• Title/Summary/Keyword: graphic language

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User Centered Interface Design of Web-based Attention Testing Tools: Inhibition of Return(IOR) and Graphic UI (웹 기반 주의력 검사의 사용자 인터페이스 설계: 회귀억제 과제와 그래픽 UI를 중심으로)

  • Kwahk, Ji-Eun;Kwak, Ho-Wan
    • Korean Journal of Cognitive Science
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    • v.19 no.4
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    • pp.331-367
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    • 2008
  • This study aims to validate a web-based neuropsychological testing tool developed by Kwak(2007) and to suggest solutions to potential problems that can deteriorate its validity. When it targets a wider range of subjects, a web-based neuropsychological testing tool is challenged by high drop-out rates, lack of motivation, lack of interactivity with the experimenter, fear of computer, etc. As a possible solution to these threats, this study aims to redesign the user interface of a web-based attention testing tool through three phases of study. In Study 1, an extensive analysis of Kwak's(2007) attention testing tool was conducted to identify potential usability problems. The Heuristic Walkthrough(HW) method was used by three usability experts to review various design features. As a result, many problems were found throughout the tool. The findings concluded that the design of instructions, user information survey forms, task screen, results screen, etc. did not conform to the needs of users and their tasks. In Study 2, 11 guidelines for the design of web-based attention testing tools were established based on the findings from Study 1. The guidelines were used to optimize the design and organization of the tool so that it fits to the user and task needs. The resulting new design alternative was then implemented as a working prototype using the JAVA programming language. In Study 3, a comparative study was conducted to demonstrate the excellence of the new design of attention testing tool(named graphic style tool) over the existing design(named text style tool). A total of 60 subjects participated in user testing sessions where their error frequency, error patterns, and subjective satisfaction were measured through performance observation and questionnaires. Through the task performance measurement, a number of user errors in various types were observed in the existing text style tool. The questionnaire results were also in support of the new graphic style tool, users rated the new graphic style tool higher than the existing text style tool in terms of overall satisfaction, screen design, terms and system information, ease of learning, and system performance.

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Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • Proceedings of the KSPS conference
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    • 1997.07a
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    • pp.176-178
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    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

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A Study on Using Rhetoric for Graphical Ideation Tools (수사법을 활용한 그래픽 발상툴 연구)

  • Han, Ki-Beom;Kim, Maeng-Ho
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.598-607
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    • 2016
  • The purpose of this study is to suggest necessity of idea expression method suitable for people in our country and deduct Graphic Ideation method by grasping problems of existing idea expression method. The idea expression method (association stimulating method, conceptual shifting method, information combination method) used by many graphic designers is effective in suggesting initial keyword, but has difficulty in the course of deducting the concept. Though deduction of core keyword is important to develop as a concept, the course of separation, combination in keyword connection play an important role, and most of idea expression methods are unavailable for suggesting concrete method for the course. Also as most of idea expression methods were developed and delivered in English-speaking world, it is suitable in English-speaking world culture which has thinking focused on words, but people in our country, which have thinking focusing on narration, cannot consider difference in language thinking due to limitation in idea for each stage. This study deducted idea expression method suitable for emotion of people in our country by proving the value of this idea expression method with style of suggesting and demonstrating 4 hypotheses in order to make the course for easy connection, separation, combination of keyword deducted by existing idea expression method, as well as suggesting idea expression method design based on these hypotheses. This idea expression method used rhetoric so that it is suitable for people our country who are strong for narration expression.

Fast and Efficient Implementation of Neural Networks using CUDA and OpenMP (CUDA와 OPenMP를 이용한 빠르고 효율적인 신경망 구현)

  • Park, An-Jin;Jang, Hong-Hoon;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.4
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    • pp.253-260
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    • 2009
  • Many algorithms for computer vision and pattern recognition have recently been implemented on GPU (graphic processing unit) for faster computational times. However, the implementation has two problems. First, the programmer should master the fundamentals of the graphics shading languages that require the prior knowledge on computer graphics. Second, in a job that needs much cooperation between CPU and GPU, which is usual in image processing and pattern recognition contrary to the graphic area, CPU should generate raw feature data for GPU processing as much as possible to effectively utilize GPU performance. This paper proposes more quick and efficient implementation of neural networks on both GPU and multi-core CPU. We use CUDA (compute unified device architecture) that can be easily programmed due to its simple C language-like style instead of GPU to solve the first problem. Moreover, OpenMP (Open Multi-Processing) is used to concurrently process multiple data with single instruction on multi-core CPU, which results in effectively utilizing the memories of GPU. In the experiments, we implemented neural networks-based text extraction system using the proposed architecture, and the computational times showed about 15 times faster than implementation on only GPU without OpenMP.

A Study of Seymour Chwast Focusing on his creative (시뮤와 크워스트(Seymour Chwast)의 작품세계에 대한 연구-독창적인 캐리커쳐(Caricature)를 중심으로-)

  • Moon, Chul
    • Archives of design research
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    • v.11 no.1
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    • pp.219-228
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    • 1998
  • Seymour Chwast, who has worked in various fields as in illustrator, graphic designer, and art director since 1950's, opened a new possibility in the field of visual design. Pushpin Graphics, founded by Chwast and his collegues, played a vital role in experimentation based on their creativity and courage. Amazingly enough his field covers Illustration, graphic design, poster, typography, and publication. His works, in which he sa tired people or events severely using his own lanb'Uage styit', appeals public powerfully and is remembered for a long time. He gives various forms to his creative ideas throughout many fields he deals with including caricature, giving all designers fresh and b'Teat inspiration. The fact that Chwast dose not limit himself to anyone style but uses various styles freely indicates his creative thinking process. The Creative Thinking, which is embedded in all his works, is so interesting and tactful that it may fulfill the requirement of the times, which wants to see something new and epochmaking. The aim of this study is to find creativity of Chwast's new visual language and its meaning through the analysis of unique caricatures among his works based on his philosophy, creative work process, and, particularly, creative thinking.

