• Title/Summary/Keyword: 어휘평가

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Return of Self-identity and Story of the Other which disappeared in Advaita Vedanta (아드와이따 베단따의 자아정체성 귀환과 사라진 타자의 이야기)

  • Park, Hyo-yeop
    • Journal of Korean Philosophical Society
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    • v.126
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    • pp.109-132
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    • 2013
  • The most important vocabulary in Advaita $Ved{\bar{a}}nta$, which is anthropology and soteriology on the self, is of course '${\bar{a}}tman$' or 'the self', to which '$an{\bar{a}}tman$' or 'the other' is in opposition. As $Ved{\bar{a}}ntic$ system revolves around the concept ${\bar{a}}tman$, it can be compared favorably with 'final vocabulary' of Richard Rorty. Moreover, $Ved{\bar{a}}ntic$ system can be termed as 'a return of self-identity', in which a process of returning is from a deceived self to the true and original self. After all, story of '$an{\bar{a}}tman$' or 'the other' in $Ved{\bar{a}}nta$ seems to have no significance at all. However, discourse about the other can also lead a something fruitful. There are such doctrines in $Ved{\bar{a}}nta$ that support a procedure of self-realization not according to the Hegelian dialectic but to the transposition and continuous antagonism between the self and the other, as a special meaning of viveka (discrimination) that fixes a boundary between the self and the other, a destruction of falsehood that is more important than establishment of truthfulness, a transposition of the true and the false before and after self-realization. Thus the other is not disappeared but only hidden, even after accomplishing its own methodological role, and the same is with discourse about the other. To revive forgotten vocabulary in $Ved{\bar{a}}nta$ is an attempt to reconstruct devaluated story by means of shifting the pivot of discourse from the self to the other. The essential thing in this attempt may be to revive the conceptions of 'effort' that is intently concealed and of 'self-inquiry' that has lost its true meaning. Out of these, a systematic and continuous self-inquiry, consists in having a scenario on the question 'Who am I?' and utilizing that scenario by experience without interruption. A work of reconstructing the lost narratives in $Ved{\bar{a}}nta$ can be feasible only when the history of self-inquiry is redescribed in the system itself, provided that object of inquiry is not 'a self as the self' but 'a self as the other'.

A Study on Measurement of Driver′s Sensibility due to Vehicular Speed Changes in a Graphic Simulator (화상 시뮬레이터에서 속도변화에 따른 운전자의 감성 측정에 관한 연구)

  • 정순철;민병찬;김유나;신미경;김철중
    • Science of Emotion and Sensibility
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    • v.3 no.2
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    • pp.103-112
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    • 2000
  • 본 연구는 Graphic simulator에서 자동차 속도 변화에 따른 운전자의 감성변화를 주관적 평가와 자율신경계의 반응을 통해 알아보고자 한다. 속도 변화는 정차(0km/h), 40km/h, 100km/h, 160km/h로 제시하였고, 건강한 10명의 피험자를 대상으로 심박변화율, 피부저항, 피부온도, 맥파 등의 생리신호를 측정하였다. 본 연구 목적에 적절한 속도 관련 어휘를 추출하여 각 속도에서의 주관적 감성 변화를 평가하였다. 또한, 각 속도 실험 전 후에 Simulator Sickness를 측정하여 Simulator Sickness가 실험 결과에 미치는 영향을 분석하였다. 속도가 증가함에 따라 긴장도와 쾌도가 증가한다는 주관적 평가 결과를 얻었다. 실험 전에 비해 실험 후의 Simulator Sickness 값은 증가하였지만 실험 전, 후의 통계적 차이는 관찰할 수 없었다. 속도 증가에 따라, 평균 R-R간격, 피부온도의 진폭은 감소하였고, 피부저항은 증가하였고, 맥파의 평균 진폭은 감소하였다. 그러므로 본 연구를 통해 Simulator Sickness의 큰 영향 없이 Graphic Simulator에서 속도의 증가에 따라 교감신경계가 활성화됨을 관찰할 수 있었고, 이는 실제 동적 환경에서 속도 변화에 따른 자율신경계의 반응 및 주관적 평가 결과와 일치하는 것이다. 향후 복합 감각 자극이 가능한 시뮬레이터가 구축이 될 것이고, 이를 통해 보다 현실감 있는 동적 환경 제시와 감성 측정이 가능할 것이다.

