• Title/Summary/Keyword: MatchIt

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A Study on the CAM Designed by Adopting Best-Match Method using Parallel Processing Architecture (병렬 처리 구조를 이용한 최적 정합 방식 CAM 설계에 관한 연구)

  • 김상복;박노경;차균현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.6
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    • pp.1056-1063
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    • 1994
  • In this paper a content addressable memory (CAM) is designed by adopting best-match method. It has a single processing element(PE) architecture with high computational efficiency and throughput. It is composed of three main functional blocks(input MUX, best-match CAM, control part). It support fully parallel processing. Logic simulation is completed by using QUICKSIM, Circuit simulation is performanced by using HSPICE. Its layout is based on the ETRI 3 m n-well process design rules. Its maximum operating frequency is 20 MHz.

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Color accuracy of imaging using color filters

  • Boher, P.;Leroux, T.;Patton, V. Collomb;Bignon, T.
    • Journal of Information Display
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    • v.13 no.1
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    • pp.7-16
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    • 2012
  • In this paper, the problem concerning the color accuracy of imaging systems using color filters is examined. It is shown that the only solution to the problem is to build systems with the spectral response matching the CIE curves as closely as possible. If the spectral response does not closely match the CIE curves, it was demonstrated that calibration cannot solve the problem and will result in very unstable colorimeters. A practical solution that uses telecentric lenses on the sensor side in addition to dedicated color filters for each CCD detector is presented. For systems that closely match the CIE curves, an innovative method of improving the color accuracy based on the precise measurement of the spectral response is presented. The small discrepancies in the spectral response with regard to the CIE curves are corrected in different ways during the measurements. Finally, it is shown that the tristimulus calibration that is used for display measurement is very unstable for systems without CIE matching and is much more stable with systems that closely match the CIE curves.

A Match-Making System Considering Symmetrical Preferences of Matching Partners (상호 대칭적 만족성을 고려한 온라인 데이트시스템)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.177-192
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    • 2012
  • This is a study of match-making systems that considers the mutual satisfaction of matching partners. Recently, recommendation systems have been applied to people recommendation, such as recommending new friends, employees, or dating partners. One of the prominent domain areas is match-making systems that recommend suitable dating partners to customers. A match-making system, however, is different from a product recommender system. First, a match-making system needs to satisfy the recommended partners as well as the customer, whereas a product recommender system only needs to satisfy the customer. Second, match-making systems need to include as many participants in a matching pool as possible for their recommendation results, even with unpopular customers. In other words, recommendations should not be focused only on a limited number of popular people; unpopular people should also be listed on someone else's matching results. In product recommender systems, it is acceptable to recommend the same popular items to many customers, since these items can easily be additionally supplied. However, in match-making systems, there are only a few popular people, and they may become overburdened with too many recommendations. Also, a successful match could cause a customer to drop out of the matching pool. Thus, match-making systems should provide recommendation services equally to all customers without favoring popular customers. The suggested match-making system, called Mutually Beneficial Matching (MBM), considers the reciprocal satisfaction of both the customer and the matched partner and also considers the number of customers who are excluded in the matching. A brief outline of the MBM method is as follows: First, it collects a customer's profile information, his/her preferable dating partner's profile information and the weights that he/she considers important when selecting dating partners. Then, it calculates the preference score of a customer to certain potential dating partners on the basis of the difference between them. The preference score of a certain partner to a customer is also calculated in this way. After that, the mutual preference score is produced by the two preference values calculated in the previous step using the proposed formula in this study. The proposed formula reflects the symmetry of preferences as well as their quantities. Finally, the MBM method recommends the top N partners having high mutual preference scores to a customer. The prototype of the suggested MBM system is implemented by JAVA and applied to an artificial dataset that is based on real survey results from major match-making companies in Korea. The results of the MBM method are compared with those of the other two conventional methods: Preference-Based Matching (PBM), which only considers a customer's preferences, and Arithmetic Mean-Based Matching (AMM), which considers the preferences of both the customer and the partner (although it does not reflect their symmetry in the matching results). We perform the comparisons in terms of criteria such as average preference of the matching partners, average symmetry, and the number of people who are excluded from the matching results by changing the number of recommendations to 5, 10, 15, 20, and 25. The results show that in many cases, the suggested MBM method produces average preferences and symmetries that are significantly higher than those of the PBM and AMM methods. Moreover, in every case, MBM produces a smaller pool of excluded people than those of the PBM method.

Predicting football scores via Poisson regression model: applications to the National Football League

  • Saraiva, Erlandson F.;Suzuki, Adriano K.;Filho, Ciro A.O.;Louzada, Francisco
    • Communications for Statistical Applications and Methods
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    • v.23 no.4
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    • pp.297-319
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    • 2016
  • Football match predictions are of great interest to fans and sports press. In the last few years it has been the focus of several studies. In this paper, we propose the Poisson regression model in order to football match outcomes. We applied the proposed methodology to two national competitions: the 2012-2013 English Premier League and the 2015 Brazilian Football League. The number of goals scored by each team in a match is assumed to follow Poisson distribution, whose average reflects the strength of the attack, defense and the home team advantage. Inferences about all unknown quantities involved are made using a Bayesian approach. We calculate the probabilities of win, draw and loss for each match using a simulation procedure. Besides, also using simulation, the probability of a team qualifying for continental tournaments, being crowned champion or relegated to the second division is obtained.

An Implementation of Best Match Algorithm for Korean Text Retrieval in the Client/Server Environment (클라이언트 서버 환경에서 한글텍스트 검색을 위한 베스티매치 알고리즘의 구현)

    • Journal of Korean Library and Information Science Society
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    • v.32 no.1
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    • pp.249-260
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    • 2001
  • This paper presents the application of best match search algorithm in the client/server system for natural language access to Web-based database. For this purpose, the procedures to process Korean word variants as well as to execute probabilistic weighting scheme have been implemented in the client/server system. The experimental runs have been done using a Korean test set which included documents, queries and relevance judgements. The experimental results demonstrate that best match retrieval with relevance information is better than the retrieval without it.

