• Title/Summary/Keyword: Enhanced ART1

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Multiobjective Optimal Reactive Power Flow Using Elitist Nondominated Sorting Genetic Algorithm: Comparison and Improvement

  • Li, Zhihuan;Li, Yinhong;Duan, Xianzhong
    • Journal of Electrical Engineering and Technology
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    • v.5 no.1
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    • pp.70-78
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    • 2010
  • Elitist nondominated sorting genetic algorithm (NSGA-II) is adopted and improved for multiobjective optimal reactive power flow (ORPF) problem. Multiobjective ORPF, formulated as a multiobjective mixed integer nonlinear optimization problem, minimizes real power loss and improves voltage profile of power grid by determining reactive power control variables. NSGA-II-based ORPF is tested on standard IEEE 30-bus test system and compared with four other state-of-the-art multiobjective evolutionary algorithms (MOEAs). Pareto front and outer solutions achieved by the five MOEAs are analyzed and compared. NSGA-II obtains the best control strategy for ORPF, but it suffers from the lower convergence speed at the early stage of the optimization. Several problem-specific local search strategies (LSSs) are incorporated into NSGA-II to promote algorithm's exploiting capability and then to speed up its convergence. This enhanced version of NSGA-II (ENSGA) is examined on IEEE 30 system. Experimental results show that the use of LSSs clearly improved the performance of NSGA-II. ENSGA shows the best search efficiency and is proved to be one of the efficient potential candidates in solving reactive power optimization in the real-time operation systems.

The effects of environment-friendly activities through nature to attitude of children (자연을 통한 자연친화적 활동 프로그램이 유아의 태도에 미치는 효과)

  • Kim, Yeon-Jin;Kim, Eun-ji
    • Journal of Industrial Convergence
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    • v.13 no.1
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    • pp.41-47
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    • 2015
  • The purpose of this study was to investigate how environment-friendly activities through nature affects attitude of children. 5-6 years old children were targeted for study from March to December, 2014. Rapid changes of modern society made increase of female workers and their participation rates in economic activity which results children to play more time with artificial toys and media. There are 3 stages to investigate effects. $1^{st}$ stage is to know about woods by visiting woods and experience environment-friendly activity. $2^{nd}$ stage is to experience woods with 5 senses not only in real woods but also in classroom. Lastly $3^{rd}$ stage is to make art work with natural object and make woods in classroom. Changes of hildren's attitude and view toward to the nature were recorded and analyzed by anecdotes perpetual inventory and environment-friendly attitude examination. By analysis of infant gives you the opportunity to encounter nature, often in conjunction with ongoing enjoys nature-friendly program in the classroom to play with toys, rather than a complete natural objects gradually formalized when presenting a natural, concentrated than the previous game this time is enhanced and creativity through nature through the promotion doeeojim and attitude to nature is also eco-friendly activities byeonhwadoem program showed that the impact on the attitude of the infant.

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Developing a Graph Convolutional Network-based Recommender System Using Explicit and Implicit Feedback (명시적 및 암시적 피드백을 활용한 그래프 컨볼루션 네트워크 기반 추천 시스템 개발)

  • Xinzhe Li;Dongeon Kim;Qinglong Li;Jaekyeong Kim
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.43-56
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    • 2023
  • With the development of the e-commerce market, various types of products continue to be released. However, customers face an information overload problem in purchasing decision-making. Therefore, personalized recommendations have become an essential service in providing personalized products to customers. Recently, many studies on GCN-based recommender systems have been actively conducted. Such a methodology can address the limitation in disabling to effectively reflect the interaction between customer and product in the embedding process. However, previous studies mainly use implicit feedback data to conduct experiments. Although implicit feedback data improves the data scarcity problem, it cannot represent customers' preferences for specific products. Therefore, this study proposed a novel model combining explicit and implicit feedback to address such a limitation. This study treats the average ratings of customers and products as the features of customers and products and converts them into a high-dimensional feature vector. Then, this study combines ID embedding vectors and feature vectors in the embedding layer to learn the customer-product interaction effectively. To evaluate recommendation performance, this study used the MovieLens dataset to conduct various experiments. Experimental results showed the proposed model outperforms the state-of-the-art. Therefore, the proposed model in this study can provide an enhanced recommendation service for customers to address the information overload problem.

