• 제목/요약/키워드: Sense of distance

검색결과 246건 처리시간 0.029초

어휘사전 워드넷을 활용한 의미기반 웹 정보필터링 (Semantic-Based Web Information Filtering Using WordNet)

  • 변영태;황상규;오경묵
    • 한국정보처리학회논문지
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    • 제6권11S호
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    • pp.3399-3409
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    • 1999
  • Information filtering for internet search, in which new information retrieval environment is given, is different from traditional methods such as bibliography information filtering, news-group and E-mail filtering. Therefore, we cannot expect high performance from the traditional information filtering models when they are applied to the new environment. To solve this problem, we inspect the characteristics of the new filtering environment, and propose a semantic-based filtering model which includes a new filtering method using WordNet. For extracting keywords from documents, this model uses the SDCC(Semantic Distance for Common Category) algorithm instead of the TF/IDF method usually used by traditional methods. The world sense ambiguation problem, which is one of causes dropping efficiency of internet search, is solved by this method. The semantic-based filtering model can filter web pages selectively with considering a user level and we show in this paper that it is more convenient for users to search information in internet by the proposed method than by traditional filtering methods.

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Analysis of Ambiguous Adverbial Expression Used for Instruction of Positioning Control

  • Hiratsuka, Shigeyoshi;Inooka, Hikaru;Kajikawa, Shinya
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2001년도 ICCAS
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    • pp.32.1-32
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    • 2001
  • Up to now, many studies on human-machine interface with voice systems have been reported. However, in these systems, precise instructions are necessary for a robot to execute given tasks successfully. In order to make a robot friendly, more ambiguous instructions with some kinds of degree adverbs (, e.g., "move it a little", "lift it more" and so on, ) will be preferable. Therefore, we analyze the relationship between ambiguous instructions and the characteristics of instructed human motion in positioning task to design human friendly interface systems. Several experimental results show that adverbial expressions are mainly divided into three clusters corresponding to the displacement, and that instructors and perators have several differences in distance sense each other.

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인간 학습을 이용한 산업용 로보트의 효율적 프로그래밍 방안 (Industrial robot programming method utilizing the human learning capability)

  • 김성수;이종태
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 1996년도 춘계공동학술대회논문집; 공군사관학교, 청주; 26-27 Apr. 1996
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    • pp.244-248
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    • 1996
  • Nowadays, most shop floors using industrial robots have many problems such as constructing robot workcell, generating robot arm moving trajectory, etc.. In the case of programming robot-arms for a specific task, shop operator commonly use the teach pendant to record the target position and determine the moving trajectory. However, such a teaching process may result in an inefficient trajectory in the sense of moving distance and joint angle fluctuation. Moreover, shop operators who have little knowledge about robot programming process need a lot of learning time and cost. The purpose of this paper is to propose a user friendly robot programming method to program robot-arms easily and efficiently for shop operator so that the programming time is reduced and a short and stable trajectory is obtained.

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귀로수송소요를 고려한 차량 경로문제에 관한 연구 (A Study on Vehicle Routing Problem Considering Homeward-route Transport Requirement)

  • 박민우;김동진
    • 한국국방경영분석학회지
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    • 제30권2호
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    • pp.81-95
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    • 2004
  • This paper presents optimal solutions for the following two problems ; (1) The vehicle routing problem with deadline considering homeward-route transport requirement, (2) The problem of (1) with relaxed constraint that the vehicle cannot visit the depot during the trip. That is, for the second problem, vehicle can visit the depot several times during the trip. The formulation and optimal solution we obtained outperform the existing ones proposed by other researchers in the sense of time and total distance traveled and the results can be applicable to short-haul local transport.

유도무기를 위한 통합된 유도기법에 관한 연구 (A study on integrated guidance scheme for guided weapon system)

  • 김병수;한형석;이장규;박성희;이재명;김삼수
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1992년도 한국자동제어학술회의논문집(국내학술편); KOEX, Seoul; 19-21 Oct. 1992
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    • pp.590-595
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    • 1992
  • An integrated guidance scheme for guided weapon system is described in this paper. Against conventional guidance methods, this method combines an autopilot and a guidance law. The controller is designed using LQ regulator whose performance index is different from other optimal guidance laws. Since dynamics of the system is considered in the derivation, the controller performance is improved. By simulation, the suggested method shows better performance in minimum distance sense than conventional guidance schemes such as Bang Bang guidance or Pursuit Guidance. Since the suggested method provides smooth rudder deflection in contrast to the conventional method, the load on a energy source of the system can be greatly lessened.

