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        영상크기에 따른 상호작용 콘텐츠의 사용자 영향 분석

        최창기(Choi, ChangKi),송복희(Song, BokHee),윤한경(Yun, HanKyung) 한국정보전자통신기술학회 2010 한국정보전자통신기술학회논문지 Vol.3 No.3

        컴퓨터의 하드웨어 및 소프트웨어의 기술의 발달에 따라 TV와 컴퓨터는 융합되어 컴퓨터 모니터 화면이 TV로 대체가 예상이 된다. 진화된 TV는 네트워크와 연결되어 기존의 컴퓨터로 가능하였던 모든 작업이 가능해 지는 것과 쌍방향 통신를 통한 상호작용의 증가는 당연한 귀결이며, 그에 따라 우리들의 라이프스타일도 변화가 예상된다. 대형화된 TV화면으로 인하여 가족 구성원이 모두 참여하여 즐길 수 있는 콘텐츠가 요구된다. 이는 정보의 접근권이 가족 구성원에게 용이하여야 함은 물론 주어진 사용 환경 내에서 원할한 상호작용이 가능하도록 사용자에게 제공되어야함을 의미한다. 본 실험의 목표는 영상크기가 상호작용에 미치는 영향을 분석하고 콘텐츠에 대한 학습효과를 정량적으로 분석하는 것이다. 영상크기가 사용자의 경험하고 체험한 형태와 유사할 때 상호작용이 원활하게 이루어지는 것을 성취도 측정 결과로 확인하였으며 사용자들의 학습효과를 통계적 방법에 의한 상관관계로 분석하였다. 3D TV was been able to see in the market in early in this year. Tablet PC such as ipad by Apple and Galaxytab by Samsung were introduced recently. Those are possible by developing H/W and S/W of computer technology. The needs of interactive contents in many areas including education and entertainment area are increasing rapidly according to the various information devices are or will be in the market. Fore the more, GoogleTV and AppleTV are compete each other to dominate the world market in advance recently. CookTV tries to dominate in the domestic market by upgrading the current system. Diverse information devices are in the market means various size of displayers are able to be shown in our life. As TV is fused to computer, the displayer is substituted to TV's screen and the trend of TV is became bigger. The evolved TV is able to replace the computer by connecting to the network and people want to do interactions with contents by using the bidirectional communication. Therefore, it is expected to changing the human lifestyle. It is natural that contents for all members of family are needed, since TV's screen become bigger. It is required that the contents should guarantees the accessability of information to the all of family members and the easy interaction with contents. Our goal of experiment are to analyse the influence of interaction with contents as the size of images and to analyse a learning effect of contents quantitatively by applying a statistical method. Users interacted with contents without any difficulty when they met a same dimension and shape of objects as ame dimension and shape objects in their experiences or learning, was confirmed. And the learning effect were analysed and explained by applying the correlation.

      • KCI등재
      • 사용성 평가에 있어서 반복적 평가에 의한 학습효과의 고찰

        윤한경,이동연,송복희 한국기술교육대학교 1997 論文集 Vol.4 No.1

        사용자 중심의 제품을 개발· 생산하기 위하여 사용성 평가는 매우 중요한 이슈이다. 평가를 위한 기존의 방법은 많은 첨단 장비들과 부대 시설이 요구되며 부가된 장비들과 시설에 의한 평가는 피실험자의 생리적· 정신적 상태에 영향을 줌으로 인하여 사용성의 연구에 필요한 정확한 데이타를 획득하는데 제약을 준다. 평가의 실험에 필요한 장비 및 시설을 완벽히 갖추기 위하여 많은 투자와 시간의 소요가 요구되며, 또한, 현재 제품의 라이프 싸이클을 고려할 때 데이타의 양이 너무 방대하므로 분석에 필요한 데이타를 수집·처리하는데 많은 노력과 시간이 소요되어 경제적·시간적 제약을 주는 원인이 된다. 본 연구에서는, 사용성 평가에 있어서 가급적 Artifact??와 Side Effects를 줄이고, 경제적이며 정밀한 사용성의 연구가 가능하도록 피평가제품만 사용자에게 제공하며 그 조작의 결과는 컴퓨터에 입력된다. 사용자는 피측정물을 주어진 과제에 따라 조작을 하고, 그 결과는 피실험자의 인지에 따른 행위의 결과가 되므로 지시에 따른 조작을 행하는 것 이외에는 실제품의 조작과 다른 상이점을 전혀 인지할 수 없으므로 기존의 데이타 수집 방법과는 다르게 자연스러운 데이타를 획득할 수 있다. 또한, 사용성 평가의 제약조건인 반복실험에 의한 인지과정에서의 학습효과가 미치는 영향을 고찰하고 사용성 평가의 정량화된 비교 측정 방법을 제시한다. The suggested system simulates the OSD(On Screen Display) by a computer and receives the operating signal by users from the given a remote controller. In this study, a learning effect due to multiple experiments in usability test is studied using the suggested system can reduced the artifact and side effect by doing the experiment with a read product or a prototype mock-up such as the remote controller without any additional equipments in the natural environment.

