• 제목/요약/키워드: emotion engineering

검색결과 793건 처리시간 0.025초

학습자 행위 선호도에 기반한 적응적 학습 시스템 (An Adaptive Learning System based on Learner's Behavior Preferences)

  • 김용세;차현진;박선희;조윤정;윤태복;정영모;이지형
    • 한국HCI학회:학술대회논문집
    • /
    • 한국HCI학회 2006년도 학술대회 1부
    • /
    • pp.519-525
    • /
    • 2006
  • Advances in information and telecommunication technology increasingly reveal the potential of computer supported education. However, most computer supported learning systems until recently did not pay much attention to different characteristics of individual learners. Intelligent learning environments adaptive to learner's preferences and tasks are desired. Each learner has different preferences and needs, so it is very crucial to provide the different styles of learners with different learning environments that are more preferred and more efficient to them. This paper reports a study of the intelligent learning environment where the learner's preferences are diagnosed using learner models, and then user interfaces are customized in an adaptive manner to accommodate the preferences. In this research, the learning user interfaces were designed based on a learning-style model by Felder & Silverman, so that different learner preferences are revealed through user interactions with the system. Then, a learning style modeling is done from learner behavior patterns using Decision Tree and Neural Network approaches. In this way, an intelligent learning system adaptive to learning styles can be built. Further research efforts are being made to accommodate various other kinds of learner characteristics such as emotion and motivation as well as learning mastery in providing adaptive learning support.

  • PDF

뮤지엄건축에 있어서 분리형 전시공간구성 특성에 관한 연구 - 루이스 칸의 전시공간구성방법의 영향을 받은 렌조 피아노의 작품분석을 중심으로 - (A Study on the Characteristics of Exhibition Space Organization of the Museum's Typology on Served and Servant Space Type - Focused on Renzo Piano's Work Influenced by Louis I. Kahn's Characteristics of Exhibition Space Organization -)

  • 이성훈;박용환
    • 한국실내디자인학회논문집
    • /
    • 제15권5호
    • /
    • pp.238-246
    • /
    • 2006
  • Renzo Piano was first introduced to us when he got together with Richard Rogers and won the Grand Prize on Center George Pompidou Competition in Paris. Since then, he designed number of world renowned museum architecture such as Menil Collection & Museum, The Cy Twombly Gallery, Beyeler Foundation Museum, and most recently the New Pavilion of High Museum of Art. His museum design, in particular, showed very consistent feature which is differentiating the 'Served Space(exhibition area) and the Servant Space(service core or mechanical system area)'. In addition, the way he treats natural light as a special feature within his museum space was nicely done and it is remarkable both in design and engineering side; he always designed a very unique roof structure system to give life and to simulate emotion of light within the space. These are just a few points of his special design characteristics which differentiate him from the rest of the architect working today. While interested by works of Renzo Piano, we found that his work had very close relationship to Louis I. Kahn's design. Specially the way Renzo Piano differentiating serving and servant space and the way he treating natural light. Therefore, the purpose of study is focused on providing typology of museum exhibition organization as well as finding evidence of Louis I. Kahn's influence and concept he has shown in his museum projects through actual site visits and reference research. The method of research was as the following; first to find typology and its characteristics of exhibition space organization of all Renzo Piano's museum projects. Secondly to distinguish projects which show 'differentiated servant and served space'. As the result of this study, it was clear that Renzo Piano had influence of Louis I. Kahn on adopting 'Servant and Served Space' concept. But the research concluded with the facts to approve the uniqueness of Renzo Piane's design concept.

