• Title/Summary/Keyword: Visual analysis

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Analysis of Urban-to-Rural Migrants' Perceptions of the 'Everyday Landscape' Using Diary-Based Text Mining (일기를 통해 본 귀농·귀촌인 '일상 경관' 인식 - 텍스트 마이닝 적용 -)

  • OH Jungshim
    • Korean Journal of Heritage: History & Science
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    • v.57 no.3
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    • pp.184-199
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    • 2024
  • This study was conducted in response to the global trend of emphasizing the importance of "everyday landscapes", focusing on the perspective of those who have returned to rural life. With a focus on the case of Gokseong-gun in Jeollanam-do, 460 diaries written by these individuals were collected and analyzed using text mining techniques such as "frequency analysis", "topic modeling", and "sentiment analysis". The analysis of noun morphemes was interpreted from a cognitive aspect, while adjective morphemes were interpreted from an emotional aspect. In particular, this study applied semantic network analysis to overcome the limitations of existing sentiment analysis, and extracted a word network list and examined the content of nouns connected to adjectives that express emotions to identify the targets and contents of sentiments. This method represents a differentiated approach that is not commonly found in existing research. One of the intriguing findings is that the urban-to-rural migrants identified everyday landscapes such as "flowers on neighborhood walking paths", "harvest of a garden", "neighborhood events", and "cozy cafe spaces" as important. These elements all contain visual and enjoyable aspects of everyday landscapes. Currently, many rural villages are attempting to add visual elements to their everyday landscapes by unifying roof colors or painting murals on walls. However, such artificial measures do not necessarily leave a lasting impression on people. A critical review of current policies and systems is necessary. This research is significant because it is the first to study everyday landscapes from the perspective of urban-to-rural migration using diaries and text mining. With a lack of domestic research on everyday landscapes, this study hopes to contribute to the activation of related research in Korea.

Effect of Moving Cupping Therapy on the Post-stroke Hand Edema;Single Subject Design (뇌졸중(腦卒中) 후(後) 수부부종(手部浮腫)에 대한 주관법(走罐法)의 효과(效果))

  • Lee, Ro-Min;Lee, Sang-Hoon;Nam, Sang-Su;Kim, Yong-Suk
    • Journal of Acupuncture Research
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    • v.25 no.3
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    • pp.1-17
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    • 2008
  • Objectives : This study was designed to evaluate the effect of moving cupping therapy on the edema of paretic hand in stroke patients. Methods : The subjects were stroke patients with flaccid hemiplegia. Each subject's routine therapy program was maintained throughout single subject ABAB design. During the first week, baseline data were gathered. During the second and fourth week, intervention was provided(total 20minutes of moving cupping therapy, from contralateral to ipsilateral, distal to proximal). During third and fifth week, data were gathered with treatment withdrawn. Edema was measured with hand volumeter and measuring tape. Basically Bayesian analysis was performed using WinBUGS(ver. 1.4), for addition, visual graph and mean score were also presented for comparison between treatment(moving cupping therapy) and non-treatment. Results : The visual graph and mean score showed decrease in edema during the treatment weeks. Overall decrease in edema by moving cupping therapy was verified significantly by using Bayesian ana-lysis(95% credibility intervals). Conclusions : This study suggests that moving cupping therapy could be applicable for reducing post-stroke hand edema. Further research would be needed to establish guidelines for use.

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Consideration for cognitive effects in smart environments for effective UXD(User eXperience Design) (스마트환경의 효과적인 UXD를 위한 인지작용 고찰)

  • Lee, Chang Wook;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.397-405
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    • 2013
  • The development of the technology of the 21st century, wireless Internet technology development in smart environments, was rapidly settled. In such an environment, the user is faced with many smart devices and smart content. This study is the analysis of the smart environment and smart devices, and user-to-user cognitive out about the effects reported. Cognitive effects observed behavior, technology, and user-centered system design, and plays a very important role to play in educating the users. And theoretical consideration about the UX (User eXperience) and UXD (User eXperience Design), by case analysis on the technical aspects of 'effective' visual aspect of interoperation aspects (interaction), and the cognitive effects of UXD (User eXperience Design) examined. As a result, on the visual aspects of the user experience based on the design that can be used to know, and be sound or through interaction with the user of the machine-to-machine interaction (and interaction) that must be provided, such as location-based or speech recognition technology will help you through the convenience of the user. Through this research, the smart environment and helping act of understanding, effective UXD (User eXperience Design) to take advantage of to help.

