• Title/Summary/Keyword: 시각화 능력

Search Result 213, Processing Time 0.022 seconds

Analysis of Risk Factors for the Importance in Vietnam's Public-Private Partnership Project Using SOM(Self-organizing map) (SOM(Self-organizing map)을 활용한 베트남 민관협력사업 리스크 요인 중요도 분석)

  • Yun, Geehyei;Kim, Seungho;Kim, Sangyong
    • Journal of the Korea Institute of Building Construction
    • /
    • v.20 no.4
    • /
    • pp.347-355
    • /
    • 2020
  • The economic growth rate and the urban population of the Vietnam are steadily increasing. As a result, the size of the Vietnam's construction market for infrastructure development is expected to increase. However, Vietnam is adopting PPP(Public-Private Partnership) to solve this problem because the government lacks the financial and administrative capacity for infrastructure development. PPP is a business that lasts more than 10 years, so risk management is very important because it can be a long term damage in case of business failure. This study proposes a self-organization map (SOM) for analyzing the impact of risk factors and determining the priority of them. SOM is a visualization analysis method that analyzes the inherent correlation through the color pattern of each factor.

A Development of a Framework for Building Knowledge based Augmented Reality System (지식기반 증강현실 시스템 구축을 위한 프레임워크 개발)

  • Woo, Chong-Woo;Lee, Doo-Hee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.7
    • /
    • pp.49-58
    • /
    • 2011
  • Augmented Reality(AR) assists human's cognitive ability through the information visualization by substantiating information about virtual situation. This technology is studied in a variety of ways including education, design, industry, and so on, by various supply of information devices equipped with cameras and display monitors. Since the most of the AR system depends on limited interaction that responds to the order from user, it can not reflect diverse real world situation. In this study, we suggest a knowledge based augmented reality system, which is composed of context awareness agent that provides recognized context information, along with knowledge based component that provides intelligent capability by utilizing domain knowledges. With this capability, the augmented object can generate dynamic model intelligently by reflecting context information, and can make the interaction possible among the multiple objects. We developed rule based context awareness system along with 3D model generation, and tested interaction among the augmented objects. And we suggest a framework that can provide a convenient way of developing augmented reality system for user.

Method for Selecting a Big Data Package (빅데이터 패키지 선정 방법)

  • Byun, Dae-Ho
    • Journal of Digital Convergence
    • /
    • v.11 no.10
    • /
    • pp.47-57
    • /
    • 2013
  • Big data analysis needs a new tool for decision making in view of data volume, speed, and variety. Many global IT enterprises are announcing a variety of Big data products with easy to use, best functionality, and modeling capability. Big data packages are defined as a solution represented by analytic tools, infrastructures, platforms including hardware and software. They can acquire, store, analyze, and visualize Big data. There are many types of products with various and complex functionalities. Because of inherent characteristics of Big data, selecting a best Big data package requires expertise and an appropriate decision making method, comparing the selection problem of other software packages. The objective of this paper is to suggest a decision making method for selecting a Big data package. We compare their characteristics and functionalities through literature reviews and suggest selection criteria. In order to evaluate the feasibility of adopting packages, we develop two Analytic Hierarchy Process(AHP) models where the goal node of a model consists of costs and benefits and the other consists of selection criteria. We show a numerical example how the best package is evaluated by combining the two models.

