• Title/Summary/Keyword: 개체 상호작용

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String Kernel-based Relation Extraction using Lexical Patterns of Predicate-Argument Structure (술어-논항 구조의 어휘 패턴을 이용한 스트링 커널 기반 관계 추출)

  • Jeong, Chang-Hoo;Choi, Sung-Pil;Chun, Hong-Woo;Hong, Soon-Chan;Jung, Han-Min
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06b
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    • pp.327-329
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    • 2012
  • 문서 내에 존재하는 중요한 개체들 간의 관계를 자동으로 추출할 때 개체와 개체 사이의 상호작용 표현에 중요하게 관여하는 핵심자질을 잘 선택할수록 빠르고 정확하게 관계 추출을 수행할 수 있다. 본 논문에서는 개체 쌍 사이에 존재하는 술어-논항 구조의 어휘 패턴 문자열을 정규화해서 스트링 커널에 적용하는 관계 추출 방법을 제안한다. 제안된 시스템의 성능 평가를 위해서 과학기술문헌에 존재하는 중요한 개체들 간의 연관관계 추출 성능 평가를 수행하는 테스트컬렉션을 자체적으로 구축하였으며 실험을 통하여 제안된 방법의 성능을 측정하였다. 정확도 실험 결과, 스트링 커널의 입력으로 문장 전체를 사용한 경우에는 55.0693%, 개체 쌍 사이의 문자열을 사용한 경우에는 61.0331%, 그리고 술어-논항 구조의 어휘 패턴 문자열을 사용한 경우에는 69.14%로, 술어-논항 구조의 어휘 패턴 문자열을 사용했을 때 성능이 가장 좋게 나타났다. 결론적으로 문장 내의 술어-논항 구조를 분석하여 정규화된 어휘 패턴을 생성하고 이렇게 생성된 문자열을 스트링 커널에 적용하는 방법이 관계 추출에 유용한 방법임을 알 수 있었다.

Evolutionary Study on Emergence of Cooperative Coalition in NIPD Game (NIPD게임에서 협동연합의 발현에 관한 진화적 연구)

  • 서연규;조성배
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.48-50
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    • 1998
  • 반복적 죄수의 딜레마(Iterated Prisoner's Dilemma, IPD)게임은 사회적, 경제적, 그리고 생물학적 시스템에서 협동의 진화를 연구하기 위한 대상으로 사용되어져 왔다. 이제까지 이기적이며 합리적인 개체들 사이에서의 협동의 진화에 대한 완전한 이해를 위하여 게임자의 수와 협동의 관계, 기계학습의 일환으로서의 전략학습, 그리고 이득함수가 협동에 미치는 영향 등에 관한 많은 연구가 이루어져 왔다. 이 논문에서는 실험을 통해 이득함수에 따른 협동연합의 크기와 지역화가 NIPD(N-player IPD)게임에서 협동의 진화에 미치는 영향에 대해 밝히고자 한다. 시뮬레이션 결과 이득함수와 협동연합의 크기에 대한 실험에서는 협동개체에 대한 이득함수의 기울기가 배반개체에 대한 이득함수의 기울기보다 급하거나 최소 연합의 크기가 작을수록 협동연합의 정도가 높게 나타남을 알 수 있었다. 그리고 지역화 실험에서는 상호작용하는 이웃의 크기가 작을수록 협동연합의 크기가 크게 진화됨을 알 수 있었다.

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Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Main SNP Identification of Hanwoo Carcass Weight with Multifactor Dimensionality Reduction(MDR) Method (MULTIFACTOR DIMENSIONALITY REDUCTION(MDR)을 이용한 한우 도체중에서의 주요 SNP 규명)

  • Lee, Jea-Young;Kim, Dong-Chul
    • The Korean Journal of Applied Statistics
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    • v.21 no.1
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    • pp.53-63
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    • 2008
  • It is commonly believed that disease of human or economic traits of livestock are caused not by single gene acting alone, but by multiple genes interacting with one an-other. This issue is difficult due to the limitations of parametric statistical method like as logistic regression for detection of gene effects that are dependent solely on interactions with other genes and with environmental exposures. Multifactor dimensionality reduction (MDR) nonparametric statistical method, to improve the identification of single nucleotide polymorphism (SNP) associated with the Hanwoo(Korean cattle) carcass cold weight, is applied and compared with ANOVA results.

