• Title/Summary/Keyword: 동적개념

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Analysis of Research Trends in Deep Learning-Based Video Captioning (딥러닝 기반 비디오 캡셔닝의 연구동향 분석)

  • Lyu Zhi;Eunju Lee;Youngsoo Kim
    • KIPS Transactions on Software and Data Engineering
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    • v.13 no.1
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    • pp.35-49
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    • 2024
  • Video captioning technology, as a significant outcome of the integration between computer vision and natural language processing, has emerged as a key research direction in the field of artificial intelligence. This technology aims to achieve automatic understanding and language expression of video content, enabling computers to transform visual information in videos into textual form. This paper provides an initial analysis of the research trends in deep learning-based video captioning and categorizes them into four main groups: CNN-RNN-based Model, RNN-RNN-based Model, Multimodal-based Model, and Transformer-based Model, and explain the concept of each video captioning model. The features, pros and cons were discussed. This paper lists commonly used datasets and performance evaluation methods in the video captioning field. The dataset encompasses diverse domains and scenarios, offering extensive resources for the training and validation of video captioning models. The model performance evaluation method mentions major evaluation indicators and provides practical references for researchers to evaluate model performance from various angles. Finally, as future research tasks for video captioning, there are major challenges that need to be continuously improved, such as maintaining temporal consistency and accurate description of dynamic scenes, which increase the complexity in real-world applications, and new tasks that need to be studied are presented such as temporal relationship modeling and multimodal data integration.

An analysis of the use of technology tools in high school mathematics textbooks based (고등학교 수학 교과서의 공학 도구 활용 현황 분석)

  • Oh, Se Jun
    • Communications of Mathematical Education
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    • v.38 no.2
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    • pp.263-286
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    • 2024
  • With the introduction of AI digital textbooks, interest in the use of technology tools in mathematics education is increasing. Technology tools have the advantage of visualizing mathematical concepts and discovering mathematical principles through experimentation and inquiry. The 2015 revised mathematics curriculum in Korea already mentions the use of technology tools, and accordingly, various teaching and learning activities using technology tools are presented in mathematics textbooks. However, there is still a lack of systematic analysis on the types and utilization methods of technology tools presented in textbooks. Therefore, this study analyzed the current status of the use of technology tools presented in high school mathematics textbooks based on the 2015 revised curriculum. To this end, the types of technology tools presented in mathematics textbooks were categorized, and the utilization ratio of each category was investigated. In addition, the utilization patterns of technology tools were analyzed by subject and content area, and the utilization ratio of technology tools according to the type of teaching and learning activities was examined. The results showed that technology tools were used in various types and ratios according to the subject and content area. In particular, technology tools in the symbol-manipulation graphing software category accounted for 58% of the total usage cases, showing the highest proportion. By subject, the use of symbol-manipulation graphing software was prominent in subjects dealing with the analysis area, while the use of dynamic geometry software was relatively high in the geometry area. In terms of teaching and learning activity types, the utilization ratio of auxiliary tool type (49%) and intended inquiry induction type (37%) was high. The results of this study show that technology tools play various roles in mathematics textbooks and provide useful implications for improving mathematics teaching and learning methods using technology tools in the future. Furthermore, it can contribute to the establishment of educational policies related to AI digital textbooks and the development of teacher training programs.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

The Effect of Supporting Activities for Win-win Partnership Between Franchisees and Franchisers on Re-contract Intention and Management Performance through Dynamic Trust (프랜차이즈 가맹본부와 가맹사업자간 상생을 위한 지원활동이 동적신뢰를 통해 경영성과 및 재계약의도에 미치는 영향)