A Comparison of Fit and Appearance between Real Pants with 3D Virtual Pants (실제착의와 3D 가상착의의 외관 유사도 평가에 관한 연구 - 여성복 바지원형을 중심으로 -)

  • Kim, Youngsook;Yin, Siya;Song, Hwa Kyung
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.961-970
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    • 2014
  • Several retailers such as Target and Kohle's and their vendors have piloting the 3D clothing simulation programs to produce garment samples. However, few studies have verified the virtual fit information and 3d visualization process for pants, and no study compared the commercial 3D virtual programs. This study is designed to analyze similarity of fit and appearance between real pants with 3D virtual pants based on three 3D virtual programs (Optitex, CLO 3D, and i-Designer), three lower body types (slim, normal, and thick waist type), and fit status. We selected a representative model for each lower body type, produced their custom pants according to Lee and Nam's method(2007), and took photos of front, side and back view for visual analysis. Then, we virtually tried each model's custom pants on her parametric avatar developed by manually inputting their body measurements using the three 3D virtual program. Thirty fit experts compared the real fit to virtual fit. This study found that 'Optitex' and 'i-Designer' can visualize more effectively than 'CLO 3D' in many fit locations. Regarding the body types, 3D virtual program can visualize pants fit for 'thick waist body type' more preciously than the other body types. With respect to fit status, it does not affect much on the similarity overall.

Analysis of DITI, HRV about the Effect of Far Infrared Radiation Applied to Whole Body('On-tong Therapy') (전신 원적외선 조사요법(온통요법(溫通療法))의 치료 효과에 대한 적외선 체열 분포와 심박변이도 검사 분석)

  • Kim, Min-Young;Ahn, Ji-Yoon;Choi, Seok-Young;Hwang, Deok-Sang;Lee, Jin-Moo;Jang, Jun-Bock;Lee, Kyung-Sub;Lee, Chang-Hoon
    • The Journal of Korean Obstetrics and Gynecology
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    • v.26 no.4
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    • pp.94-106
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    • 2013
  • Objectives: The purpose of this study is to find the effect of Far Infrared Radiation (FIR) about improvement of chief complaints and health state. Methods: For this study we evaluated thermographic images, heart rate variability (HRV), visual analogue scale (VAS) score of 34 patients with various diseases. Tests were done two times, before and after treatments and we compared the test results. We used the temperature difference between CV12 and CV4, both sides of PC8, LR3 for recognizing improvement of blood circulation. We analyzed the change of complexity, stability of autonomic nervous system (ANS) by HRV test. The patients were asked to fill out questionnaire about the severity of symptoms by VAS score. Analyses were undertaken using SPSS ver.12.0.1 and p-value of < 0.05 was considered significant. Results: Statistical analysis shows that Far Infrared Radiation (FIR) had significant efficiency in increasing surface temperature and reducing VAS pain scores. In heart rate variability (HRV) test, LF/HF ratio showed tends to improve. Conclusions: The application of an FIR to whole body appears to alleviate various complaints of patients.

A Study on the set-up of Time Range for Typology of Space Observation Characters (공간주시특성의 유형화를 위한 시간범위설정에 관한 연구)

  • Kim, Jong-Ha;Jung, Jae-Young
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.87-95
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    • 2012
  • This study is for the analysis to which element of space the users observing the lobby at a public space pay more attention for their visual perception. It is focused on the typology process of observation characters. The subjects, in the observation process, came to be interested in the circumstantial clues for space perception and the detailed characters drawing their interest. I could analyze the observation characters of the subjects observing the space by the comprehension and typology of their observation characters. First, from the viewpoint of successive 9 times of observations, each subject observed for 0.32 second to get the visual perception in the applied space, but spent another 0.39 second for the exploration of another observation object or the space roaming. The observation character of the subjects at the lobby of the public space selected for this experiment was that they spent more time on space exploration than on concentration on a point in the space. Second, I analyzed the typology process through the time range. Since the subjects' frequency varied depending on the way to set up the time range, the necessity was proposed that the time range for the analysis of observation characters should be set up more objectively. Third, in case of analyzing the observation characters by 10-second-unit time range, the concentration in the beginning and the middle was 25%, and that in the beginning and the final 41.7%, which showed that 75% of the subjects concentrated in the beginning of the observation time when the concentration in the beginning is added to it. Fourth, the type 3 categorized as "concentration in the beginning and the middle" is the group 47.1 percent of the subjects belong to, and each subject concentrated 1.1 times in the beginning and 2.1 times in the final, which showed that the concentration in the final was 1.75 times as high as that in the beginning.

