• Title/Summary/Keyword: PAI

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EDI processing system for port logistics system design (항만 물류 시스템을 위한 EDI 전자문서 처리 시스템 설계)

  • Chin, Sung-Geun;Ham, Jong-Wan;Park, Jong-Il;Kim, Jeong-Sig;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.462-464
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    • 2010
  • Logistic of port to use electronic document handling and trade electronic document EDI is used. Thus, EDI electronic documents system is electronic document processing system can handle. and the user wants to convert document formats, or extract the desired information the user should be able to use. Conversion of existing EDI documents and document conversion systems used in mapping the complexity of the grammar of the script, and it is difficult to use the operator. In this paper, efficient processing of EDI documents to electronic mapping of the existing operators in the grammar syntax to create an easy to use, more efficiency, increase operational management of EDI electronic document processing system is designed.

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Analysis of Landscape Equipments of School Garden in Daejon Metropolitan City (대전지역 초.중.고등학교 조경시설 현황)

  • Moon, Jung-Hyun;Shim, Jai-Sung;Bae, Jeong-Kwan;+Seo, Byung-Key
    • The Journal of Natural Sciences
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    • v.12 no.1
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    • pp.103-110
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    • 2002
  • The aim of this study was to analysis the landscape equipments of 42 school gardens in Taejon metropolitan city. Outdoor educational landscape equipments were found out at 10 schools out of 42 schools. The materials of main entrance were consisted of steel and stone at 19 schools. The stands at front of the main ground were existed at 21 schools. The pergolas and benches were existed at 20 schools. The living material fences were found out at 21 schools. Plant nameplates were found out at 22 schools. But the contents of the nameplates were so poor. The wetland and roof garden of the school were not existed. School landscape equipments should be introduced by the distinction of elementary school, middle school, and high school as well as by the space of the school site.

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Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.45-50
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    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

Producdt Recommendation System based on User Purchase Priority (사용자 구매 우선순위를 반영한 상품 추천 시스템)

  • Hwang, Doyeun;Kim, Jihan;Kim, Jongwan;Kim, Hankil;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.502-503
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    • 2019
  • In the existing system that recommends through review data analysis, it does not reflect personal preference details such as user's characteristics or product purchase tastes, in this paper, we propose a system that provides customized recommendation information to various users by selecting the criterion that the user thinks most importantly when searching for the product and purchasing the product, and analyzing it. This is because the user's personal preference is reflected by arranging the product list based on the criterion that the user occupies the largest portion of the product purchase, so that it is more efficient than the recommendation through the recommendation system.

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A Study on Classification System using Generative Adversarial Networks (GAN을 활용한 분류 시스템에 관한 연구)

  • Bae, Sangjung;Lim, Byeongyeon;Jung, Jihak;Na, Chulhun;Jung, Hoekyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.338-340
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    • 2019
  • Recently, the speed and size of data accumulation are increasing due to the development of networks. There are many difficulties in classifying these data. One of the difficulties is the difficulty of labeling. Labeling is usually done by people, but it is very difficult for everyone to understand the data in the same way and it is very difficult to label them on the same basis. In order to solve this problem, we implemented GAN to generate new image based on input image and to learn input data indirectly by using it for learning. This suggests that the accuracy of classification can be increased by increasing the number of learning data.

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Development of Augmented Reality Indoor Navigation System based on Enhanced A* Algorithm

  • Yao, Dexiang;Park, Dong-Won;An, Syung-Og;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4606-4623
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    • 2019
  • Nowadays modern cities develop in a very rapid speed. Buildings become larger than ever and the interior structures of the buildings are even more complex. This drives a high demand for precise and accurate indoor navigation systems. Although the existing commercially available 2D indoor navigation system can help users quickly find the best path to their destination, it does not intuitively guide users to their destination. In contrast, an indoor navigation system combined with augmented reality technology can efficiently guide the user to the destination in real time. Such practical applications still have various problems like position accuracy, position drift, and calculation delay, which causes errors in the navigation route and result in navigation failure. During the navigation process, the large computation load and frequent correction of the displayed paths can be a huge burden for the terminal device. Therefore, the navigation algorithm and navigation logic need to be improved in the practical applications. This paper proposes an improved navigation algorithm and navigation logic to solve the problems, creating a more accurate and effective augmented reality indoor navigation system.

