• Title/Summary/Keyword: 아이템의 수

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PPFP(Push and Pop Frequent Pattern Mining): A Novel Frequent Pattern Mining Method for Bigdata Frequent Pattern Mining (PPFP(Push and Pop Frequent Pattern Mining): 빅데이터 패턴 분석을 위한 새로운 빈발 패턴 마이닝 방법)

  • Lee, Jung-Hun;Min, Youn-A
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.623-634
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    • 2016
  • Most of existing frequent pattern mining methods address time efficiency and greatly rely on the primary memory. However, in the era of big data, the size of real-world databases to mined is exponentially increasing, and hence the primary memory is not sufficient enough to mine for frequent patterns from large real-world data sets. To solve this problem, there are some researches for frequent pattern mining method based on disk, but the processing time compared to the memory based methods took very time consuming. There are some researches to improve scalability of frequent pattern mining, but their processes are very time consuming compare to the memory based methods. In this paper, we present PPFP as a novel disk-based approach for mining frequent itemset from big data; and hence we reduced the main memory size bottleneck. PPFP algorithm is based on FP-growth method which is one of the most popular and efficient frequent pattern mining approaches. The mining with PPFP consists of two setps. (1) Constructing an IFP-tree: After construct FP-tree, we assign index number for each node in FP-tree with novel index numbering method, and then insert the indexed FP-tree (IFP-tree) into disk as IFP-table. (2) Mining frequent patterns with PPFP: Mine frequent patterns by expending patterns using stack based PUSH-POP method (PPFP method). Through this new approach, by using a very small amount of memory for recursive and time consuming operation in mining process, we improved the scalability and time efficiency of the frequent pattern mining. And the reported test results demonstrate them.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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A study on the new Business Opportunity of E-Commerce (e-비즈니스의 기회창출 방안에 대한 연구)

  • Cho, Jae-Wan;Ko, Chang-Bae
    • Information Systems Review
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    • v.4 no.2
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    • pp.191-208
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    • 2002
  • In the area of new millennium of twenty first century, one of the urgent and critical research issues in commerce area is the regenerating of new business opportunities from the high value added perspectives. With this motivation, in this paper, we create new on-line e-businesses with the speed of lightning their affiliated supply, finance and business communities - which are involved in more and more tightly connected, open trading - we find that we need to deal with hundreds of business collaborative partners, millions of buyers and sellers while we have to face incompatible IT systems. Challenges of new business opportunities linking multi-enterprise data and processes cost effectively, reliably and securely in real time remains an open area in e-business. This challenge we shall describe as the problem of synchronization of multiple enterprise collaborative e-business opportunities (production related), value (finance related), business (operations related) in new business opportunity and infrastructure integrated all together over the off-line and online basis. It brings a new e-commerce opportunities infrastructure into this profitable challenge: by extracting and tracking new business information, new trends in the events of e-business processes. The transformation of the traditional commerce into this type of electronic based commerce can be interpreted as new Cultural Revolution. The revolution will be a new paradigm crossing over the geographical, and organizational zone, restructuring enterprise business process infrastructure.

Discovery of Market Convergence Opportunity Combining Text Mining and Social Network Analysis: Evidence from Large-Scale Product Databases (B2B 전자상거래 정보를 활용한 시장 융합 기회 발굴 방법론)

  • Kim, Ji-Eun;Hyun, Yoonjin;Choi, Yun-Jeong
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.87-107
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    • 2016
  • Understanding market convergence has became essential for small and mid-size enterprises. Identifying convergence items among heterogeneous markets could lead to product innovation and successful market introduction. Previous researches have two limitations. First, traditional researches focusing on patent databases are suitable for detecting technology convergence, however, they have failed to recognize market demands. Second, most researches concentrate on identifying the relationship between existing products or technology. This study presents a platform to identify the opportunity of market convergence by using product databases from a global B2B marketplace. We also attempt to identify convergence opportunity in different industries by applying Structural Hole theory. This paper shows the mechanisms for market convergence: attributes extraction of products and services using text mining and association analysis among attributes, and network analysis based on structural hole. In order to discover market demand, we analyzed 240,002 e-catalog from January 2013 to July 2016.