      • 한글인식을 위한 문자분리및 형태분류에 관한 연구

        윤한경,신동욱 韓國技術敎育大學校 1995 論文集 Vol.2 No.1

        In this paper, a character extraction method for printed Korean documents is presented, and a type classification method for extracted characters is also described. In the proposed character extraction algorithm, the extraction of characters' row, the extraction of expected characters, the horizontal shrinking, the separation of mix-connected characters, and the connection of mix-separated characters are introduced. The horizontal shrinking process almost gets rid of the virtual connection which was one of difficult problems in extracting the characters from a document image. Mis-connected characters are separated into several character regions in the separation processing of mis-connected characters, and the corrected connecting character is obtained from erroneously separated characters by connecting them in the connection processing of mis-separated characters. The characters are successfully extracted at the rate of 100% in our experiments. In the proposed type classification method, type classification is done without thinning process, and the existence of the final consonant and the vowel is independently checked. A general neural network, which has two hidden layers, is used in order to check the existence of final consonant, the back-propagation method is utilized in learning process. Walsh power spectrum of an extracted character image is used as an input of the neural network without removing the vowels from character image. To check the existence of vowel, the structural features of the vertical and horizontal vowel in Korean character are effectively utilized. The horizontal vowel is firstly checked, and then the existence of the vertical vowel is tested. The vertical vowel and the horizontal vowel are checked at the rate of 100% and 99% respectively in experiment. In checking the final consonant, 50 extracted characters are used as learning patterns, the new 150 characters are used in order to check the existence of final consonant. The recognition rate was 87.5%.

      • 가상현실의 촉감 인터페이스에 관한 연구

        정광태,윤한경 한국기술교육대학교 1998 論文集 Vol.5 No.1

        Virtual Reality(VR) is the process of creating virtual environments that present the illusion of real physical events, however humans interact with the real world through their visual, auditory and tactile senses. The tactile perceptions are generally limited in conventional virtual reality system. Recently, several research organizations have been actively studying of haptic perceptions which were known as the force feedback or haptic display in the human computer interaction. Research of these areas include mechanical electrical and computational hardware, and softwares. The mechanical devices, which are known as the manipulandum, are the mechanical interface between the users and the virtual environment including the handle, linkages, actuators and sensors. The manipulandum represents the force feedback according to the users action using a complicate calculation such as the inverse dynamics, but it is very important that the VR system with tactile force feedback has to be shown the real time response. In this study as a preliminary experiment to develope an economical and reliable haptic display system using an application of modified techniques in the visual graphics. The result shows that the texture of surfaces can induce the different forces in terms of the acceleration at the perpendicular direction against the fingers motion. Therefore, there is possibility that the universal tactile model is developed.

      • 한글의 구조적 해석에 의한 자간 분리 알고리즘

        이재협,윤한경 한국기술교육대학교 1994 論文集 Vol.1 No.1

        An automatic recongnition of input document using scanner or facsimile requires precise preprocessing of it. Noise elimination and slant correction of input document image are critical to increase recognition rate. In this research, we propose an accurate algorithm which makes possible of precise Korean character extraction using structural analysis of it. Existing algorithms are corrected and revised to extract row of characters and expected ones. An accumulation distribution of the height and width of expected characters is utilized to extract real characters from candidates instead of the standard character width specification method using mouse. To correct the erroneously seperated or connected charaters, path finding algorithm and optimal seperation line decision method using histogram are used to achieve exact extraction of each character.

      • 감성측정방법 개발을 위한 소비자의 감성 및 성격분류

        송복희,이동연,윤한경 한국기술교육대학교 1997 論文集 Vol.4 No.1

        It requires that the emotion can be understood and the method for satisfaction of users has to be studied to develope user oriented products which have to include the user oriented interface and emotional elements to give consumer's satisfaction. One of the way to increase the comsumer's satisfaction, is that the study of the range of emotions and those factors since the purchase of goods shows the result action of thought and emotion of consumers. That shows also the individual difference due to the emotional status, characteristics, experiences and environments. In this study, the emotion and personality of expected consumers are divided and studied to see the influence of the emotion and personality for decision making.

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