• Title/Summary/Keyword: Classification of Design elements

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Design of Black Plastics Classifier Using Data Information (데이터 정보를 이용한 흑색 플라스틱 분류기 설계)

  • Park, Sang-Beom;Oh, Sung-Kwun
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.67 no.4
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    • pp.569-577
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    • 2018
  • In this paper, with the aid of information which is included within data, preprocessing algorithm-based black plastic classifier is designed. The slope and area of spectrum obtained by using laser induced breakdown spectroscopy(LIBS) are analyzed for each material and its ensuing information is applied as the input data of the proposed classifier. The slope is represented by the rate of change of wavelength and intensity. Also, the area is calculated by the wavelength of the spectrum peak where the material property of chemical elements such as carbon and hydrogen appears. Using informations such as slope and area, input data of the proposed classifier is constructed. In the preprocessing part of the classifier, Principal Component Analysis(PCA) and fuzzy transform are used for dimensional reduction from high dimensional input variables to low dimensional input variables. Characteristic analysis of the materials as well as the processing speed of the classifier is improved. In the condition part, FCM clustering is applied and linear function is used as connection weight in the conclusion part. By means of Particle Swarm Optimization(PSO), parameters such as the number of clusters, fuzzification coefficient and the number of input variables are optimized. To demonstrate the superiority of classification performance, classification rate is compared by using WEKA 3.8 data mining software which contains various classifiers such as Naivebayes, SVM and Multilayer perceptron.

A Classification Model of Electronic Commerce Technology (전자상거래 기술분류 모형의 개발 및 활용)

  • 김창수;권혁인
    • The Journal of Society for e-Business Studies
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    • v.8 no.3
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    • pp.219-239
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    • 2003
  • The world of business is being profoundly transformed by the Internet and electronic commerce. E-commerce is driven by Internet and e-commerce technology. That is, the new e-commerce is commonly associated with highly developed technical elements, ranging from web , graphic design. payment systems and network infrastructure. Thus, it is necessary to decide which technologies are important and how they are related to each other. To anticipate the future of each information communication technology and electronic commerce accurately , we have attempted to develop a classification model of electronic commerce technology. A classification model for EC technologies consists of three categories: basic technology, base technology, and application technology. This model can play a role as a guideline in classifying EC technologies into three hierarchical category and in comparing the relative relationships of each electronic commerce technology. It will also provide an impetus for the study of electronic commerce technologies and for the shaping process of electronic commerce generally.

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Design of Gas Classifier Based On Artificial Neural Network (인공신경망 기반 가스 분류기의 설계)

  • Jeong, Woojae;Kim, Minwoo;Cho, Jaechan;Jung, Yunho
    • Journal of IKEEE
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    • v.22 no.3
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    • pp.700-705
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    • 2018
  • In this paper, we propose the gas classifier based on restricted column energy neural network (RCE-NN) and present its hardware implementation results for real-time learning and classification. Since RCE-NN has a flexible network architecture with real-time learning process, it is suitable for gas classification applications. The proposed gas classifier showed 99.2% classification accuracy for the UCI gas dataset and was implemented with 26,702 logic elements with Intel-Altera cyclone IV FPGA. In addition, it was verified with FPGA test system at an operating frequency of 63MHz.

Fashion And Basic Apparel Goods In Merchandising Process (Part I) - Concept Of Fashion And Basic Apparel Goods - (의류 상품화 과정에서 패션 제품과 베이직 제품의 차이 (제1보) -패션과 베이직 제품의 개념-)

  • 이유리
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.2
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    • pp.280-291
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    • 2004
  • Apparel goods are classified by many criteria for ease of merchandising implementation. Fashion and basic goods are also an oucome oi classification. Previous studies pnvide some criteria by which apparel products can be classified into fushion and basic goods. Among those ciiteria, seasonality, fashionability, clothing types, complexity in pnduction, simplicity of style, pioducuon volume, degree of style change by season, could be listed. This study, first explored how apparel merchandisers and designers define fashion and basic goods in relation with those criteria. Definitions of fashion and basic goods were explored in terms of design elements (i.e., style, color, material), production volume, sales ratio, proportion in product assortment, and contribution to profit. The study adopted a qualitative approach by use of eighteen infepth interviews with menhandisers and designers. Six were from women's wear brand, Seven from men's wear brand, and 5 from casual wear brand. All the interviewees agreed that they are using the classification of basic vs. fashion goods. However, they are using diverse terms to indicate the basic and fashion goods. The interviewees defined each group based on its contribution to total sales or profit complexity in design, production volume, and style change by season. Basic goods had a higher level of production quantity, contribute more to profit simpler design, and less style change by season than fashion goods.

A Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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Design of Digital Systems for Web -based Pulse Diagnosis Database

  • Lee, Junyoung;Lee, Sungjae;Lee, Myoungho;Kim, Jeonghoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.181.4-181
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    • 2001
  • In this study, we have developed the digital hardware system which performs signal processing necessary for the filtering to eliminate noises by inputting pulse wave signals from the sensor group. With a view to obtain clinically effective information, we analyzed structural elements of pulse waveform and, thus, conducted a systematic classification. What is more, this study has conducted researches in the web-based diagnosis data management system of pulse waveform as well as the method of transmitting the data of pulse waveform. In order to set the standard for the documents of the pulse ...

