• Title/Summary/Keyword: 인식기능

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A Study on the Driving Warning Systems (운전자 주의 경고 시스템에 관한 연구)

  • Jun, Min-Kyung;Hong, Seung-Pyo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.788-790
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    • 2022
  • 최근 자동차 패러다임이 스마트카의 개념으로 급격히 변화하면서 생체신호를, 기반으로 감정을 인식하는 기술은 졸음에 의한 각종 사고들을 예방하는데 적극 사용되고 있다. 자동차의 안전 시스템의 경우 운전자 주의 경고 기능을 이미 탑재하고 있으므로, 운전자 표정을 인식해 적절한 서비스를 제공하여 자동차의 엔터테인먼트 분야인 인포테이먼트 기술을 더욱 폭넓게 활용할 수 있다.

A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

Utilization of a Ubiquitous Environmental Sculptures Analysis (유비쿼터스 환경 조형물의 이용의식 실태 분석)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.15-22
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    • 2010
  • Today's rapid shifts toward a new paradigm are combining city spaces with reality and technology, which is known as a ubiquitous environment. An ubiquitous environment means that 'whenever' and 'wherever' become connected. It is a great possibility that this will change our future lifestyle. Korea has the biggest advantage in the implementation of this new environment, such as having an excellent network infrastructure. Using these attributes of a ubiquitous environment, changes are being made toward ubiquitous cities within developing fields of construction, landscaping, streets, art, and the environment. This research is based on background of research that activated media pole in public city space has been done research about reality of digital skill, fusion, and sense of ubitizen, and Kang-Nam U-street applied by ubiquitous technique. While reflecting an environment that can be utilized in a modern digital society, the application of ubiquitous technology to media pole can be a space for the two-way communication of the current paradigm. It would also be meaningful to create a new cultural space through media pole. Through evaluation, citizens of the ubiquitous age are going to interact to raise the satisfaction that media pole in city space can prevent giving direction to develop and trial and error about service ability, identity, and publicity. Finally, the media pole can be used as a fundamental element to suggest directions for change when viewed as future development.

Relationship of Self-Perceived Symptoms of Periodontal Disease to Quality of Life in Adults (일부 성인에서 치주질환 자각증상과 삶의 질의 관련성)

  • Lee, Mi-Ra;Choi, Jun-Seon
    • Journal of dental hygiene science
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    • v.12 no.2
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    • pp.115-121
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    • 2012
  • The aim of this study was to investigate the correlations between the self-reported symptoms of periodontal diseases and the quality of life. This study conducted its questionnaire survey over the subjects of 450 adults who had ever visited dental clinics among the adults of age 35-65 living in Seoul and Gyeonggi-do region from January 7 to March 14, 2010. The data were analyzed using a chi-square test, t-test, binominal logistic regression analysis in the SPSS version 12.0 program. Among the self-reported symptoms of periodontal diseases, 65% of respondents perceived that 'I bleed from the gums in brushing my teeth', which was the most, whereas 18.8% of respondents perceived to 'tooth mobility', which was the least. Self-reported symptoms of periodontal diseases was associated with socio-demographic characteristics such as sex, age, level of education and periodic oral examination, dental scaling(p<0.05). People who perceived the symptoms of periodontal diseases experienced functional limitation, physical pain, psychological discomfort, disability in diverse domains, and social handicap more than the group who did not perceive them(p<0.001). OHIP-14 scores were significantly correlated with sex, bleeding gums, swollen gums and bad breath(p<0.05). This study showed the self-reported periodontal problem had a negative impact on the public's leading their happy life. Therefore, in order to enhance the quality of life in adults, it is necessary to prevent periodontal diseases and reduce the subjective symptoms.

A Study on the Improvement of Port Security Function in Busan Port - Target of Port facility security costs collection - (부산항 항만보안 기능 개선 연구 -항만시설보안료 징수대상을 중심으로-)

  • Kim, Seong-Hwan;Lee, Jeong-Min;Kim, Yul-Seong
    • Journal of Korea Port Economic Association
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    • v.39 no.4
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    • pp.127-145
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    • 2023
  • As the importance of strengthening port security is increasing, it is necessary to conduct a perceptual study on port facility users who pay for port security services first. This study aims to identify improvements in the port security function of Busan Port and contribute to the future development of port security in Korea. A total of 125 questionnaires were collected from port facility security fee collectors at Busan Port. Based on the collected data, exploratory factor analysis, traditional IPA, and modified IPA were conducted. In conclusion, first, the physical function of port security is the most important and should be continuously maintained and strengthened. Second, improving the professionalism of port security personnel is most urgent, and the port security education system needs to be improved. Finally, it is necessary to gradually develop the port security information service function in consideration of future development possibilities.

