• Title/Summary/Keyword: 비전문가

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Transformation method of time series data based on utilization purpose (활용 목적 기반 시계열 데이터 변환 방법)

  • Hwang, Jisoo;Moon, Jaewon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.675-678
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    • 2021
  • 본 논문에서는 데이터 처리에 대한 비전문가들도 시계열 데이터를 필요한 형태로 쉽게 변환하는 방법을 제안한다. 이를 위해 국내 및 해외의 다양한 공공 시계열 데이터들의 저장 형태를 파악하였고 가장 빈번하게 사용되는 4가지의 시계열 데이터 변환 패턴을 정의하였다. 또한, 변환 패턴을 정형화하기 위해 파라미터를 구조화하고 이를 해석하여 변환하는 변환 모듈을 개발하였다. 변환 모듈은 제안하는 입력 파라미터의 값에 따라 데이터 변환이 이루어지기 때문에 비전문가의 활용이 쉬우며 다수의 공개 데이터를 원하는 형태로 변환할 수 있음을 검증하였다.

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외국의 PL법제도 운영과 동향②

  • 정연해
    • Electric Engineers Magazine
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    • v.242 no.10
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    • pp.39-44
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    • 2002
  • 손해배상액의 결정은 시민들 중에서 선발된 배심원이 판단하게 되며 이들은 비전문가로서 법률을 심리함으로써 이론적인 판단보다는 감정적인 판단에 치우치게될 가능성이 매우 크다. 특히 징벌적 손해배상금의 결정도 배심원이 판단하기 때문에 손해배상금을 상승시키는 원인이 되고 있다.

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A JXTA- based system for protein structure comparison (JXTA 기반 단백질 구조 비교 시스템)

  • Jung, Hyo-sook;Ahn, Jin-hyun;Park, Seong-bin
    • The Journal of Korean Association of Computer Education
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    • v.12 no.4
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    • pp.57-64
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    • 2009
  • Protein structure comparison is a task that requires a lot of computing resources because many atoms in proteins need to be processed. To address the issue, Grid computing environment has been employed for processing time-consuming jobs in a distributed manner. However, controling the Grid computing environment may not be easy for non-experts. In this paper, we present a JXTA-based system for protein structure comparison that can be easily controled by non-experts. To search proteins similar to a query protein, the geometric hashing algorithm that consists of preprocessing and recognition was employed. Experimental results indicate that the system can find the correct protein structure for a given query protein structure and the proposed system can be easily extended to solve the protein docking problem. It is expected that the proposed system can be useful for non-experts, especially users who do not have sophisticated knowledge of distributed systems in general such as college students who major in biology or chemistry.

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Survey of the Brand and Design Recognition Between Domestic Goods and Foreign Ones in the Eye Glasses Industry (국내·외 안경제품들의 디자인 및 브랜드 인지도와 선호도에 관한 조사)

  • Cho, Hyun-Gug;Moon, Byeong-Yeon;Kwak, Ho-Weon;Son, Jeong-Sik;Kim, Ki-Hong;Yu, Dong-Sik
    • Journal of Korean Ophthalmic Optics Society
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    • v.11 no.3
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    • pp.207-215
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    • 2006
  • This study surveys the brand and design recognition by an expert vs. non-expert group in the eye glasses industry. This survey is to search for a way for domestic brands to compete and win foreign ones. The non-expert group chose design as the most noteworthy difference between domestic and foreign brands; likewise, the expert group appeared to first consider design on their choice. Brand recognition by the non-expert group appeared very low; on the other hand, expert group's recognition was higher with domestic brands than with foreign ones. In conclusion, the bounce back of domestic eye glasses business does not seem to be possible in a snap by a special recipe; rather, it is necessary to invest and make efforts to develop new techniques for better quality on the one hand, and to increase brand and design recognition on the other.