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The Plasticity of Uniform Design (Part I) (유니폼 디자인의 조형성 (제1보))

  • Han Yeon-Hee;Park Meong-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.5 s.142
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    • pp.649-661
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    • 2005
  • The purpose of this study was to analyze the inner meaning and outer from of the uniform from a historical perspective. As a research method, this study investigated the significance of the meaning and farm of the uniform in history with a focus on the classification suggested by a Japanese scholar, Okuhira Sitse, and analyzed them by design elements. In the theoretical study, the uniform was divided into formal, working and collective uniforms according to the purpose of wear. As results, the plasticity of the uniform was analyzed as the concept involving: authority representing the power and influence within the organization as a inner moaning; differentiation from the rest by expressing the culture and ideology within the organization; cohesiveness among the wearers as members of the specific organization and the binding nature in effect; reliable images to customers due to the appropriate form of dress related to the specific business and controlled self expression; and aesthetics characterizing a given era as a form of aesthetic pursuit. The elements of these inner meanings were translated to the outer form of functional practicality and simplified design, which appeared as the simplified' suit' in a female uniform in workplaces.

K-means based Clustering Method with a Fixed Number of Cluster Members

  • Yi, Faliu;Moon, Inkyu
    • Journal of Korea Multimedia Society
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    • v.17 no.10
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    • pp.1160-1170
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    • 2014
  • Clustering methods are very useful in many fields such as data mining, classification, and object recognition. Both the supervised and unsupervised grouping approaches can classify a series of sample data with a predefined or automatically assigned cluster number. However, there is no constraint on the number of elements for each cluster. Numbers of cluster members for each cluster obtained from clustering schemes are usually random. Thus, some clusters possess a large number of elements whereas others only have a few members. In some areas such as logistics management, a fixed number of members are preferred for each cluster or logistic center. Consequently, it is necessary to design a clustering method that can automatically adjust the number of group elements. In this paper, a k-means based clustering method with a fixed number of cluster members is proposed. In the proposed method, first, the data samples are clustered using the k-means algorithm. Then, the number of group elements is adjusted by employing a greedy strategy. Experimental results demonstrate that the proposed clustering scheme can classify data samples efficiently for a fixed number of cluster members.

A Study on the Possibility of User Classification by Web-Using Types (웹 이용행태에 따른 사용자분류 가능성에 관한 연구)

  • Shin, Mok-Young;Kim, Byoung-Uk
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.317-328
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    • 2006
  • So far, the behaviors of Web users have been predicted or analyzed mostly by their demographic characteristics or by considering in which context they gain access to that. But now there is a question about whether those characteristics are the only factors to trigger their use of Web. If the answer is not affirmative, what types of additional factors could cause such an action and how they characterize it should be discussed. User profile information has been considered one of the crucial elements to define user characteristics in user-centered UI design sector, and in order to apply it to UI design, it's needed to meditate on the above-mentioned questions. In this study, it's first attempted to have a good understanding of the users of different media and to review existing user classification methods. Next, user classification variables and relevant scales were prepared to sort out users according to their type of using Web, and case study was conducted to identify the behavioral characteristics of users and classify them according to their behavioral features. Finally, the user profile features of individual user groups were figured out based on data that were gathered by making an experiment, and data mapping was fulfilled between the behavioral characteristics and user profile characteristics to find out what types of behaviors were caused by the characteristics of user profile. As a result, it's found that user characteristics could have an impact on not only their general information and relevant contexts but their attitude of using different media and personality type. There were some problems with the experimental design, but more accurate information on the relationship of user behaviors to user profile characteristics will be obtained if those problems are eliminated. As user behaviors could be predicted only by user profile characteristics, user classification is expected to make a contribution to enhancing the efficiency of UI design.

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A Study on the Classification of Role-playing as a Design Method and Its Utilization (디자인 방법으로서의 롤플레잉의 분류와 그 활용 기법에 관한 연구)

  • Hwang, Ga Young;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.3
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    • pp.51-68
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    • 2017
  • User-centered design and Experience Design are emerging in the design area. Therefore, the Role-Playing Method has been actively utilized in the process of design development. But the terms of Role-Playing Method which follow these trends. has not been integrated. Further, it is hard to utilize the process of design development because the process method is not settled yet. Therefore, this study is into two parts of the research: Defining the concept of Role-Playing and the experiment of Role-Playing. Firstly, defining concept part is to research the design method corresponds to a wide range of Role-Playing that has a similar definition. After then, analyzed the examples of Role-Playing Methods which was derived matrix from Role-Playing classification. With this process, two axes of the matrix have been produced such as role·scenario and puppet. Through the analysis of the utility and vulnerability of the Role-Playing classification matrix, this study was able to propose the using step of the Role-Playing in the double diamond model. Secondly, two experiments were conducted in the experiment part. Through the pilot experiment explored the possibility of a study of the Role-Playing Method. In the second experiment, the process was conducted with Role-Playing classification matrix. As a result, each Role-Playing has different insights. In terms of design, different aspects of composing elements were found. Plus, in the position of the user, Role-Playing are can observe different parts of user's cognition between acting and puppet. Thus, the role-playing was proven to be useful to find out the point of improvement and insight in service from different perspectives and it resulted in the role playing which can be utilized selectively according to the type of service.