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An Adaptive Finite State Vector Quantization Method Using a New Side Match Distortion Function for Image Coding (영상 부호화를 위한 새로운 사이드 매치 왜곡 함수를 이용한 적응 유한상태 벡터 양자화 기법)

  • Lee, Sang-Un;Lee, Doo-Soo;Lim, In-Chil
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.35S no.10
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    • pp.118-125
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    • 1998
  • We introduce an adaptive finite state vector quantization using a new side match distortion function. The conventional side match distortion function can make the gray level transition between the block bounddaries as smooth as possible and proper state codebooks in the flat areas where the spatial correlations are high. But it can't make proper codebooks in the edge areas where the spatial correlations are not high. The proposed distortion function adds the variances which represent the image characteristics to the conventional side match distortion function as weighted values. Then it can select better state codebooks than the conventional side match distortion function. Also if it predicts a wrong state, the proposed quantizer can correct the state. As a result, we can obtain the satisfiable image quality.

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Expected Neighbor's Relation according to Socially Integrative Planning Elements (사회통합적 계획 요소에 따른 예상 이웃관계에 관한 연구)

  • Lin, Eui-Sun;Lee, Yeun-Sook
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.11a
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    • pp.11-16
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    • 2009
  • Public rental apartment has suffered social exclusion problem, stemmed from its closed planing for a very specific range of the disadvantaged population. Thereby, it has been recognized as a disliked residential facility. To alleviate this problem, various approaches have been tried such as ownership-tenant mixture, and different unit size mixture. The purpose of this study is to grasp the expected social relation among neighboring residents according to socially integrative planing elements such as ownership, unit size and family life cycle match. Thirty eight graduate students in architecture and housing field responded to the questionnaire which was specifically made to identify relations of 28 neighboring situations based on $2{\times}2{\times}2$ variable composition. Frequency, percentage and MDS(multidimensional scaling) were used to analyze data. As a result, the order of preferred matchy were identified. The match between rental/small/children group and ownership/middle/children group was turned out to be the most desirable while the match between rental/small/children family group and rental/small/elderly group was found the least desirable. Spatial representations of the relationships among 8 household types were delineated. In conclusion, the definite patterns of the favorable and unfavorable match were found. This result is expected to be used as a reference in developing a strategic match to promote the rental apartments social integration in Korea.

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Proposal of the Penalty Factor Equations Considering Weld Strength Over-Match

  • Kim, Jong-Sung;Jeong, Jae-Wook;Lee, Kang-Yong
    • Nuclear Engineering and Technology
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    • v.49 no.4
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    • pp.838-849
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    • 2017
  • This paper proposes penalty factor equations that take into consideration the weld strength over-match given in the classified form similar to the revised equations presented in the Code Case N-779 via cyclic elastic-plastic finite element analysis. It was found that the $K_e$ analysis data reflecting elastic follow-up can be consolidated by normalizing the primary-plus-secondary stress intensity ranges excluding the nonlinear thermal stress intensity component, $S_n$ to over-match degree of yield strength, $M_F$. For the effect of over-match on $K_n{\times}K_{\nu}$, dispersion of the $K_n{\times}K_{\nu}$ analysis data can be sharply reduced by dividing total stress intensity range, excluding local thermal stresses, $S_{p-lt}$ by $M_F$. Finally, the proposed equations were applied to the weld between the safe end and the piping of a pressurizer surge nozzle in pressurized water reactors in order to calculate a cumulative usage factor. The cumulative usage factor was then compared with those derived by the previous $K_e$ factor equations. The result shows that application of the proposed equations can significantly reduce conservatism of fatigue assessment using the previous $K_e$ factor equations.

DEM generation from an IKONOS stereo pair using EpiMatch and Graph-Cut algorithms

  • Kim, Tae-Jung;Im, Yong-Jo;Kim, Ho-Won;Kweon, In-So
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.524-529
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    • 2002
  • In this paper, we report the development of two DEM (digital elevation model) generation algorithms over urban areas from an IKONOS stereo pair. One ("EpiMatch") is originally developed for SPOT images and modified for IKONOS images. It uses epipolar geometry for accurate DEM generation. The other is based on graph-cut algorithm in 3D voxel space. This algorithm is believed to work better on height discontinuities than EpiMatch. An IKONOS image pair over Taejon city area was used for tests. Using ground control points obtained from differential GPS, camera model was set up and stereo matching applied. As a result, two DEMs over urban areas were produced. Within a DEM from EpiMatch small houses appear as small "cloudy" patches and large apartment and industrial buildings are visually identifiable. Within the DEM from graph-cut we could achieve better height information on building boundaries. The results show that both algorithms can generate DEMs from IKONOS images although more research is required on handling height discontinuities (for "EpiMatch") and on faster computation (for "Graph-cut").

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Automatic Generation of Match-3 Game Levels using Genetic Algorithm (유전알고리즘을 이용한 Match-3 게임 레벨 자동 생성)

  • Park, InHwa;Oh, KyoungSu
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.25-32
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    • 2019
  • This paper proposes a automatic generation method of Match-3 game levels through genetic algorithm. It takes a lot of time and effort if persons have to control the level in the game. In this paper, the genetic algorithm is applied to create an appropriate block combination. We create block combination from integer DNA. Fitness is high if success probability played by computer is closer to given probability. Experiments have shown that computer-determined levels of difficulty have a significant impact on the results of game played persons.