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      • 얼굴 인식에 의한 각성도 측정에 관한 연구

        박재언(Jae Un Park),황민철(Min Cheol Whang),김용우(Yong Woo Kim),김지혜(Ji Hye Kim),문성철(Sung Chul Mun),조봉화(Bong Hwa Jo) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        The purpose of this study was to define emotions in the degree of arousal by distinguishing the specific features in facial expressions. A web camera was used to obtain images for extracting the coordinates of features in eyes, eyebrows, and mouths. Seven major factors that dictated the degree of arousal were drawn out by calculating the distances and angles of the coordinates. Of the factors, five factors were finally determined by a pre-test. Mapping the data in facial expressions onto subjective evaluations was tried to elevate the validity. Participants were three undergraduates of Sangmyung University, not visually handicapped. Two sets of relaxing and arousing movies were presented to each subject. Each movie popped up on the screen in order of relaxing, arousing, relaxing, and arousing movies every 90 seconds with rest for 70 seconds. The degrees of arousal in their facial expressions changed by the stimuli were measured. Each participant was asked to score what they felt in the degree of arousal. The rating was on a 1-to-7 Likert scale. Then, the two data was compared by drawing a matrix. The concordant rate of 75% between facial expressions and subjective evaluations was confirmed. This study was significant in that the approach to analyzing the degree of arousal in facial expressions and to comparing it with subjective judgments was carried out. The result gained from this study is expected to help define emotions in the degree of arousal. More studies on facial expressions of emotions in the aspects of valence and arousal dimensions should be followed in the future.

      • 세계 최고 수준의 노통연관식 고효율 저녹스 가스버너 개발

        박재언(Park Jae Un) 한국연소학회 2014 KOSCOSYMPOSIUM논문집 Vol.2014 No.5

        고효율(공기비 1.05~1.1, CO 농도 20 ppm 이하 수준)이면서 저녹스 인정기준인 40 ppm 이하 NOx 배출을 달성한 노통연관식용 버너는 세계적으로도 아직 개발되지 못하고 있다. 세계 최고 수준의 저녹스 버너라 할 수 있는 당사의 FIR(Forced Internal Recirculation)기술을 이용한 수관식보일러용 SULX 타입 버너가 이에 근접하고 있을 뿐이다. 그러나 현실적으로 설치 가동되고 있는 보일러 수량은 대부분 노통연관식이므로, 연소실 크기가 상대적으로 작아서 저녹스 성능과 고효율 성능을 동시에 달성하기가 어려운 노통연관식 보일러용 고효율 저녹스 가스버너 개발의 필요성이 매우 높다고 할 수 있다 아래 내용과 같이 선진국에서조차도 저녹스를 위해서 고효율을 어느 정도 양보할 수 밖에 없는 기술적 한계를 보여주고 있지만 과연 이것이 기술적인 한계인지?

      • KCI등재

        멀티모달 실감 경험 I/O 인터랙션 시스템 개발

        박재언 ( Jae Un Park ),황민철 ( Min Cheol Whang ),이정년 ( Jung Nyun Lee ),허환 ( Hwan Heo ),정용무 ( Yong Mu Jeong ) 한국감성과학회 2011 감성과학 Vol.14 No.4

        본 연구는 단순 입력 기반 유니모달 인터랙션의 한계를 극복하고 단순 입력 방식이 아닌 멀티모달 기반 사용자의 행위, 의도, 및 집중도를 활용하여 실감적이고 몰입도를 향상시키는 인터랙션 시스템을 제안하는데 그 목적이 있다. 본 연구의 선행연구에서 기존 문헌연구를 토대로 메타분석방법을 활용하여 인터랙션을 위한 3차원 동작 인식 기술의 정확도를 분석하여 최종적인 센서 기반 인터랙션 방법이 선정되었고, 직관적 제스쳐인터랙션 요소를 추출하여 본 시스템에 반영하였다. 또한 생리반응을 이용한 집중력 판단 기술을 개발하여 사용자 의도를 판단하는 연구를 진행하였다. 본 연구에서 제안하는 시스템은 3부분으로 나눌 수 있다. 선행연구에서 선정된 인터랙션 요소들을 적용하여 가속도(Accelator) 센서와 연성(Flexible) 센서를 활용하여 손 동작을 인식하는 시스템을 구현하였고, 동공 인터랙션을 통한 안경형 시선 추적기를 구현하여 인터랙션이 가능하게 하였으며, 심혈관 반응과 피부 온열 반응을 측정하여 사용자의 의도를 반영한 시스템을 최종 구현하였다. 실감형 디지털 엔터테인먼트 플랫폼 기술 개발을 위한 기초 연구로서 활용이 가능할 것으로 판단된다. The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

