• Title/Summary/Keyword: 직관의 특징

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An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.

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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Enhancement of Physical Modeling System for Underwater Moving Object Detection (이동하는 수중 물체 탐지를 위한 축소모형실험 시스템 개선)

  • Kim, Yesol;Lee, Hyosun;Cho, Sung-Ho;Jung, Hyun-Key
    • Geophysics and Geophysical Exploration
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    • v.22 no.2
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    • pp.72-79
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    • 2019
  • Underwater object detection method adopting electrical resistivity technique was proposed recently, and the need of advanced data processing algorithm development counteracting various marine environmental conditions was required. In this paper, we present an improved water tank experiment system and its operation results, which can provide efficient test and verification. The main features of the system are as follows: 1) All the processes enabling real time process for not only simultaneous gathering of object images but also the electrical field measurement and visualization are carried out at 5 Hz refresh rates. 2) Data acquisition and processing for two detection lines are performed in real time to distinguish the moving direction of a target object. 3) Playback and retest functions for the saved data are equipped. 4) Through the monitoring screen, the movement of the target object and the measurement status of two detection lines can be intuitively identified. We confirmed that the enhanced physical modeling system works properly and facilitates efficient experiments.

Research on Efficient Live Evidence Analysis System Based on User Activity Using Android Logging System (안드로이드 로그 시스템을 이용한 효율적인 사용자 행위기반 라이브 증거수집 및 분석 시스템 연구)

  • Hong, Il-Young;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.1
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    • pp.67-80
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    • 2012
  • Recently as the number of smartphone user is growing rapidly, android is also getting more interest in digital forensic. However, there is not enough research on digital data acquisition and analysis based on android platform's unique characteristics so far. Android system stores all the related recent systemwide logs from the system components to applications in volatile memory, and therefore, the logs can potentially serve as important evidences. In this paper, we propose a digital data acquisition and analysis system for android which extracts meaningful information based on the correlation of android logs and user activities from a device at runtime. We also present an efficient search scheme to facilitate realtime analysis on site. Finally, we demonstrate how the proposed system can be used to reconstruct the sequence of user activities in a more intuitive manner, and show that the proposed search scheme can reduce overall search and analysis time approximately 10 times shorter than the normal regular search method.

A Corpus Analysis of British-American Children's Adventure Novels: Treasure Island (영미 아동 모험 소설에 관한 코퍼스 분석 연구: 『보물섬』을 중심으로)

  • Choi, Eunsaem;Jung, Chae Kwan
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.333-342
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    • 2021
  • In this study, we analyzed the vocabulary, lemmas, keywords, and n-grams in 『Treasure Island』 to identify certain linguistic features of this British-American children's adventure novel. The current study found that, contrary to the popular claim that frequently-used words are important and essential to a story, the set of frequently-used words in 『Treasure Island』 were mostly function words and proper nouns that were not directly related to the plot found in 『Treasure Island』. We also ascertained that a list of keywords using a statistical method making use of a corpus program was not good enough to surmise the story of 『Treasure Island』. However, we managed to extract 30 keywords through the first quantitative keyword analysis and then a second qualitative keyword analysis. We also carried out a series of n-gram analyses and were able to discover lexical bundles that were preferred and frequently used by the author of 『Treasure Island』. We hope that the results of this study will help spread this knowledge among British-American children's literature as well as to further put forward corpus stylistic theory.

The Relationship between Youtube Music Video Views and Visual Characteristic: Focused on K-pop Music Video (유튜브 뮤직 비디오의 조회수와 시각적 연출 특성의 관계에 대한 연구 : 케이팝 뮤직 비디오를 중심으로)

  • Kang, Yun-Hoo;Park, Jin-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.63-75
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    • 2020
  • This paper researches the relationship between Youtube K-pop music video views and visual characteristics. K-pop music video, which is the subject of study has intrigued the world since 'Gangnam Style' became Youtube's most viewed video in 2012. This paper questions the existence of element that are related to music video views which is not externally visible and the availability of the discovering the specific element. Previous studies had difficulty in searching the inherent elements of the music video associated with views because they chose a research method that compares music videos based on one or two pieces of work and had a biased result. Therefore, this paper goals to divide nine music videos according to the number of views in three groups and analyze their visual characteristics to find out the differences between the groups and their each features. This paper will contribute to the development of music video field in Youtube market where the number of views is getting more important recently.