Martial Arts Moves Recognition Method Based on Visual Image

  • Husheng, Zhou
    • Journal of Information Processing Systems
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    • v.18 no.6
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    • pp.813-821
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    • 2022
  • Intelligent monitoring, life entertainment, medical rehabilitation, and other fields are only a few examples where visual image technology is becoming increasingly sophisticated and playing a significant role. Recognizing Wushu, or martial arts, movements through the use of visual image technology helps promote and develop Wushu. In order to segment and extract the signals of Wushu movements, this study analyzes the denoising of the original data using the wavelet transform and provides a sliding window data segmentation technique. Wushu movement The Wushu movement recognition model is built based on the hidden Markov model (HMM). The HMM model is trained and taught with the help of the Baum-Welch algorithm, which is then enhanced using the frequency weighted training approach and the mean training method. To identify the dynamic Wushu movement, the Viterbi algorithm is used to determine the probability of the optimal state sequence for each Wushu movement model. In light of the foregoing, an HMM-based martial arts movements recognition model is developed. The recognition accuracy of the HMM model increases to 99.60% when the number of samples is 4,000, which is greater than the accuracy of the SVM (by 0.94%), the CNN (by 1.12%), and the BP (by 1.14%). From what has been discussed, it appears that the suggested system for detecting martial arts acts is trustworthy and effective, and that it may contribute to the growth of martial arts.

Deep Learning Framework with Convolutional Sequential Semantic Embedding for Mining High-Utility Itemsets and Top-N Recommendations

  • Siva S;Shilpa Chaudhari
    • Journal of information and communication convergence engineering
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    • v.22 no.1
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    • pp.44-55
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    • 2024
  • High-utility itemset mining (HUIM) is a dominant technology that enables enterprises to make real-time decisions, including supply chain management, customer segmentation, and business analytics. However, classical support value-driven Apriori solutions are confined and unable to meet real-time enterprise demands, especially for large amounts of input data. This study introduces a groundbreaking model for top-N high utility itemset mining in real-time enterprise applications. Unlike traditional Apriori-based solutions, the proposed convolutional sequential embedding metrics-driven cosine-similarity-based multilayer perception learning model leverages global and contextual features, including semantic attributes, for enhanced top-N recommendations over sequential transactions. The MATLAB-based simulations of the model on diverse datasets, demonstrated an impressive precision (0.5632), mean absolute error (MAE) (0.7610), hit rate (HR)@K (0.5720), and normalized discounted cumulative gain (NDCG)@K (0.4268). The average MAE across different datasets and latent dimensions was 0.608. Additionally, the model achieved remarkable cumulative accuracy and precision of 97.94% and 97.04% in performance, respectively, surpassing existing state-of-the-art models. This affirms the robustness and effectiveness of the proposed model in real-time enterprise scenarios.

Fashion Display by Automatism Techniques of Surrealism Paintings (초현실주의 회화의 Automatism 기법을 이용한 패션디스플레이)

  • Lee, Eun-Kyung
    • Korean Journal of Human Ecology
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    • v.12 no.5
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    • pp.755-766
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    • 2003
  • The surrealism for the revelation of the unconscious realms shares the inner world of mentality with modern fashion display for the visual expression of sensation each other. The analysis of the influence which automatism technique of surrealism exerts on fashion display showed as follows : 1) The automatism technique elevated the dramatic effect of the sales room by scraping the perspective, or the principle of visual arts. 2) It maximized the effect of subject of the display by coinciding surrealism with realism. 3) The technique which distorts the things heralded the strong message to customers by letting them keep away from the fixed idea. 4) Humorous expression of display brought about the effect of sales stimulation by giving astonishment, shock and exaggeration. 5) Expression of surrealism and realism caused customers to feel shock, illusion, fantasy. 6) The automatism technique expressed the high-tech image, and free expression by revealing the diversity of subject. 7) Display hinted from nature satisfied the mental desire of the human beings to be assimilated with nature. The formative characteristic presented the new possibility of combination of display with arts through the avant-garde sensation. Sale's room, or the marketing space was to be sublimated to three dimensional art space, which enhanced the image of sale's room, furthermore meeting the demand of moderner's lifestyle.

