• 제목/요약/키워드: Cognitive Senses

검색결과 49건 처리시간 0.021초

IoT 무선 센서를 위한 RF 스펙트럼 인지 기술 (RF Spectrum Cognition Technologies for IoT Wireless Sensors)

  • 윤원상;한상민
    • 전기학회논문지
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    • 제65권1호
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    • pp.122-127
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    • 2016
  • In this paper, new spectrum sensing schemes based on analog/RF front-end processing are introduced for IoT wireless sensor networks. While the conventional approaches for wireless channel cognition have been issued in signal processing area, the RF spectrum cognition concept makes it feasible to achieve cognitive wireless sensor networks (C-WSNs). The spectrum cognition at RF processing is categorized as four kinds of sensing mechanisms. Two recent reseaches are described as promising candidates for the C-WSN. One senses spectrum by the frequency discriminating receiver, the other senses and detects from the frequency selective super-regenerative receiver. The introduced systems with simple and low-power RF architectures play dual roles of channel sensing and demodulation. simultaneously. Therefore, introduced spectrum sensing receivers can be one of the best candidates for IoT wireless sensor devices in C-WSN environments.

The Influence of Cognitive Factors on the Creative Abilities in Design -Focused on the Sensory Modalities and Thinking Modes-

  • Woo Heung-Ryong
    • 디자인학연구
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    • 제19권3호
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    • pp.143-154
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    • 2006
  • The primary purpose of this study was to investigate the influence of Cognitive Factors (CF) on the Creative Abilities (CAs) in design. We set up a model of Cognitive Design Process (CDP), which consists of four domains: Concepts, Experience, Five Senses (FS), and Thinking Modes (TM). Here, experience is first perceived by the five senses, and then recognized by intelligence. We regard design as a transforming process from concept to experience. For this study, two major Sensory Modalities (Visual and Kinesthetic), four Thinking Modes (Brain Dominance Profile), and four Creative Abilities (Fluency, Flexibility, Originality, and Elaboration) were reviewed. We hypothesized that idea generation is influenced by different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) and Thinking Modes, and that these have a close relationship with the attributes of CAs. Firstly, we have examined the cognitive thinking model in design. Then, we adapted the Test of Creative Abilities of Design Thinking (TCADT) for measuring CAs. We surveyed the CAs under CF in particular. Finally, we have investigated the influences of the different Sensory Modalities (Visual Sense vs. Kinesthetic Sense) on CAs. It was found that a close relationship between Brain Dominance and CAs, and Sensory Modalities (SM) have different influence on these creative abilities. As a result, a tool for the Test of CAs and a framework for creative idea generation with the effective CF will be presented. These provide the basis for a new approach to creative idea generation in Experience Design.

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Implementation of Spectrum Sensing with Video Transmission for Cognitive Radio using USRP with GNU Radio

  • Thien, Huynh Thanh;Vu-Van, Hiep;Koo, Insoo
    • International Journal of Internet, Broadcasting and Communication
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    • 제10권1호
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    • pp.1-10
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    • 2018
  • In cognitive radio (CR), secondary users (SUs) are able to sense the absence of primary users (PUs) in the spectrum. Then, SUs use this information to opportunistically access the licensed spectrum in the PUs' absence. In this paper, we present an implementation of real-time video transmission with spectrum-sensing between two points using GNU Radio and a National Instruments 2900 Universal Software Radio Peripheral (USRP). In our project, spectrum-sensing is implemented at both transmitter and receiver. The transmitter senses the channel, and if the channel is free, a video signal (which could be a real-time signal from a video file) will be modulated and processed by GNU Radio and transmitted using a USRP. A USRP receiver also senses the channel, but in contrast, if the channel is busy, the signal is demodulated to reproduce the transmitted video signal. This project brings in several challenges, like spectrum-sensing in the devices' environment, and packets getting lost or corrupted over the air.

층위기법 관점의 농촌경관계획에 관한 연구 -고창 안현마을, 태백 구와우마을, 남해 물건리를 사례로- (A Study on Planning Rural Landscape Based on the Layer Technique - Focusing on Anhyun Village in Gochang, Guwau Village in Taebaek and Mulgeon-ri in Namhae -)