GTS-Visual Logic: Visual Logic and Tool for Analysis and Verification of Secure Requirements in Smart IoT Systems (GTS-VL: 스마트 IoT에서 안전 요구사항 분석과 검증을 위한 시각화 논리 언어 및 도구)

  • Lee, SungHyeon;Lee, MoonKun
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.9
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    • pp.289-304
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    • 2022
  • It is necessary to apply process algebra and logic in order to analyze and verify safety requirements for Smart IoT Systems due to distributivity and mobility of the systems over some predefined geo-temporal space. However the analysis and verification cannot be fully intuitive over the space due to the fact that the existing process algebra and logic are very limited to express the distributivity and the mobility. In order to overcome the limitations, the paper presents a new logic, namely for GTS-VL (Geo-Temporal Space-Visual Logic), visualization of the analysis and verification over the space. GTS-VL is the first order logic that deals with relations among the different types of blocks over the space, which is the graph that visualizes the system behaviors specified with the existing dTP-Calculus. A tool, called SAVE, was developed over the ADOxx Meta-Modeling Platform in order to demonstrate the feasibility of the approach, and the advantages and practicality of the approach was shown with the comparative analysis of PBC (Producer-Buffer-Consumer) example between the graphical analysis and verification method over the textual method with SAVE tool.

Design and Implementation of a Mobile-based Evaluation Application for the Residential Performance of Hanok (한옥의 거주성능 평가를 위한 모바일 기반 어플리케이션 설계와 구현)

  • Mi-Hyang Lee;Seung-Hoon Han
    • Land and Housing Review
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    • v.14 no.2
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    • pp.109-124
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    • 2023
  • The purpose of this study was to implement a mobile application to evaluate the residential performance of Hanoks anytime and anyplace free of time and space constraints made possible by mobile devices such as smart phones. To effectively evaluate the performance of Hanoks, the mobile application includes architectural information and help functions to ease the usability by the general public. In addition, it is designed to be intuitively understood through the presentation of field photos through empirical cases in line with the functional characteristics of smart phones. To test the functionality of the mobile application, a field evaluation was conducted at the Set-yi-seo Literature Center in Eunpyeong Hanok Village. The findings of this study provide a basis for using smart phone based applications for evaluating buildings such as Hanoks in the future. It can be used as a model for developing future user-friendly performance evaluation applications for public Hanok research and development.

Design of dashboard conceptual model for digital twin based smart pipe health monitoring (디지털 트윈 기반 스마트 파이프 상태 감시를 위한 대시보드 개념모델 설계)

  • Hong, Phil-Doo;Kim, Nam-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.389-391
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    • 2022
  • Efforts by the Ministry of Environment and local governments in Korea are continuing to manage the aging of water supply and sewage buried underground. With the support of the Korea Institute of Environmental Industry and Technology's water and sewage innovation technology development project, it is conducting a project to predict and exchange accidents due to aging, and to apply smart functions to new buried pipes. As one of these studies, this paper proposes the design of a dashboard concept model for digital twin-based smart pipe health monitoring, one of the key features of the entire study. Since remote control and monitoring are one of the main functions, distributed transmission and reception agents are deployed to visualize monitoring situations in real time and to increase user affinity by deploying intuitive UI. To validate the design of this proposed special digital twin based smart pipe state monitoring, we construct the conceptual model level and measure the agent effectiveness to validate its excellence.

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Study on Features of Software Cyborg in the Virtual Game -PS4 ocusing Game- (가상게임에 나타나는 소프트웨어 사이보그특징에 대한 고찰 -PS4 <언틸던> 게임을 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.41
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    • pp.279-306
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    • 2015
  • This paper is a study of the changing nature of software for virtual Cyborg self and the virtual body that occur in the game from a philosophical point of view. Looking broadly, the cyborg concept refers to the combination of man and machine. Specifically, there is a hardware cyborg organism to combine human and restoration of machine In addition, there is software cyborg by electronic the human brain of converting a virtual body. Virtual games are cases software-Cyborg applied. In the game , There seems to have characteristics of virtual body and ego that different from general cyborg meaning. To analyze the features, I applied the concept of software-cyborg of Hans morabek and the multiple selves in cyberspace properties of Kim Sun-Hee. generally, software cyborg cloning the brain type tended to invalidate the body due to the nature of the virtual world. But If you look at third-person's view and the game character that made from real actors, it is pursuing the realism of photographic images and it stressed the need for a virtual body in order to maintain the psychological identity of the player. And, The game player crosses the eight characters to choose while completing the mission. This is a big role in the reality ego leads to the desired final ending with the selection and experience to be experienced as self-replication to multiple. These cyber multi-ego looks for an active and positive features compared to the multi-ego in the real world and highlights the advantages of the software cyborg. Game The characteristics of the final result varies depending on the selection of the player. The life and death of a friend is determined by the relationship between the characters friendship. In this case, the virtual self is empirically through trial and error, moral, and try to select the desired setting the standard for intuitive and self own choice. Also It can be fused to the knowledge of multiple selves as one step is formed by a high spiritual introspection. This process is a positive interpretation of the world and their own forms of mental reflection through self-overcoming human, Nietzsche is said that the process is Wibeomenswi.