http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.
변환된 중국어를 복사하여 사용하시면 됩니다.
유머 요소를 적용한 휴대용 게임의 스토리텔링 양상 연구 : 닌텐도 DS Lite 타이틀을 중심으로
정다희(Dahee Jung) 한국HCI학회 2009 한국HCI학회 학술대회 Vol.2009 No.2
Titles of Nintendo DS are frequently use humor to help users fall in short time. Among many humor element, many titles use exaggeration. It is because 'exaggeration' is the best instrument to make users understand humor without complex cognitive process. Therefore, portable game using humor storytelling as a strategy for attracting various people. 본 연구는 휴대용 게임기인 닌텐도 DS Lite의 타이틀 중 유머 요소를 지닌 게임 타이틀에서 사용자들이 짧은 시간에 집중적으로 게임에 몰입할 수 있도록 돕는 역할을 하는 유머 요소가 더욱 빈번하게 발견됨을 알 수 있었다. 또한 본고에서 제시한 유머 요소 평가표를 기준으로 게임 타이틀을 분석하였을 때, 가장 많이 사용되고 있는 유머의 요소는 과장임을 알 수 있었다. 스토리를 과장하거나 캐릭터의 외모나 성격, 또는 행동을 과장함으로써 유머를 만들어내는 것은 '과장'은 복잡한 인지적 처리과정 없이도 사용자가 빠르게 유머를 이해할 수 있는 장치이기 때문이라고 여겨진다. 휴대용 게임기는 다양한 연령층과 다양한 상황에 어필하기 위한 전략으로, 언제 어디서나 간편히 몰입할 수 있는 단순한 조작과 쉬운 스토리텔링 구조를 내세우고 있다. 이러한 휴대용 게임기의 스토리텔링에 적절한 유머요소를 도입하여 사용하는 것은 사용자의 몰입을 한층 심화하는 데 도움이 되어, 퍼즐이나 스포츠, 액션 게임 등의 단순한 형식의 게임 위주의 플레이에서 벗어나 보다 다양한 게임을 즐기는 데 도움이 될 것으로 예상할 수 있다.
정다희(Dahee Jung),최요순(Yosoon Choi) 한국암반공학회 2021 터널과지하공간 Vol.31 No.6
본 연구에서는 발파 시 사람과 주변 환경에 영향을 끼치는 발파진동(peak particle velocity, PPV)을 예측하는 모델을 개발하였다. PPV를 예측하기 위해 kNN(k-nearest neighbors), CART(classification and regression tree), SVR(support vector regression), PSO(particle swarm optimization)-SVR 알고리즘을 이용한 4가지 머신러닝 모델을 개발하고 상호 비교하였다. 머신러닝 모델을 훈련하기 위해 경상남도 창원시에 있는 욕망산을 연구지역으로 선정하고 1048개의 발파 데이터를 획득하였다. 발파데이터는 천공장, 저항선, 공간격, 최대지발장약량, 비장약량, 총공수, 에멀전비율, 이격거리, PPV로 구성되었다. 훈련된 모델들의 성능을 평가하기 위한 지표 값으로 MAE(mean absolute error), MSE(mean squared error), RMSE(root mean squared error)를 사용하였다. 평가결과 PSO-SVR 모델이 MAE, MSE, RMSE가 각각 0.0348, 0.0021, 0.0458으로 가장 우수한 예측 성능을 나타냈다. 마지막으로 개발된 머신러닝 모델을 이용하여 주변 환경에 영향을 끼치는 정도를 예측하는 방법을 제시하였다. In this study, a model was developed to predict the peak particle velocity (PPV) that affects people and the surrounding environment during blasting. Four machine learning models using the k-nearest neighbors (kNN), classification and regression tree (CART), support vector regression (SVR), and particle swarm optimization (PSO)-SVR algorithms were developed and compared with each other to predict the PPV. Mt. Yogmang located in Changwon-si, Gyeongsangnam-do was selected as a study area, and 1048 blasting data were acquired to train the machine learning models. The blasting data consisted of hole length, burden, spacing, maximum charge per delay, powder factor, number of holes, ratio of emulsion, monitoring distance and PPV. To evaluate the performance of the trained models, the mean absolute error (MAE), mean square error (MSE), and root mean square error (RMSE) were used. The PSO-SVR model showed superior performance with MAE, MSE and RMSE of 0.0348, 0.0021 and 0.0458, respectively. Finally, a method was proposed to predict the degree of influence on the surrounding environment using the developed machine learning models.