A proposal for the roles of social robots introduced in educational environments (교육 환경 내 소셜 로봇의 도입과 역할 제안)

  • Shin, Ho-Sun;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.3
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    • pp.861-870
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    • 2017
  • In this paper, we propose the roles of social robots in educational environments. This proposal becomes an extension of R-learning. The purpose of social robots is the communication and interaction with human. Social robots have two roles. One is similar to the role of educational service robot and the other is communication role with people in education environments. We make an scenario to explain how to operate the roles of social robots using robot jibo SDK. The scenario was designed for mild interaction with the user in the educational environment. And it was made using jibo animation part to control the external reaction of jibo and behaviors part to control the internal reaction in jibo SDK. Social robots collect data effectively, based on grafting technologies and interaction with people in educational environments. Concludingly, various data collected by social robots contribute to solving problems, developing and establishing of educational environments.

Garden Alive : An interaction-enabled intelligent garden (Garden Alive : 상호작용 가능한 지능적인 가상 화단)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.559-561
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    • 2005
  • 본 논문은 사용자가 감각형 인터페이스를 사용하여 가상공간의 지능적인 화단을 체험, 체감 할 수 있는 시스템(Garden Alive)을 제안한다. 제안된 시스템은 카메라, 조도, 습도 센서를 갖춘 현실공간의 화단과 상호작용에 사용되는 감각형 인터페이스, 진화모듈과 감정모듈을 갖춘 인공지능 모듈, 그리고 가상식물의 성장과 반응을 보여주는 Virtual Garden으로 구성된다. 감각형 인터페이스는 카메라로 사용자의 손동작을 인식하고, 조도센서로 광량을 확인하여, 습도센서로 물의 양을 측정한다. 이러한 정보를 바탕으로 인공지능 모듈은 식물의 진화 방향과 감정상태의 변화를 결정한다. Virtual Garden은 L-system을 기반으로 제작되어 가상식물들은 실제 식물들과 유사한 형태로 성장하도록 한다. 제안된 Garden Alive에서 화단의 식물들은 각각의 개체마다. 유전자를 가지고 있어 식물의 다양성을 볼 수 있고, 빛과 수분 등의 환경요인에 따른 적합도를 평가함으로써 세대를 거듭함에 따라 진화해가는 모습을 볼 수 있다. 마지막으로 단순히 자극에 반응하는 식물이 아닌 사용자와 상호작용에 따른 식물의 감정 변화를 통해 적절한 반응을 보이는 지능적인 식물을 구현하였다. 따라서 제안된 시스템은 오락과 교육을 위한 콘텐츠, 사용자에 따른 개별적 반응을 통해 심리적인 안정을 제공할 수 있는 콘텐츠 등으로 응용될 수 있다.

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The Influence of Additional Haptic Feedback on Interactivity and Body Ownership in Virtual Reality (가상현실 햅틱 피드백 개체의 증가가 상호작용성과 신체소유감에 미치는 영향)

  • Lee, Sanguk;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.31-40
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    • 2020
  • The effects of two different types of haptic feedback(one-hand versus two-hand haptic feedback) on interactivity and body ownership were investigated in the virtual reality setting through an experiment. Using within-subject design, participants performed the task of hitting and destroying a ball-shaped object in virtual reality for both, one-hand and two-hand haptic feedback conditions. The results showed that participants tended to report a higher level of interactivity when using two-hand haptic feedback, whereas there was no difference between the two conditions in a sense of body ownership.

Construction of a Simple Bi-trophic Microcosm System Using Standard Test Species (Pseudokirchneriella subcapitata and Daphnia magna) for Testing Chemical Toxicities (화학물질에 대한 독성시험 bi-trophic microcosm 구축에 있어 표준시험생물 녹조류 (Pseudokirchneriella subcapitata)와 물벼룩 (Daphnia magna)의 개체군 특성 연구)

