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Analysis of Contributing Factor for Cation Ratio to Calcium in Nutrient Solution on the Incidence of Blossom-end Rot in Sweet Pepper 'RZ208' Grown in Hydroponics (파프리카 배꼽썩음과 발생에 미치는 배양액 내 칼슘에 대한 양이온 기여인자 분석)

  • Lee, Hye-Jin;Oh, Jeong-Sim;Choi, Ki-Young;Lee, Yong-Beom;Bae, Jong-Hyang;Rhee, Han-Cheol;Kim, Dong-Eok
    • Horticultural Science & Technology
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    • v.30 no.1
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    • pp.27-33
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    • 2012
  • This study aimed to investigate the responses of plant growth and blossom-end rot (BER) incidence to calcium (Ca) and its three kinds of antagonistic cations (K, Mg, and $NH_4$-N) with various ratios in nutrient solution for sweet paper (Capsicum annuum L. 'RZ208'). Both Ca to each cation and Ca to a series of cation combinations, such as potassium (K), ammonium nitrate ($NH_4$), or magnesium (Mg) were more influential to the fruit growth and quality than plant growth. Especially, the BER incidence was significantly influenced by the ratio treatments. For examples, when Ca:(K + Mg) or Ca:(K + Mg + $NH_4$) ratio was 1:2 the highest incident rate of BER about 70.3 or 86.3% was observed, lowering the marketable yield to 19 or 13.7% of the total yield, respectively. The correlation coefficiencies (= r) to relationships between the BER and K as well as BER and $NH_4$ were 0.82 (P < 0.05) and 0.65 (P < 0.05), respectively. Combination only with the Mg element was not correlated with the BER incidence. However, when both of the K and Mg concentrations were 0.65 (P < 0.05). The highest correlation coefficiency, 0.92 (P < 0.05), was found to a relationship between the BER and the tree elemental combination.

Comparison of Deep Learning Frameworks: About Theano, Tensorflow, and Cognitive Toolkit (딥러닝 프레임워크의 비교: 티아노, 텐서플로, CNTK를 중심으로)

  • Chung, Yeojin;Ahn, SungMahn;Yang, Jiheon;Lee, Jaejoon
    • Journal of Intelligence and Information Systems
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    • v.23 no.2
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    • pp.1-17
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    • 2017
  • The deep learning framework is software designed to help develop deep learning models. Some of its important functions include "automatic differentiation" and "utilization of GPU". The list of popular deep learning framework includes Caffe (BVLC) and Theano (University of Montreal). And recently, Microsoft's deep learning framework, Microsoft Cognitive Toolkit, was released as open-source license, following Google's Tensorflow a year earlier. The early deep learning frameworks have been developed mainly for research at universities. Beginning with the inception of Tensorflow, however, it seems that companies such as Microsoft and Facebook have started to join the competition of framework development. Given the trend, Google and other companies are expected to continue investing in the deep learning framework to bring forward the initiative in the artificial intelligence business. From this point of view, we think it is a good time to compare some of deep learning frameworks. So we compare three deep learning frameworks which can be used as a Python library. Those are Google's Tensorflow, Microsoft's CNTK, and Theano which is sort of a predecessor of the preceding two. The most common and important function of deep learning frameworks is the ability to perform automatic differentiation. Basically all the mathematical expressions of deep learning models can be represented as computational graphs, which consist of nodes and edges. Partial derivatives on each edge of a computational graph can then be obtained. With the partial derivatives, we can let software compute differentiation of any node with respect to any variable by utilizing chain rule of Calculus. First of all, the convenience of coding is in the order of CNTK, Tensorflow, and Theano. The criterion is simply based on the lengths of the codes and the learning curve and the ease of coding are not the main concern. According to the criteria, Theano was the most difficult to implement with, and CNTK and Tensorflow were somewhat easier. With Tensorflow, we need to define weight variables and biases explicitly. The reason that CNTK and Tensorflow are easier to implement with is that those frameworks provide us with more abstraction than Theano. We, however, need to mention that low-level coding is not always bad. It gives us flexibility of coding. With the low-level coding such as in Theano, we can implement and test any new deep learning models or any new search methods that we can think of. The assessment of the execution speed of each framework is that there is not meaningful difference. According to the experiment, execution speeds of Theano and Tensorflow are very similar, although the experiment was limited to a CNN model. In the case of CNTK, the experimental environment was not maintained as the same. The code written in CNTK has to be run in PC environment without GPU where codes execute as much as 50 times slower than with GPU. But we concluded that the difference of execution speed was within the range of variation caused by the different hardware setup. In this study, we compared three types of deep learning framework: Theano, Tensorflow, and CNTK. According to Wikipedia, there are 12 available deep learning frameworks. And 15 different attributes differentiate each framework. Some of the important attributes would include interface language (Python, C ++, Java, etc.) and the availability of libraries on various deep learning models such as CNN, RNN, DBN, and etc. And if a user implements a large scale deep learning model, it will also be important to support multiple GPU or multiple servers. Also, if you are learning the deep learning model, it would also be important if there are enough examples and references.

