• Title/Summary/Keyword: human-interactive

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An Analysis of the Effects of Human Resource Accounting Information on the Prediction of the Price of Common Stock (인적자원회계정보가 주가예측에 미치는 영향분석)

  • 오화중
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.33
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    • pp.173-183
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    • 1995
  • The Objective of the study was to determine the usefulness of human resource accounting(HRA) information in assisting financial analysis in their investment decisions. The objective achieved by an investigation through which the reporting of HRA, combined with demographic factors that are independent or interactive, affects the decisions of financial analysts regarding the estimation of the market price of a hypothetical company's common stocks. Two kinds of research were conducted to increase the reliability of the study at the same time. Two or three sets of financial statement were prepared. Each consists of balance sheet and income statement. The actual financial statement was modified to exclude personal bias and opinion.

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A Study on Real Time Control of Moving Stuff Action Through Iterative Learning for Mobile-Manipulator System

  • Kim, Sang-Hyun;Kim, Du-Beum;Kim, Hui-Jin;Im, O-Duck;Han, Sung-Hyun
    • Journal of the Korean Society of Industry Convergence
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    • v.22 no.4
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    • pp.415-425
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    • 2019
  • This study proposes a new approach to control Moving Stuff Action Through Iterative Learning robot with dual arm for smart factory. When robot moves object with dual arm, not only position of each hand but also contact force at surface of an object should be considered. However, it is not easy to determine every parameters for planning trajectory of the an object and grasping object concerning about variety compliant environment. On the other hand, human knows how to move an object gracefully by using eyes and feel of hands which means that robot could learn position and force from human demonstration so that robot can use learned task at variety case. This paper suggest a way how to learn dynamic equation which concern about both of position and path.

Near-body Interaction Enhancement with Distance Perception Matching in Immersive Virtual Environment

  • Yang, Ungyeon;Kim, Nam-Gyu
    • Journal of Multimedia Information System
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    • v.8 no.2
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    • pp.111-120
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    • 2021
  • As recent virtual reality technologies provide a more natural three-dimensional interactive environment, users naturally learn to explore space and interact with synthetic objects. The virtual reality researcher develops a technique that realizes realistic sensory feedback to get appropriate feedback to sense input behavior. Although much recent virtual reality research works extensively consider the human factor, it is not easy to adapt to all new virtual environment contents. Among many human factors, distance perception has been treated as very important in virtual environment interaction accuracy. We study the experiential virtual environment with the feature of the virtual object connected with the real object. We divide the three-dimensional interaction, in which distance perception and behavior have a significant influence, into two types (whole-body movement and direct manipulation) and analyze the real and virtual visual distance perception heterogeneity phenomenon. Also, we propose a statistical correction method that can reduce a near-body movement and manipulation error when changing the interaction location and report the experiment results proving its effectiveness.

Dataset for Interactive Recommendation System (인터랙션 기반 추천 시스템 개발을 위한 데이터셋 연구)

  • Chung, Euisok;Kim, Hyun Woo;Oh, Hyo-Jung;Song, Hwa Jeon
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.481-485
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    • 2020
  • AI와 사용자간의 대화를 통해 사용자의 요구사항을 파악하고, 해당 요구사항에 적합한 상품을 추천하는 형상을 인터랙션 기반 추천 시스템의 한 예로 볼 수 있다. 우리는 해당 시스템 개발을 위하여 의상 코디셋 추천을 위한 대화 기반 데이터셋을 구축하였다. 데이터셋은 대화와 의상 추천 절차를 반복하여 사용자가 원하는 의상셋을 찾아가는 내용으로 구성된다. 그리고, AI의 코디셋 추천 기술 검증을 위해 두가지 의상 추천 평가셋을 제안한다. 본 논문은 대화 데이터셋 및 관련 평가셋의 개발 절차 및 구성에 대하여 기술하고, 관련된 실험 결과 일부를 보여준다.

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A Study on the Influence of Cybernetics in Architecture of Cedric Price -Focused on 'Fun Palace' Project- (세드릭 프라이스의 건축에 나타나는 사이버네틱스의 영향 -'펀 팰리스' 프로젝트를 중심으로-)

  • Kim, Jung Soo
    • Journal of architectural history
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    • v.26 no.5
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    • pp.7-18
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    • 2017
  • The 1960s in Britain was the period of rapid economic and social change. Under this circumstance, the visionary architect Cedric Price designed the Fun Palace, of which idea came from the theatre producer, Joan Littlewood. They hoped this place to be an improvisational learning space, so Price proposed the building as 'kit of parts' which can respond to programmatic indeterminacy. Cybernetics was introduced to control this flexibility dramatically changed the character of the project from 'theatre of people' to 'interactive machine'. That resulted in the change of the status of user from subjective human beings to abstract data in the cybernetic algorithm as well, and led the project to a completely opposite direction from that Price intended. After Fun Palace, cybernetics technology could still be found in his other projects, and it can be assumed that this was because the algorithmic system of cybernetics were on the same line of thought of Price's idea - anti-building or 'kit of parts'. The effects of cybernetics varied in projects; Similar negative effect in Fun Palace can be found in Generator project, but on the other hand, in Potteries Thinkbelt project, cybernetics showed a positive aspect by contribution to the development of project on the formal analogy of algorithmic network.

