• Title/Summary/Keyword: Building User

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A Block-based Uniformly Distributed Random Node Arrangement Method Enabling to Wirelessly Link Neighbor Nodes within the Communication Range in Free 3-Dimensional Network Spaces (장애물이 없는 3차원 네트워크 공간에서 통신 범위 내에 무선 링크가 가능한 블록 기반의 균등 분포 무작위 노드 배치 방법)

  • Lim, DongHyun;Kim, Changhwa
    • Journal of Korea Multimedia Society
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    • v.25 no.10
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    • pp.1404-1415
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    • 2022
  • The 2-dimensional arrangement method of nodes has been used in most of RF (Radio Frequency) based communication network simulations. However, this method is not useful for the an none-obstacle 3-dimensional space networks in which the propagation delay speed in communication is very slow and, moreover, the values of performance factors such as the communication speed and the error rate change on the depth of node. Such a typical example is an underwater communication network. The 2-dimensional arrangement method is also not useful for the RF based network like some WSNs (Wireless Sensor Networks), IBSs (Intelligent Building Systems), or smart homes, in which the distance between nodes is short or some of nodes can be arranged overlapping with their different heights in similar planar location. In such cases, the 2-dimensional network simulation results are highly inaccurate and unbelievable so that they lead to user's erroneous predictions and judgments. For these reasons, in this paper, we propose a method to place uniformly and randomly communication nodes in 3-dimensional network space, making the wireless link with neighbor node possible. In this method, based on the communication rage of the node, blocks are generated to construct the 3-dimensional network and a node per one block is generated and placed within a block area. In this paper, we also introduce an algorithm based on this method and we show the performance results and evaluations on the average time in a node generation and arrangement, and the arrangement time and scatter-plotted visualization time of all nodes according to the number of them. In addition, comparison with previous studies is conducted. As a result of evaluating the performance of the algorithm, it was found that the processing time of the algorithm was proportional to the number of nodes to be created, and the average generation time of one node was between 0.238 and 0.28 us. ultimately, There is no problem even if a simulation network with a large number of nodes is created, so it can be sufficiently introduced at the time of simulation.

A Study on the Establishment and Operation of the Network Platform for Information of Private Archives (민간 기록정보 네트워크 플랫폼 구축 및 운영 방안 연구)

  • Kim, Hwa Kyoung;Jo, A Ra
    • The Korean Journal of Archival Studies
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    • no.75
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    • pp.177-212
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    • 2023
  • Private archives are an important indicator of understanding a society that contains various memories, the lives and experiences of members, daily lives, morality, and values. Recently, as diversity has emerged as an important value in Korean society, a number of individuals and communities have been appeared based on different bases and purposes, and the contents, types, and categories of private archives produced from their voluntary activities have also diversified. These private organizations and communities are potential targets for producing and holding private archives, but most of them do not have the minimum infrastructure or system for management of archives, and the foundation for management of archives is weak only to be supported with the voluntary will and activities of the private sector. Therefore, there is a need for a plan to support activities to manage archives suitable for each organization's level while respecting the unique characteristics and methods of the private sector within the national management system of archives. In addition, since it is difficult to solve all issues related to management of archives in the private sector with only a small number of process topics, a cooperative system should be established to sustain activities to manage archives on its own through networks between private sectors. In this study, we intend to propose a 'private archives information network platform (hereinafter referred to as a platform)' as a way to establish a communication and network foundation between private sectors and share resources with each other. Based on the results of analysis of cases of building network between private sectors and expected user requirements, we would like to establish a vision and target model of the platform and discuss ways to continuously operate the platform.

Implementation of AI-based Object Recognition Model for Improving Driving Safety of Electric Mobility Aids (전동 이동 보조기기 주행 안전성 향상을 위한 AI기반 객체 인식 모델의 구현)

  • Je-Seung Woo;Sun-Gi Hong;Jun-Mo Park
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.3
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    • pp.166-172
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    • 2022
  • In this study, we photograph driving obstacle objects such as crosswalks, side spheres, manholes, braille blocks, partial ramps, temporary safety barriers, stairs, and inclined curb that hinder or cause inconvenience to the movement of the vulnerable using electric mobility aids. We develop an optimal AI model that classifies photographed objects and automatically recognizes them, and implement an algorithm that can efficiently determine obstacles in front of electric mobility aids. In order to enable object detection to be AI learning with high probability, the labeling form is labeled as a polygon form when building a dataset. It was developed using a Mask R-CNN model in Detectron2 framework that can detect objects labeled in the form of polygons. Image acquisition was conducted by dividing it into two groups: the general public and the transportation weak, and image information obtained in two areas of the test bed was secured. As for the parameter setting of the Mask R-CNN learning result, it was confirmed that the model learned with IMAGES_PER_BATCH: 2, BASE_LEARNING_RATE 0.001, MAX_ITERATION: 10,000 showed the highest performance at 68.532, so that the user can quickly and accurately recognize driving risks and obstacles.