  • Lee, Myung Jin;Lee, Sang Won
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.245-261
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    • 2020
  • The aim of this study is to investigate the correlation between the support activities provided by the franchiser and how they affect the intention of the contract renewal and business performances made by franchisees, developing dynamic trust between these transactional partners. Various supportive activities between franchiser and franchisees were divided into financial and non-financial activities and dynamic trust into Transitional-based trust, Calculative-based trust, Relational-based trust, and Balanced-based trust. These trust types, which are variable and adjustable based on the opportunistic behaviors of business parties, were applied to define the impact of the support activities on the contract renewal intention and the performances. This study was developed around domestic franchisees. An investigator visited business owners and manager level-employees, explained the purpose of the survey prior to the response, and the answers were directly written by hands. A total of 348 copies were used for the analysis. As the results of the analysis, first, financial support activities were found to have a positive(+) effect on transitional-based trust, calculative-based trust, and balanced-based trust. On the other hand, non-financial support activities were found to have a positive(+) effect on calculative-based trust, relational-based trust, and balanced-based trust, and there was no significant relationship on transitional-based trust. Second, the dynamic trust had a statistically significant positive(+) effect on inducing the contract renewal. Lastly, in the relationship between the dynamic trust and its impact on business performances, only transitional-based trust, and relational-based trust were found to have a positive(+) effect on the financial performances. In addition, relational-based trust showed a meaningful positive(+) relationship on the non-financial performances, and non-financial performace showed a meaningful positive(+) relationship on the re-contract intention. From the results, it can be concluded that the financial and non-financial activities for a win-win partnership between franchiser and franchisees are essential in not only forming dynamic trust but also boosting business performances as well as maintaining the business relationship. Thus, it suggests that building a win-win partnership can be promoted more efficiently by specifying activities best suitable for a particular relationship. In addition, a specific set of activities could be presented for establishing the level of trust that is formed in situations that vary depending on transaction risks and interdependency arising from having the transactional relationship based on the contract as the franchise industry features. Eventually, it is expected that this study can provide a way to promote the qualitative improvement of the franchise industry by identifying factors essential to establishing a sustainable win-win system and relationships that can improve the business performance of franchisees.

A Sasang Theoretical1) Study about the Morph & Image of Sasang Constitutional Medicine (사상의학(四象醫學) 형상관(形象觀)에 대한 사심신물적(事心身物的) 고찰(考察))

  • Kim, Jeong-ho;Song, Jeong-mo
    • Journal of Sasang Constitutional Medicine
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    • v.11 no.1
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    • pp.295-310
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    • 1999
  • Nowadays there are a lot of attempts and approaches in the Study of Oriental Medicine. The Morph&Image is one of them, and its importance is more and more increasing. Likewise, in the Sasang Consitutional Medicine, the Morph&Image is one of the important part too. And it is presented in the ${\ll}$Dorgyi SooseBowon(東醫壽世保元)${\gg}$. But that Discourse shows us only the concept and conclusion of Morph&Image, based on classification of Sasang Constitution, without explaining how it is derived. So the author studied the basic theory parts of ${\ll}$Dorgyi Soose Bowon${\gg}$-those are the , , , and - and wanted to find out the mechanism of Morph&Image concept in the Sasang Constitutional Medicine. The results were as follows. 1. Every portion of human body, can be considered as Morph&Image, in ${\ll}$Dorgyi Soose Bowon${\gg}$ could be explained in the line with the Sasang theory. Morph&Image in ${\ll}$Dorgyi Soose Bowon${\gg}$ contents not only the shape itself but also image, operation, mind condition, nature, emotion and so on. 2. The traditional Oriental Medicine has the Morph&Image categorized by Five elements(五行). And it is used for Oriental medical Diagnosis. But in the Sasang Constitution, Morph&Image is used for Sasang Constitutional classification. 3. The Morph&Image in Sasang could be classified into four groups. Affairs(事)- group(ears, eyes, nose, mouth(耳目鼻口) and so on), object(物)-group(lung, spleen, liver, kidney(肺脾肝腎)and soon), Mind(心)-group(jaw, chest navel, abdomen and so on) and Body(身)-group(head, shoulders, waist hips(頭肩腰臀) and so on) are those. Event and Object groups reflect the congenital conditions of Sasang-Classified human body, and Mind and Body groups reflect mind state, nature, emotion etc..