  • 박은영
    • 농촌계획
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    • 제14권4호
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    • pp.11-19
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    • 2008
  • The layer technique is to produce many memorable scenes by generating layers of new experiences on the existing ones as it is adding the cognitive layers on to the visually seen landscape. Its need is high for places whose landscape itself influences perception, value or expression and which determines the spatial and quality standards. The existing floor plan-based design methods have failed to be useful in generating complex visual experiences. In order to maximize the aesthetical landscape experiences in landscape planning, cognitive layers are needed which complement the input of adequate cognitive elements and the inter-element relationships. Here, layers are utilized to change the arrangement of the landscape elements and coordinate the cognitive flow so that the images could be connected and imagination could occur. A case in point is Anhyun Village in Gochang where physically distinctive layers are additionally set to make a visual experience enriching. The new landscape layers discover the fact that it provides diversity in experiencing the village landscape and forming the sense of beauty and that it is deeply immersed into the daily life of the village. Meanwhile, Guwau Village in Taebaek is an example showing the usefulness of various-layer setting in landscape planning in setting effective circulation planning. That is, the bottom line is the spacing-starting where and making it stay where for a few seconds, and the visual layers. It is also critical to encourage inducing circulation so that layers of the senses stimulating five senses could intervene. Lastly, Mulgeon-ri in Namhae is a case which directly made a parallel of the physical layers of the landscape composition and the cognitive layers of the landscape experience. Artificial landscape planning is mostly about manipulating of visual traits that people feel beautiful, but the layer technique is linked to how to make experiences enriching and renewed.

명제 태도의 퍼즐들:Zalta 의 타협안 (Puzzles of Propositional Attitudes:Zalta's Eclectic Solution)

  • 박우석
    • 인지과학
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    • 제6권1호
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    • pp.31-46
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    • 1995
  • 뜻(Sense)과 지시체의 구별을 근간으로 하는 프레게류 의미론에 의하면,같은 지시체를 갖는 이름들의 인지적 의미는 서로 다를수 있다.그 반면,프레게의 뜻을 어떤 이름의 지사체를 결정함애 있어 매개적인 역할을 하는 존재자라 보고 단호히 거부하는 소위 직접 지칭론자들은 문맥에 관계없이 같은 지시체를 갖는 이름들은 동일한 인지적 의미를 갖는다고 주장한다.그러나 일단 뜻을 배척하고나면,명제태도 문맥에서 왜 같은 지시체를 갖는 이름들이 대치될 수 없는지를 설명하기 어렵고,따라서 명체 태도의 퍼즐들은 직접 지칭론의 아킬레스건이 되어 왔다.최근Zlata는 다소의 수정을 통해 프레게와 직접 지칭론자 양자의 중요한 통찰들을 희생하지 않으면서 양자의 관점을 종합하는 것이 가능하며,실제로 자신의 해결책은 명제태도의 퍼즐들을 훌륭하게 해결해 준다고 주장한다.본 논문은 Zalta의 절충안을 비판적으로 검토함으로써 선결되어야 할 쟁점들을 부각시키고자 한다.

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의미네트워크를 이용한 단어의미의 모호성 해결방법 (A Word Sense Disambiguation Method with a Semantic Network)

  • 나동렬
    • 인지과학
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    • 제3권2호
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    • pp.225-248
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    • 1992
  • 본 논문에서는 의미 네트워크에 기반을 둔 지식베이스를 이용하여 단어 의미의 모호성을 해소하는 방법들을 소개 한다. 기본이 되는 방법은 입력문자의 의미해석이 진행됨에 따라 수집되는 지식베이스내의 경로(path)들을 추적하여 이용하는 것이다. 이러한 경로들을 의미경로(semantic path)라고 부른다. 파싱과정에서 한 단어가 입력되면 이단어가 가질수 있는 의미 중에서 어느 의미 경로에도 이용되지 않은 것들이 제거된다. 각 제거는 의미 경로들을 통하여 전파되어 이미 입력된 다른 단어들의 의미의 제거를 유발한다. 이 박업은 더이상 제거되는 의미가 없을때 까지 반복 진행된느데 이를 recursive word sense removal 작업이라 부른다. 추상적인 개념의 구체화(conctetion) 작업도 단어 의미 모호성해소의 중요한 방법인데, 본 논문에서는 이를 경로조절작업(path adjustment operation)이라고 불리는 방법을 이용하여 확장시키는 방법을 소개한다. 의미사이의 연과성(semantic association)이나 구문분석으로부터의 정보를 위의 방법들과 관련지어 이용하는 방법도 살펴본다.

Survey of Acoustic Frequency Use for Underwater Acoustic Cognitive Technology

  • Cho, A-ra;Choi, Youngchol;Yun, Changho
    • 한국해양공학회지
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    • 제36권1호
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    • pp.61-81
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    • 2022
  • The available underwater acoustic spectrum is limited. Therefore, it is imperative to avoid frequency interference from overlapping frequencies of underwater acoustic equipment (UAE) for the co-existence of the UAE. Cognitive technology that senses idle spectrum and actively avoids frequency interference is an efficient method to facilitate the collision-free operation of multiple UAE with overlapping frequencies. Cognitive technology is adopted to identify the frequency usage of UAE to apply cognitive technology. To this end, we investigated two principle underwater acoustic sources: UAE and marine animals. The UAE is classified into five types: underwater acoustic modem, acoustic positioning system, multi-beam echo-sounder, side-scan sonar, and sub-bottom profiler. We analyzed the parameters of the frequency band, directivity, range, and depth, which play a critical role in the design of underwater acoustic cognitive technology. Moreover, the frequency band of several marine species was also examined. The mid-frequency band from 10 - 40 kHz was found to be the busiest. Lastly, this study provides useful insights into the design of underwater acoustic cognitive technologies, where it is essential to avoid interference among the UAE in this mid-frequency band.