The Information Worlds of Online Role-Players (온라인 롤 플레이어의 정보 세계)

  • Hollister, Jonathan M.
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.223-266
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    • 2020
  • Massively Multiplayer Online Role-Playing Games (MMORPGs) are played by millions of people around the world. Within MMORPGs, players explore, solve mysteries, craft items, battle against dungeon or raid bosses, or compete against other players, all while using a variety of information and information behaviors. Role-players in MMORPGs develop identities and engage in interactive storytelling with other role-players as their characters. An ethnographic approach combining overt participant observation and engagement, semi-structured interviews, and artifact collection was used to explore and describe the social information behaviors of role-players through the lens of the theory of information worlds. The social types evident in the role-playing community in WildStar, a science fantasy-themed MMORPG, are closely interrelated to and differentiated by social norms and information values that dictate acceptable characters, stories, character actions, and appropriate lore sources as well as how to role-play without violating the boundary between in- and out-of-character information worlds. Role-players maintained the in-character and out-of-character boundary using a set of specific information behaviors to enable engaging and immersive role-playing experiences. Implications of the findings for the theory of information worlds as well as potential applications of role-playing and MMORPGs are also discussed.

Analysis of Construction Policy System for Quality Assurance of Construction Used Steels (건설용 강재의 품질확보를 위한 건설제도 분석 연구)

  • Yoon, Jongsik;Yu, Ilhan;Kim, Kyungrai;Jung, Daewoon
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.1
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    • pp.3-13
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    • 2019
  • Recently, quality problems of steel used for construction have been raised as a cause of building collapse and safety accidents. Accordingly, it becomes more important to secure quality through material management, procurement management, and construction management for construction used steels. However, the quality management for construction used steels is confined to technical production and process control. So, it does not provide a solution of various non-conforming steel products issues. Therefore, this study suggests improvements of the construction system to secure quality of the construction used steels. Through expert interviews, we identify the items for system improvement and derive the top priority items by considering utility through a structured Analytic Hierarchy Process (AHP). It also divided the respondents into enterprise and research groups to analyze differences, implications and future improvement issues and suggest a road map. It is expected that the priority items derived in this study could be useful as a basic data for making policy decisions to assure the quality of construction used steel.

Affinity Analysis Between Factors of Fatal Occupational Accidents in Construction Using Data Mining Techniques (데이터마이닝 기법을 활용한 건설 중대 재해요인 간 연관성 분석)

  • Lim, Jiseon;Han, Sanguk;Kang, Youngcheol;Kang, Sanghyeok
    • Korean Journal of Construction Engineering and Management
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    • v.22 no.5
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    • pp.29-38
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    • 2021
  • Governments and companies are trying to reduce occupational accidents in the construction industry; however, the number of disasters are not decreasing significantly. This study aims to identify the correlation between factors affecting construction disasters quantitatively. To this end, 1,197 cases of serious disasters provided by Korea Occupational Safety and Health Administration (KOSHA) were analyzed using affinity analysis, one of the data mining techniques. The data from KOSHA were preprocessed and analyzed with variables of accident type, project type, activity type, original cause materials, sensory temperature, time of the accident, and fall height, and the association rules were derived for fall accidents and the others. For fall accidents, 64 association rules with lift ratios of 1.38 or greater were derived, and for the other accidents, 59 association rules with lift ratios of 1.54 or greater were derived. After analyzing the derived association rules focusing on the relationship among accident factors, this study presented the significance of applying the affinity analysis to address the study's limitations. The significance of this study can be found in that the correlation among factors affecting construction accidents is presented quantitatively.

