• Title/Summary/Keyword: 알고리즘 수준

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Visualizing Cluster Hierarchy Using Hierarchy Generation Framework (계층 발생 프레임워크를 이용한 군집 계층 시각화)

  • Shin, DongHwa;L'Yi, Sehi;Seo, Jinwook
    • KIISE Transactions on Computing Practices
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    • v.21 no.6
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    • pp.436-441
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    • 2015
  • There are many types of clustering algorithms such as centroid, hierarchical, or density-based methods. Each algorithm has unique data grouping principles, which creates different varieties of clusters. Ordering Points To Identify the Clustering Structure (OPTICS) is a well-known density-based algorithm to analyze arbitrary shaped and varying density clusters, but the obtained clusters only correlate loosely. Hierarchical agglomerative clustering (HAC) reveals a hierarchical structure of clusters, but is unable to clearly find non-convex shaped clusters. In this paper, we provide a novel hierarchy generation framework and application which can aid users by combining the advantages of the two clustering methods.

The Effect of Algorithm Learning in Real Life Case on Logical Thinking Ability (실생활 속 사례를 통한 알고리즘 학습이 논리적 사고력에 미치는 영향)

  • Kim, Jin-Dong;Yang, Gwon-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.555-560
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    • 2010
  • The purpose of this study is to investigate the effect of learning algorithm which uses real-life examples including the concept of algorithm on the logical thinking of elementary school students. For this purpose, the experiment was performed by pre-GALT test, a case selection of algorithm which can be taught in real-life, experiment treatment after completing teaching plan, post-GALT test, and paired sample t-test on the results of pre and post GALT in order. As a result, changes in the degree of logical thinking ability and in five sub-regions(conservative logic, proportional logic, combinatorial logic, probabilistic logic, controlling variables) composing of logical thinking obtained statistically significant results in .05 significance level but changes in the correlational logic couldn't obtain the significant results.

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Analysis of Vocational High School Learners' Misconceptions on the Time-Efficiency of Algorithms (전문계 고등학교 학습자의 알고리즘 시간효율성에 관한 오개념 분석)

  • Lee, Eun-Kyoung
    • The Journal of Korean Association of Computer Education
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    • v.14 no.5
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    • pp.1-8
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    • 2011
  • The purpose of this study is to explore vocational high school students' understanding levels and misconceptions regarding the time-efficiency of algorithms. In this study, a questionnaire with nine questions was developed. The questionnaire is base on three misconceptions about the time-efficiency of algorithms that are examined through prior studies. The questionnaire was applied to 51 students who completed a programming course. The result shows that the students didn't sufficiently understand the concept of time-efficiency of algorithms and several common misconceptions appeared repeatedly. Finally, teaching strategies using simulation and assesment framework for algorithm's time-efficiency were presented and some recommendations were suggested for refining the curriculum relating computer programming and algorithms.

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Research of a detector for the active alignment of 64channel optical fiber using Hadamard algorithm (하다마드 복원 알고리즘을 적용한 64채널 광섬유 능동정렬용 검출기 연구)

  • Cho, Nam-Won;Kwak, Ki-Suk;Yoon, Tae-Sung;Park, Jin-Bae
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.472-475
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    • 2003
  • 현재 광 정렬 시스템에 채용하고 있는 다채널 광 파워미터는 측정 채널의 수가 증가하는 상황이다. 그러나 기존 시스템 제어를 통한 각 채널의 정밀한 정렬은 다 채널 광 파워미터 기술에 적합하지 않은 방식이다. 그러므로 본 논문에서는 기존 방식을 채택한 광 정렬 방식을 개선하기 위해 하다마스 변환 복원 알고리즘을 이용한 광 능동 정렬 검출 방법을 제안한다. 다채널 광학 정렬 시스템에서 가장 중요한 문제는 채널의 증가에 따라 채널별 정렬의 정밀도가 떨어진다. 기존 정렬 시스템에서 채용하고 있는 다채널 광 파워미터의 기술 수준은 약 4채널까지 동시 측정이 가능하였다. 이 방법은 채널 양쪽에 검출기를 설치하여 광량의 최대 지점을 최적 정렬 위치로 결정한다. 그러나 시스템 채널이 증가할 수록 안쪽에 위치한 광소자를 정렬을 무시하기 때문에 정확한 정렬에 적합하지 않다. 그리고 고속, 대용량의 데이터 처리요구에 맞추기 위한 64채널 광소자 생산을 위해서는 16개의 4채널 광 파워미터를 사용하는 방법이 있으나 이는 신뢰할 만한 수준의 측정치를 제공하지 못한다. 따라서 새로운 개념을 적용한 다채널 동시측정을 위한 광소자 측정 기술 및 광 파워미터의 개발이 절실히 요구되고 있는 실정이다. 하다마드 변환 복원 알고리즘을 이용한 광 능동 정렬 검출 시스템은 이러한 요구를 충족시킬 수 있다. 그러므로 본 논문은 하다마드 변환 복원 알고리즘을 이용한 광 능동 정렬 검출 시스템이 기존의 시스템보다 우수한 알고리즘과 성능을 가지고 있음을 실험을 통해 입증한다.