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현재와 미래의 긍정성과 부정성이 시간적 거리 판단과 시간표현에 미치는 영향 (The Effects of Positivity and Negativity of Present and Future on Temporal distance judgment and Time expression)

  • 이고은;신현정
    • 인지과학
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    • 제29권4호
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    • pp.265-281
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    • 2018
  • 본 연구는 현재와 미래의 긍정성과 부정성이 특정 미래 시점까지 시간적 거리 판단에 미치는 영향과 시간표현에 미치는 영향을 경험적으로 검증해보고자 하였다. 실험 1에서는 현재와 미래를 긍정적이거나 부정적인 상황으로 조작하고 참가자들에게 미래 시점까지의 시간적 거리감을 판단하도록 요구하였다. 그 결과, 현재와 미래가 모두 긍정적인 경우이거나 현재는 긍정적이지만 미래가 부정적인 경우에 미래 시점까지의 시간적 거리를 가깝게 추정하였다. 반면에, 현재와 미래가 모두 부정적이거나 현재는 부정적이지만 미래가 긍정적인 경우에는 미래 시점까지의 시간적 거리를 먼 것으로 판단하였다. 아울러 시간적 거리 판단은 미래의 상황보다 현재의 상황이 더 큰 영향을 미친다는 것을 확인할 수 있었다. 실험 2에서는 실험 1과 동일한 상황을 참가자들에게 제시하여 주관적 시간에 대한 느낌을 표현해볼 것을 요청하였고 그 결과를 토대로 주관적 시간표현을 인지적 측면과 정서적 측면으로 분류하였다. 실험 2의 결과를 근거로 하여 특정 미래 시점을 빠르거나 가깝게 느끼는 주관적 시간을 '가용의 시간'이라는 용어로, 특정 미래 시점을 느리거나 멀게 느끼는 주관적 시간을 '감내의 시간'이라는 용어로 명명하였다.

Study on the Influence of the Language Symbols on Side-Scrolling Puzzle Games ---- Focused on the Players' Empathy

  • Qi, Yi;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권1호
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    • pp.120-125
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    • 2023
  • According to whether language symbols are used to solve puzzles, puzzle games can be roughly divided into puzzle games with language symbols and puzzle games without language symbols. Puzzles games with language symbols can be subdivided into dialogue puzzles games and word puzzles games. These different puzzle-solving methods have different characteristics and have different effects on the empathy in the game. In horizontal scrolling games, due to the characteristics of the third-person perspective of horizontal scrolling games, there is always a 'fourth wall' between the player and the controlled character, making it difficult for players to gain a empathy when playing such games .Especially when there is a dialogue between a player-controlled character and an NPC, the sense of distance between the player and the character will be further amplified. As one of the most common game types in side-scrolling games, side-scrolling puzzle games can be divided into language symbols-based puzzle game and non-language symbols-based puzzle game according to whether language symbols are used to solve puzzles, and then promote the development of the game plot. We combine the characteristics of horizontal scrolling games, and analyze the influence of language symbols on empathy in puzzle-solving games by summarizing the game characteristics of two different puzzle-solving methods. The results show that in horizontal scrolling puzzle games, solving puzzles without using language symbols can better expand the player's sense of plot substitution.

Local Field Switching 방식의 MRAM 설계 (Design of Local Field Switching MRAM)