마끼 후미히꼬의 근작들

  • Kim, Mun-Deok
    • Korean Architects
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    • no.10 s.258
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    • pp.30-39
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    • 1990
  • "주제와 대상장소에 의해 그 실험은 다양하게 전개된다.예를들면 1900년대 초에 시작되었던 일부 근대주의가 내포했던 역사성에 대한 인식, 유리, 금속, 콘크리트, 플라스틱등 근대의 소산인 재료의 재질감에 대한 보다 다양한 가능성의 탐구, 구조와 표현사이의 관계모색, 추상도형에 있어 디테일이 갖는 에너지에 대한 신뢰와 발굴 다이나믹한 부분과 전체의 균형에 대한 연구, 이 결과로 생성된 과거와 미래라는 시간의 양의적 관계에서 부상되는 현재의 표현, 그것들은 각각 중요한 주제가 되는 동시에 놀랄만한 상징기능도 내포하는 보다 넓은 의미의 기능주의의 근본이 되고 있다. 그렇기 때문에 한사람의 건축가 그리고 한사무소에서 이룬 결과로서의 건축도 다양하게 전개되는 것이다."

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Advanced Paper Documents in a Projection Display (프로젝션 화면 내에서의 Advanced Paper Document)

  • 홍광진;정기철
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.565-567
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    • 2004
  • 최근 컴퓨터 환경은 매우 빠르게 발전하고 있지만, 사람들은 여전히 종이로 된 문서를 사용한다. 본 논문은 프로젝션 화면 내에서 종이 문서의 기능을 향상시킨 Advanced Paper Document (APD)를 제안한다. APD는 종이 문서와 디지털 문서를 결합시키기 위해서 부가적인 장치 없이, 사용자의 손을 이용한 문서의 선택과 조작 등의 다양한 명령을 수행한다. APD는 종이 문서와 디지털 문서의 장점을 모두 가지고 있으며, 사용자에게 자연스럽고 직관적인 환경을 제공한다. 실험 결과를 통해서, APD가 종이 문서와 디지털 문서의 기능을 결합하는 데에 적합하며, 손의 추출 및 인식과 문서의 검색에서 만족스러운 성능을 보여줌을 확인하였다.

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User Interface Development for PCS Phone (사용자 인터페이스 설계를 위한 개발 사례 (PCS Phone을 사례로))

  • 홍군선;한경하;이동연;박영목;신창범
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.05a
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    • pp.10-11
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    • 1999
  • 일반적으로 인터페이스를 설계한다고 하면 화면의 그래픽을 아름답게 하거나 기능을 단순화하는 작업이라는 인식을 가지는 경우가 있다. 그러나 인터페이스를 설계한다고 하는 것은 '사용함'을 디자인하는 것이다. 따라서 전자제품 등의 '사용함'의 설계는 기능의 구조, 조작의 흐름, 조작의 방법, 피드백, 레이아웃 및 그래픽 등을 모두 포함한다. (중략)

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A Study of RTLS Application using Active RFID (액티브 RFID를 활용한 RTLS 응용에 관한 연구)

  • Ahn, yoon-ae;Cho, han-jin
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.555-556
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    • 2011
  • 액티브 RFID를 기반으로 실시간 위치정보 서비스를 구현하는 모델인 RTLS는 보안, 의료, 건설, 항공, 항만, 운송, 국방, 교통, 레저 등 실시간 위치정보가 필요한 분야에 효과적으로 활용되고 있다. 이 논문에서는 RTLS 응용 시스템을 위한 지능형 위치정보 관리시스템을 제안한다. 제안 시스템은 일반적인 데이터 관리의 기능 이외에도 상황인식 시스템에서 사용되는 규칙기반 미들웨어 Jess(Java expert system shell)를 활용하는 구조를 가진다. 규칙을 이용한 추론 기능을 도입함으로써 응용 시스템의 정확성을 높일 수 있는 특징을 가진다.

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스마트폰 기능적 속성의 중요도에 관한 연구

  • Choe, Won-Seok
    • Proceedings of the Korea Database Society Conference
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    • 2010.06a
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    • pp.289-297
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    • 2010
  • 최근 모바일 컨버전스로의 대표적 제품인 스마트폰에 관심이 급증하고 있고, 앞으로 삶의 변화를 가져올 핵심 도구로 인식되고 있다. 또한 컨버전스화가 활발히 진행됨에 따라 소비자의 영향력이 어느 때 보다 강화 되고 있어 심층적인 소비자 연구를 통하여 제품개발에 반영하는 것이 요구된다. 본 연구에서는 소비자들이 스마트폰을 구입 시 중시하는 스마트폰의 기능적 속성이 무엇인지를 실증적으로 분석하여, 스마트폰의 확산을 촉진시키는데 기여하고자 한다.

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