• Title/Summary/Keyword: Visual Data

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Visual Analytics Approach for Performance Improvement of predicting youth physical growth model (청소년 신체 성장 예측 모델의 성능 향상을 위한 시각적 분석 방법)

  • Yeon, Hanbyul;Pi, Mingyu;Seo, Seongbum;Ha, Seoho;Oh, Byungjun;Jang, Yun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.4
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    • pp.21-29
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    • 2017
  • Previous visual analytics researches has focused on reducing the uncertainty of predicted results using a variety of interactive visual data exploration techniques. The main purpose of the interactive search technique is to reduce the quality difference of the predicted results according to the level of the decision maker by understanding the relationship between the variables and choosing the appropriate model to predict the unknown variables. However, it is difficult to create a predictive model which forecast time series data whose overall trends is unknown such as youth physical growth data. In this paper, we pro pose a novel predictive analysis technique to forecast the physical growth value in small pieces of time series data with un certain trends. This model estimates the distribution of data at a particular point in time. We also propose a visual analytics system that minimizes the possible uncertainties in predictive modeling process.

The Effects of Playing Video Games on Children's Visual Parallel Processing (아동의 전자게임 활동이 시각적 병행처리에 미치는 영향)

  • Kim, Sook Hyun;Choi, Kyoung Sook
    • Korean Journal of Child Studies
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    • v.20 no.3
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    • pp.231-244
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    • 1999
  • This study examined the effects of short and long term playing of video gamer on children's visual parallel processing. All of the 64 fourth grade subjects were above average in IQ. They were classified into high and low video game users. Instruments were a visual parallel processing task consisting of imagery integration items, computers, and the arcade video game, Pac-Man. Subjects were pre-tested with a visual parallel processing task. After one week, the experimental group played video games for 15 minutes, but the control group didn't play. Immediately following this, all children were post-tested by the same task used on the pretest. The data was analyzed by ANCOVA and repeated measures ANOVA. The results showed that relaying short-term video games improved visual parallel processing and that long term experience with video games also affected visual parallel processing. there were no differences between high and low users in visual parallel processing after playing short term video games.

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Types of Computer Game and Abilities of Children's Visual Perception (컴퓨터게임 유형과 유아의 시지각 능력)

  • Lee, Eun Ju;Lee, So Eun
    • Korean Journal of Child Studies
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    • v.24 no.5
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    • pp.43-58
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    • 2003
  • This research was conducted to comprehend the effects of computer games on the development children's visual perception. First, the effects of experience of computer games on children's visual perception abilities was analyzed. Second, the effects of different types of computer games on children's visual perception abilities were examined. And third, the interaction effects of sex and computer game types were examined. The subjects of this study were 78 5-year-olds engaging public kindergarten located in Cheung-Ju. To analyse data, percent, mean, standard deviation, and ANCOVA were used. The results showed that children's visual perception abilities were improved significantly with the experience of computer games. And the improvement of children's visual perception varied significantly according to the type of computer game. No interaction effects were found between a child's sex and the types of computer games.

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A study on the Visual Impact of Pavilions In Natural Landscapes (자연경과지 내에서 정자의 시각적 영향에 관한 연구)

  • 서주환
    • Journal of the Korean Institute of Landscape Architecture
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    • v.23 no.2
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    • pp.17-28
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    • 1995
  • The purpose of this thesis is to suggest basic objective data for landscape planning and design through the quantitative analysis of the visual impact of pavilion situated in natural landscapes. For this, naturality and visual preference scores of landscape s1ides were measured by questionnaires, visual volumes of pavilion in the natural landscape were evaluated using the Mesh analysis and images structure was analyzed by the factor analysis algorithm The results of this thesis can be summarized as follow. Landscape slides No. 27 and 9 were ranked more highly for naturality, and slides No.22, 28, 6 and 4 were ranked more highly for visual preference. Factors covering the spatial image of the natural landscape were found to be the evaluation, the tidiness and the space volume. By using the control method for the number of factors, T. V., were obtained as 59.0%. For all experimental landscape slides, the factors of evaluation and tidiness were found to be the main factors determining the naturality and visual preference. The naturality and actor scores and the visual preference and factor scores were found to exepress the regression relation.

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Visual Mapping from Time-Table Information to Map (일정도표 정보의 지도기반 가시화 기법)

  • Lee, Seok-Jun;Jung, Gi-Sook;Jung, Seung-Dae;Jung, Soon-Ki
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1155-1160
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    • 2006
  • 다양한 과학 분야와 공학 분야에서는 그들이 다루고 있는 특정한 주제의 정보를 좀 더 신속하고, 명확하게 사용자에게 전달하기 위해서 여러 가지 정보 가시화(information visualization) 기법을 사용한다. 정보를 가시화 할 때는 기본적으로 세 가지 과정을 거치는데, 원천 데이터(raw data)로부터 데이터 모델(data model)로 변환하고, 변환된 데이터 모델을 가시화 구조상(visual structure)에 매핑(mapping)시킨 후 정보화 모델(information model)로 변환하게 된다. 본 논문에서는 특정 행사가 진행되고 있는 건물내부에서 발생하는 시간, 공간적인 정보를 정리한 도표 메타포(table metaphor)를 토대로, 해당 데이터 모델로부터 추출한 다양한 정보를 3 차원 지도로 구성된 정보화 모델 상에 반영하기 위한 방법을 제안하였다. 또한, 정보를 단순히 공간상에 반영하기 보다는 사용자의 관심영역(interest area)에 따른 정보의 공간적 의미에 중점을 두어 3차원 공간상에 표현하였다.

