• Title/Summary/Keyword: 아이템 중요도

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A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

The Standardization Trend of DCCI (DCCI 표준 기술 동향)

  • Lee, Won-Suk;Lee, Seung-Yun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.929-932
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    • 2008
  • W3C(World Wide Web Consortium)는 2007년 상반기부터 웹 기술을 PC를 넘어 휴대폰, PDA, 정보가전, 로봇 등 모든 디바이스로 적용이 확대하기 위해 유비쿼터스 웹 응용을 위한 표준 개발을 시작하였다. 이를 담당하고 있는 유비쿼터스 웹 응용 워킹그룹은 탁상용 컴퓨터뿐 아니라 사무용품, 가정 매체 기구, 이동 전화, RFID나 바코드를 포함하는 센서나 이펙터(effector) 등의 유비쿼터스 기기들이 다양하게 흩어져 있는 환경에서 쉽게 웹 응용 개발을 가능하게 하는 표준 개발을 목표로 한다. 본 워킹그룹의 활동의 중요한 표준화 아이템 중의 하나는 Delivery Context: Client Interfaces(DCCI)로 이는 다양한 디바이스들의 기능들의 접근을 위한 표준 인터페이스를 정의하는 것이다. DCCI가 중요한 이유는 현재 웹 환경에서 오픈 API를 이용하여 개발되고 있는 다양한 매쉬업 응용에 GPS와 같은 단말을 기능을 매쉬업을 제공할 수 있는 기반이 되기 때문이다. 본 논문에서는 최근에 W3C의 UWA(Ubiquitous Web Application) WG에서 추진되고 있는 DCCI에 대한 표준화 동향을 설명한다.

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뉴트랜드 제품 - 건강 최고! 맛 최고! 새로운 밥맛의 세계를 연다 - 한국나락판매, 오분도미 자동판매기

  • 한국자동판매기공업협회
    • Vending industry
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    • v.8 no.3
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    • pp.58-61
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    • 2008
  • 사람이 살아가기 위해선 먹어야 한다. 신체에 필수적인 에너지를 공급받기 위해선 싫든 좋든 먹어야 하는 게 인간의 숙명이다. 그래서 한국인의주식인 쌀은 오랫동안 사랑을 받아 왔다. '든든한 밥 힘'이 있어야 만사가 잘 풀린다는 생각은 한국인 공통적 사고방식이라 할 만큼 쌀은 절대적인 식량자원이다. 그런데 이런 쌀에 대해 제대로 아는 사람이 많지 않다. 보통 쌀이라 하면 흔히 먹는 백미를 기준으로 삼고, 조금 더 나아가야 현미 정도를 생각한다. 그리고 이들 쌀의 좋고 나쁨은 일반적으로 생산지, 농경지 기준으로 생각을 하는 게 일반적이다. 반면 정작 중요한 도정시기에 따라 밥의 건강과 맛이 달라 질 수 있다는 사실은 그리 중요하게 생각지 않는다. 한국나락판매는 쌀 시장에 있어 이런 차별성을 주목하고 오분도미 자동판매기라는 사업 아이템을 발굴해 냈다. 쉽게 말해 '즉석 도정한 신선한 쌀'을 파는 자동판매기이다. 쌀을 자판기를 통해 구입한다는 유통의 차별성만을 갖추는데 머무르지 않고, 자판기를 통하지 않고서는 구입하기 힘들다는 내용상품으로서의 희소성까지 갖추고 있다. '건강 최고! 맛 최고! 새로운 밥맛의 세계를 연다'를 기치로 본격적인 시장공략에 나선 한국나락의 오분도미 자동판매기 사업현황을 따라가 봤다.

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A Study on Human Sensitivity in Design of Men's suit (신사복 디자인의 감성에 관한 연구)

  • Lee, Youn-Soon;Park, Yun-A;Jeong, Eun-Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.12
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    • pp.1709-1715
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    • 2002
  • 신사복 정장은 일상의 관습으로 착용되는 가장 중요한 항목으로서, 사무직, 관리 직, 전문직 등의 정신노동자들에 게 폭넓게 수용되는 매우 중요한 의복항목이 다. 따라서 소비자의 감성에 부합되는 신사복 개발을 위해 신사복 디자인에 대한 감성연구가 필요하다. 이에 본 연구에서는 신사복 상의 디자인 개발을 위해서 소비자의 감성에 적합한 신사복 상의를 적절하게 표현해 줄 수 있는 감성 어휘를 추출하고 그 인자를 분석하였다. 요인분석 결과,7개 의 요인과 67개 의 감성 어휘 가 채택되었다. 선택된 감성어휘는 인자별로 대별하여 7개의 요인으로 묶어서 대표적인 요인명을 붙인 결과, 요인 1은 품위성 요인. 요인 2는 매력성 요인. 요인 3은 실용성 요인, 요인 4는 체형성 요인. 요인 5는 외관성 요인. 요인 6은 남성미 요인. 요인 7은 활동성 요인이라고 하였다.

