• Title/Summary/Keyword: 속성 가중치

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A New Alternative Method for Social Survey: Possibility of Using Mobile Phone Survey Method (대안적 사회여론조사 방법 : 모바일 조사방법의 가능성 검토)

  • 조성겸;강남준
    • Survey Research
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    • v.4 no.1
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    • pp.1-29
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    • 2003
  • Telephone surveys miss, among other people, those who live in homes without telephones, people who are away from home at the time of interview and people who refuse to be interviewed. Recently, mobile phone survey has emerged as “A replacement technology” to the old telephone survey method. Mobile survey enables us to do many things we could not do or could not afford to do before, and reatly enhance the efficiency if the opinion surveys. Very specifically, the mobile survey enables us to control respondent's accessability, interviewer bias and to do incredibly fast and at a affordable costs. The authors analyze the results of mobile-phone local election polls and ELSI bio-technology attitude survey. The authors describe their results, the methods they used, including the use of demographic and propensity weighting to correct for substantial biases in the raw, unweighted data. The results show that mobile survey can predict the election outcomes with approximately equal accuracy to that of the telephone poll after weighting. This paper also cautions readers not to assume that mobile survey can be used with equal success in other elections and emphasizes the need for continuing research to improve mobile survey methods in the future.

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The Study on Improvement of Cohesion of Clustering in Incremental Concept Learning (점진적 개념학습의 클러스터 응집도 개선)

  • Baek, Hey-Jung;Park, Young-Tack
    • The KIPS Transactions:PartB
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    • v.10B no.3
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    • pp.297-304
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    • 2003
  • Nowdays, with the explosive growth of the web information, web users Increase requests of systems which collect and analyze web pages that are relevant. The systems which were develop to solve the request were used clustering methods to improve the duality of information. Clustering is defining inter relationship of unordered data and grouping data systematically. The systems using clustering provide the grouped information to the users. So, they understand the information efficiently. We proposed a hybrid clustering method to cluster a large quantity of data efficiently. By that method, We generate initial clusters using COBWEB Algorithm and refine them using Ezioni Algorithm. This paper adds two ideas in prior hybrid clustering method to increment accuracy and efficiency of clusters. Firstly, we propose the clustering method considering weight of attributes of data. Second, we redefine evaluation functions which generate initial clusters to increase efficiency in clustering. Clustering method proposed in this paper processes a large quantity of data and diminish of dependancy on sequence of input of data. So the clusters are useful to make user profiles in high quality. Ultimately, we will show that the proposed clustering method outperforms the pervious clustering method in the aspect of precision and execution speed.

An Efficient Method for Mining Frequent Patterns based on Weighted Support over Data Streams (데이터 스트림에서 가중치 지지도 기반 빈발 패턴 추출 방법)

  • Kim, Young-Hee;Kim, Won-Young;Kim, Ung-Mo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.1998-2004
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    • 2009
  • Recently, due to technical developments of various storage devices and networks, the amount of data increases rapidly. The large volume of data streams poses unique space and time constraints on the data mining process. The continuous characteristic of streaming data necessitates the use of algorithms that require only one scan over the stream for knowledge discovery. Most of the researches based on the support are concerned with the frequent itemsets, but ignore the infrequent itemsets even if it is crucial. In this paper, we propose an efficient method WSFI-Mine(Weighted Support Frequent Itemsets Mine) to mine all frequent itemsets by one scan from the data stream. This method can discover the closed frequent itemsets using DCT(Data Stream Closed Pattern Tree). We compare the performance of our algorithm with DSM-FI and THUI-Mine, under different minimum supports. As results show that WSFI-Mine not only run significant faster, but also consume less memory.