Interpretation on the Formative Design for Garden Pond of Hwaseol-dang in Muan (무안 화설당(花雪堂) 지당(池塘)의 조형디자인적 해석(解釋))

  • Rho, Jae-Hyun;Lee, Hyun-Woo
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.2
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    • pp.1-11
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    • 2015
  • This study sheds light on a pond design process which is a core facility of Hwaseol-dang in Muan, the Jeonnam. The plasticity of the pond was analyzed and interpreted for the design process using methods such as "literature search, interview, site visits, aerial pictures, aerial photographing, drawing figures of configuration plane via measurements, internet search, etc.", to trace the developing process of the design and the implications therein. The study results being centered on the developing process of the pond design are summarized herein below. The position of the Hwaseol-dang, being formed on a low hill having low competence as a place for a pavilion, draws more attention regarding its implications from the aspect of inner design. The pond Hwaseol-dang is in a rectangular shape of 1 : 1.2 ratio, in which the depth is a bit higher on the pond edge of the Hwaseol-dang thus being slanted, and Crape Myrtle, which is not known whether introduced during the formation of the pond, is cultivated on the island in the center widespread toward the southeast region. The planar design of the pond is interpreted as "rectangular pond" but it has a smooth half-moon shape where a part is excluded to remove edge. In particular, the three islands in rectangular pond, due to the narrow area, put one island and two half-moon-shaped islands in juxtaposition, and thus, although only being one island, resultantly exhibits the existence effect of proliferated three islands. This is allegedly due to the intentional formation aiming at the effect of hybrid while minimizing the overlap due to merging and adding from the aspect of constituting a design. Furthermore, the pond Hwaseol-dang is extended northwest along with Hwaseol-dang, and also the island in the center is thought to additionally have one or two, but the widespread phenomenon of the island in the center appears to consider the effect of "sit view on the floor of the pavilion of Hwaseol-dang". Considering that even a few examples of ponds having the three islands among the private house gardens in the nation are all curved ponds, the characteristics of the rectangular Hwaseol-dang pond establishing the garden effect of the three islands by modifying the one island in rectangular pond is highly notable. Considering that the three islands of "Yeongju, Bangjang, and Bongrae" is the original shape of the pond garden gestating Taoist ideology, as a symbolic design of a pond, it is regarded as the characteristics of the pond shape in Jeonnam area, and the so-called three treasures "Hwaseol-dang, Camellia, and oddly shaped stones, etc." are concentrated as the symbolism of Hwaseol-dang pond.

Applications of Fuzzy Theory on The Location Decision of Logistics Facilities (퍼지이론을 이용한 물류단지 입지 및 규모결정에 관한 연구)

  • 이승재;정창무;이헌주
    • Journal of Korean Society of Transportation
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    • v.18 no.1
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    • pp.75-85
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    • 2000
  • In existing models in optimization, the crisp data improve has been used in the objective or constraints to derive the optimal solution, Besides, the subjective environments are eliminated because the complex and uncertain circumstances were regarded as Probable ambiguity, In other words those optimal solutions in the existing models could be the complete satisfactory solutions to the objective functions in the Process of application for industrial engineering methods to minimize risks of decision-making. As a result of those, decision-makers in location Problems couldn't face appropriately with the variation of demand as well as other variables and couldn't Provide the chance of wide selection because of the insufficient information. So under the circumstance. it has been to develop the model for the location and size decision problems of logistics facility in the use of the fuzzy theory in the intention of making the most reasonable decision in the Point of subjective view under ambiguous circumstances, in the foundation of the existing decision-making problems which must satisfy the constraints to optimize the objective function in strictly given conditions in this study. Introducing the Process used in this study after the establishment of a general mixed integer Programming(MIP) model based upon the result of existing studies to decide the location and size simultaneously, a fuzzy mixed integer Programming(FMIP) model has been developed in the use of fuzzy theory. And the general linear Programming software, LINDO 6.01 has been used to simulate, to evaluate the developed model with the examples and to judge of the appropriateness and adaptability of the model(FMIP) in the real world.

