One of the basic tasks for robots to interact with humans is to quickly and accurately grasp human behavior. Therefore, it is necessary to increase the accuracy of human pose recognition when the robot is estimating the human pose and to recognize it as quickly as possible. However, when the human pose is estimated using deep learning, which is a representative method of artificial intelligence technology, recognition accuracy and speed are not satisfied at the same time. Therefore, it is common to select one of a top-down method that has high inference accuracy or a bottom-up method that has high processing speed. In this paper, we propose two methods that complement the disadvantages while including both the advantages of the two methods mentioned above. The first is to perform parallel inference on the server using multi GPU, and the second is to mix bottom-up and One-class Classification. As a result of the experiment, both of the methods presented in this paper showed improvement in speed. If these two methods are applied to the entertainment robot, it is expected that a highly reliable interaction with the audience can be performed.
Heo, Duyoung;Kim, Sang Jun;Kwak, Choong Sub;Nam, Jae-Yeal;Ko, Byoung Chul
Journal of Broadcast Engineering
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v.22
no.3
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pp.282-294
/
2017
In this paper, we propose a novel intelligent headlight control (IHC) system which is durable to various road lights and camera movement caused by vehicle driving. For detecting candidate light blobs, the region of interest (ROI) is decided as front ROI (FROI) and back ROI (BROI) by considering the camera geometry based on perspective range estimation model. Then, light blobs such as headlights, taillights of vehicles, reflection light as well as the surrounding road lighting are segmented using two different adaptive thresholding. From the number of segmented blobs, taillights are first detected using the redness checking and random forest classifier based on Haar-like feature. For the headlight and taillight classification, we use the random forest instead of popular support vector machine or convolutional neural networks for supporting fast learning and testing in real-life applications. Pairing is performed by using the predefined geometric rules, such as vertical coordinate similarity and association check between blobs. The proposed algorithm was successfully applied to various driving sequences in night-time, and the results show that the performance of the proposed algorithms is better than that of recent related works.
Journal of Korean Home Economics Education Association
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v.26
no.2
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pp.15-30
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2014
The purpose of this study is to provide basic information on clothing preference to help teachers suggest clothes that help students adapt better to school life, and to get basic data specific to Home Economics curricula and how teenagers' attitude toward clothes correlate with their conformity to school as a whole. The survey of 587 students was conducted between December 17-24, 2012 in Gwangju. The data was analyzed using the SPSS 18.0 for window program: frequency, means, factor analysis, cluster analysis, Chronbach's ${\alpha}$, t-test, and ANOVA. There were significant differences in the many adolescents's adapted to school life based on the clothing behavior conformity and the attitude toward the name-brand. The results showed that, if it is not extreme, adolescents had the more the clothing behavior conformity on peer & mass media than less, they did well adapt on school life. And the group of more preference for the name-brand clothing result in low school discipline adaptation but high peer and teacher relationship. In adaptation of learning, they were not different significantly based on attitudes toward the name brand.
Journal of Korean Library and Information Science Society
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v.51
no.3
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pp.103-121
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2020
This study aimed to analyze the research trends of school libraries from 1990 to July 2020. To this end, LDA topic modeling analysis was conducted to the domestic article abstracts related to school libraries. The total number of documents is 498 papers published by the four major domestic journals in Library and Information Science. The log-likelihood estimate criterion was used to determine the number of topics for topic modeling. As a result of the study, 27 topics were discovered, then, theory were categorized by eight subject areas: general, institutional system, building/equipment, operation/management, data organization, service, education, and others. The most popular research was library utilization classes (T27) and Information Utilization (T2). More than 20 studies were found in each evaluation index development (T13), school librarian placement (T24), learning information media utilization (T3), community public library (T7), library cooperation (T9), library use (T17), library research (T11), reading education (T4), collection development (T5), and education effects/teaching methods (T18).
The Journal of Korean Academy of Sensory Integration
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v.12
no.2
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pp.25-36
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2014
Objective : The purpose of this study is learning the characteristics of literature applying single subject researches in the field of sensory integration therapy of Korean occupational therapy and evaluating the quality level of them. Methods : Analyzed the characteristics of 17 single subject research papers (independent variable, study design, study subject, total number of session, study period, intervention time, intervention place, dependent variable, measuring tool and result) published between 2002 and 2013 using the document delivery service of Korean Society of Occupational Therapy, National Discovery for Science Leaders (NDSL), Nuri Media (DBpia), Research Information Sharing Service (RISS), Korean Studies Information Service System (KISS) and National Assembly Library and evaluated the literatures using quality evaluation scale. Results : According to the analysis result on the literature characteristics, reversal design was the most used study method. Total number of session was 10 sessions to 34 sessions. Study period was 4 weeks to 16 weeks. Intervention time was 8 minutes to 70 minutes and most interventions were done in occupational therapy room or sensory integration therapy room. According to the result of quality level evaluation, 4 papers out of 17 papers were on high level and remaining papers were on intermediate level. However, there was no study which included intervention blind. Conclusion : Suggested standards that need to be supplemented and discussions on qualitative improvement including repetitive research on the mediation effect during the application of the single subject research methodology, the securement of adequate data sections, and processing of a mediation blind. It is expected to be used as basic data for conducting a better qualitative research in the future.