Development of Korean Environmental Windows using Entropy (엔트로피를 이용한 한국형 환경창 개발)

  • Jeong, Anchul;Oh, Sungryul;Kim, Seoungwon;Kim, Minseok;Jun, Kwansue
    • Proceedings of the Korea Water Resources Association Conference
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    • 2015.05a
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    • pp.108-108
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    • 2015
  • 준설이란, 물리적으로 수저의 퇴적물을 제거함으로써 하도관리에서 가장 확실하게 퇴적물을 제거하고 통수 단면적을 증가시킬 수 있는 방법 중 하나이다. 우리나라에서는 주로 해안이나 항만에서 주를 이루어져 왔으며, 하천에서는 주로 골재채취를 목적으로 하는 소규모 준설사업이 대부분이었다. 그러나 4대강 살리기 사업으로 인해서 건설된 다기능보는 수위 및 유량을 조절할 수 있다는 장점이 있는 반면, 흐름 및 유사의 연속성을 차단하여 유사퇴적이 발생할 가능성이 높아졌음으로 이를 위한 대책으로 유지준설이 이루어져야 한다. 준설은 대규모의 사업비가 투입되는 건설공사이면서, 수저의 퇴적물을 물리적으로 제거함에 따라 고탁도를 발생시키고 생태계를 교란시키는 등의 문제가 있다. 준설선진국인 미국의 경우, 이러한 문제점을 최소화하기 위한 일환으로 환경창(EWs; Environmental Windows)을 개발하여 미국 준설사업의 약 80%에 적용하여 관리하고 있다. 환경창이란, 준설 및 준설토 처분에 관한 작업이 이루어질수 있는 기간을 의미하여, 결정적으로 사회 환경적으로 준설에 따른 영향의 강도가 상대적으로 작은 기간을 선정하여 준설을 허용하는 기간이다. 본 연구에서는 이러한 환경창를 국내에 적용하기 위하여 어류, 조류, 친수시설 이용빈도, 홍수기를 이용하였다. 연구대상지역은 낙동강 유역의 금호강 합류점이며, 홍수기에는 준설하지 않는 것을 대전제로 하였다. 어류는 대표어종을 선정하여 연구를 진행하였고, 그 외 조류는 법적보호종인 흑두루미, 친수시설 이용빈도는 4대강 방문객 통계자료를 사용하였다. 엔트로피 가중치 산정방법을 통하여 각 속성별 가중치를 산정하여 최종적으로 한국형 환경창을 제시하였다. 본 연구에서 제시한 한국형 환경창은 기존의 환경창과 비교하였을 때, 영향의 정도를 수치로 표현하여 의사결정권자가 간편하게 환경창을 결정할 수 있도록 의사결정지원을 한다는 장점이 있다.

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Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Location Selection for Residential Development with AHP and GIS Analysis Modeling Method (계층적 GIS분석 모델링에 의한 주거지개발 적지선정)

  • Han, Seung-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.440-447
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    • 2011
  • Selecting a suitable place is to determine the attributive conditions and qualified areas for the aim as factors and is to be fulfilled systematically for selecting the area which satisfies all these. This research tries to achieve a rational suitability analysis of residential development using the GIS modeling method and the hierarchical analysis process. A spatial and attributive analysis has been systematized for selecting a suitable place for the study and GIS analysis model has been used for the effective conclusion drawing for different levels. As a next step, a quantitative and qualitative evaluation index was created through complex consideration of the criteria and decision factors of the location selection, and weights were added depending on the relative importance of these factors. In particular, 3D terrain model simulation method has been used in order to reflect the aesthetic factors of the scenery which is an element of the subjective evaluation factors and considered qualitative and subjective evaluation factors which were not considered for the existing AHP technique. After the research, a location that satisfies complex requirements was found rapidly and accurately through the GIS model and hierarchical analysis.