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The Comparison Study between standardizations of Visual-Audial Sensibility (시청각 감성 지표에 관한 비교 연구)

  • 이동춘;윤훈용;이상도;부진후;심정훈;강재철;황성환
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.348-351
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    • 1999
  • 시청각 관련 지표 개발은 3차원 시청각 환경 제시기술, 시청각 감성을 활용한 Audio의 개발과 시청각 감성 측정기술 및 DB개발 등에 대하여 진행되었다. 3차원 시청각 환경 제시기술 개발은 VR 환경 제시 기술 개발과 모의 시뮬레이터를 통한 평가 단계 및 인간의 공간 인식 특성에 관한 연구로 이루어져 있다. 따라서 지표화 과정에서 VR 제시 시스템 관련 지표(3개), VR평가 지표(3개), 그리고 정보물(2개) 등 총 8개의 지표가 완성되었다. 시청각 감성을 활용한 Audio 개발과 시청각 감성 측정기술 및 DB개발에서는 시청각 감성에 대하여 주관적 평가 실시 후, 이를 이용한 제품개발 및 DB화하는 과정으로 구성되었으며, 각각의 연구물에 대하여 각각 6개와 13개의 지표가 완성되었다. 시청각 감성을 활용한 Audio 개발과 시청각 감성 측정기술 및 DB개발은 감성측정방법에서 제시 자극과 실험육법에서의 다소의 차이는 있었으나, 감성어휘 도출을 통한 SD척도법, 생체신호 측정, 자료처리방법 및 평가기준 등에서 유사성이 있었다. 따라서 각각의 연구물에 대한 지표 개발뿐만 아니라 지표간의 관련성을 비교ㆍ분석함으로써 체계화된 지표 표준화 과정이 필요한 것으로 보인다.

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Investigation of the Emotional Characteristics of White for Designing White Based Products (백색 제품 디자인을 위한 감성적 특성 연구)

  • Na, Noo-Ree;Suk, Hyeon-Jeong;Lee, Jae-In
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.297-306
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    • 2012
  • In this study we investigated emotional characteristics of various whites which have slightly different nuances to suggest guidelines that help designers to select appropriate colors when designing white based products. The study involved three different procedures. In experiment 1, we selected 20 emotional words through a survey (N=30) among 60 words, which we picked from literature review that was thought to be appropriate to evaluate product colors. In experiment 2, we evaluated the emotional characteristics of 13 basic colors from the I.R.I Hue & Tone 120 system (N=30) using previously selected emotional words, to find relative emotional positions of white in comparison to other colors. Based on the ratings, factor analysis was conducted and consequently four factors were extracted: flamboyant, elegant, clear, and soft. Accordingly, the emotional characteristics of the 13 colors were profiled and compared with those of white. Finally, in experiment 3, we conducted an evaluation of emotional characteristics on 25 whites with different nuances facilitating the four factors obtained in experiment 2. The color stimuli used in experiments were measured in terms of CIE 1976 $L^*a^*b^*$, and regression analysis was performed in order to predict the emotional characteristics through the L, a, and b values of a color, as long as that is perceived as a white. Throughout three empirical studies, we observed three overruling tendencies : First, there are four important factors when evaluating product color - flamboyant, elegance, clearness and softness; second, white is dominantly the most elegant in comparison to other colors; third, the emotional factors of the study were affected by some combinations of attributes of colors rather than by all three-hue, saturation and brightness. In addition, the equations derived from the regression analysis in experiment 3, it is expected that designers may predict the emotional distinction between nuances of white.