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Development of a Feature Catalogue for Marine Geographic Information (해양 지리정보 피쳐 카탈로그 작성에 관한 연구)

  • Hong, Sang-Ki;Yun, Suk-Bum
    • Journal of Korea Spatial Information System Society
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    • v.6 no.1 s.11
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    • pp.101-117
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    • 2004
  • Standards are essential to facilitate the efficient use of GIS data. International Standards such as ISO TC211's 19100 series and various technical specifications from OpenGIS Consortium are some of the examples of efforts to maintain the interoperability among GIS applications. Marine GIS is no exception to this rule and in this context. developing standards for marine GIS is also in urgent needs. Using the same meaning and definition for the features commonly found in marine GIS applications is one of the ways to increase the interoperability among systems. One of the key requirements for maintaining the standard meanings for features is to build a common feature catalogue. This paper examines the concept of feature catalogue and describe the ways in which the feature catalogue can be organized. To identify the common features found in various marine GIS applications, a comprehensive search has been made to collect and analyze the features used in various applications. To maintain the interoperability with the National GIS (NGIS) system, the features used in various NGIS applications have been analyzed as well. The result of these analyses are used to create a comprehensive list of common features for marine GIS. This paper then explains the common feature catalogue for marine GIS and the provides the appropriate classification and coding systems for the common features. In addition, a registration tool for registering the common features into the standard registry has been developed in this study. This Web-based tool can be used to input features into the feature catalogue by various applications and also to maintain a standard-compliant feature catalogue by standard agencies.

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A Study on the Emotional Reaction to the Interior Design - Focusing on the Worship Space in the Church Buildings - (실내공간 구성요소에 의한 감성반응 연구 - 기독교 예배공간 강단부를 중심으로 -)

  • Lee, Hyun-Jeong;Lee, Gyoo-Baek
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.257-266
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    • 2005
  • The purpose of this study is to investigate the psychological reaction to the image of the worship space in the church buildings and to quantify its contribution of the stimulation elements causing such reaction, and finally to suggest basic data for realizing emotional worship space of the church architecture. For this, 143 christians were surveyed to analyze the relationship between 23 emotional expressions extracted from the worship space and 32 images of the worship space. The combined data was described with the two dimensional dispersion using the quantification theory III. The analysis found out that 'simplicity-complexity' of the image consisted of the horizontal axis (the x-axis) and 'creativity' of the image the vertical axis(the y-axis). In addition, to extract the causal relationship between the value of emotional reaction and its stimulation elements quantitatively, the author indicated 4 emotional word groups such as simple, sublime for x-axis and typical creative for y-axis based on its similarity by the cluster analysis, The quantification theory I was also used with total value of equivalent emotional words as the standard variance and the emotional stimulation elements of the worship space as the independent variance. 9 specific examples of the emotional stimulation elements were selected including colors and shapes of the wall and the ceiling, shapes and finish of the floor materials, window shapes, and the use of the symbolic elements. Furthermore, 31 subcategories were also chosen to analyse their contribution on the emotional reaction. As a result, the color and finish of the wall found to be the most effective element on the subjects' emotional reaction, while the symbolic elements and the color of the wall found to be the least effective. It is estimated that the present study would be helpful to increase the emotional satisfaction of the users and to approach a spatial design through satisfying the types and purposes of the space.