수학영재교육에서 스프레드 쉬트의 활용

  • Arganbright Deane
    • Proceedings of the Korea Society of Mathematical Education Conference
    • /
    • 2006.04a
    • /
    • pp.25-37
    • /
    • 2006
  • 영재를 위한 수학교육은 우리의 당면과제 중 하나이다. 능력 있는 학생들의 학습이 속진에 한정되는 것 보다는 심화자료 및 수학적 소프트웨어와 함께 하는 것이 더 의미 있을 것으로 기대된다. 본 연구는 스프레트쉬트를 사용한 수학적 아이디어의 탐구에 관한 것이다. 다음에 대해 논의하기로 하겠다. i) 스프레드쉬트는 비전통적이면서도 이용이 용이하며, 수학적 통찰을 위한 매개물이다. ii) 풍부하고, 흥미릅고, 가치있는 수학적 주제에 대해 스프레드쉬트를 이용할 수 있다. iii) 스프레드쉬트를 사용하여 학생들이 수학적 아이디어에 대한 흥미를 고취시킬 수 있다. iv) 스프레드쉬트는 학생들에게 그들의 창의적인 시각화 기술을 공개할 기회를 줌으로써 수학에 대한 폭넓은 도식적 이해를 제공한다. v) animation을 포함한 스프레드쉬트 도식들의 적절한 사용은 유익하면서도 흥미롭다. vi) 학생들은 일상생활에 나타나는 수학의 흥미로움을 발견할 것이다. vii) 교사는 지금의 지도방식에 스프레드쉬트를 통합할 수 있다. 특히 스프레드쉬트는 다음과 같은 면모도 가지고 있다. i) 창의적인 수학적 스프레드쉬트 모델들의 실제 과정들이 그 자체로써 수학적 개념발달에 이용될수 있다. ii) 스프레드쉬트 모델은 심화된 주제의 탐색을 위한 의미 있는 탐구과제를 제공한다. iii) 스프레드쉬트는 현장에서 사용되는 실제적 수학 도구이다. - 과학자나 공학도들의 사용도 증가되고 있다. 이것의 사용은 학생들이 현장에서 사용할 기술을 취득하게 할 수 있고, 같은 컴퓨터의 소프트웨어를 사용하는 가족의 대화 수단이 되기도 한다. 본 연구에서 우리는 스프레드쉬트의 4가지 실증적 예를 들어 보겠다. 또한 다른 영역에서 발전된 스프레드쉬트 모델의 몇 가지 도식적 산출물도 포함 할 것이다. 우리는 가장 대중적인 스프레드 쉬트인 Microsoft Excel 프로그램을 사용하였다. Excel의 수행과 Excel 연산의 설명을 담은 CD와 함께 다양한 사례들에 대한 논의는 (8)을 참고하기 바란다. 본고에서는 graphic animation 기술, 스크롤바의 사용을 간단하게 개괄하겠다. '동적형상들(movies)'를 만들 수 있는 간단한 매크로의 사용 등의 내용들은 각 자료를 사용할 수 있는 Excel 파일의 예와 함께 [1]과 [8]에 설명하였었다. 많은 인쇄물과 on-line 참고문헌, 매체자료들도 함께 제공하였다.

  • PDF

A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
    • /
    • v.3 no.2
    • /
    • pp.42-55
    • /
    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

  • PDF

A Study on the User Acceptance and Change upon Exhibitions of National Archives (국가기록 전시의 의미화에 대한 이용자 수용과 변화에 관한 연구)

  • Jo, Min-ji
    • The Korean Journal of Archival Studies
    • /
    • no.57
    • /
    • pp.5-33
    • /
    • 2018
  • Records, especially the authentic records the nation secured, have an ontological feature of proof that is able to persuade the current present of the past present, and inherent in it is faith that originates from fundamental objectivity. Therefore the image of silence that such strictness of records creates realizes the detonation of specific memories through the act of visual exhibition. This research started from the notion that records achieve social vitality and return through its exhibition, as well as the critical awareness that it 're-mediate' the past and memory through interactions with image. The reason for viewing the archival exhibition as the subject of user analyzation is that in the process where exhibition sorts and arranges records, it is the tool and mediation that most distinctly exposes the identity of the archives. Hence, this research first analyzes national archives, particularly the exhibition of "presidential" records, which is in the center of memory conflict, in the viewpoint of the cultural practice of memory. Afterwards, it discusses empirical research and results on how users accept and resist the meaning of the exhibition through actual surveys of users after their viewing of an exhibition.