감성공간디자인의 실증적 연구 - 몸의 움직임을 중심으로 - (An Empirical Study on Emotional Space Design Focused on human body movement -)

  • 오영근
    • 한국실내디자인학회논문집
    • /
    • 제19권6호
    • /
    • pp.83-90
    • /
    • 2010
  • Emotional interest in the 1970s, Japan started from the technical and engineering beyond the scope, period late structuralist entering the world has been the subject of interest, as well as in academic research is becoming the main theory. In addition, communication between various disciplines such as humanities through the study of consilience and fusion, the human life to continue as a subject, its importance has risen. So this study are to design for the study of emotion through the human heart in space and how the expression of emotions and can be validated in a study. GSD to evaluate the action (verb) and emotional words (adjective) related to two variables to measure the degree of correlation coefficient was an experiment to find out. Picasso painting, it is 'difficult to understand', 'special', 'interesting', 'not interested', 'confused', 'fun', 'anxious', 'dark', 'cool', 'hard' to have relevance, such as the distribution of emotional words, and as a result of the move was a lot of work. This result can be obtained through the arcane resistance of the cubist paintings that make a lot of body movements. In Renoir painting 'stable', 'warm', 'soft', 'easy to understand', 'bright', 'boring', 'curious', such as emotional words ranged to have a relationship with this behavior is less motion in space. This result can be obtained through the understanding of the Impressionist paintings that are less body movements. As a result, space design, emotional design in the evaluation (GSD) for the empirical analysis that evaluated the feasibility and future of the emotional space of the design could be based in the area is considered.

Application of Motion Analysis to User Participation Behavior Model: Focused on Interactive Space

  • Kwon, Jieun;Nah, Ken
    • 대한인간공학회지
    • /
    • 제33권3호
    • /
    • pp.175-189
    • /
    • 2014
  • Objective: The goal of this research is to develop new user behavior model using user motion analysis with microscopic perspective for attracting user's participation in interactive space. Background: The interactive space is 'human's place', which is made up of complex elements of digital virtual space and traditional analog and physical environment based on human-computer interaction system. Human behavior has changed in it at the same time. If the user couldn't make participation in interaction, the purpose of the system is not met, which reduces its effect. Therefore, we need to focus on interactive space that is potential future direction from a new point of view. Method: For this research, we would discuss and study fields of interactive space; (1) finding definition of interactive space and studying background of theory about it. (2) providing base of user behavior model with study of user's context that is to be user information and motion. (3) examining user motion, classify basic motion type and making user participation behavior model in phases. Results: Through this process, user's basic twenty motions which are systematized are taken as a standard for analysis of interaction process and participation in interactive space. Then, 'NK-$I^5$ (I Five)' model is developed for user participation types in interactive space. There are five phases of user participation behavior: Imperception, Interest, Involvement, Immersion, and Influence. In this analysis, three indicators which are time, motion types, and user relationship are found to be related to participation. Conclusion: The capabilities and limitation of this research is discussed to attract user participation. This paper focuses especially on contribution of design to lead user's participation in interactive system and expectation to help adapt to user centered design of various interactive space with new aspect of user behavior research. Application: The results of the 'NK-$I^5$ (I Five)' model might help to realize successful interactive space based on user centered design.

레저보트디자인에서 엔지니어와 협력을 위한 디자인방법에 관한 연구 (A study on Methods of Collaboration with Engineers For Leisure Boat Design)

  • 이한석;류관현;전슬아;강영훈
    • 한국항해항만학회지
    • /
    • 제42권4호
    • /
    • pp.267-276
    • /
    • 2018
  • 레저보트디자인은 공학적 기술을 바탕으로 감성적 디자인이 결합된 종합적 디자인을 필요로 하기 때문에 무엇보다 디자인과정에서 디자이너와 엔지니어의 지속적인 정보교류와 협력이 필요하다. 따라서 본 연구에서는 이러한 특성의 레저보트디자인에 적합한 디자인프로세스와 디자인방법을 제안한다. 디자인프로세스는 디자이너의 사고프로세스를 바탕으로 이해하기, 탐색하기, 해석하기, 개발하기, 검증하기의 다섯 단계로 구성하며 각 단계마다 디자이너와 엔지니어의 협력과 의사소통을 촉진하는 디자인방법을 제시한다. 그리고 이 프로세스와 방법을 하이드로포일보트디자인에 적용하여 평가를 실시한다. 평가결과 본 연구에서 제시된 디자인방법들은 디자이너와 엔지니어 사이에 협력과 의사교환을 촉진시키며 또한 둘 사이에 상호 이해와 신뢰감을 형성하는데 도움이 되는 것으로 나타났다.