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Analytical Method of Partial Standing Wave-Induced Seabed Response in Finite Soil Thickness under Arbitrary Reflection (임의반사율의 부분중복파동장에서 유한두께를 갖는 해저지반 내 지반응답의 해석법)

  • Lee, Kwang-Ho;Kim, Do-Sam;Kim, Kyu-Han;Kim, Dong-Wook;Shin, Bum-Shick
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.26 no.5
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    • pp.300-313
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    • 2014
  • Most analytical solutions for wave-induced soil response have been mainly developed to investigate the influence of the progressive and standing waves on the seabed response in an infinite seabed. This paper presents a new analytical solution to the governing equations considering the wave-induced soil response for the partial standing wave fields with arbitrary reflectivity in a porous seabed of finite thickness, using the effective stress based on Biot's theory (Biot, 1941) and elastic foundation coupled with linear wave theory. The newly developed solution for wave-seabed interaction in seabed of finite depth has wide applicability as an analytical solutions because it can be easily extended to the previous analytical solutions by varying water depth and reflection ratio. For more realistic wave field, the partial standing waves caused by the breakwaters with arbitrary reflectivity are considered. The analytical solutions was verified by comparing with the previous results for a seabed of infinite thickness under the two-dimensional progressive and standing wave fields derived by Yamamoto et al.(1978) and Tsai & Lee(1994). Based on the analytical solutions derived in this study, the influence of water depth and wave period on the characteristics of the seabed response for the progressive, standing and partial standing wave fields in a seabed of finite thickness were carefully examined. The analytical solution shows that the soil response (including pore pressure, shear stress, horizontal and vertical effective stresses) for a seabed of finite thickness is quite different in an infinite seabed. In particular, this study also found that the wave-induced seabed response under the partial wave conditions was reduced compared with the standing wave fields, and depends on the reflection coefficient.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Estimation of Groundwater Recharge by Considering Runoff Process and Groundwater Level Variation in Watershed (유역 유출과정과 지하수위 변동을 고려한 분포형 지하수 함양량 산정방안)

  • Chung, Il-Moon;Kim, Nam-Won;Lee, Jeong-Woo
    • Journal of Soil and Groundwater Environment
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    • v.12 no.5
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    • pp.19-32
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    • 2007
  • In Korea, there have been various methods of estimating groundwater recharge which generally can be subdivided into three types: baseflow separation method by means of groundwater recession curve, water budget analysis based on lumped conceptual model in watershed, and water table fluctuation method (WTF) by using the data from groundwater monitoring wells. However, groundwater recharge rate shows the spatial-temporal variability due to climatic condition, land use and hydrogeological heterogeneity, so these methods have various limits to deal with these characteristics. To overcome these limitations, we present a new method of estimating recharge based on water balance components from the SWAT-MODFLOW which is an integrated surface-ground water model. Groundwater levels in the interest area close to the stream have dynamics similar to stream flow, whereas levels further upslope respond to precipitation with a delay. As these behaviours are related to the physical process of recharge, it is needed to account for the time delay in aquifer recharge once the water exits the soil profile to represent these features. In SWAT, a single linear reservoir storage module with an exponential decay weighting function is used to compute the recharge from soil to aquifer on a given day. However, this module has some limitations expressing recharge variation when the delay time is too long and transient recharge trend does not match to the groundwater table time series, the multi-reservoir storage routing module which represents more realistic time delay through vadose zone is newly suggested in this study. In this module, the parameter related to the delay time should be optimized by checking the correlation between simulated recharge and observed groundwater levels. The final step of this procedure is to compare simulated groundwater table with observed one as well as to compare simulated watershed runoff with observed one. This method is applied to Mihocheon watershed in Korea for the purpose of testing the procedure of proper estimation of spatio-temporal groundwater recharge distribution. As the newly suggested method of estimating recharge has the advantages of effectiveness of watershed model as well as the accuracy of WTF method, the estimated daily recharge rate would be an advanced quantity reflecting the heterogeneity of hydrogeology, climatic condition, land use as well as physical behaviour of water in soil layers and aquifers.

Development of Intelligent ATP System Using Genetic Algorithm (유전 알고리듬을 적용한 지능형 ATP 시스템 개발)