Design and Evaluation of Learning Method Recommendation System using Item-Based Pattern (항목기반 패턴을 사용한 학습 방법 추천 시스템의 설계 및 평가)

  • Kim, Seong-Kee;Kim, Young-Hag
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.346-354
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    • 2009
  • This paper proposes a new learning recommendation system for learning patterns that educators are applying to learners using item-based method. The proposed method in this paper first collects personal learning methods based on learning information that learners are performing through the internet contents site. Then this system recommends a learning method which is estimated most properly to learners after classifying learning elements based on these information. The students of a middle school took part in the experiment in order to evaluate the proposed system, and the students were divided into three groups according to their grades. We gave inter-attribute and intra-attribute weights to learning elements applying to each group for recommending the most efficient method to improve learning achievement. The experiment showed that the learning achievement of learners in the proposed method is improved considerably compared to the previous grades.

Applicability of K-path Algorithm for the Transit Transfer of the Mobility Handicapped (교통약자의 대중교통환승을 위한 K경로 알고리즘 적용성 연구)

  • Kim, Eung-Cheol;Kim, Tea-Ho;Choi, Eun-Jin
    • International Journal of Highway Engineering
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    • v.13 no.1
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    • pp.197-206
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    • 2011
  • The Korean government concentrates on supplying public transit facilities for the mobility handicapped. In other hands, increasing needs of transfer information when the mobility handicapped use transit facilities are substantial but not satisfactory as a whole. This study focuses on evaluating the applicability of developed K-path algorithm to provide user-customized route information that could make an active using of public transit while considering the mobility handicapped preferences. Developed algorithm reflects on requirements considering transfer attributes of the mobility handicapped. Trip attributes of the handicapped are addressed distinguished from handicapped types such as transfer walking time, transfer ratio, facility preferences and etc. This study examines the verification and application of the proposed algorithm that searches the least time K-paths by testing on actual subway networks in Seoul metropolitan areas. It is shown that the K-path algorithm is good enough to provide paths that meet the needs of the mobility handicapped and to be adoptable for the future expansion.

A Dispersion Mean Algorithm based on Similarity Measure for Evaluation of Port Competitiveness (항만 경쟁력 평가를 위한 유사도 기반의 이산형 평균 알고리즘)

  • Chw, Bong-Sung;Lee, Cheol-Yeong
    • Journal of Navigation and Port Research
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    • v.28 no.3
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    • pp.185-191
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    • 2004
  • The mean and Clustering are important methods of data mining, which is now widely applied to various multi-attributes problem However, feature weighting and feature selection are important in those methods bemuse features may differ in importance and such differences need to be considered in data mining with various multiful-attributes problem. In addition, in the event of arithmetic mean, which is inadequate to figure out the most fitted result for structure of evaluation with attributes that there are weighted and ranked. Moreover, it is hard to catch hold of a specific character for assume the form of user's group. In this paper. we propose a dispersion mean algorithm for evaluation of similarity measure based on the geometrical figure. In addition, it is applied to mean classified by user's group. One of the key issues to be considered in evaluation of the similarity measure is how to achieve objectiveness that it is not change over an item ranking in evaluation process.

Priority Evaluation for Support of Cultural Technologies Using Fuzzy TOPSIS (퍼지 TOPSIS를 이용한 문화기술 육성 우선순위 평가)

  • Park, Hyun Min
    • The Journal of the Korea Contents Association
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    • v.20 no.2
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    • pp.105-113
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    • 2020
  • The development and application of cultural technologies(CT) are expected to lead to create various service scenarios and business models. Considering the wide range of application and extensibility of CT, it is necessary to design multidimensional evaluation methods for priority of the support of R&D budgets. The method should include the various evaluation criteria such as economic feasibility and user benefit of service made by a cultural technology. Our research addresses priority decision for fosterage of cultural technologies using fuzzy TOPSIS. Seven evaluation attributes are used to compare five specific technologies. Based on the results, service usefulness is the most important factor among the evaluation attributes. Also, technologies of computer graphics and UI/UX have higher priority than the others. We expect our research to help to provide guidelines for selection of promising cultural technologies which foster the culture and contents industry.