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Magneto-Optical Recording in Near-Field using Elliptic Solid Immersion Lens (타원형 고체잠입렌즈를 이용한 근접장 광자기 기록)

  • 박재혁;이문도;박노철;박영필
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.678-681
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    • 2003
  • In conventional optical data storage numerical aperture (NA) cannot be over 1 because of diffraction limit. To overcome this limitation. solid immersion lens(SIL) have produced a great interest in near-field optical data storage. In conventional optical recording method, the dual lens system using object lens and SIL had been studied generally. But the conventional SIL system has some critical problems that must be solved. The problems are heat, contamination. alignment of optical components and so on. To solve these problems. this work proposes enhanced SIL which has several advantages for mechanical and optical issues. This new SIL system named elliptic SIL(ESIL) can use evanescent energy in near-field more effectively. In addition. because of applying the inside recording unlike previous surface recording, ESIL can clear up the problems. The design and analysis of ESIL art executed by using CODE V. Also, in this paper we composed actual data recording system and achieved recording experiment by applying ESIL to magneto-optical recording. In conclusion. we analyze the improvement of aerial density and the reasonability of application to real data storage system.

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The Function of Computer Utilization in Educating and Researching Ocean Engineering Problems

  • Koo, Weon-Cheol;Kim, Moo-Hyun;Ryu, Sam
    • Journal of Ship and Ocean Technology
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    • v.12 no.4
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    • pp.1-6
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    • 2008
  • Nowadays, the computational capability and graphical power based on PCs increase very rapidly every year. As a result, the complicated engineering or scientific problems that could have only been handled by supercomputers a couple of decades ago can now be routinely run on PCs. Besides, the PCs can be assembled in parallel to increase its computational capability theoretically without limitation. The Web-based interface and communication tools are also being enhanced very rapidly and the real-time distance learning (E-Learning) and project cooperation on web get increasing attention. Using the-state-of-the-art computational method, a number of complicated and computationally intensive problems are being solved by PCs. The results can be well demonstrated on screen by graphics and animation tools. Those examples include the simulations of fully nonlinear waves, their interactions with floating bodies, global-motion analysis of multi-unit floating production system including complicated mooring lines and risers. Several examples will be presented in this regard. Also, Web and java-applet based educational tools have been developed at Texas A&M University for better understanding of waves and wave-body interactions. The background and examples of such Web-based educational tools published in Kim et al. (2003) are briefly introduced here.

Accuracy Estimation of Electro-optical Camera (EOC) on KOMPSAT-1

  • Park, Woon-Yong;Hong, Sun-Houn;Song, Youn-Kyung
    • Korean Journal of Geomatics
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    • v.2 no.1
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    • pp.47-55
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    • 2002
  • Remote sensing is the science and art of obtaining information about an object, area or phenomenon through the analysis of data acquired by a device that is not in contact with the object, area, or phenomenon under investigation./sup 1)/ EOC (Electro -Optical Camera) sensor loaded on the KOMPSAT-1 (Korea Multi- Purpose Satellite-1) performs the earth remote sensing operation. EOC can get high-resolution images of ground distance 6.6m during photographing; it is possible to get a tilt image by tilting satellite body up to 45 degrees at maximum. Accordingly, the device developed in this study enables to obtain images by photographing one pair of tilt image for the same point from two different planes. KOMPSAT-1 aims to obtain a Korean map with a scale of 1:25,000 with high resolution. The KOMPSAT-1 developed automated feature extraction system based on stereo satellite image. It overcomes the limitations of sensor and difficulties associated with preprocessing quite effectively. In case of using 6, 7 and 9 ground control points, which are evenly spread in image, with 95% of reliability for horizontal and vertical position, 3-dimensional positioning was available with accuracy of 6.0752m and 9.8274m. Therefore, less than l0m of design accuracy in KOMPSAT-1 was achieved. Also the ground position error of ortho-image, with reliability of 95%, is 17.568m. And elevation error showing 36.82m was enhanced. The reason why elevation accuracy was not good compared with the positioning accuracy used stereo image was analyzed as a problem of image matching system. Ortho-image system is advantageous if accurate altitude and production of digital elevation model are desired. The Korean map drawn on a scale of 1: 25,000 by using the new technique of KOMPSAT-1 EOC image adopted in the present study produces accurate result compared to existing mapping techniques involving high costs with less efficiency.

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Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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