• Title/Summary/Keyword: 공간선호도(空間選好度)

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A Customized Device Recommender System based on Context-Aware in Ubiquitous Environments (유비쿼터스 환경에서 상황인지 기반 사용자 맞춤형 장치 추천 시스템)

  • Park, Jong-Hyun;Park, Won-Ik;Kim, Young-Kuk;Kang, Ji-Hoon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.3
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    • pp.15-23
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    • 2009
  • In ubiquitous environments, invisible devices and software are connected to one another to provide convenient services to users. In this environments, users want to get a variety of customized services by using only an individual mobile device which has limitations such as tiny display screens, limited input, and less powerful processors. Therefore, The device sharing for solving these limitation problems and its efficient processing is one of the new research topics. This paper proposes a device recommender system which searches and recommends devices for composing user requested services. The device recommender system infers devices based on environmental context of a user. However, customized devices for each user are different because of a variety of user preference even if users want to get the same service in the same space, Therefore the paper considers the user preference for device recommendation. Our device recommender system is implemented and tested on the real mobile object developed for device sharing in ubiquitous environments. Therefore we can expect that the system will be adaptable in real device sharing environments.

Analyzing the Difficulty and Similarity of Cooking in the Recipe Network (레시피 연결망에서 요리 난이도 및 유사성 분석)

  • Kim, Su-Do;Lee, Yun-Jung;Yoon, Seong-Min;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.160-168
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    • 2016
  • The classification and evaluation of cooking that is being published on the internet are presented without scientific criteria based on individual subjective factors. In this paper, we objectified the degree of cooking difficulty based on the information entropy. And we measured the similarity by calculating the common entropy between recipes and constructed a social network based on the recipe similarity. As a result of measuring the cooking difficulty, 'Dongtae Haemul-jjim' (Korean) and 'Vegetarian Lasagna' (Italy) are the most difficult recipes and 'Gochu-jang' (Korean) and 'Tofu steak' (Italy) are the easiest recipes. Through the recipe network, the similarity between Korean and Asian cooking is higher than Western cuisine. We showed a similar recipe to a particular cooking, the group of similar recipes, and reasonable schedule when preparing the menu from the viewpoint of ease of cooking.

A study on a multi-stage random tournament competition system and its fairness (다단 랜덤화 토너먼트 경쟁방식 및 그의 공정성에 대한 연구)

  • Lee, Kee-Won;Lee, Jung Soon;Sim, Songyong
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.923-930
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    • 2015
  • There exist many competition systems to determine a winner. Many sports games use the 1-in-2 tournament or its modified version to determine a winner. In this paper, we propose a competition system that can be used when there are many candidates and many random referees to evaluate the candidates. These competitions can be found in the cyber space where many users score many competing apps. We study fairness of our proposed competing system called a multi-stage random tournament in terms of equal probabilities. We also formulate the influence factor of a specific referee under some specific conditions.

A Proposal for Standardization of Label Design on the Sports apparel -based on the visual information design- (스포츠 의류 라벨의 표준화 디자인 제안 -시각 정보디자인을 중심으로-)

  • Bae, Jeong-Yeon;Kim, Seung-In
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.243-248
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    • 2017
  • This study set the standard for label standardization of foreign sports apparel. Based on the theory of labels, the labels were scanned around the internal T-shirt of sports apparel brands. Based on the plan, 32 young men and women surveyed 32 tentative labels. As a result, The survey revealed that the respondents preferred the information of size, fit, washing symbol mark, and function. Based on these results, the complementary labels were designed for balance, simplicity, coherency, cognitive, and harmonization. The study interviewed 12 men and women in their 20s and 30s. As a result, the subjects indicated that they selected cognitive preference for labels because of the maximum, minimum spacing, and emphasis on information representative.

Study on color perception improvement for universal design - In respect of bus station in Seoul - (유니버설 디자인을 위한 색채 인지도 개선방향에 관한 연구 - 서울시 버스정류장 쉘터를 중심으로 -)

  • Kim, Eun-Ae;Park, Gyeong-Jin
    • Science of Emotion and Sensibility
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    • v.13 no.2
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    • pp.371-380
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    • 2010
  • In this paper, we study the bus stop shelters, one of the public facilities, revised by the development plan of Seoul city. Dark gray and brown are dominant colours for the shelters. As representative colours, designated by Seoul city, dark gray and brown can be harmonious naturally with urban environment. However, in view of universal design, those colours have some problems to be recognized and to be used for handicapped groups, olds and childens especially. For analysis, investigating proposition and circumstance of two groups living in the city is the first place. This study is for building proper colour domains of universal design for public facilities and for recognizing that the way of public facilities should be that the ambit of public space is not regarded as a facility but recognized easily in accordance with environment including a facility. we hope that this paper is practically used as a reference for coming studies are the purposes of this study.