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A New Selection Mechanism of Genetic Algorithms for Diversity Maintenance and Fast Convergence (유전자 알고리즘의 다양성과 수렴성을 고려한 새로운 선택기법)

  • ;;R.S.Ramakrishna
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.353-355
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    • 2003
  • 본 논문은 유전자 알고리즘의 다양성(diversity)을 유지하면서 동시에 수렴(convergence) 속도를 향상시키기 위한 새로운 선택기법을 제안한다. 이를 위해 적합도가 높은 염색체를 다음 세대로 전달하면서 동시에 적합도가 낮은 염색체에 대해서도 일정 수준 전달되게 하였다. 또한 기존의 설러 선택기법 중 가장 일반적으로 사용되는 토너먼트 선택 기법의 문제점을 고찰하고, 제안 알고리즘의 최적도 밀 수렴속도를 모의 실험을 통해 비교 및 분석한다. 실험 결과로부터 제안 알고리즘은 기존의 토너먼트 선택기법에 비해 우수함을 확인하였다.

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Design of energy-efficient considering cache and storage algorithms (저장장치 및 캐쉬를 고려한 저전력 알고리즘 설계)

  • Park, Ki-Hong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.41-44
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    • 2013
  • 병렬 및 분산 컴퓨팅 영역에서 기존 실험의 대부분은 속도 개선만을 고려하여 알고리즘을 설계 하였다. 이 연구는 일정 수준의 속도 개선을 보이면서도 에너지 절감효과를 기대하고자 저장장치 및 캐쉬의 활용을 생각하여 알고리즘을 설계하는 연구를 진행 한다. 이를 보이기 위해 입출력 비중이 높은 경우를 대표하는 외부 정렬 실험과 순수 연산의 비중이 높은 경우를 대표하는 매트릭스 실험을 하였다. 연구 결과를 통해 저장장치 및 캐쉬를 고려한 알고리즘이 그린 컴퓨팅에 이바지 할 수 있다는 것을 말하고자 한다.

Fine Grain Real-Time Code Scheduling Using an Adaptive Genetic Algorithm (적합 유전자 알고리즘을 이용한 실시간 코드 스케쥴링)

  • Chung, Tai-Myoung
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.6
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    • pp.1481-1494
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    • 1997
  • In hard real-time systems, a timing fault may yield catastrophic results. Dynamic scheduling provides the flexibility to compensate for unexpected events at runtime; however, scheduling overhead at runtime is relatively large, constraining both the accuracy of the timing and the complexity of the scheduling analysis. In contrast, static scheduling need not have any runtime overhead. Thus, it has the potential to guarantee the precise time at which each instruction implementing a control action will execute. This paper presents a new approach to the problem of analyzing high-level language code, augmented by arbitrary before and after timing constraints, to provide a valid static schedule. Our technique is based on instruction-level complier code scheduling and timing analysis, and can ensure the timing of control operations to within a single instruction clock cycle. Because the search space for a valid static schedule is very large, a novel adaptive genetic search algorithm was developed.

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Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.

A Study on the Performance Enhancement of Blind Equalizer for CATV Receiver Using the Variable Step Size Algorithm (가변 스텝 크기 알고리즘을 이용한 CATV 수신기용 블라인드 등화기의 성능 향상에 관한 연구)

  • Lee, Hyeon-Cheol;Jo, Il-Jun;Jin, Hyeon-Su;Kim, Seong-Hwan
    • The Journal of the Acoustical Society of Korea
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    • v.15 no.6
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    • pp.33-40
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    • 1996
  • In this paper, we resolved a trade-off problem of the blind equalizer based on the stop-and-go algorithm that is commonly used for QAM demodulation in CATV receiver. The stop-and-go algorithm has used the LMS(least mean square) algorithm in the updating operation of tap weights so that the structure of equalizer is simple, but there is a trade-off between convergence speed and steady state error as in the typical LMS algorithm. We used the variable step size algrithm to improve the convergence speed with the steady state error in the constant level. With respect to the same level of the steady state error, the variable step size stop-and-go algortihm improved convergence speed by about $36%{\sim}56%$ as compared with that of the constant step size algortihm.

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Mobile Client Buffer Level-based Scheduling Algorithms for Variable-Bit-Rate Video Stream Transmission (VBR 비디오 스트림 전송을 위한 모바일 클라이언트 버퍼 수준 기반 스케쥴링 알고리즘)

  • Kim, Jin-Hwan
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.814-826
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    • 2012
  • In this paper, we propose scheduling algorithms for transporting variable-bit-rate video stream using playback buffer level of the clients over wireless communication networks. The proposed algorithms attempt to maximize the utilization of limited bandwidth between the central video server and the clients over a mobile network. Since a video server may serve several video request at the same time, it is important to allocate and utilize network bandwidth to serve them fairly and efficiently. In order to improve the quality of service and real-time performance of individual video playback, the video server attempts to allocate temporarily more network bandwidth to serve a video request with the lower buffer level preferentially. The simulation results prove the fair service and load balancing among the mobile concurrent clients with different buffer levels and hence maximizing the number of frames that are transported successfully to the client prior to their playback times.