• Title/Summary/Keyword: 인지이동

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Sensory substitution in perceiving architectural surfaces

  • Kim, Young-Kil;Young, Rockefeller-S.L.
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1992.04b
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    • pp.573-580
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    • 1992
  • 인공건물의 평면특성에 대한 시각을 통한 인지를 청각으로 대체했을 경우의 인지능력을 측정하였다. 정상적으로 시각(visual)을 이용하겠으나, 시각 장애자의 경우는 청각(auditory) 또는 촉각(tactile) 또는 두가지 모두를 사용하게 된다. Psychophysical approach를 사용하여 모의평면에 대한 인지능력을 JND단위로 측정하였다. 청각적인 신호를 관찰자에게 제공하기 위해 전자장치(electronic ranging device)가 고안되었다. 이 장치는 목표물까지의 거리를 초음파의 이동시간으로 측정하여 음의세기(sound level)로 발생시켜 준다. 관찰자는 이 음의 세기를 듣고 거리를 추정하고 물표의 방향은 이 장비를 쥔 손의 방향, 즉, proprioceptive cue를 이용하게 된다. 세가지 task에 대한 실험은 평면의 slantness, 두 평면이 교차하는 모서리의 크기, 두 평면사이의 공간(aperture size)등에 대한 인지능력의 측정실험이다. 실험결과를 보면, 관찰자는 시각신호 대신에 청각신호를 사용할 수 있는 능력이 있는 것으로 나타났다. 세가지 task별 JND측정치는 slant angle 6도, 모서리의 concavity 10도, angular aperature size 3-5도로 나타났다. 이 결과는 정상인이 시각을 이용한 인지능력과 큰 차이가 없음을 보여주고 있다.

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A study on the Cognitive Scientific explanation for Design Ideation (디자인 사고과정의 인지 과학적 해석)

  • 박영목;이동연
    • Archives of design research
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    • v.21
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    • pp.1-12
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    • 1997
  • This research is that it could use a theory from a .cognitive science, making a hypothesis to explain the thingking steps of designing, adapting the problem solving of the design from knowledge of a cognitive science, to meet the possiblity which it can be developed the new way of the thinking. Design is a field where it needs a complexity with hi-brain activities. And cognitive science is a science which it study human brain activities. However, it is also quite possible to bo adaped over all design by linking with design and cognitive science. I explaned the ideation of the thinking steps on this study by the knowledge of cognitive science, to observe to be possible. I found out the new ways of possibilities from design thinking process. It is a result that I've been interpretated the design process and the thinking process out of the theory of knowledge structure.

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Performance Evaluation of User Mobility Management Scheme based-on Dwell Time Optimization for Effective Inter-working with Heterogeneous Networks under Cognitive Networking Environments (인지 네트워킹 환경 하에서 체류시간 관리 최적화를 통한 사용자 이동성 모델 기반 이동성 관리방법의 성능평가)

  • Choi, Yu-Mi;Kim, Jeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.5
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    • pp.77-83
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    • 2012
  • The importance of mobility management is becoming to be one of the upcomming issues to be addressed to provide the converged services and the convergence of the heterogeneous network environments. In this paper, the new user mobility management scheme which can be utilized to model the user's mobility behaviors for interworking with heterogeneous overlay convergent networks under the time-varying radio propagation environment has been proposed. Thus user mobility management scheme based on user mobility model is considered in order to optimize the dwell time of users in the overlay convergent networks. This Mobile IP user mobility management will be very useful to model the user mobility behaviors and can be used to estimate the signaling traffic and frequency spectrum demands for massive data transfer for the heterogeneous overlay convergent networks.

THE Theory of Barriers and Licensing Condition (장벽이론과 인가조건)

  • 나병모
    • Korean Journal of Cognitive Science
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    • v.2 no.1
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    • pp.109-142
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    • 1990
  • The present pater aims to review Barriers framework proposed by chomsky(1986b) to point out some potential problems and to give an alternative definition of barriers.Chomsky assumes that adjunction to non-argument is possible for syntactic movement But this assumption results in overgeneration of ungrammatical sentences.We do not allow any adjunction in syntax,and abandin the Empty Category Princile,instead we propose Head Licensing Cindition and Antecedent Condition.HLC requires empty non-proneminals to be marked by head either lexical or functional and AC states that traces should be 0-subjacent to their antecedents.

A Study on Mobile Digital Signage Robot (이동형 광고로봇 활용에 관한 연구)