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FMM: Fusion media middleware for actual feeling service (실감 서비스 제공을 위한 융합 미디어 미들웨어)

  • Lee, Ji-Hye;Yoon, Yong-Ik
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.308-315
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    • 2010
  • User Generated contents(UGC) interchange with internet users actively in Web2.0 environment. According to growth of content sharing site, the number of non-expert's contents increased. But non-expert's contents have a simple media just recorded. For providing actual feeling like effects and actions to non-expert's contents, we suggest Fusion Media Middleware(FMM). The FMM can increase user satisfaction by providing actual feeling. Furthermore, The content changes advanced media that has emotional impression. The FMM for providing actual feeling classify the inputted media as a scene based on MPEG-7. The FMM provide an actual feeling to simple media by inserting effects like a sound, image and text among the classified media. Using the BSD code of MPEG-21, the FMM can link up with inputted media and effects. Through the mapping BSD code the FMM control synchronization between media and effects. In this paper, Using the Fusion Media Middleware, the non-expert's contents express value as multimedia that has an actual feeling. Futhermore, the FMM creates flow of new media circulation.

Identifying Influential Users of College Sports Teams' Social Media Accounts (대학스포츠팀 SNS의 영향력 있는 사용자의 분석)

  • Kim, Suk-Kyu;Park, Jae-Ahm;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.1016-1025
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    • 2015
  • This study tried to identify the influential users of college sports teams' Twitter accounts and categorize them into three groups including an official account, media account, and layperson account. A total of 14 Twitter accounts at NCAA Division 1 universities were selected through convenience sampling method. In men's sports, the greatest number of influential users was layperson account followed by media account and official account. In women's sports, the greatest number of influential users was layperson account followed by official account and media account. The results provided the insight of college sports online social network and will expand the growing literature on social media in sport and offer practical data for marketers to use social media more effectively.

Implementation of errorless protocol for controlling multiple Arduinos using python via I2C communication (다수의 아두이노를 파이썬과 I2C로 제어하기 위한 무오류 통신 프로토콜 구현)

  • Park, Jang-Hyun;Kim, Seong-Hwan;Park, Tae-Sik
    • Journal of IKEEE
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    • v.21 no.3
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    • pp.227-233
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    • 2017
  • Python language is widely used because of its ease of learning and its wide application range. Arduino, on the other hand, is also widely utilized hardware for physical computing and internet of things(IoT). However, Arduino is controlled by $C{^+^+}$ language, which makes it difficult for non-experts to enter swiftly. This paper proposes an errorless protocol that can simultaneously control multiple Arduino devices in a master device using python language with I2C communication. Using the protocol proposed in this paper, we can take advantage of the python language to control multiple Arduinos.

연구여적 - 실험실과 그 사회적 책임

  • Park, Jong-Se
    • The Science & Technology
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    • v.30 no.8 s.339
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    • pp.69-71
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    • 1997
  • 소비자운동이 활발해지고 식품 환경 안전문제가 모든사람의 관심사로 됨에 따라 실험결과는 과학자 뿐만 아니라 언론ㆍ행정ㆍ정치가, 사법부 그리고 일반인 모두의 관심사가 되었고 그 실험결과는 행정조치나 입법판단에 중요한 역할을 담당하게 되었다. 전문가의 해석이 곧 국민생활에 직접적인 영향을 미치는 정책결정의 근간이 되기 때문에 전문가와 비전문가 사이에 지속적인 대화가 이뤄져야 하겠다.

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Extraction of 3D Road Centerline Using Video Camera (비디오 카메라를 이용한 3차원 도로중심선 추출)

  • 이종출;서동주;김성호;강윤성
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2004.03a
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    • pp.543-550
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    • 2004
  • 컴퓨터의 발전에 따라 현재 제4세대 수치사진측량의 활용도가 광범위하게 진행되고 있다. 특히 비디오동영상을 이용하여 실용적이며, 비전문가들도 활용할 수 있는 부분들이 증가하고 있다. 이러한 현시점에서 국가산업의 중추적인 시설물 도로분야에서 도로안전진단과 유지관리목적으로 도로정보획득 및 도로정보수집에 많은 연구를 하고 있다. 따라서, 본 연구에서는 실용성, 경제성이 있는 비전문가용인 디지털비디오 동영상을 이용하여 도로중심선의 3차원 위치정보를 추출하여 도로정보화사업의 기본적인 자료로 제공되리라 판단된다.

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Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.