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A Management method of Load Balancing among Game Servers based on Distributed Server System Using Map Balance Server (분산형 서버 구조 기반 Map 밸런스 서버를 이용한 게임 서버 간 부하 관리 방법)

  • Kim, Soon-Gohn;Lee, Nam-Jae;Yang, Seung-Weon
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1034-1041
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    • 2011
  • Generally, In distributed online game server system, game maps are processed separately by means of dividing into several unit blocks. But the keeping normal distribution of user in game map is very difficult because preferences of game users are not same according to individual user's private character. For this reason, if the huge number of users concentrate on particular region of same game map at once, the game server exceed their threshold so that the system can be getting down. Conversely, the efficiency of system goes down considerably because the game server must perform map processing continuously even under user_empty situation. To solve this problem, in this paper, we propose a Map management method to control relatively normal distribution of users in game maps using Map Balance Server. In suggested model, we can reduce the load of game servers by means of turn off the game map processing temporary when a server is under user_empty situation. we also can maximize server performance by means of redistribution of map processing load among servers.

A Parallel Implementation of JPEG2000 4K Ultra High Definition Image using OpenCL (OpenCL을 이용한 JPEG2000 4K 초고화질 영상처리의 병렬고속화 구현)

  • Park, Daeseung;Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.10 no.1
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    • pp.1-5
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    • 2015
  • With the help of fast growing multimedia technology and high preference for users of large screens, the newest video coding standard, HEVC (High Efficiency Video Coding) high-quality video compression), has been introduced. Therefore, the high definition image services which are four times more clear than conventional HD video, are getting popular. JPEG 2000 also has stated to support 4K and 8K UHD. As a result, it requires fast processing technology to read and write UHD images. This paper introduces a study on fast parallel processing technology for UHD images. For this purpose, first, JPEG 2000 is reviewed and a GPU based parallel implementation is proposed for a preprocessing of color conversion stage. The parallelled algorithm is implemented with OpenCL (Open Computing Language). The simulation results show that the proposed method shows 5 times performance improvements on processing speed for 4K UHD over the method using threads.

A Study on the Analysis of Cognition and Preference for the Visual Changes of Urban Exterior Space (도시 외부공간의 시각적 변화에 대한 인지 및 선호도 분석에 관한 연구)

  • 이선화;김유길
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.3
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    • pp.58-68
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    • 1999
  • Purpose of this thesis is to find out the relationship among the amount of change and the visual cognition, and the visual preference which people like and can feel. Through the investigation of relationships between the amount of change, which indicates the degree of visual variation and the visual preference, the amount of change and the visual cognition, and the visual preference and the visual cognition, basic design data will be supplied, which can satisfy users' desire as much as possible in the most economic way. In order to investigate the relationship between the visually produced the amount of change and preferences, graphic simulation, in which variables other than the visual change are controlled, has been proceeded. Graphic factors of the visual change in the cyber exterior space are determined on the point of location (base plane, vertical plane, overhead plane), shape, size and color. As for the relationship between the amount of change and the preference, only the size is effective. since preferences on the location, shape and color are individual preferences, no common trend can be found. Therefore, we cannot say that which shape or color is better, Since the location, shape and color are qualitative change and the size is the quantitative change, the size can be the measurable change quantity. The relationship between the amount of change of size and the degree of preference is found to be inverse U-shape, i.e., as the amount of change of size increases the degree of preference first increases and, after a certain level, decreases. The same result has been obtained in photo simulation.

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Demand Forecasts Analysis of Electric Vehicles for Apartment in 2020 (2020년 아파트의 전기자동차 수요예측 분석 연구)

  • Byun, Wan-Hee;Lee, Ki-Hong;Lee, Sang-Hyuk;Kee, Ho-Young
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.3
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    • pp.81-91
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    • 2012
  • The world has been replacing fast fossil fuels vehicles with electric vehicles(EVs) to cope with climate change. The government set a goal which EVs will be substitute at least 10% of the domestic small vehicles with EVs until 2020, and will try to build electric charging infrastructures in apartments with the revision the law of 'the housing construction standards'. In apartments the EVs charging infrastructure and parking space is, essential to accomplish the goal. But the studies on EVs demand are few. In this study, we predicted that the demand for EVs using time-series analysis of statistical data, survey results for apartments residents in the metropolitan area. As a result, the ratio of the EVs appeared to be 6~21% for the total vehicles in a rental apartments for the years 2020, 21~39% in apartments for sales. For the EVs, the maximum power required for 1,000 households in rental apartment is predicted to be about 4200 kwh on a daily basis, while the maximum power in the apartment for sales is predicted to be 7800kwh.

A Study on V.M.D(Visual Merchandising Design) Environment of Mobile Telecommunication Company Store (이동통신 회사 매장의 V.M.D(Visual Merchandising Design) 환경에 관한 연구)

  • Kim, Jong Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1589-1594
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    • 2013
  • V.M.D(Visual Merchandising Design) covers every space, environment, and visually stimulating factor. This includes not only the architectural appearance but interior, graphic sign boards, window display, layout, store appliances, lighting, and even the looks and service attitude that sales employees have and show to customers. V.M.D aims to display merchandise in multiple ways; to heighten brand images; to steadily lure many customers to the store. One of the characteristics that V.M.D has is, that this abandons the previous design concept which solely puts stress on luxurious interior-focused display; that this displays merchandise in a rational and systemic way and induces customers to buy products. In this regard, the objective of this study is to study brand perception and effect of V.M.D displayed in the stores, on customers, and thereby to present the concepts of V.M.D, suitable for display in the stores, which can be used continuously in the future.