Evolving a Holistic Design Process of Experiential Design - Focus on the Cognitive Interaction in Design Process -

  • Woo, Heung-Ryong
    • 디자인학연구
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    • 제20권2호
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    • pp.65-76
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    • 2007
  • The primary purpose of this study was to evolve integrated design process for Experiential Design which is based on the former study, 'The Influence of Cognitive Factors on the Creative Abilities in Design'. Experience is a transformation factor to all of the design processes, which has three phase of problem solving; Input, Process, and Output. We regard Experiential Design is a transforming process from concept to experience, and set up a mode) of Holistic Design Process (HDP), which consists of four domains: Four Causes, Thinking Modes, Sensory Modalities, and Creative Abilities. Revolving Sensory Modalities (SM), Creative Abilities (CA), and Thinking Modes (TM) around Product Design Specification (PDS) through a design process, Design Concepts ripen and mature into Externalization. Each component of Experiential Design (TM, SM, and CA) turns around the PDS. Here, experience is first perceived by the five senses. Then, the knowledge is formed, and the CA works for a problem solving. And TM controls all of these procedures. We regard these are a phenomenon of Experiential Design. The HDP can be helpful to develop valuable solutions and create a good experience.

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아이웨어 플래그십 스토어의 만족도 및 브랜드 경험 공간 표현방법 - 아이웨어 브랜드 '젠틀몬스터'를 중심으로 - (Satisfaction with an Eyewear Flagship Store and the Expression Methods of the Brand Experience Space - Based on Eyewear Brand 'Gentle Monster' -)

  • 홍설아;한혜련
    • 한국실내디자인학회논문집
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    • 제26권5호
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    • pp.152-160
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    • 2017
  • The purpose of this study is to propose a space design plan for brand experience that can enhance consumer satisfaction and brand awareness by conducting a survey on the consumer satisfaction with space expression methods in an eyewear flagship store. Through theoretical review, brand experience was defined as the 'process and outcome of experiences caused by stimulations associated with the brand in a series of processes. After reviewing previous studies, 5 elements of brand experience such as the sensory, emotional, behavioral, cognitive and relational experiences were extracted. Upon deriving a checklist through these elements, a survey was conducted. The analysis of the survey showed that the process composed of cognitive experiences that promoted to remember the brand was intensively expressed in spaces. Thus, the results of this study are as follows. First, the process composed of cognitive experience should be applied with a higher priority to increase brand awareness, and such a process accompanied by the behavioral and sensory experiences. Second, beyond a simple visual experience, various senses such as olfactory and auditory senses should be stimulated, and behavioral experience provided as an experience factor. Third, brand image and sales spaces should be composed under a single theme with a connectivity. Fourth, in external spaces, the curiosity of consumers should be stimulated with a theme matching the brand image. Fifth, it was found that the visitor satisfaction was higher when formative elements consisted of not only static but also dynamic features. Sixth, among the elements of brand experience, emotional experience should be improved to complete the 'process and outcome of experiences'. It is considered that further studies are needed, which expand the cases of eyewear flagship stores not only in Korea but also overseas, and propose more specific plans and design strategies through in-depth interview methods in the future.

메타버스 상호작용 기술 동향 및 발전 전망 (Metaverse Interaction Technology Trends and Development Prospects)

  • 백성민;이용호;김주영;박상헌;길연희
    • 전자통신동향분석
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    • 제39권2호
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    • pp.12-23
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    • 2024
  • The Metaverse industry is developing rapidly, and related technologies are being actively improved. Tools such as controllers, keyboards, and mouses are used to interact in the Metaverse, but they are not natural and intuitive interfaces to resemble real-world interactions. Immersive interaction in a Metaverse space requires the engagement of various senses such as vision, touch, and proprioception. Moreover, in terms of body senses, it requires a sense of body ownership and agency. In addition, eliciting cognitive and emotional empathy based on non-verbal expression, which cannot be suitably conveyed to the digital world, requires higher-level technologies than existing emotion measurement solutions. This diversity of technologies can converge to build an immersive realistic Metaverse environment. We review the latest research trends in technologies related to immersive interactions and analyze future development prospects.