The Construction Method for Virtual Drone System (가상 드론 시뮬레이터 구축을 위한 시스템 구성)

  • Lee, Taek Hee
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.124-131
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    • 2017
  • Recently, drone is extending its range of usability. For example, the delivery, agriculture, industry, and entertainment area take advantage of drone mobilities. To control real drones, it needs huge amount of drone control training steps. However, it is risky; falling down, missing, destroying. The virtual drone system can avoid such risks. We reason that what kinds of technologies are required for building the virtual drone system. First, it needs that the virtual drone authoring tool that can assemble drones with the physical restriction in the virtual environment. We suggest that the drone assembly method that can fulfill physical restrictions in the virtual environment. Next, we introduce the virtual drone simulator that can simulate the assembled drone moves physically right in the virtual environment. The simulator produces a high quality rendering results more than 60 frames per second. In addition, we develop the physics engine based on SILS(Software in the loop simulation) framework to perform more realistic drone movement. Last, we suggest the virtual drone controller that can interact with real drone controllers which are commonly used to control real drones. Our virtual drone system earns 7.64/10.0 user satisfaction points on human test: the test is done by one hundred persons.

Busan Tourism Industry applying OECD Tourism Policy and ICT Convergence Platform (OECD 관광정책과 ICT 융합 플랫폼을 적용한 부산관광산업)

  • Lim, Yong-Suk;Jung, Ho-Jin;Lee, Jung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.871-879
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    • 2017
  • The purpose of this study is to propose a Busan tourism industry in which the 2016 OECD Tourism policy and ICT convergence platform are applied. OECD proposed 3 policies to promote the tourism industry: First, to maintain the competitiveness of the tourism industry as well as improve its efficiency and sustainability, second, to establish a seamless traffic system, and third, to build a response to the sharing economy. Centering on the OECD's three policies, we propose the developmental possibilities of tourism in Busan. At the same time, we suggest the necessity to build an ICT convergence platform that will help foster the industry. In building an ICT convergence platform, we especially focus on the necessity of: 1. Sharing and creating experience-based interactive contents on the software side, and 2. Developing high quality user experience (UX) and providing a data analysis-based customized service on the hardware side. In addition, we insist on the establishment of the Tourism Promotion Agency for the continuous performance and management of Busan tourism industry. The study ultimately suggests that the construction of ICT convergence platform based on OECD tourism policy can result in the expected outcomes of high effects with low cost for both consumers and suppliers related to the tourism industry.

KOMUChat: Korean Online Community Dialogue Dataset for AI Learning (KOMUChat : 인공지능 학습을 위한 온라인 커뮤니티 대화 데이터셋 연구)

  • YongSang Yoo;MinHwa Jung;SeungMin Lee;Min Song
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.219-240
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    • 2023
  • Conversational AI which allows users to interact with satisfaction is a long-standing research topic. To develop conversational AI, it is necessary to build training data that reflects real conversations between people, but current Korean datasets are not in question-answer format or use honorifics, making it difficult for users to feel closeness. In this paper, we propose a conversation dataset (KOMUChat) consisting of 30,767 question-answer sentence pairs collected from online communities. The question-answer pairs were collected from post titles and first comments of love and relationship counsel boards used by men and women. In addition, we removed abuse records through automatic and manual cleansing to build high quality dataset. To verify the validity of KOMUChat, we compared and analyzed the result of generative language model learning KOMUChat and benchmark dataset. The results showed that our dataset outperformed the benchmark dataset in terms of answer appropriateness, user satisfaction, and fulfillment of conversational AI goals. The dataset is the largest open-source single turn text data presented so far and it has the significance of building a more friendly Korean dataset by reflecting the text styles of the online community.

