• Title/Summary/Keyword: 컴퓨터 게임 모형

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Development of an unsupervised learning-based ESG evaluation process for Korean public institutions without label annotation

  • Do Hyeok Yoo;SuJin Bak
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.155-164
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    • 2024
  • This study proposes an unsupervised learning-based clustering model to estimate the ESG ratings of domestic public institutions. To achieve this, the optimal number of clusters was determined by comparing spectral clustering and k-means clustering. These results are guaranteed by calculating the Davies-Bouldin Index (DBI), a model performance index. The DBI values were 0.734 for spectral clustering and 1.715 for k-means clustering, indicating lower values showed better performance. Thus, the superiority of spectral clustering was confirmed. Furthermore, T-test and ANOVA were used to reveal statistically significant differences between ESG non-financial data, and correlation coefficients were used to confirm the relationships between ESG indicators. Based on these results, this study suggests the possibility of estimating the ESG performance ranking of each public institution without existing ESG ratings. This is achieved by calculating the optimal number of clusters, and then determining the sum of averages of the ESG data within each cluster. Therefore, the proposed model can be employed to evaluate the ESG ratings of various domestic public institutions, and it is expected to be useful in domestic sustainable management practice and performance management.

Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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Cartography and geographic information system in Korea (한국의 지도학과 지리정보 시스템 반세기)

  • ;Yu, Keun Bae
    • Journal of the Korean Geographical Society
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    • v.31 no.2
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    • pp.309-316
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    • 1996
  • With the increased availability of spatial datasets and advances in data processing technologies, the last 50 years witnessed remarkable progress in the area of cartography and geoinformatics. Researchers in Korea involved in these area, however, were exposed to the new development only recently. They are now at the stage of absorbing the works of leading countries. There have been only a small number of research papers on the area of conventional cartography land use/vover mapping, mapping of distribution of slope calsses, and topographic models. It is only recently that the research scope be extended to computer-assisted cartography and Geographic Information System (GIS). The majority of research papers have been focused on the applications of GIS. Recently, a group of researchers begin to address some of the fundamental issues in GIS such as formal models, standization, data structure, spatial analysis and networking.

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A Study on Application of Resource Types of RDA to KCR4 (RDA 자원유형의 KCR4 적용에 관한 연구)

  • Lee, Mi-Hwa
    • Journal of the Korean Society for information Management
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    • v.28 no.3
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    • pp.103-121
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    • 2011
  • This study is to seek to apply resource types of RDA to KCR4. It is difficult to choose appropriate term and to embody FRBR model because GMD of KCR4 is the mixture of content-based vocabularies and carrier-based vocabularies. SMD is to need to reflect the current technological terms. Resource type of RDA was already developed to overcome limitation of AACR2's GMD, and would affect the world cataloging environment, therefore it is need to apply resource type of RDA to Korean cataloging rule. For this study, case study and survey were used. In case study, it was to scan all GMD term for one university library to build by programming and to grape librarian and users' potential need. In the survey by cataloging librarian, it was to figure out the current description of resource type in university library and to test RDA resource type. As a result, it was needed to revise the vocabulary to the obvious and user-understandable list. Also it was different in correction rate in RDA testing by resource type. Based on the case study and the survey, RDA resource type was applied to KCR4 resource list by adding term such as computer game in content type, and by inserting terms such as DVD, CD-ROM, Blu-Ray, computer file in carrier type. It also applied RDA description method and display means to KCR4. This study would apply RDA resource type to KCR4 and contribute to revise KCR4 resource type.

Exploring Pre-Service Earth Science Teachers' Understandings of Computational Thinking (지구과학 예비교사들의 컴퓨팅 사고에 대한 인식 탐색)

  • Young Shin Park;Ki Rak Park
    • Journal of the Korean earth science society
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    • v.45 no.3
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    • pp.260-276
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    • 2024
  • The purpose of this study is to explore whether pre-service teachers majoring in earth science improve their perception of computational thinking through STEAM classes focused on engineering-based wave power plants. The STEAM class involved designing the most efficient wave power plant model. The survey on computational thinking practices, developed from previous research, was administered to 15 Earth science pre-service teachers to gauge their understanding of computational thinking. Each group developed an efficient wave power plant model based on the scientific principal of turbine operation using waves. The activities included problem recognition (problem solving), coding (coding and programming), creating a wave power plant model using a 3D printer (design and create model), and evaluating the output to correct errors (debugging). The pre-service teachers showed a high level of recognition of computational thinking practices, particularly in "logical thinking," with the top five practices out of 14 averaging five points each. However, participants lacked a clear understanding of certain computational thinking practices such as abstraction, problem decomposition, and using bid data, with their comprehension of these decreasing after the STEAM lesson. Although there was a significant reduction in the misconception that computational thinking is "playing online games" (from 4.06 to 0.86), some participants still equated it with "thinking like a computer" and "using a computer to do calculations". The study found slight improvements in "problem solving" (3.73 to 4.33), "pattern recognition" (3.53 to 3.66), and "best tool selection" (4.26 to 4.66). To enhance computational thinking skills, a practice-oriented curriculum should be offered. Additional STEAM classes on diverse topics could lead to a significant improvement in computational thinking practices. Therefore, establishing an educational curriculum for multisituational learning is essential.