Sketch-based 3D modeling by aligning outlines of an image

  • Li, Chunxiao;Lee, Hyowon;Zhang, Dongliang;Jiang, Hao
    • Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.286-294
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    • 2016
  • In this paper we present an efficient technique for sketch-based 3D modeling using automatically extracted image features. Creating a 3D model often requires a drawing of irregular shapes composed of curved lines as a starting point but it is difficult to hand-draw such lines without introducing awkward bumps and edges along the lines. We propose an automatic alignment of a user's hand-drawn sketch lines to the contour lines of an image, facilitating a considerable level of ease with which the user can carelessly continue sketching while the system intelligently snaps the sketch lines to a background image contour, no longer requiring the strenuous effort and stress of trying to make a perfect line during the modeling task. This interactive technique seamlessly combines the efficiency and perception of the human user with the accuracy of computational power, applied to the domain of 3D modeling where the utmost precision of on-screen drawing has been one of the hurdles of the task hitherto considered a job requiring a highly skilled and careful manipulation by the user. We provide several examples to demonstrate the accuracy and efficiency of the method with which complex shapes were achieved easily and quickly in the interactive outline drawing task.

Study on Improved Interactive Mode of Delete in Mobile Phone's Full Keyboard and Its Usability (휴대폰의 풀 키보드에서 향상된 대화식 삭제 모드 및 사용성에 관한 연구)

  • Guo, Haoyue;Pan, Younghwan;Luo, Tao
    • Journal of the Korea Convergence Society
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    • v.11 no.4
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    • pp.41-48
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    • 2020
  • The text has always been an important recording channel for the development of human civilization. The delete text function is essential. The current method of deleting text is to "press" the delete button to complete the operation. It does not meet the user's need to delete large amounts of text. This article focuses on a new interactive approach to this problem. We consider problems and find solutions from the perspective of zero-order position control and first-order rate control. Through experimental design analysis and comparison, the new keyboard interaction method greatly improves efficiency and user experience. This article hopes to evaluate the usability of the new keyboard through usability studies.

Optimization of main factors using response surface method for the enhanced production of hGM-CSF from transgenic Nicotiana tabacum cell suspension cultures

  • Lee, Ki-Yong;Lee, Sang-Yoon;Kim, Dong-Il
    • 한국생물공학회:학술대회논문집
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    • 2003.10a
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    • pp.351-355
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    • 2003
  • Response surface methodology was employed to study the interactive effect of sucrose, nitrogen, temperature and to optimize their levels to enhance the production of human granulocyte-macrophage colony-stimulation factor from Nicotiana tabacum cell suspension cultures. A 15-runs Box-Behnken design including three center points was the response surface method selected for the initial set of experiments. The analysis of the data from the Box-Behnken experiments showed interactive effects of sucrose:nitrogen, sucrose:temperature and nitrogen:temperature. The optimal combinations of sucrose, nitrogen and temperature for hGM-CSF production from surface plot were sucrose 90 g/L, nitrogen 41 mM and 22$^{\circ}C$, respectively. The optimization of there factors enhanced the hGM-CSF production by 2 times because high sucrose concentration stimulated the secretion of hGM-CSF and low temperature prevented hGM-CSF degradation in media by pretenses.

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Digital Maps and Automatic Narratives for the Interactive Global Histories

  • CHEONG, Siew Ann;NANETTI, Andrea;FHILIPPOV, Mikhail
    • Asian review of World Histories
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    • v.4 no.1
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    • pp.83-123
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    • 2016
  • We describe a vision of historical analysis at the world scale, through the digital assembly of historical sources into a cloud-based database, where machine-learning techniques can be used to summarize the database into a time-integrated actor-to-actor complex network. Using this time-integrated network as a template, we then apply the method of automatic narratives to discover key actors ('who'), key events ('what'), key periods ('when'), key locations ('where'), key motives ('why'), and key actions ('how') that can be presented as hypotheses to world historians. We show two test cases on how this method works. To accelerate the pace of knowledge discovery and verification, we describe how historians would interact with these automatic narratives through an online, map-based knowledge aggregator that learns how scholars filter information, and eventually takes over this function to free historians from the more important tasks of verification, and stitching together coherent storylines. Ultimately, multiple coherent storylines that are not necessary compatible with each other can be discovered through human-computer interactions by the map-based knowledge aggregator.

Monitoring Mangrove Plantation along the Coastal Belts of Bangladesh (1989-2010)

  • Rahman, M. Mahmudur;Pramanik, Md. Abu Taleb
    • Journal of Forest and Environmental Science
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    • v.31 no.3
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    • pp.225-234
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    • 2015
  • Mangroves are important coastal ecosystems and are located at the inter-tidal zones of tropical and sub-tropical belts. The global mangrove forests are declining dramatically because of the conversion of forests to shrimp farming, over-exploitation, pollution and freshwater diversion. The Bangladesh Forest Department initiated mangrove afforestation throughout the coastal belts of Bangladesh in 1966 to provide better protection for the coastal communities. Up to 1990, 120,000 ha of mangroves had been planted and it is one of the largest coastal afforestaton programs in the world. The objective of this study is to exploit the spatial extent of mangrove plantation and their dynamics of changes over the last two decades using multispectral Landsat imagery. The study area covers the coastal areas of Bangladesh that is extended over the eastern part of Sundarbans up to Teknaf, the southern tip of mainland Bangladesh. Mangrove plantations were interpreted visually on computer screen and interactive delineation of forest boundary was done. The mangrove plantation area has been estimated as 32,725, 47,636 and 43,166 ha for the year of 1989, 2000 and 2010, respectively. Mangrove deforestation by human activity has increased almost six times in the recent decade in comparison to the previous one. The mangrove forest loss due to coastal erosion has slightly declined in the 2000s. Mangroves have been lost primarily because of agricultural expansion. The result of this investigation will be helpful to understand the dynamics of mangrove plantation and the main drivers of changes in this coastal ecosystem.