Implementation of AI-based Object Recognition Model for Improving Driving Safety of Electric Mobility Aids (객체 인식 모델과 지면 투영기법을 활용한 영상 내 다중 객체의 위치 보정 알고리즘 구현)

  • Dong-Seok Park;Sun-Gi Hong;Jun-Mo Park
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.2
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    • pp.119-125
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    • 2023
  • In this study, we photograph driving obstacle objects such as crosswalks, side spheres, manholes, braille blocks, partial ramps, temporary safety barriers, stairs, and inclined curb that hinder or cause inconvenience to the movement of the vulnerable using electric mobility aids. We develop an optimal AI model that classifies photographed objects and automatically recognizes them, and implement an algorithm that can efficiently determine obstacles in front of electric mobility aids. In order to enable object detection to be AI learning with high probability, the labeling form is labeled as a polygon form when building a dataset. It was developed using a Mask R-CNN model in Detectron2 framework that can detect objects labeled in the form of polygons. Image acquisition was conducted by dividing it into two groups: the general public and the transportation weak, and image information obtained in two areas of the test bed was secured. As for the parameter setting of the Mask R-CNN learning result, it was confirmed that the model learned with IMAGES_PER_BATCH: 2, BASE_LEARNING_RATE 0.001, MAX_ITERATION: 10,000 showed the highest performance at 68.532, so that the user can quickly and accurately recognize driving risks and obstacles.

A Development of Flood Mapping Accelerator Based on HEC-softwares (HEC 소프트웨어 기반 홍수범람지도 엑셀러레이터 개발)

  • Kim, JongChun;Hwang, Seokhwan;Jeong, Jongho
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.44 no.2
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    • pp.173-182
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    • 2024
  • In recent, there has been a trend toward primarily utilizing data-driven models employing artificial intelligence technologies, such as machine learning, for flood prediction. These data-driven models offer the advantage of utilizing pre-training results, significantly reducing the required simulation time. However, it remains that a considerable amount of flood data is necessary for the pre-training in data-driven models, while the available observed data for application is often insufficient. As an alternative, validated simulation results from physically-based models are being employed as pre-training data alongside observed data. In this context, we developed a flood mapping accelerator to generate flood maps for pre-training. The proposed accelerator automates the entire process of flood mapping, i.e., estimating flood discharge using HEC-1, calculating water surface levels using HEC-RAS, simulating channel overflow and generating flood maps using RAS Mapper. With the accelerator, users can easily prepare a database for pre-training of data-driven models from hundreds to tens of thousands of rainfall scenarios. It includes various convenient menus containing a Graphic User Interface(GUI), and its practical applicability has been validated across 26 test-beds.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A Study on the Nature-friendly Management Regarding the User Pattern of Yangjae Stream (양재천의 이용특성을 고려한 환경친화적 관리방안에 관한 연구)

  • Kim Sun-Hee;Hong Suk-Hwan;Bae Jung-Nam
    • Korean Journal of Environment and Ecology
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    • v.18 no.3
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    • pp.306-315
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    • 2004
  • Yangjae stream, stretching through Seocho-gu and Gangnam-gu, is a representative city stream with its environmentally friendly stream makeover project model, launched in 1995. The district of Gangnam-gu, the subject of this study, is under high pressure from the residents for its use as a huge residential areas close to the stream. The study has two main purposes. The first is to identify the condition and characteristic of utilization of Yangjae stream which is currently being increased in use by the stream restoration. Secondly, the study aims to suggest the environment-friendly management to accomplish arrangement of the naturally friendly stream based on the identification survey, The result from the user survey with 303 valid answer sheets show that the people from neighboring residential areas use this stream a lot doing exercising(51.8%) and taking a walk(24.4%) in their free time. Also regular use rate is high, and people are likely to use it alone(30.4%) or as a family(28.4%). With regard to the need of facility increase, even though the respondents required resting places in the shade(80.8%) most, overall, additional introduction of facilities was analyzed as unnecessary(78.8%). safety issue(22.0%) and a lack of convenience facilities(17.6%) and resting places in the shade(16.6%) are pointed as main problems while the users are generally satisfied(59.5%) with the stream. Improving walk-way and planting trees for shade on the slope were designed as a solution for these problems. For securing safety through improvement of walk-way, the scattering of pressure of current walk with building new walk using berms was presented. In order to increase safety on the walk-way(see above figure), the study proposes to build a new walk-way with berms to disperse excessive pressure. It also suggests the tree planting to provide shade in the stream and to make a provision for the planting of forest trees in the current law.