An Anonymous Fair Exchange Scheme for E-Commerce Protocol (전자상거래 프로토콜에서 공정한 교환의 익명성 보장기법)

  • 김창덕;김상진;오희국
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 2003.12a
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    • pp.477-482
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    • 2003
  • 전자상거래에서 공정한 교환은 매우 중요한 요구 사항이다. 그러나 기존의 공정한 교환은 서명에 관련한 것이라서 익명성을 보장하지 못하였다. 본 논문에서 제안하는 프로토콜은 다음과 같은 몇 가지 중요한 특징을 가지고 있다. 첫째, 공정한 교환을 보장한다. 둘째, 참여자는 자신이 원하는 아이템을 반드시 받을 수 있다. 셋째, 문제가 발생한 경우가 아니면 진행 중에 신뢰기관(trusted third party)에게 중재를 요청하지 않는다. 마지막으로 고객의 익명성을 보장한다. 지금까지의 전자상거래 프로토콜은 위에서 말한 모든 조건을 동시에 만족시키지 못하고 있다. 또한 기존 전자상거래 프로토콜에서는 익명성 보장 문제로 공정한 교환을 적용하지 못하였다. 본 프로토콜에서는 공정한 교환을 이용하여 지불과정의 원자성을 보장하면서 익명성 문제까지 해결한 기법을 제안한다.

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Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.19 no.2
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    • pp.1-20
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    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.

Performance Analysis of Top-K High Utility Pattern Mining Methods (상위 K 하이 유틸리티 패턴 마이닝 기법 성능분석)

  • Ryang, Heungmo;Yun, Unil;Kim, Chulhong
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.89-95
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    • 2015
  • Traditional frequent pattern mining discovers valid patterns with no smaller frequency than a user-defined minimum threshold from databases. In this framework, an enormous number of patterns may be extracted by a too low threshold, which makes result analysis difficult, and a too high one may generate no valid pattern. Setting an appropriate threshold is not an easy task since it requires the prior knowledge for its domain. Therefore, a pattern mining approach that is not based on the domain knowledge became needed due to inability of the framework to predict and control mining results precisely according to the given threshold. Top-k frequent pattern mining was proposed to solve the problem, and it mines top-k important patterns without any threshold setting. Through this method, users can find patterns from ones with the highest frequency to ones with the k-th highest frequency regardless of databases. In this paper, we provide knowledge both on frequent and top-k pattern mining. Although top-k frequent pattern mining extracts top-k significant patterns without the setting, it cannot consider both item quantities in transactions and relative importance of items in databases, and this is why the method cannot meet requirements of many real-world applications. That is, patterns with low frequency can be meaningful, and vice versa, in the applications. High utility pattern mining was proposed to reflect the characteristics of non-binary databases and requires a minimum threshold. Recently, top-k high utility pattern mining has been developed, through which users can mine the desired number of high utility patterns without the prior knowledge. In this paper, we analyze two algorithms related to top-k high utility pattern mining in detail. We also conduct various experiments for the algorithms on real datasets and study improvement point and development direction of top-k high utility pattern mining through performance analysis with respect to the experimental results.

A Development of Game Scenario Authoring Tool (게임 시나리오 저작도구의 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.29-39
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    • 2009
  • Game scenarios are playing more important role as much as games are getting more sophisticated and expanded in their applications. However, general-purpose tools for production of game scenarios are still not developed. There are similar tools for the production of films or dramas and simple tools for the development of UCG. However, analysis about them shows that they are not suitable for the production of game scenarios. In this paper, we are to develop game scenario authoring tool called 'UMa' suitable for game production and easy to use. UMa is composed of synopsis entry, quest entry, DB entry, communication, display, and control component. Since UMa provides templates to make synopsis, quest, and DB, users can produce them very easily. Especially, characters and items DB are stored independently so that they may be reused to the production of scenarios for follow-up or another game. Using UMa, users can write game scenarios more easily and quickly and cooperate with each other at the same time by Web.

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Trend-based Sequential Pattern Discovery from Time-Series Data (시계열 데이터로부터의 경향성 기반 순차패턴 탐색)

  • 오용생;이동하;남도원;이전영
    • Journal of Intelligence and Information Systems
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    • v.7 no.1
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    • pp.27-45
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    • 2001
  • Sequential discovery from time series data has mainly concerned about events or item sets. Recently, the research has stated to applied to the numerical data. An example is sensor information generated by checking a machine state. The numerical data hardly have the same valuers while making patterns. So, it is important to extract suitable number of pattern features, which can be transformed to events or item sets and be applied to sequential pattern mining tasks. The popular methods to extract the patterns are sliding window and clustering. The results of these methods are sensitive to window sine or clustering parameters; that makes users to apply data mining task repeatedly and to interpret the results. This paper suggests the method to retrieve pattern features making numerical data into vector of an angle and a magnitude. The retrieved pattern features using this method make the result easy to understand and sequential patterns finding fast. We define an inclusion relation among pattern features using angles and magnitudes of vectors. Using this relation, we can fad sequential patterns faster than other methods, which use all data by reducing the data size.

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Sequential Pattern Mining Algorithms with Quantities (정량 정보를 포함한 순차 패턴 마이닝 알고리즘)

  • Kim, Chul-Yun;Lim, Jong-Hwa;Ng Raymond T.;Shim Kyu-Seok
    • Journal of KIISE:Databases
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    • v.33 no.5
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    • pp.453-462
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    • 2006
  • Discovering sequential patterns is an important problem for many applications. Existing algorithms find sequential patterns in the sense that only items are included in the patterns. However, for many applications, such as business and scientific applications, quantitative attributes are often recorded in the data, which are ignored by existing algorithms but can provide useful insight to the users. In this paper, we consider the problem of mining sequential patterns with quantities. We demonstrate that naive extensions to existing algorithms for sequential patterns are inefficient, as they may enumerate the search space blindly. Thus, we propose hash filtering and quantity sampling techniques that significantly improve the performance of the naive extensions. Experimental results confirm that compared with the naive extensions, these schemes not only improve the execution time substantially but also show better scalability for sequential patterns with quantities.