PPG(Photoplethysmography)분석을 이용한 각성도 평가에 관한 연구 (A Study on Evaluation of Human Arousal Level using PPG Analysis)

  • 김치중;황민철;김종화;우진철;김용우;김지혜
    • 대한인간공학회지
    • /
    • 제29권1호
    • /
    • pp.113-120
    • /
    • 2010
  • This research is to evaluate the arousal level by using cardiovascular response. PPG was used in this study as one of the method of measuring it rather than ECG (Electrocardiography) for the purpose of solving ergonomic problem of sensing. The participants were in the age group of 20 (mean=24, standard deviation=1.25): five men and five women. Each experiment composed with four identical sets. First, a black screen was displayed for 30 second rest. Then, the prepared 6 pair images were randomly presented for 10 second stimulation and for 30 second non-stimulation. PPG was measured on the earlobes of experimenters at 200Hz sampling frequency. PPG amplitude, PPI(Pulse to Pulse Interval), and PRV(Pulse Rate Variability) were analyzed according to arousal level. T-test was performed to compare between the PPG variables of rest and relaxation, rest and arousal, and relaxation and arousal. Relative to the rest state, PPG amplitude decreased in relaxed state and increased in aroused state. Relative to the rest state, PPI decreased in both emotional states. However, more significant decline was observed in aroused state. PRV's LF and HF were used in the form of LF/HF to compare between the relaxed and the aroused state. Therefore, PPG signal showed significant differences between relaxed and aroused state. In conclusion, evaluation of human arousal level used in the PPG analysis demonstrated that PPG has better usability and comforter measurement than ECG and is clearly an alternative method of measuring arousal level.

이동에이전트 기반 능동규칙을 이용한 분산형 절전제어시스템 (Distributed Power Saving Control System Using Mobile Agent Based Active Rules)

  • 이연식;장민석
    • 한국인터넷방송통신학회논문지
    • /
    • 제14권5호
    • /
    • pp.153-159
    • /
    • 2014
  • 본 논문에서 제안하는 이동에이전트를 이용한 분산형 절전제어 방법은 다수의 센서와 이동에이전트를 이용하여 능동적 지능적으로 조명장치의 제어(on/off 및 디밍 조절 등)를 가능하게 하여 에너지 절감에 효과적이며, 다양한 능동규칙들의 적용에 의한 원격감시 및 제어기능 추가가 용이하므로 효율적 절전제어시스템 설계 및 구축에 따른 비용절감 등의 효과를 유도한다. 또한, 이동에이전트 기반의 센서네트워크 미들웨어의 기능을 통하여 상황정보나 사용자의 감성 등을 규칙화하여 실시간으로 이벤트 처리 및 제어함으로써 센싱 데이터의 효용성을 향상시킨다. 본 논문의 결과는 다양한 능동적 센서네트워크 응용들의 개발에 있어 제안한 이동에이전트를 이용한 제어시스템의 활용가능성을 제시한다.

양파 압화와 무기전계 발광시트를 이용한 광매체 압화 조형물 제작 (The Production of Optic Media Barbola Sculpture Using Onion Barbola and Mineral Electronic Radiation Sheet)

