것이다.

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Effects of attentional dispersion, reason for waiting, and cue of time flow on the estimation of waiting time (주의분산, 기다림의 이유, 시간 단서가 기다림 시간 추정에 미치는 영향)

  • Lee, Go-Eun;Shin, Hyun-Jung
    • Korean Journal of Cognitive Science
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    • v.23 no.1
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    • pp.73-95
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    • 2012
  • Two experiments were conducted to verify how the factors of attentional dispersion, reason for waiting, and cue of time flow affect the perceived waiting time. In experiment 1, based on the characteristics of waiting experience that Maister(1985) suggested, levels of attentional dispersion and whether or not offering a reason for waiting were manipulated. Participants estimated elapsed time(the objective time was 10 minutes) using either prospective or retrospective estimation method. Overall results were that they overestimated the elapsed time regardless of the experimental conditions. However, both main effects of the attentional dispersion and the reason for waiting were statistically significant. That is, when attention was more dispersed and when the reason was given, overestimation of elapsed time was reduced. No difference was found between the two estimation methods, and none of the interaction was significant. Experiment 2 was a replication of Experiment 1 except that a cue of time flow was added by using scroll bar on a computer screen. Because it has been suggested that the cue can help us to manage the waiting time and result in differences between the two time estimation methods. The results showed that main effects of the attentional dispersion and the reason for waiting were significant as those in Experiment 1. In addition, main effect of time estimation method and the three-way interaction were also significant. None of two-way interaction was significant. That is, the perceived waiting time is much shorter in the retrospective method, and the effects of the attentional dispersion and the reason of waiting were dependent upon the estimation methods. Both experiments showed that offering a clear reason for waiting is more important than the attentional dispersion in reducing the perceived waiting time. Some implications of these results for the service industry and the future direction of research were discussed in the final section.

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An Investigation into the Effect of Passenger's perceived time pressure on the Purchasing behavior and the Behavior intention after purchase at Incheon International Airport (공항면세점 이용객의 인지된 시간압박이 구매행동 및 구매 후 행동의도에 미치는 영향에 대한 연구)

  • Lee, kang-yeol;Choi, yu-jin;Kim, Mun Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.245-246
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    • 2015
  • 공항면세점 이용객은 항공기 탑승시간으로 인한 제한된 시간으로 인하여 이용객이 느끼는 시간압박과 추가 구매를 유도할 수 있는 충동구매 성향과 이에 따른 영향을 분석하기 위하여 인천국제공항 면세점에서 면세품을 구입한 후 항공기 탑승을 위해 대기중인 이용객 211명을 대상으로 설문조사를 실시하고 이를 분석하였다. 분석결과 충동구매 성향이 낮은 경우 시간압박은 충동구매 행동 및 재구매 의도에 정(+)의 영향을 미치고, 충동구매 성향과 관계없이 만족도는 재 구매 의도에 정(+)의 영향을 미치는 것으로 분석되었다. 본 연구는 시간압박 및 충동구매 성향을 고려한 면세점 운영전략 수립에 반영할 수 있을 것이다.

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초등학생의 논리적 사고력 및 문제해결 능력 향상을 위한 컴퓨터 프로그래밍 교육과정 모델 제안 - 재량.특별활동시간에 비주얼베이직언어를 중심으로 -

  • Mun, Oe-Sik
    • Journal of The Korean Association of Information Education
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    • v.9 no.4
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    • pp.595-606
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    • 2005
  • 7차교육과정에서의 초등 컴퓨터교육은 재량활동시간 또는 특별활동시간에 단순한 응용프로그램(워드프로세서, 엑셀, 파워포인트 등)을 활용하거나 인터넷을 이용한 정보검색 수준이다. 따라서, 문제해결 능력이나 논리적 사고력을 향상시키는데는 미흡하다. 인지능력이 뛰어난 초등학교 5, 6학년에는 이러한 컴퓨터 활용방법 교육보다 컴퓨터 기초원리 또는 프로그래밍교육이 필요하다. 본 논문은 프로그래밍교육을 재량 특별활동 시간에 학년별(5, 6학년) 또는 통합학년으로 학습할 수 있게 프로그래밍교육과정 60차시 분을 개발하여 제안하였다. 개발한 교육과정은 교수 및 학습자의 요구사항을 최대한 반영하기 위해 설문조사 등을 통해 얻은 기초자료를 참조하였다. 제안한 교육과정이 초등학교 5, 6학년에 적합하고 우수한지를 검토하기 위해 일부 차시의 교육과정으로 5, 6학년을 대상으로 재량활동시간에 직접 교수 학습한 후 자기평가, 설문조사를 실시하였다. 결과로 제안한 교육과정이 적합성과 우수성이 있다고 판단되었다.

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