  • Lee, Yong-Jo;Park, Hae-Deun;Kim, Min-Ji;Choi, Ji-Hee;Ro, Kwang-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1159-1162
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    • 2014
  • 광고 시장 / 채널은 새로운 매체로 전환이 급격히 빠른 분야이다. 과거 TV, 신문 등과 같은 전통적인 매스미디어에서, 현재는 인터넷 및 모바일 광고와 디지털 사이니지를 통한 옥외광고가 주를 이루고 있다. 이에 따라 지속적인 마케팅 패러다임의 변화, 광고시장 / 로봇(서비스형, 지능형) 시장의 성장세를 기반으로 디지털 사이니지와 이동로봇을 결합하여 광고효과를 극대화 시킬 수 있는 커뮤니케이션 마케팅 기반의 신개념 광고기기(Mobile Digital Signage Robot 이하 MDSR)를 제안한다. MDSR의 기본 목표는 로봇이 설정된 루트를 자동으로 이동하며 주변상황을 인지하여 상황에 맞는 광고를 노출시키는 데에 있다. 또한 사용자의 관심을 유도하는 인터랙티브 기능과, 커뮤니케이션 콘텐츠를 탑재하여 주위 사람들의 이목을 집중시키며, 광고노출빈도가 높아지고 흥미유발에 기여하여 광고효과를 극대화 시키고, 이용자 편의성을 제고시킨다. 본고에서는 마케팅 / 디지털 사이니지 / 로봇시장의 실태와 현황을 알아보고, MDSR개발을 위한 HW 필요 탑재부품의 성능정보 수집 및 평가, 로봇 이동제어 및 상황인지와 광고전환을 위한 핵심 SW 알고리즘 개발, 마케팅 전략 및 활용 시나리오, 기대효과 분석 등을 연구해 MDSR 제작 및 활용 방법 등을 살펴본다.

Hazardous Area Identification Model using Automated Data Collection(ADC) based on BIM (BIM기반 자동화 데이터 수집기술을 활용한 위험지역 식별 모델)

  • Kim, Hyun-Soo;Lee, Hyun-Soo;Park, Moon-Seo;Lee, Kwang-Pyo;Pyeon, Jae-Ho
    • Korean Journal of Construction Engineering and Management
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    • v.11 no.6
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    • pp.14-23
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    • 2010
  • A considerable number of construction disasters occurs on pathway. A safety management in construction sites is usually performed to prevent accidents in activity areas. This means that safety management level of hazards on pathway is relatively minified. Many researchers have introduced that a hazard identification is fundamental of safety management. Thus, algorithms for helping safety managers' hazardous area identification is developed using automated data collection technology. These algorithms primarily search potential hazardous area by comparing workers' location logs based on real-time locating system and optimal routes based on BIM. And potential hazardous areas is filtered by identified hazardous areas and activity areas. After that, safety managers are provided with information about potential hazardous areas and can establish proper safety countermeasures. This can help improving safety in construction sites.

Region and Movement Based Adaptive Location Management for Wire/Wireless Convergent Networks based-on Cognitive Networking (인지 네트워킹기반 유무선 융합망에서의 영역과 이동 임계치를 기반으로 한 적응형 이동성 관리)

  • Kwon, Eun-Mi;Kim, Jeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.6
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    • pp.77-82
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    • 2012
  • In this paper, the new location management scheme based on region and movement threshold has been proposed in order to minimize the required cost to handle the resource location management signaling traffics under the wire/wireless convergent networks when the users are moving around the cold and hot regions. In this scheme, the sequential paging is supposed to be performed according to the movement threshold which can be changed in accordance with the number of movements that each mobile user had made while it is moving around the resource regions. With the proposed scheme, the cost of managing the location management traffics and efficient spectrum assignment overhead can be minimized by placing signaling traffics for location managements and also allocating radio spectrum considering individual movement behaviors.

A Neural Network-based Artificial Intelligence Algorithm with Movement for the Game NPC (게임 NPC를 위한 신경망 기반의 이동 안공지능 알고리즘)

  • Joe, In-Whee;Choi, Moon-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.12A
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    • pp.1181-1187
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    • 2010
  • This paper proposes a mobile AI (Artificial Intelligence) conducting decision-making in the game through education for intelligent character on the basis of Neural Network. Neural Network is learned through the input/output value of the algorithm which defines the game rule and the problem solving method. The learned character is able to perceive the circumstances and make proper action. In this paper, the mobile AI using Neural Network has been step-by-step designed, and a simple game has been materialized for its functional experiment. In this game, the goal, the character, and obstacles exist on regular 2D space, and the character, evading obstacles, has to move where the goal is. The mobile AI can achieve its goals in changing environment by learning the solution to several problems through the algorithm defined in each experiment. The defined algorithm and Neural Network are designed to make the input/output system the same. As the experimental results, the suggested mobile AI showed that it could perceive the circumstances to conduct action and to complete its mission. If mobile AI learns the defined algorithm even in the game of complex structure, its Neural Network will be able to show proper results even in the changing environment.

Relation between Character Cloning and User Perception for Real-time Game Environment (실시간 게임 환경에서의 캐릭터 복제와 사용자 인지의 상관관계 연구)

  • Park, Yoon-Young;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.531-537
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    • 2009
  • When creating large crowds, it is unavoidable that the models and motions of many characters will be cloned. McDonnell implemented experiments focus on appearance and motion of characters to test user perception of crowds. As a result, appearance clones were easier to perceive than motion clones. In this paper, I researched about relation between character cloning and user perception for real-time game environment expanding McDonnell's research. This paper focuses on the way to recognition of multiple clones in dramatic environment free to change view point and has crowds move to every directions by trajectories. In particular, this paper shows the possibility of character diversification applied various shapes, colors and patterns to game item have important elements for game characters. Also, I suggests range of distances between clones by a series of experiments of user perception for clones's moving direction and distance.

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