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텍스타일 영상에서의 감성 기반 검색 시스템

  • Kim, Young-Rae;Shin, Yun-Hee;Kim, Eun-Yi
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2009.05a
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    • pp.82-87
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    • 2009
  • 본 논문에서는 감성 기반으로 텍스타일을 자동으로 색인하고 검색 할 수 있는 시스템을 제안한다. 제안된 시스템은 영상 수집기, 감성 색인기, 검색기(Matcher), 질의 인터페이스로 구성되어 있다. 감성 색인기는 텍스타일 영상에 포함된 컬러와 패턴 정보를 기반으로 감성개념을 인식하고, 이를 이용하여 영상을 색인한다. 이때, 감성 어휘로 고바야시가 정의한 8개 (romantic, natural, casual, elegant, chic, classic, dandy, modern)를 사용한다. 질의 인터페이스에서 사용자는 두 가지 방식으로 질의를 선택할 수 있다. 첫 번째 방법은 감성 키워드를 사용하는 것이고, 두 번째는 사용자의 의도를 설명할 수 있는 영상을 이용하는 예제 기반 질의 방식이다. 질의가 주어지면, 검색기는 랭킹 알고리즘을 사용하여 검색 결과를 생성한다. 이 때, 유사도 비교방식은 선택된 질의방식에 따라 달라진다. 제안된 시스템의 성능을 검증하기 위해 웹 검색에 익숙한 50명(남자: 32명, 여자: 18명)을 대상으로 웹에서 수집한 3,416 장에 대해서 3가지 항목으로 사용자 평가를 하였다. 사용자 평가의 항목인 적합도(Relevance), 노력(Search Effort), 만족도(Satisfaction)의 결과로 사용자가 검색한 결과영상에서 적합도의 수치가 낮게 나왔지만, 만족도와 노력의 수치는 높게 평가되었다. 제안된 시스템에서 사용자는 자신이 선호하는 결과 영상을 상위 40개의 영상 내에서 얻을 수 있었다. 이는 제안된 시스템이 사용자들이 원하는 영상을 효율적으로 검색할 수 있다는 것을 증명했다.

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An Empirical Analysis of the Exhibition Hall of the Deoksugung Art Museum Perceived by Visitors (공간 환경에 대한 감성평가와 실증분석에 관한 연구 - 덕수궁 미술관 전시실을 중심으로 -)

  • Han, Myoung-Heum;Oh, In-Wook
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.67-74
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    • 2010
  • The purposes of this study are to investigate the dimensions of the sensibility towards a spatial environment perceived by the general public and to present the characteristics of various spaces through empirical analyses. A set of words are selected to describe visitors' perception of a spatial environment based on previous studies, and then they are arranged according to the degree of understanding and suitability. The results of the survey on the sensibility measurement can be summarized as follows: Factor analyses and cluster analyses are conducted on the indicators measuring the general public's perception of the exhibition hall of the Deoksugung Museum, and the following five dimensions are obtained: spatial value, spatial aesthetic, spatial affinity, spatial freshness, and spatial materials. The satisfaction level of visitors regarding the space of the exhibition hall under study is also investigated. A regression analysis is conducted to find a relationship between the satisfaction level of visitors (DV) and the five dimensions (IVs), and the analysis shows that there is a significant relationship. Among the five factors, the 'Spacial Value' and 'Spacial Affinity' are found to Significantly affect visitors' satisfaction. The results of this empirical study show that visitors' affinity towards the exhibition hall of the Deoksugung Art Museum along with the surrounding garden, as well as visitors' appreciation of the social, historical, and cultural value of Deoksugung Palace, are found to greatly affect visitors' overall satisfaction with the spatial environment of the museum.