  • Kim, Tai-Young
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.131-145
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    • 2010
  • The framework for making a coordinated decision for large-scale facilities has become an important issue in supply chain(SC) management research. The competitive business environment requires companies to continuously search for the ways to achieve high efficiency and lower operational costs. In the areas of production/distribution planning, many researchers and practitioners have developedand evaluated the deterministic models to coordinate important and interrelated logistic decisions such as capacity management, inventory allocation, and vehicle routing. They initially have investigated the various process of SC separately and later become more interested in such problems encompassing the whole SC system. The accurate quotation of ATP(Available-To-Promise) plays a very important role in enhancing customer satisfaction and fill rate maximization. The complexity for intelligent manufacturing system, which includes all the linkages among procurement, production, and distribution, makes the accurate quotation of ATP be a quite difficult job. In addition to, many researchers assumed ATP model with integer time. However, in industry practices, integer times are very rare and the model developed using integer times is therefore approximating the real system. Various alternative models for an ATP system with time lags have been developed and evaluated. In most cases, these models have assumed that the time lags are integer multiples of a unit time grid. However, integer time lags are very rare in practices, and therefore models developed using integer time lags only approximate real systems. The differences occurring by this approximation frequently result in significant accuracy degradations. To introduce the ATP model with time lags, we first introduce the dynamic production function. Hackman and Leachman's dynamic production function in initiated research directly related to the topic of this paper. They propose a modeling framework for a system with non-integer time lags and show how to apply the framework to a variety of systems including continues time series, manufacturing resource planning and critical path method. Their formulation requires no additional variables or constraints and is capable of representing real world systems more accurately. Previously, to cope with non-integer time lags, they usually model a concerned system either by rounding lags to the nearest integers or by subdividing the time grid to make the lags become integer multiples of the grid. But each approach has a critical weakness: the first approach underestimates, potentially leading to infeasibilities or overestimates lead times, potentially resulting in excessive work-inprocesses. The second approach drastically inflates the problem size. We consider an optimized ATP system with non-integer time lag in supply chain management. We focus on a worldwide headquarter, distribution centers, and manufacturing facilities are globally networked. We develop a mixed integer programming(MIP) model for ATP process, which has the definition of required data flow. The illustrative ATP module shows the proposed system is largely affected inSCM. The system we are concerned is composed of a multiple production facility with multiple products, multiple distribution centers and multiple customers. For the system, we consider an ATP scheduling and capacity allocationproblem. In this study, we proposed the model for the ATP system in SCM using the dynamic production function considering the non-integer time lags. The model is developed under the framework suitable for the non-integer lags and, therefore, is more accurate than the models we usually encounter. We developed intelligent ATP System for this model using genetic algorithm. We focus on a capacitated production planning and capacity allocation problem, develop a mixed integer programming model, and propose an efficient heuristic procedure using an evolutionary system to solve it efficiently. This method makes it possible for the population to reach the approximate solution easily. Moreover, we designed and utilized a representation scheme that allows the proposed models to represent real variables. The proposed regeneration procedures, which evaluate each infeasible chromosome, makes the solutions converge to the optimum quickly.

Citizen Satisfaction Model for Urban Parks and Greens - A Transactional Approach in the Case of Anyang City, Korea - (도시공원.녹지의 시민만족도 모형 - 안양시를 사례로 한 교류적 접근 -)

  • Kim, Yoo-Ill;Kim, Jung-Gyu;An, Jin-Sung;Choi, A-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.3
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    • pp.62-74
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    • 2010
  • This study aims to examine what factors citizens value in urban parks and green spaces in terms of usage and aesthetic value and to find ways to deal with the changing patterns of user satisfaction for these various green elements. To achieve this, the study developed a dynamic model employing a transactional approach to evaluate environmental quality for 1999 and 2007 in Anyang City as well as a conceptual model of parks and greens satisfaction. This study relied on an empirical study method including the 1999 and 2007 green conditional survey and citizen questionnaires totaling 573 in the year 1999 and 982 in the year 2007. As a result, first, the factor 'urban parks' is the most important factor and 'cityscape' is the second most important factor in parks and greens satisfaction(PGS). Second, PGS in turn causes environmental quality satisfaction(EQS), which is related to two items--'urban livability' and 'aesthetic quality'--in the model. This means that PGS is the intervening variable of urban livability. Third, the factor analysis resulted in six factors: cityscape, urban green, linear facilities, urban parks, riverside green, and urban forest. 'Riverside green' emerged as a factor in 2007 as a result of public participation in the 'Anyang River Revitalization Project'. Fourth, through a transactional view, the environmental changes result in either a change in or stability of public attitude. The levels of satisfaction were elevated but patterns of satisfied-unsatisfied items remained unchanged for most factors. The perception of riverside a greenway and linear surface facilities(pedestrian walkways, biking and jogging trails, etc.) have changed positively. PGS changed significantly in 2007, as a result of urban events and development, including parks, rivers and greenways which were built through the joint effort of the local government and civic participation.