  • 신정옥;송승근;이진호
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2013년도 춘계학술대회
    • /
    • pp.175-176
    • /
    • 2013
  • 근래 우리나라 에서는 압화에 대한 관심이 증폭되고 있으며 그 예술성에 대한 지속적인 연구가 이뤄지고 있다. 실내디자인 압화는 압화의 예술적인 활동으로부터 실생활 용품으로 발전된 것이다. 실내 디자인이란 인간이 거주하는 실내공간을 목적에 맞게 기능적 조건과 정서적 조건을 모두 만족 시켜야 하는 종합디자인 활동이라 할 수 있다. 본 연구에서는 압화의 예술성을 실내 디자인에 적용 시키기 위해 기존 압화기법에 광매체와 빛 투과성이 우수한 양파 압화를 이용하여 감성적이고 세련된 광매체압화 조형물 제작 기법을 연구하고 이를 이용하여 실제 조형물을 제작 하였다. 여기에 사용된 무기전계 발광시크는 두께가 약 0.2mm의 얇은 발광판으로 저전력에서 고휘도의 빛을 발생시키면서도 열이 발성하지 않는 첨단 광매체로 압화와 무기전계발광시트의 접목으로 기존의 압화의 한계를 넘어서는 새로운 형태와 내러티브를 도입하는 것이 가능해 졌고, 이를 통해 절전형 조명 조형물을 만들 수 있게 되었다.

  • PDF

도시숲 조성 및 관리를 위한 도시숲 건전성 평가지표 선정 (Evaluation Indicators for Creation and Management of Urban Forest)

  • 이동근;김대현;김은영;정지철;오영출;주신하;김경목
    • 한국환경복원기술학회지
    • /
    • 제11권5호
    • /
    • pp.104-113
    • /
    • 2008
  • The importance of the green space in urban area has been increasing. There are the increasing needs of creation and sustainable management of urban forest. In order to satisfy the need, it is necessary to set indicators for sustainable urban forest. With this regard, this study is to derive the indicators for evaluation of the urban forest through literature reviews, experts opinion, and field survey. The results of the study, the indicators consist of the ecological healthiness, socio-cultural function, and scenic beauty. The ecological healthiness includes stability and naturality (e.g. area, native species, connectivity etc.). The socio-cultural function contain improvement of living environment, stable emotion, community, and environmental education. The scenic beauty includes environmental-friendly facilities, maintenance of urban forest. The indicators have high feasibility to create and manage the urban forest through evaluating urban forest in practical. This indicators are useful to guide to develop urban forest and park.

<셰익스피어 인 러브> 인물 관계망을 통한 인지 감성 분석: 『로미오와 줄리엣』의 창작 및 욕망의 주체 (Cognitive Emotional Schema Analysis through Characters' Network in Shakespeare in Love : The Writing Process of Romeo and Juliet and the Subject of Desire)

  • 박은정;손기락
    • 디지털융복합연구
    • /
    • 제14권4호
    • /
    • pp.425-435
    • /
    • 2016
  • 본 논문은 <셰익스피어 인 러브> 시청자가 영화를 보는 과정에서 어떻게 스토리를 이해하고 감흥하는 지, 영화의 인물관계망을 중심으로 관객의 인지 감성 스키를 분석하는 데에 목적이 있다. 본 논문에서는 4개의 인물관계망 그림을 절차적으로 제시함으로써, 이들은 왜, 그리고 어떻게 셰익스피어가 "로미오와 줄리엣"이라는 불후의 명작을 젊은 나이에 성숙하게 비극으로 만들어 낼 수 있었는지에 대한 스토리 개연적 증거를 제시한다. 필자는 주인공 셰익스피어의 심리를 라캉의 "주체의 열망" 이론을 방법론으로, 셰익스피어의 글쓰기 과정이 셰익스피어로 하여금 영국 르네상스 시기의 대가로 도약하는 계기임을 분석했다. 본 연구는 어떻게 셰익스피어가 엘리자베스 여왕 영국 제국주의의 전성기 시대에 비올라를 욕망의 주체로 삼아서, 크리스토퍼 말로를 제치고 상류 사회로의 진입을 통해 예술적 대가로 도약하게 되었는지, 시청자의 스토리텔링 아키텍처를 인지 감성 과정으로 분석하였다.