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A Study on Roundabout Modeling and Saturation for Level Of Service (회전교차로 서비스수준 분석을 위한 모형개발 및 포화도 산정 연구)

  • Chang, Hyunho;Yoon, Byoungjo;Lee, Jinsoo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.39 no.6
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    • pp.869-875
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    • 2019
  • The service level of the roundabout is estimated through an analytic model using the geometrical characteristics and parameter values obtained from the observations. Although a lot of researches have been conducted on the rotational intersection through an analytical model, the case of variable combinations is enormous, suggesting the range and service level of appropriate traffic volume according to the case study or limited characteristics through simulation. Therefore, in this study, the roundabout analysis model was constructed by using Visual Basic Application to make variable adjustment more easily. The constructed model analyzes traffic conditions according to various situations and analyzes the characteristics of roundabouts. As the result of analysis, the more the ratio of left turn and U-turn, the more the traffic distribution of each approached road was biased to one side, the limit traffic volume of the roundabout decreased and congestion appeared quickly. In particular, the more uneven the distribution of traffic was, the less the Saturation traffic volume was affected by the turnover rate.

The analysis of an Animation Effectiveness in the Web (In case of Education portal site) (웹 상에서 애니메이션 효과분석계 (교육 포탈사이트를 중심으로))

  • Shin Soon-Ho
    • Journal of Digital Contents Society
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    • v.2 no.2
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    • pp.199-208
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    • 2001
  • The industries of culture contents is the trend to enforce the power of National competitions in the world economy knowledge foundation which tries to exchange a labor industry to the knowledge business. The spread of internet is the apparently turning point to be devide the world economy into the industrial society and the digital society. Also the communication with internet has been recognized as it is not any more newly means of communication in Korea. Net value which is a multinational internet survey corporation clarified that Korea was the most nation in the world by the result of its research in the rate of using internet. This research look into the characteristic of the media and type of the animation in internet, also analysis a need of user and a degree of convenience of using internet in the web of education site. This study is designed to study the evaluation criteria of web interface with visual perception and to seek its development in relation to the quality of visual perception in case of web animation.

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A Study on the Relationship between Influential Range and Cognition Factor of Landmark (랜드마크의 영향력 범위와 인지요인과의 관계)

  • 김종호;변재상;임승빈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.30 no.4
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    • pp.9-18
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    • 2002
  • This study investigated the influential range of landmarks and the relationship between landmarks and cognition factor so as to offer basic data to be used for the effective use and the management of landmarks. In this study, eighteen famous landmark in Seoul were selected and analyzed. The result of this study can be summarized as follows : 1) First, eighteen determining elements of cognition factors were selected via documents survey. Second, general cognition factors of landmarks were analysed using these elements through questionnaires to specialists. As a result of factor analysis, historic cultural factor, scale factor, visual form factor, locational factor and uniqueness factor were revealed. 2) According to revealed cognition factor, eighteen landmarks are categorized into four types using MDS method via questionnaire to resident in Seoul city. These four types of landmarks are: type I that are recognized by historic cultural factor; type II that are recognized by scale factor; type III that are recognized by uniqueness factor; and type IV that are recognized by visual form factor. 3) As the result of regression, the influential range of landmarks were revealed at about a 10km radius(type I : 12km type II : whole area of Seoul city≒15km, typeIII : 8.7km, typeIV : 8.5km). 4) As a result of analysing the correlation between the influential range and the cognition factor through multiple linear regression analysis, the locational factor is the main factor affecting the influential range of landmarks in every type. The uniqueness factor comes next, which affects influential range partially. 5) Except type 1, as a result of analysing the correlation between influential range and the physical heights of landmarks, a quadratic equation is revealed, showing that the influential range of landmarks over 200 meters in height shows a radical change. Landmarks can be used as reinforcement tools of legibility, effective tools for landscape management and for the improvement of a community's image. This study on the influential range of landmarks and main cognition factor can be utilized as a landmark management plan and in urban planning, such as a new town plan.

Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.