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A Study on the Visual Sensibility of Clothing Texture (의복재질의 시각적 감성연구)

  • 오해순;이경희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.10
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    • pp.1412-1423
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    • 2002
  • The purpose of this study is to objectively explain the visual sensibility of clothing torture that satisfies the consumer's sensibility. The photo stimuli on clothing texture are divided into hard, soft transparent and brilliant. For the study of image 38 kinds of costume samples is used. The Study was measured by using Semantic Differential method. The subjects were 410 females in twenties. The data were analyzed by factor analysis, ANOVA, MDS and regression analysis. Data were analyzed by SPSS. The major findings of this research were as follows: 1. As a result of the factor analysis,5 factors of visual sensibility were consist of high qualities, touches, looks, lightness, and warmness or coolness.2. There were significant difference in visual sensibility based on classification of clothing texture.3. The clothing texture was classified as thin-full, flat-lumpy. 4. As a result of the regression analysis, preferences of consumers can be connected directly with buying behavior and satisfaction can be closely related with preferences and positive buying behavior.

Fingerprint identific ation based on optical visual cryptography (광 비쥬얼 크립토그래피 를 이용한 지문인식)

  • Lee, Seng-Hyun
    • Journal of the Korea Computer Industry Society
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    • v.5 no.9
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    • pp.1069-1078
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    • 2004
  • We propose an individual authentication method based on optical visual cryptography in thata fingerprint data is processed by secret sharing method taking into account the optical visual cryptograph and a part of shared data transmitted through an open network. Whenever it is necessary, submitting his fingerprint with the other shared information can authenticate the owner of the fingerprint. The system efficiently identifies fingerprints through optical correlation, regardless of difficulties of acquisition of exact fingerprint imagein the various environments.

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Automatic question generation based on image captioning data & visual QA data (Image captioning 데이터와 Visual QA 데이터를 활용한 질문 자동 생성)

  • Lee, Gyoung Ho;Choi, Yong Seok;Lee, Kong Joo
    • 한국어정보학회:학술대회논문집
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    • 2016.10a
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    • pp.176-180
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    • 2016
  • 대화형 시스템이 사람의 경청 기술을 모방할 수 있다면 대화 상대방과 더 효과적으로 상호작용 할 수 있을 것이다. 본 논문에서는 시스템이 경청 기술을 모방할 수 있도록 사용자의 발화를 기반으로 질문을 생성하는 것에 대해 연구하였다. 그리고 이러한 연구를 위해 필요한 데이터를 Image captioning과 Visual QA 데이터를 기반으로 생성하고 활용하는 방안에 대해 제안한다. 또한 이러한 데이터를 Attention 메커니즘을 적용한 Sequence to sequence 모델에 적용하여 질문을 생성하고, 생성된 질문의 질문 유형을 분석하였다. 마지막으로 사람이 작성한 질문과 모델의 질문 생성 결과 비교를 BLEU 점수를 이용하여 수행하였다.

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A Study on a Visual Sensor System for Weld Seam Tracking in Robotic GMA Welding (GMA 용접로봇용 용접선 시각 추적 시스템에 관한 연구)

  • 김동호;김재웅
    • Journal of Welding and Joining
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    • v.19 no.2
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    • pp.208-214
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    • 2001
  • In this study, we constructed a visual sensor system for weld seam tracking in real time in GMA welding. A sensor part consists of a CCD camera, a band-pass filter, a diode laser system with a cylindrical lens, and a vision board for inter frame process. We used a commercialized robot system which includes a GMA welding machine. To extract the weld seam we used a inter frame process in vision board from that we could remove the noise due to the spatters and fume in the image. Since the image was very reasonable by using the inter frame p개cess, we could use the simplest way to extract the weld seam from the image, such as first differential and central difference method. Also we used a moving average method to the successive position data or weld seam for reducing the data fluctuation. In experiment the developed robot system with visual sensor could be able to track a most popular weld seam. such as a fillet-joint, a V-groove, and a lap-joint of which weld seam include planar and height directional variation.

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Investigation of the visual search patterns of the cockpit displays for the ergonomic cockpit design (인간공학적 조종실 설계를 위한 계기 탐색 형태에 관한 연구)

  • Song Young-Woong;Lee Jong-Seon
    • Journal of the Korea Safety Management & Science
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    • v.8 no.2
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    • pp.71-80
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    • 2006
  • There are many display panels in the flight cockpit and pilots get various flight information from those displays. The ergonomic layout of the displays must be determined based upon frequency of use and sequence of use. This study investigated the visual search patterns of the six display groups(one head-up-display: HUD, two multi function displays: MFDs, one engine group: EG, one flight display group: FD and others) in a fighting aircraft. Four expert pilots conducted Imaginary flight in the physical mock-up and the eye movements were collected using eye tracking system. Data of dwell time, frequency of use, and eye movement path were collected. Pilots spent most of time on HUD(55.2%), and others (21.6%), FD(14.2%), right MFD(4.7%), EG(3.2%), and left MFD(1.1%) in descending order. Similarly HUD(42.8%) and others(30.0%) were the most frequently visited displays. These data can be used in the layout of cockpit displays and the determination of optimal visual search pattern.