A Study on the Characteristics of Skin Beauty Franchise System -Focusing on the comparison of cases between Korea and the United States- (피부미용 프랜차이즈 시스템의 특성 분석 연구 -한국과 미국의 사례 비교를 중심으로-)

  • Kim, Hyeon-Suk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.688-696
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    • 2021
  • This study compared the current status, opening costs, and service of skin beauty franchises in Korea and the U.S. with the aim of providing data for skin beauty franchises. The main items in both countries include facial and body care, with 54 mean value in Korea, which is smaller than 361 mean value in the U.S. The U.S. franchise fee is about 1.5 times higher than that in Korea, and franchisees pay royalties of 20-60(ten thousand KRW) per month in Korea and 5-6 percent of annual sales in the U.S., as well as submit a net worth requirement and cash requirement. There are many spa services in the U.S. which creates differences in cost from Korea. and for the education, the cost was set in Korea while the time in the U.S. Every franchise offered facial and body care services. In addition, most Korean franchises run bridal care services, while in the U.S., waxing, men's treatment, hot stone, and spa services are offered. These differences are the result of differences in climate and race between the two countries, as well as differences in perception regarding the socio-cultural atmosphere, skin beauty, and openness.

A Study on the Improvement for Bidet Product-Service Design for Seniors by PSS-based 4D Double Diamond Design Process Model (PSS 기반 4D 더블 다이아몬드 모델을 활용한 시니어를 위한 비데 제품-서비스디자인 개선방안 연구)

  • Seo, Hong-Seok
    • Science of Emotion and Sensibility
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    • v.25 no.1
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    • pp.29-40
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    • 2022
  • This study uses the bidet 4D double diamond design process model to propose an improvement for "senior-oriented bidet product service design" that reflects the characteristics and needs of seniors. This study was based on the product service system concept. To this end, qualitative research on seniors was conducted to derive user value factors, and, based on this, product service ideas were discovered, and a prototype reflecting the usefulness review of a working-level expert group was proposed. First, a "smart application service for user-customized function setting guide" was proposed. A bidet incorporating Internet of Things technology and a smart phone are linked to provide an app service that automatically interprets user characteristic information and information on bidet products to guide customized functions. Second, a control panel and remote control user interface to "user-oriented product service interface" was proposed. In consideration of the usability and cognitive ability of seniors, a simple and intuitive physical user interface such as a configuration centered on main functions, button arrangement according to task sequence, and a touch screen remote control was presented. Third, we proposed a "bidet care service linked with products and health/hygiene care" that provides a wide range of services such as user health and hygiene, cleanliness, entertainment, etc., in addition to regular bidet product service. This study proposed a product-based service design methodology that can improve user experience and relationship quality by discovering and improving the pain points and needs of users (seniors) in the process of using bidet products (before, during, and after use).

An Exploratory Case Study of a Successful Online Start-up Fashion Shopping Store: Focusing on the Entrepreneurial Process of a Soho Shopping Mall (온라인 패션쇼핑몰의 성공적 창업에 대한 탐색적 사례연구: 소호쇼핑몰의 기업가적 과정을 중심으로)

  • Son, Mi Young
    • Science of Emotion and Sensibility
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    • v.25 no.3
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    • pp.91-106
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    • 2022
  • This study targets four Soho fashion shopping malls that are operating successfully in the online fashion market. This study analyzed the entrepreneurship process by dividing it into three stages. The results of the case study are as follows. In the case of Company S, the founder, who had little work experience, started an e-commerce business with a sense of fashion and entrepreneurship. It is a contemporary, casual brand with competitive prices, design power, and diverse product assortment, and the business performance was achieved through data management and analysis and the diversification of distribution channels. In the case of Company B, the founder, who had little work experience, started a manufacturing and e-commerce business by leveraging their SNS network capabilities and entrepreneurial spirit. It is a contemporary fashion brand with product competitiveness of specific items and start-up characteristics, and performance was achieved through the establishment of brand identity and market expansion. Third, Company M and Company C are examples of Soho fashion shopping malls where the founders with more extensive work experience at the time of founding their respective start-ups focused on brand recognition as their core competitiveness. In the case of Company M, the apparel brand was launched with a wealth of experience and design spirit. It is a fashion designer brand that stands out for its sensibility, and the owner has achieved performance through various entrepreneurial activities that broaden the corporate horizon. Company C is a manufacturing and e-commerce brand that was started with design capabilities and an entrepreneurial spirit. It is a luxury fashion brand that focuses on emotional expression, and the outcomes, such as brand recognition and sales, were achieved through active customer management. The results of this study can be used as basic data in education for and research of Soho shopping malls and the prospective founders.