      • 손의 굽힘과 폄 동작 상상과 ERD(Event Related Desynchronization)/ERS(Event Related Synchronization)의 상관성에 관한 연구

        상인(Sang In Park),황민철(Min Cheol Whang),김종화(Jong Hwa Kim),김치중(Chi Jung Kim),안상민(Sang Min An),박재언(Jae Un Park),이정년(Jung Nyun Lee) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.10

        This study was to identify the possibility of proposing BCI (Brain Computer Interface) for the severely disabled. To do so, we tried to identify ERD and ERS caused by imagining hand movements: open and close the right hand. Five undergraduate and graduate students of Sangmyung University (male: 3, female: 2) participated in the experiment. Instructions for envisaging the hand movements were displayed on a 17 inch LCD monitor. The experimental sequences were designed as follows: rest time of 20 seconds was imposed before the task. Then, the tests were performed under two sets of conditions: 30 test and 10 training sessions. In each test and training session, 3 seconds and 5 seconds was assigned as stimulus and rest time respectively. ERD and ERS were extracted from the β(13-30㎐) and μ(8-12㎐) wave area under two different hand movements. A Mann Whitney U test was performed to identify significant difference between the two hand movements. As a result, a significant difference was observed between opening and closing the right hand (p < 0.05). The results imply that it is possible to utilize ERD and ERS signals for helping the disabled to interact with their environments. The proposed method is expected to be a framework in developing an interactive system for the disabled.

      • KCI등재

        생체신호를 이용한 XML기반 실시간 감성정보공유 시스템

        김종화(Jong-Hwa Kim),안상민(Sang-Min Ahn),박재언(Jae-Un Park),황민철(Min-Cheol Whang),김동근(Dong-Keun Kim) 한국정보기술학회 2012 한국정보기술학회논문지 Vol.10 No.3

        We developed an XML based emotion information sharing system using physiological signals to improve the sharing of personal emotional information in real time. In order to achieve effective emotion information sharing, it is important to use standard data format for emotion information shares in different platform systems. In addition, we need to store physiological signal because changes of physiological signals are able to explain the history of user’s emotion status. Therefore, in this study, in order to have these satisfactions, we adopted an XML data format that able to be processed at any platform systems, and also designed sharing server system that can store and share the personal emotion information with physiological signal patterns. In the test results, the designed system showed 0.12 second in average on the performance for emotion information sharing process with XML in terms of number of user’s requests. In the future, the designed system can be allowed various emotion service systems such as emotion games, social networks services, and music suggestion.

      • 미디어스킨의 감성 인터랙션 요소에 관한 연구

        김용우(Yong Woo Kim),황민철(Min Cheol Whang),김지혜(Ji Hye Kim),조봉화(Bong Hwa Jo),박재언(Jae Un Park),문성철(Sung Chul Mun) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        This study was to analyze emotional interaction factors in media skin and to suggest a guideline. The interaction area 3m away from the media skin stimulator was designated. 30 undergraduates aged 20 to 30 years old (M=25, SD=2.05), not visually handicapped people had participated in the experiment. They were asked to score what they felt in interest, relaxation, and stability levels while interacting with the media skin simulator. The rating was made on a 1-to-7-likert scale. The data was analyzed by the one-way ANOVA procedure. Different results in interest, relaxation, and stability levels were obtained in each sensing delay and reaction time level. The data was also analyzed by the independent t-test. The two-way interaction type directly controlled by users showed the higher scores in interest level than the visual-way type. The interaction area that showed the highest preference score was the 7×6㎝ pixel size. This study was significant in that interaction factors in media skin under the spotlight were systematically analyzed. The studies on media skin reflecting affective interaction factors and user needs should be followed in the future.