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Effects of Environment Friendly Agricultural Materials to Phytoseiulusc persimilis (Acari: Phytoseiidae) in the Laboratory (실내조건에서 친환경농자재가 포식성 칠레이리응애, Phytoseiulus persimilis(Acari: Phytoseiidae)에 미치는 영향)

  • Kang, Myong-Ki;Kang, Eun-Jin;Lee, Hee-Jin;Lee, Dae-Hong;Seok, Hee-Bong;Kim, Da-A;Gil, Mi-La;Seok, Mi-Ja;Yu, Yong-Man;Youn, Young-Nam
    • Korean journal of applied entomology
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    • v.46 no.1 s.145
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    • pp.87-95
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    • 2007
  • Many kinds of environment friendly agricultural materials were used for the insect pest control and the control of plant diseases, furthermore they support the growth of crops in the greenhouses and the kindly environment friendly farming. Phytoseiulus persimilis might be used for control of two-spotted mites with environment friendly agricultural materials at the same time. For testing the toxicity of environment friendly agricultural materials against to p. persimilis, 61 environment friendly agricultural materials were selected by material contents and using methods. When environment friendly agricultural materials were directly sprayed on P. persimilis, IEFAM C, FEFAM A, EFAMSM A, D, EFAMPE A, EFAMCh B, EFAMME A, and EFAMMo C killed over 90%. However, there was no effects to FEFAM C, D, EFAMSM C, EFAML A, EFAMME C, E, H, J, EFAMMo G and I against P. persimilis. P. persimilis adults were not survived in vial for 48 hours after sprayed and dried with the environment friendly agricultural materials, fer examples, EFAMSM I, EFAMME A, EFAMMo A, C, and I. Otherwise, EFAMCh C and EFAMMo B were no effects to P. persimilis. Some environment friendly agricultural materials are of different qualities, and consequently test of their foxily have to necessary.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Institutional approaches in geography -Institutional changes in the Korean financial system- (지리학에서 제도적 접근법에 관한 연구 -한국금융부문의 제도적 변 화를 사례로-)

  • Choi, Jae Heon
    • Journal of the Korean Geographical Society
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    • v.30 no.4
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    • pp.364-388
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    • 1995
  • Even though rarely recognized as a separate approach, the institutional approach in geography is defined as an attempt to seek an explanation of the phenomena of geographical interest through focusing on the effects of institutional structure and actions. It can provide interdisciplinary links with other works and can offer complementary explanations for geographical interests. The concerns for institutions in geography can be found in early studies, the study of the state, the managerial approach, and the regulation approach. The Korean financial systems can provide good examples to apply institutional concepts into creating spatial outcomes, as it has been regarded as a useful tool to promote Korean economic development. Behind the current spatial pattern of financial systems, four different stages of institutional changes are identified in Korea. Each stage has different institutional features reflecting unique spatial implication.

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The Process of the Quickening and Development of Science-Technology- Society Education in the United Kingdom (II) - During the 2nd Half of the 20th Century - (영국에서의 과학-기술-사회 교육의 태동과 발전 과정 (II) - 20세기 후반을 중심으로 -)

  • Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.20 no.1
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    • pp.52-76
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    • 2000
  • Following the previous study focused on the period until the middle of the 20th century, this study tried to show how STS-related ideas have been developed historically in British science education, particularly focused on the period of the 2nd half of the 20th century. Like the USA, the UK witnessed the development of numerous academically-oriented programs, such as Nuffield projects, during the 1950-60s. However, during the 1970s, there had been growing criticism against the discipline-centered science education and some new noticeable approaches had been made to compensate the contemporary trend. For example, although its main focus was on the integrated approach in school science, the SCISP was quite successful to illustrate the importance of the relationship between science and society. Following this example, Science in Society and SISCON-in-Schools were more ambitious in developing genuine STS programs. These two projects were developed simultaneously and took the form of modules, rather than of textbooks. Nevertheless, Science in Society was more concerned with the applied and industrial aspects of science while SISCON-in-Schools was more inclined to the historical, philosophical and social aspects of science. During the 1980s, far more ambitious attempts had been made to develop full-scale STS programs, i.e. Salters' Chemistry/Science and SATIS. These two programs have been developed with the active corporation from the ASE and soon became the typical examples of the STS approach across the world. Besides the similarities between them, Salters' approach is more application-oriented, subject-oriented, and textbook-like while SATIS is more socially-oriented, issue-oriented and module-style. In summary, the history of STS approach in school science shows that the STS programs were developed under the different social backgrounds and initiated by different groups of the people who have different views towards the purposes of school science and that the STS approach is certainly not the exclusive characteristic of the last period of the 20th century. Finally, the features of the major STS programs developed in Britain during the 20th century are summarized and compared in relation to the Ziman's criteria of the possible approaches in STS education. And some general conclusion are drown based on the study of the history of the STS approaches in Britain.

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