  • 이감영;이승연;이현주;이승준;신형순
    • 대한전자공학회논문지SD
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    • 제45권8호
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    • pp.1-10
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    • 2008
  • 본 논문에서는 새로운 스위칭 방식인 LFS (Local Field Switching)을 이용하여 설계한 128비트 MRAM (Magnetoresistive Random Access Memo교)에 대해 기술하였다. LFS 방식은 MTJ (Magnetic Tunnel Junction)를 직접 통과해 흐르는 전류에 의해 형성되는 국소 자기장을 이용하여 MTJ의 극성을 변환시킨다. 이 방식은 MTJ와 전류의 거리가 가깝기 때문에 작은 전류로도 충분히 큰 자기장을 형성하므로 writing current가 적어도 된다. 또한 Digit Line이 없어도 되므로 half select disturbance가 발생하지 않아 기존 MTJ를 이용한 방식에 비해 셀 선택도가 우수하다. 설계한 MRAM은 IT(트랜지스터)-1MTJ의 메모리 셀 구조를 가지며 양방향 write driver와 mid-point reference cell block, current mode sense amplifier를 사용한다. 그리고 MTJ 공정 없이 회로 동작을 확인하기 위해 LFS-MTJ cell을 CMOS emulation cell로 대체하였다. 설계한 회로를 6 metal을 사용하는 $0.18{\mu}m$ CMOS 공정으로 구현하였고 제작된 chip을 custom board 상에서 테스트하여 동작을 확인하였다.

학습 커뮤니티'개발을 위한 시스템 디자인 (A system design for developing a 'learning community')

  • 천진향
    • 디자인학연구
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    • 제12권2호
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    • pp.19-28
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    • 1999
  • 현재 기술은 각 그룹간의 작업을 더욱 가깝게 연결할 뿐 아니라 오늘날 사회에서 보여지는, 먼 거리와 격리된 장소에서의 공동작업을 더욱 강조한다. 산업의 영역인 실체적 모델에 근거를 둔 인간의 영역에 대한 해석이 더 이상 확고하지 않음에 따라 공간에서 존재하는 새로운 커뮤니티의 자극으로 인한, 귀속의식(歸屬意識)은 영역에 대한 새로운 인식에 대응하고 있다. 새로운 미디어와 기술의 사용으로, 한 장소의 어린이가 다른 장소의 어린이들과 어떠한 방법으로 실제 공간을 연결하는 커뮤니티의 감각을 만들어 내는가가 본 논문의 요지이다. 따라서, 본문의 논제는, 지구상의 두 학급을 연결하는 학습을 위한 커뮤니티 개발을 위한 시스템을, 먼 거리의 어린이들로 하여금 좀 더 가까워지도록 디자인하는 것이다. 그 내용은, 상호진화를 위한, 지역에 제한이 없는 학습 커뮤니티 개발과, 그 커뮤니티를 위한 컨셉츄얼 모델의 시스템 디자인에 관한 연구이다. 본 연구의 결론으로써, 사용자가 그 시스템의 정확한 멘탈 모델을 개발할 수 있는 실체적 인터페이스의 디자인이 제시되고 있다.

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디지털 미디어 시대의 방송 분장 변화에 관한 연구 (A Study for the Broadcasting Makeup and Image Representation Changes in the Digital Media Era)

  • 방기정;김경희;김주덕
    • 복식문화연구
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    • 제18권6호
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    • pp.1194-1210
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    • 2010
  • The influence of digital media according to environmental change of multi-media came to have significance more than what we imagine. In accordance with high resolution of HDTV in digital media era, the cautious awareness is required for skin color by the immediate color such as replica of TV color, lighting and clothing. As for the broadcasting makeup expression technique caused by a change in broadcasting environment in the digital media era, the first, There is necessity for natural makeup technique, and for expressing the whole makeup evenly and very delicately. The makeup work gets much more delicate. For the delicate expression, more time is being required than the existing makeup time. Second, Lots of time and manpower are required for elaborate real-object processing on all the production fields such as background set, stage properties, and makeup. Third, Realistic expression is available on the screen. Importance of basic makeup is highlighted. Thus, even the skin care shop came to be prevalent. Development in only HD cosmetics is needed for foundation with fine particle in new material and with diverse colors hereafter. The video-media field is a method that is ignored a sense of distance through vehicles such as camera, picture tube, and several kinds of broadcasting machinery and equipment and that is delivered vividly to viewers through screen, unlike the stage makeup, thereby being needed the makeup technology proper for HDTV according to the changing broadcasting environment and media. The video machinery and equipment are proceeding with being gradually high-tech and precise. Thus, an expert in makeup needs to know common sense on the video machinery and equipment before makeup, and needs to make an effort according to it. And, a follow-up research can be said to be necessary on the advance in makeup method and on more diverse dedicated cosmetics along with a research on color tone proper for HDTV.