Examining the performance of PAI/ZnO synthesized with diamine and nano particles

  • Jianwei Shi;Xiaoxu Teng
    • Advances in nano research
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    • v.14 no.2
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    • pp.201-210
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    • 2023
  • A ZnO/poly (amide-imide) hybrid nanocomposite film with different weight percentages of Zinc oxide (ZnO) nanoparticles is synthesized and characterized in this paper. A two-step reaction successfully synthesized a new kind of heteroaromatic diamine with bulky pendant groups. In order to produce 3, 5-dinitro-3, 3-bis (4-(4-Nitrophenoxy) phenyl) -2- benzofuran-1-one, 3, 3'-bis (4-hydroxyphenyl) benzofuran-1-one and 3'-bis (4-hydroxyphenyl) benzofuran-1-one were combined with 3'-bis (3-hydroxyphenyl) benzofuran-1-one. The obtained dinitro was then reduced by zinc dust and hydrochloric acid. The reaction of 4, 4* carbonyl diphthalic anhydride with amino acid L-alanine in acetic acid leads to the production of very high yields of chiral diacid monomer. As a result of the direct polymerization of these monomers, new optically active polymers were formed (amide-imide). In order to synthesize poly (amide-imide)/ZnO nanocomposites with different weight percentages (2, 4, 6, 8, and 10%), PAI and ZnO nanoparticles were combined using ultrasonication SEM, Fourier transform infrared spectroscopy, X-ray diffraction and thermal gravimetry were used to characterize the PAI films.

Optimal evacuation route guidance system using recreational forest 3D scan data (휴양림 3D 스캔 데이터를 통한 최적 대피로 안내 시스템)

  • Jung, Sanghun;Gwon, Eunhye;Son, Hoon;Kang, Soyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.258-259
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    • 2021
  • Forest lodge are divided into forest resources, auxiliary facilities, and users, and are constantly being used along with well-being culture. In addition, attention to the safety of users is also required, and this study aims to study how users evacuate within a short time (golden time) in situations of natural disasters that may occur in forests. In order to search for the current location of the user and find the best evacuation route, 3D scans of the entire forest lodge(forest resources, auxiliary facilities, etc.) are performed, and the optimal trajectory to the evacuation site is found through recognition of the current location. It is believed that it is possible to provide a quick evacuation guide through a mobile device with gps.

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Shortest Distance Algorithm Based Path Detection System in Case of Flash Flood (돌발홍수 발생 시 최단 거리 알고리즘 기반 경로 검출시스템)

  • Jeon, Sungwoo;Shi, ZhaoQi;Yang, Seung Eui;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.338-340
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    • 2021
  • Among the recent natural disasters, flood damage is concentrated in the summer, leading to casualties or property damage due to the typhoon's rainy season. Much research is being done to reduce this damage. In this paper, we design and implement a system that detects paths and provides them to users using shortest-distance algorithms in the event of such sudden flooding. The proposed system uses QGIS to detect paths using topographical data that generated tracks and pointers. In addition, other shortest paths are detected and provided to users when sudden flooding occurs during evacuation to routes detected through scenarios. Therefore, it is assumed that the proposed system will allow users to safely evacuate from the risk of future disaster safety accidents.

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Design preference of male according to the Consciousness of Body Size. (남성의 신체 크기 인식에 따른 디자인 선호도)

  • Lee, Jeong-Yim;Cho, Jang-Hyun;Kim, Jong-Seo;Lee, Yun-Shim;No, Young-Mi
    • The Journal of Natural Sciences
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    • v.17 no.1
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    • pp.89-101
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    • 2006
  • The purpose of this study is to analyze the design preference according to the body consciousness for 20~26 years old male. The consciousness of body size and the satisfaction with body proportion were investigated. And the relationship between the body consciousness and the design preference was analyzed. Most subjects thought their body size was proper generally and their body proportion was proper or a little unsatisfied. The subjects preferred 'Round neckline', 'loose sleeve', and 'loose and long tops'. They didn't like the style that tops are under pants on the waist. They also preferred 'loose and long pants'. When the subjects chose clothing design, especially 'V-neckline tops' and 'short pants', they considered their height. They also considered their girth size and it meant they thought much of looseness. There was not any preference in clothing design according to the consciousness of height. The most significant relationships between the size consciousness and the preference in design was found in tops more than pants. The higher satisfaction with their body proportion was connected with the higher preference in some design. From all these result, it was found that the preference of clothing design could vary according to the consciousness of body size. The results from this study could give the important tips to improve the satisfaction with the clothing for each person.

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