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A Study on the Development of a Program for Predicting Successful Welding of Electric Vehicle Batteries Using Laser Welding (레이저 용접을 이용한 전기차 배터리 이종접합 성공 확률 예측 프로그램 개발에 관한 연구)

  • Cheol-Hwan Kim;Chan-Su Moon;Kwan-Su Lee;Jin-Su Kim;Ae-Ryeong Jo;Bo-Sung Shin
    • Journal of the Microelectronics and Packaging Society
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    • v.30 no.4
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    • pp.44-49
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    • 2023
  • In the global pursuit of carbon neutrality, the rapid increase in the adoption of electric vehicles (EVs) has led to a corresponding surge in the demand for batteries. To achieve high efficiency in electric vehicles, considerations of weight reduction and battery safety have become crucial factors. Copper and aluminum, both recognized as lightweight materials, can be effectively joined through laser welding. However, due to the distinct physical characteristics of these two materials, the process of joining them poses technical challenges. This study focuses on conducting simulations to identify the optimal laser parameters for welding copper and aluminum, with the aim of streamlining the welding process. Additionally, a Graphic User Interface (GUI) program has been developed using the Python language to visually present the results. Using machine learning image data, this program is anticipated to predict joint success and serve as a guide for safe and efficient laser welding. It is expected to contribute to the safety and efficiency of the electric vehicle battery assembly process.

Overlay Rendering of Multiple Geo-Based Images Using WebGL Blending Technique (WebGL 블렌딩 기법을 이용한 다중 공간영상정보 중첩 가시화)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.15 no.4
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    • pp.104-113
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    • 2012
  • Followed by that HTML5(Hypertext Markup Language5) was introduced, many kinds of program and services based on this have been developed and released. HTML5 is technical standard specifications for cross platform for personal computers and mobile devices so that it is expected that continuing progress and wide application in the both sides of the academic and the industrial fields increase. This study is to design and implement a mobile application program for overlay rendering with DEM and other geo-based image sets using HTML5 WebGL for 3D graphic processing on web environment. Particularly, the blending technique was used for overlay processing with multiple images. Among available WebGL frameworks, CubicVR.js was adopted, and various blending techniques were provided in the user interface for general users. For the actual application in the study area around the Sejong city, serveral types of geo-based data sets were used and processed: KOMPSAT-2 images, ALOS PALSAR SAR images, and grid data by environment measurements. While, DEM for 3D viewing with these geo-based images was produced using contour information of the digital map sets. This work demonstrates possibilities that new types of contents and service system using geo-based images can be extracted and applied.

A Web Application for Open Data Visualization Using R (R 이용 오픈데이터 시각화 웹 응용)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
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    • v.17 no.2
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    • pp.72-81
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    • 2014
  • As big data are one of main issues in the recent days, the interests on their technologies are also increasing. Among several technological bases, this study focuses on data visualization and R based on open source. In general, the term of data visualization can be summarized as the web technologies for constructing, manipulating and displaying various types of graphic objects in the interactive mode. R is an operating environment or a language for statistical data analysis from basic to advanced level. In this study, a web application with these technological aspects and components is newly implemented and exemplified with data visualization for geo-based open data provided by public organizations or government agencies. This application model does not need users' data building or proprietary software installation. Futhermore it is designed for users in the geo-spatial application field with less experiences and little knowledges about R. The results of data visualization by this application can support decision making process of web users accessible to this service. It is expected that the more practical and various applications with R-based geo-statistical analysis functions and complex operations linked to big data contribute to expanding the scope and the range of the geo-spatial application.

A Study on the Computational Model of Word Sense Disambiguation, based on Corpora and Experiments on Native Speaker's Intuition (직관 실험 및 코퍼스를 바탕으로 한 의미 중의성 해소 계산 모형 연구)

  • Kim, Dong-Sung;Choe, Jae-Woong
    • Korean Journal of Cognitive Science
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    • v.17 no.4
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    • pp.303-321
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    • 2006
  • According to Harris'(1966) distributional hypothesis, understanding the meaning of a word is thought to be dependent on its context. Under this hypothesis about human language ability, this paper proposes a computational model for native speaker's language processing mechanism concerning word sense disambiguation, based on two sets of experiments. Among the three computational models discussed in this paper, namely, the logic model, the probabilistic model, and the probabilistic inference model, the experiment shows that the logic model is first applied fer semantic disambiguation of the key word. Nexr, if the logic model fails to apply, then the probabilistic model becomes most relevant. The three models were also compared with the test results in terms of Pearson correlation coefficient value. It turns out that the logic model best explains the human decision behaviour on the ambiguous words, and the probabilistic inference model tomes next. The experiment consists of two pans; one involves 30 sentences extracted from 1 million graphic-word corpus, and the result shows the agreement rate anong native speakers is at 98% in terms of word sense disambiguation. The other pm of the experiment, which was designed to exclude the logic model effect, is composed of 50 cleft sentences.

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Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.