Rating Floor Impact Noise in Apartment Buildings Through Subjective Evaluation Tests (청감실험에 의한 공동주택 바닥충격음의 평가등급 설정)

  • 전진용;류종관
    • The Journal of the Acoustical Society of Korea
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    • v.22 no.2
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    • pp.88-95
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    • 2003
  • The auditory experiments based on subjective responses were undertaken for the standard heavy and light weight impact noise and rubber ball impact noise, jumping noise to investigate relations between floor Impact noise levels and subjective responses and to establish the upper/lower limits of floor impact noises. As a result, it was shown that relations between floor Impact noise levels and subjective responses was linear and the lower limit of heavy-weight impact noise was L/sub i, Fmax, AW/=46㏈ and the lower limit of light-weight impact noise was L'/sub n,AW/=56㏈. Finally the 3 subjective classes of floor impact noises were established.

A Study on the Checklist of Emotional Evaluation for MMORPG (MMORPG의 감성평가 체크리스트에 관한 연구)

  • Park, Sang-Jin;Kwak, Hoon-Sung;Seo, Mi-Ra
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.217-224
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    • 2006
  • As the online game which is possible of large-scale multiple access enjoys popularity, the number of development by many online game manufacturers came to increase exponentially. But, the reason why the qualitative expansion pace cannot follow the pace of the quantitative expansion on games is that most of them are paltry enterprises except the leading enterprises which are occupying few competitive advantages, so there is no well-established production procedure, and accurate test before the launch isn't accompanied. Therefore, it doesn't cope flexibly to the expectable results. Now, important function is not embodied through the game feature checking stage of the same feature or is under the situation being used in finding out the fatal error of the specific parts. To this, this study collects the emotional vocabulary in the games to suggest the evaluation system that can evaluate the emotion the user feels while playing the game with the usage of the evaluation system that is leaned toward the existing usage evaluation system, and through factor analysis, we classify them into interactivity, interface and information factors and suggest the emotion evaluation system while designing the evaluation questions according to it.

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The Validity Verifying of Evaluation Object Method Proposal in Subject evaluation experiment for Exterior Lighting (경관조명 주관평가 실험에서의 평가대상 제시 방법에 대한 유효성 검증)

  • 이진숙;유재연;김병수
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.17 no.4
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    • pp.1-7
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    • 2003
  • This is basic study for analyzing the character of the evaluation according to the ways of exterior lighting through the image prediction experiment by computer simulation. The aim of this research is to verify the validity of physical quantity & subjective evaluation on the basis of Online experiment. The following carried out the experiment procedure by conditions of Online experiment, 1) to make a photo of Online experirrent, 2) to measure physical quantity of luminance, and 3) to do subjective evaluation in Online experiment by means of vocabulary of the evaluation through preparation experiment. Then to verify the validity of Online and CG experiment, Online and photo experiment with each subjective evaluation results. The result of this study is that the validity difference is within 5% in the verification the validity of the physic amount, which showed little difference. While in verification of subjective evaluation of online and CG, online and photo experiment, the result is showed little difference as well except a little the item.

Sentiment Analysis System Using Stanford Sentiment Treebank (스탠포드 감성 트리 말뭉치를 이용한 감성 분류 시스템)

  • Lee, Songwook
    • Journal of Advanced Marine Engineering and Technology
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    • v.39 no.3
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    • pp.274-279
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    • 2015
  • The main goal of this research is to build a sentiment analysis system which automatically determines user opinions of the Stanford Sentiment Treebank in terms of three sentiments such as positive, negative, and neutral. Firstly, sentiment sentences are POS tagged and parsed to dependency structures. All nodes of the Treebank and their polarities are automatically extracted from the Treebank. We train two Support Vector Machines models. One is for a node level classification and the other is for a sentence level. We have tried various type of features such as word lexicons, POS tags, Sentiment lexicons, head-modifier relations, and sibling relations. Though we acquired 74.2% in accuracy on the test set for 3 class node level classification and 67.0% for 3 class sentence level classification, our experimental results for 2 class classification are comparable to those of the state of art system using the same corpus.