  • Sakamoto, Masaki;Mano, Hiroyuki;Hanazato, Takayuki;Chang, Kwang-Hyeon
    • Korean Journal of Ecology and Environment
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    • v.49 no.3
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    • pp.228-235
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    • 2016
  • Aquatic ecosystems are receiving various harmful effects due to anthropogenic chemical pollutions. To protect wildlife, risk assessments of the chemicals are conducted using reference indexes of toxicity estimated by species-level laboratory tests and/or micro-/mesocosm community-level studies. However, the existing micro-/mesocosm communities are structurally too complicated, and it is also difficult to compare the experimental results directly with those from species-level tests. Here, we developed a procedure of a simple bi-trophic microcosm experiment which contains the common species (a green algae, Pseudokirchneriella subcapitata and a cladoceran, Daphnia magna) for testing chemical toxicities. For the proper operation of bitrophic microcosm experiment, the minimum required concentration of primary producer (P. subcapitata) is $5{\times}10^5cells\;mL^{-1}$. The microcosm system showed higher stability when the initially introduced D. magna population was composed of neonates (<24-h old) than adults and those mixture. This simple microcosm system would be an applicable tool to estimate the disturbing impacts of pollutants on plant-herbivore interactions, and linking the species- and population-/community level risk assessments in the future studies.

A Quantitative Trust Model based on Empirical Outcome Distributions and Satisfaction Degree (경험적 확률분포와 만족도에 기반한 정량적 신뢰 모델)

  • Kim, Hak-Joon;Sohn, Bong-Ki;Lee, Seung-Joo
    • The KIPS Transactions:PartB
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    • v.13B no.7 s.110
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    • pp.633-642
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    • 2006
  • In the Internet environment many interactions between many users and unknown users take place and it is usually rare to have the trust information about others. Due to the lack of trust information, entities have to take some risks in transactions with others. In this perspective, it is crucial for the entities to be equipped with functionality to accumulate and manage the trust information on other entities in order to reduce risks and uncertainty in their transactions. This paper is concerned with a quantitative computational trust model which takes into account multiple evaluation criteria and uses the recommendation from others in order to get the trust for an entity. In the proposed trust model, the trust for an entity is defined as the expectation for the entity to yield satisfactory outcomes in the given situation. Once an interaction has been made with an entity, it is assumed that outcomes are observed with respect to evaluation criteria. When the trust information is needed, the satisfaction degree, which is the probability to generate satisfactory outcomes for each evaluation criterion, is computed based on the empirical outcome outcome distributions and the entity's preference degrees on the outcomes. Then, the satisfaction degrees for evaluation criteria are aggregated into a trust value. At that time, the reputation information is also incorporated into the trust value. This paper also shows that the model could help the entities effectively choose other entities for transactions with some experiments in e-commerce.

Spatial Point Pattern Analysis of Riparian Tree Distribution After the 2020 Summer Extreme Flood in the Seomjin River (2020년 여름 섬진강 대홍수 이후 하천 수목 분포에 대한 공간 점 패턴 분석)

  • Lee, Keonhak;Cho, Eunsuk;Cho, Jonghun;Lee, Cheolho;Kim, Hwirae;Baek, Donghae;Kim, Won;Cho, Kang-Hyun;Kim, Daehyun
    • Ecology and Resilient Infrastructure
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    • v.9 no.2
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    • pp.83-92
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    • 2022
  • The 2020 summer extreme flood severely disturbed the riparian ecosystem of the Seomjin River. Some trees were killed by the flood impact, whereas others have recovered through epicormic regeneration after the disturbance. At the same time, several tree individuals newly germinated. This research aimed to explain the recovery of the riparian ecosystem by spatial proximity between each tree individual of different characteristics, such as "dead", "recovered", and "newly germinated". A spatial point pattern analysis based on K and g-functions revealed that the newly germinated trees and the existing trees were distributed in the spatially clumping patterns. However, further detailed analysis revealed that the new trees were statistically less attracted to the recovered trees than the dead trees, implying competitive interactions hidden in the facilitative interactions. Habitat amelioration by the existing trees positively affected the growth of the new trees, while "living" existing trees were competing with the new trees for resources. This research is expected to provide new knowledge in this era of rapid climate change, which likely induces stronger and more frequent natural disturbance than before. Environmental factors have been widely used for ecosystem modeling, but species interactions, represented by the relative spatial distribution of plant individuals, are also valuable factors explaining ecosystem dynamics.