Yang, Sun Im;Yim, Hyeon Woo;Jo, Sun-Jin;Ji, Yu Na;Jung, Hye-Sun;Kim, Bo Kyoung;Lee, Kang-Sook;Lee, Won Chul
Korean Journal of Occupational Health Nursing
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v.17
no.1
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pp.23-33
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2008
Purpose: The purpose of the study was to identify attitudes of middle managers toward employees with psychological problems and to determine factors affecting their attitudes. Methods: A questionnaire with Community Attitudes Toward Mentally Ill (CAMI) scales was administered to 161 middle managers working in small and medium-sized enterprises based in Seoul and Gyeonggi Province. Results: There are four separate subscales on the CAMI. Mean score for authoritarianism was $35.0{\pm}4.4$, benevolence $23.0{\pm}4.8$, social restrictiveness $32.3{\pm}4.9$ and community mental health ideology $27.2{\pm}5.1$ According to multiple regression analysis, middle managers with no experience of learning mental illness through mass media or higher levels of depression symptom were more authoritative and less benevolent towards employees with psychological problems. The experience of meeting a patient with mental problem contribute to positive attitudes toward people with mental illnesses in social restrictiveness subscale and community mental health ideology subscale among CAMI. Conclusion: This study suggests that experience of having patients with mental problems and information on psychological problems will have great influence on attitudes of middle managers toward employees with psychological problems. It might be important to help middle manager manage their depression because their depression also affects their attitudes toward employees with psychological problems.
Journal of the Korea Society of Computer and Information
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v.18
no.1
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pp.31-42
/
2013
This research sheds light on the non-intrusive traits of mobile devices (Electronic Guidebook, Rememberer, I-Guides and eXspot) deployed in Exploratorium for enhancing visitor experience via case studies. In an interactive exhibition environment, non-intrusiveness was the key to supporting the immersive experience and meaning-making for visitors. The usability of hand-held devices directly impacted on the non-intrusiveness, thereby reshaping the form-factors of mobile devices. The change in from-factor has also minimized the functions of devices as the remember of museum experience. Furthermore, the role of mobile devices, which turned from a supposed multi-media guide to a mere rememberer, made them virtually impossible for realizing the "seamless visiting model" originally planned. An array of projects carried out in Exploration have achieved some degree of success such as increasing viewing time as well as reinforcing post-visit activities. However, taken from musicological perspective, increase in viewing time is by all means insufficient to be taken as proof since it is assumed to be achieved by photo-taking (i.e. MyExploratorium) rather than by interacting between visitors and exhibits. This issue --increased viewing time -- needs to be analyzed in depth. All in all, mobile devices used in Exploratorium can be defined as a learning tool/educational supporting medium based on personalization for (visitors') optimizing extended museum experience.
The purpose of this study is to investigate the direction and strategy of education for sex role concepts of children on the basis of factor analysis of the present situation in sex role concepts and their formation. Although some maintain that sex role concept of our society has been changing slowly, the traditional sex role concept still dominates and is potentially immanent. the analysis of present condition of our society indicates that the formal as well as informal education are facing with various crucial problems in providing the direction of behavior demanded for carrying out the role. The close analysis of the three theories, psychoanalytic theory , social learning theory, cognitive development theory, lends a support to the laim of the study that cognitive development theory provide an integrated frame of reference for us to see the sex role education analytically Furthermore, the factors which are found to have influences on the formation of sex role have been analyzed in three areas: Family, School and society. 1)The factors in family such as parental behavior of upbringing and their concepts of sex role have a direct relationship with the nature of sex tole concept of children. Therefore, the first step to make children to habe a new type of sex-role conception appropriate for modern societies is to change that of parental conception and attitudes. 2)the quantitative as well as the qualitative aspects of school education showed no exceptional trend from the dominant conception of the society, although school are expected to lead the society as formal education institution rather than just reflect the society. The educational activities and contents such as the conceived goal of education for eoch sex, textbook constitation, teaching behavior and sex-role concepts of teacher are found to be still dominated by the traditional sex-role assumption. 3) The social factors that have direct relationship with children's sex-role formation are social and cultural, which include social milieu, condition of employment, family structure and mass-media. Since family and school do not educate the young in a social vacuum. their educational function of sex-role formation are doomed to be limited and determined by these social factors. Unfortunately, the analysis of present conditions showed the dominance of traditional types of sex-role concepts in all these social factors. The education of sex-role concept for children should be treated as one of the most crucial value problems related with many other important problems, such as direction and patterns of behaviors of each sex, the degree of self-development and capabilities, and consequently human right, equality, humanization and the quality of happiness. Neverthless, the analysis of researches on sex-role education which have been surveyed in this study lead to a conclusion that concerted effort to change the education, formal as well as informal should be provided in every aspect of social life. If the sex role education of the past has aimed at the "feminization"of girls which indoctrinate girls into a limited and fixed role of house wives, the new education in the future should be directed foward "humanization" of both sexes which opens the diversity of roles for both boys and girl on equal levels and provide future possibilities in accordance to their individual capabilities and interests.
Journal of the Korean association of regional geographers
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v.20
no.2
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pp.230-244
/
2014
This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.
As the mobile market has been expanded and segmented, a mobile market for kids could be possibly appeared sooner or later. Then, it is necessary to develop a new contents for the new media - a mobile game hardware for kids. These days, kids are most interested in computer games, and they do not have enough time to play with peers. Therefore, in this paper, edutainment game contents based on the wireless internet, are developed. The game could supply kids' learning, fun and especially, peer interaction. In order to develop a game contents through user centered design process, the state of art in mobile hardware and contents was examined, a secondary research and interviews and survey was conducted to understand users. Then, when ideas for game contents has suggested, behavior prototype test was done to verify and modify contents. The suggested game contents in this study, is a occupation simulation game, in which kids simulate their own future career and learn related knowledge in a unintentional way. The result of the study suggests the new direction of edutainment game contents and platform. Also, this study shows the representation of user-centered contents developing process for kids, which could be helpful for the following studies.
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