A Convergent Approach to Gain a Better Understanding of Alzheimer's Disease: Stereoscopic Vision (융복합적 접근을 통한 알츠하이머형 치매의 이해 증진 : 양안 지각)

  • Kim, Nam-Gyoon;Lee, Ho-Won
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.5
    • /
    • pp.103-110
    • /
    • 2019
  • The present study investigated the effects of AD on stereoscopic vision. Sixty participants (20 AD patients, 20 mild cognitive impairment patients, 20 healthy elderly controls) participated in the study. Two cubes, one on the left and the other on the right of the center of the monitor, appeared at varying distances from the observer with their relative distances controlled in two disparity conditions (absolute vs relative disparity) combined with two disparity directions (crossed vs uncrossed disparity). Participants identified the object that appeared closer to them. Results demonstrated comparable performance with all three groups performing accurately, suggesting that the effect of AD on stereopsis is negligible. Discussion focused on brain pathology affected by AD involving high level visual processing.

A Development Method of Framework for Collecting, Extracting, and Classifying Social Contents

  • Cho, Eun-Sook
    • Journal of the Korea Society of Computer and Information
    • /
    • v.26 no.1
    • /
    • pp.163-170
    • /
    • 2021
  • As a big data is being used in various industries, big data market is expanding from hardware to infrastructure software to service software. Especially it is expanding into a huge platform market that provides applications for holistic and intuitive visualizations such as big data meaning interpretation understandability, and analysis results. Demand for big data extraction and analysis using social media such as SNS is very active not only for companies but also for individuals. However despite such high demand for the collection and analysis of social media data for user trend analysis and marketing, there is a lack of research to address the difficulty of dynamic interlocking and the complexity of building and operating software platforms due to the heterogeneity of various social media service interfaces. In this paper, we propose a method for developing a framework to operate the process from collection to extraction and classification of social media data. The proposed framework solves the problem of heterogeneous social media data collection channels through adapter patterns, and improves the accuracy of social topic extraction and classification through semantic association-based extraction techniques and topic association-based classification techniques.

A Study on the Development of YOLO-Based Maritime Object Detection System through Geometric Interpretation of Camera Images (카메라 영상의 기하학적 해석을 통한 YOLO 알고리즘 기반 해상물체탐지시스템 개발에 관한 연구)

  • Kang, Byung-Sun;Jung, Chang-Hyun
    • Journal of the Korean Society of Marine Environment & Safety
    • /
    • v.28 no.4
    • /
    • pp.499-506
    • /
    • 2022
  • For autonomous ships to be commercialized and be able to navigate in coastal water, they must be able to detect maritime obstacles. One of the most common obstacles seen in coastal area are the farm buoys. In this study, a maritime object detection system was developed that detects buoys using the YOLO algorithm and visualizes the distance and bearing between buoys and the ship through geometric interpretation of camera images. After training the maritime object detection model with 1,224 pictures of buoys, the precision of the model was 89.0%, the recall was 95.0%, and the F1-score was 92.0%. Camera calibration had been conducted to calculate the distance and bearing of an object away from the camera using the obtained image coordinates and Experiment A and B were designed to verify the performance of the maritime object detection system. As a result of verifying the performance of the maritime object detection system, it can be seen that the maritime object detection system is superior to radar in its short-distance detection capability, so that it can be used as a navigational aid along with the radar.

Artificial Intelligence(AI) Fundamental Education Design for Non-major Humanities (비전공자 인문계열을 위한 인공지능(AI) 보편적 교육 설계)

  • Baek, Su-Jin;Shin, Yoon-Hee
    • Journal of Digital Convergence
    • /
    • v.19 no.5
    • /
    • pp.285-293
    • /
    • 2021
  • With the advent of the 4th Industrial Revolution, AI utilization capabilities are being emphasized in various industries, but AI education design and curriculum research as universal education is currently lacking. This study offers a design for universal AI education to further cultivate its use in universities. For the AI basic education design, a questionnaire was conducted for experts three times, and the reliability of the derived design contents was verified by reflecting the results. As a result, the main competencies for cultivating AI literacy were data literacy, AI understanding and utilization, and the main detailed areas derived were data structure understanding and processing, visualization, word cloud, public data utilization, and machine learning concept understanding and utilization. The educational design content derived through this study is expected to increase the value of competency-centered AI universal education in the future.