김시연 ( Siyeon Kim ),정다희 ( Dahee Jung ),이주영 ( Joo-young Lee ),권지현 ( Jihyun Kwon ),임대영 ( Daeyoung Lim ),정원영 ( Wonyoung Jeong ) 한국의류산업학회 2021 한국의류산업학회지 Vol.23 No.3
Gait analysis trackers have been developed to monitor daily gait patterns to improve users’ running performance and reduce the risk of injuries. A variety of gait analysis trackers are available on the market(e.g., foot pods, insoles). Depending on the type of gait analysis tracker, users’ discomfort or satisfaction as well as required properties may differ. Hence, the purpose of this study was to compare and analyze user experience of three different types of commercial shoe-mounted gait analysis trackers and their mobile applications in a laboratory environment using questionnaires based on actual experiences of each product. Ten males and ten females who regularly enjoy walking and running exercises participated in the experiment. After the participants set up the tracker and application themselves without support from researchers, ten to thirty minutes’ exercise was permitted on each product. Following this, the participants answered questionnaires containing evaluation variables on the device and mobile application, as well as satisfaction, intention to use, recommendation, and purchase. In addition, they were asked questions about the attractive features and shortcomings of each device and application. The results showed that the PRO-SPECS® smart insole was preferred over the others for ease of use, perceived durability, psychological burden of the design, and usefulness of the information provided by the application. Along with the results of questionnaire, this study also discussed strategies and recommendations for future product design and development.
한혜원(Han Hyewon)․,정다희(Jung dahee) 한국언어문학회 2009 한국언어문학 Vol.68 No.-
Specialty on social interaction and cooperation between players of MMORPG has developed NPC antagonist's role of scapegoat. Further, NPC antagonists play a role of milestone to expanding user experiencing space meanwhile they act as catalysts which leads players to act. According to systems of MMORPG, there are players who play a role of powerful antagonist, which gives mental complications to protagonist players. It grant justice to player activity, enforce community which enrich player's life as a social member. Therefore, unlike antagonists in existed linear narratives which are targets to be eliminated, antagonists in MMORPG with unlinear and expanding narrative, plays important role in generating possibilities to create narratives.
효율적인 트랜스포머에 기반한 설명 가능한 팩트체크 모델
윤희승(Heeseung Yun),정재은(Jason J. Jung),이건주(Gunju Lee),정다희(Dahee Jung),김건오(Kono Kim) 한국정보통신학회 2021 한국정보통신학회 종합학술대회 논문집 Vol.25 No.1
본 논문에서는 어텐션 메커니즘에 기반하여 정보 판단에 대한 근거를 제공하는, 이른바 설명 가능한 팩트체크 모델을 제안할 것이다. 최근 미디어의 발달에 따라 각종 뉴스가 쏟아지고 있는 바, 이와 더불어 뉴스에 대한 진위 여부 판단, 즉 팩트체크가 주목받고 있는 상황이다. 하지만 현재 팩트체크는 언론인이나 시민 단체 일원들의 검색 능력에 의존하고 있어서, 이를 자동적으로 하는 모델에 대한 연구가 진행되고 있다. 이에 본 논문에서 설명 가능한 자동 팩트체크 모델을 제안하고자 한다. In this paper, we introduce the model so-called Explainable Fact-Checking model based on attention mechanism which shows both the result of fact check of the news and the evidence of verdict. Recently, several news surge on media, so fact check attracts much attentions. However, in present fact check relies on the search made by journalists and members of fact check organization, so there is some researches about automated fact checking. Therefore in this paper we propose explainable automated fact checking model.
WBGT 27℃와 32℃의 고온 다습 환경에서 운동과 휴식 시 피부 수분도 및 생리적 주관적 발한 반응에서의 연령차
백윤정(Yoon Jeong Baek),배규태(Gyutae Bae),정다희(Dahee Jung),김규랑(Kyu Rang Kim),이주영(Joo-Young Lee) 한국생활환경학회 2019 한국생활환경학회지 Vol.26 No.4
The purpose of this study was to investigate physiological and subjective sweat responses of elderly and young males in hot and humid environments. Nine elderly and 11 young males participated in the following experimental conditions: WBGT 27℃ (Air temperature 30℃, and air humidity 70%RH) and WBGT 32℃ (35℃, 70%RH) with two activity levels (sitting on a chair for 60 min and walking on a treadmill for 60 min). The walking speeds were 4.0 km/hr for young males and 2.3 km/hr for elderly males. The results showed that 1) total sweating rate was 34.3% and 36.6% smaller for the elderly than for the young in WBGT 27℃ and 32℃, respectively (p<.05). Skin hydration at rest was less for the elderly than for the young in both WBGT 27℃ and 32-℃. The skin of the young males was quickly and evenly saturated throughout the whole body from the beginning in WBGT 32℃, whereas the elderly males’ skin was slowly and unevenly saturated. At rest, elderly males expressed greater humidity and sweat sensations in WBGT 27℃ than in WBGT 32℃ which was interpreted as perceptual confusions, while such perceptual confusions were not found during exercise in either WBGT 27℃ or WBGT 32℃. These results suggest that the elderly’s perspiration and other sweat responses in hot and humid environments were impaired psychologically as well as physiologically.