      • Circumplex Model에 의한 모바일 서비스 감성 모델링

        문성철(Sung Chul Mun),황민철(Min Cheol Whang),김용우(Yong Woo Kim),김지혜(Ji Hye Kim),박재언(Jae Un Park),조봉화(Bong Hwa Jo) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        Emotions have been induced by either discrete approaches or dimensional approaches. The former approach included six basic emotions such as anger, disgust, fear, joy, sadness and surprise. The latter was to represent the structure of affect as a two dimensional bipolar space, including valance and arousal axes. The dimensional approach to emotions in this study was tried to define new affective domains in mobile services. The circumplex model, a representative model in dimensional approaches has been proved to be an effective way in representing complicated emotions of people. In addition, lots of studies related to the dimensional approach have been done to reveal the structure of actual affective experience. However, few attempts have been made to systematically define the structure of affect in mobile services. This study was to construct a new affective model for mobile services and to define proper affect domains. The procedures of this study were as follows: affective words had been gleaned from user reviews, depth interviews, behavior analysis and literatures on emotion-denoting adjectives elicited while using mobile services. The collected 207 words were stratified and integrated by frequency analysis and KJ method. Systematic methods such as FGI, scenario techniques and factor analysis were used to extract proper emotion words and to verify them. The resulting 26 words were analyzed in two approaches based on judgments and experiences. In spite of differences in the measurement models and in the procedures employed in collecting data, the two approaches yielded a remarkably consistent structure of affect except for differences in a few emotions. The thing that matters most in the processes was that the common axes of valance and arousal dimensions were obtained from both the self-reported and similarity data. In this study, we proposed a new affective model for mobile services in order to help grasp users’ emotions. The proposed model will contribute to revealing the structure of actual affective experiences in mobile services. Also, this model is expected to be a framework in developing affective mobile services and in enhancing the quality of mobile services. More studies on mapping the affective domains obtained from this study onto some specific mobile services should be followed in the future.

      • KCI등재
      • 모바일 위젯 사용자의 감성요소 연구

        조봉화(Bong Hwa Jo),황민철(Min Cheol Whang),김용우(Yong Woo Kim),김지혜(Ji Hye Kim),박재언(Jae Un Park),문성철(Sung Chul Mun) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.5

        This study was to suggest emotional factors in mobile widgets. Participants were 30 undergraduates (18 males and 12 females), aged from 23 to 29 years (M=25, SD=2.05). AIO lifestyle surveys were carried out to extract emotion-denoting adjectives in mobile widgets. The extracted emotion words were classified according to visceral, behavioral, symbolic levels (Norman, 2004). Similarity rating of the emotion words was made on a 1-to-5-Likert scale. 7 representative emotion words were drawn out by the factor analysis procedure. They were mapped into the two dimensional space by multidimensional scaling procedure. Functional factors in mobile widgets were defined according to characteristics of mobile contents. The mapped emotion words were tried to link up with the functional factors. This study determined major factors significantly related to the representative emotions elicited in mobile widgets. The findings in this study are expected to be a guideline that can maximize affective satisfaction of users in mobile widgets.

      • Fuzzy C-mean Clustering을 이용한 각성 분류에 관한 연구

        이정년(Jung Nyun Lee),황민철(Min Cheol Whang),김종화(Jong Hwa Kim),김치중(Chi Jung Kim),안상민(Sang Min An),박재언(Jae Un Park),상인(Sang In Park) 대한인간공학회 2010 대한인간공학회 학술대회논문집 Vol.2010 No.10

        This study was to determine the level of arousal based on physiological signals. Procedures employed in this study were as follows: Twelve visual stimuli were presented to each participant. Seven subjects assessed what they felt about the stimuli on a 5-likert scale while measuring PPG (photoplethysmograph) and GSR (galvanic skin response) of them. Then, similar patterns were extracted from the physiological signals and clustered into 5 groups using a fuzzy c-mean clustering algorithm. Finally, the relationship between scores obtained from the subjective assessment and physiological patterns clustered by the fuzzy algorithm was examined to identify how exactly the two data were consistent. Of the five physiological patterns, one was almost exactly consistent with the subjective rating. However, remains of the categorized patterns showed inconsistent results. The results from this study are expected to be a starting point for evaluating humans’ emotion. In order to ensure reliability and validity, further study for enhancing the accuracy between the psychological and physiological assessment should be followed.

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