• Title/Summary/Keyword: Street Information

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An Empirical Study of Housevalue Using GIS (GIS를 이용한 주택가 분석 모델에 관한 연구)

  • 강영옥
    • Spatial Information Research
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    • v.3 no.1
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    • pp.65-80
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    • 1995
  • GIS has been developed very rapidly during last few decades and the performance of GIS in terms of information processing such as automated mapping and facility management has been tremendous. However, its analytical capability is still very limited and it is often critisized due to lack of reality. The objective of this research is that first, linking housevalue models to GIS, second, reflecting the complexity of real world into the housevalue model using GIS in terms of incorpor¬rating polycentric urban structure and calculating distance through street network, and third, comparing the results of housevalue model at census tract to that of block group level.

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A Exhibition Design of Digital Pavilion in DMC (디지털파빌리온 전시공간계획)

  • Kwon, Soon-Kwan
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2007.11a
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    • pp.210-213
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    • 2007
  • The direction of this project is creates a future and it experiences ubiquitous world. The subject of the space is 'Ubiquitous Creative World' which Imagining the past becomes actuality and imagining in future become actuality and future when it will approach at once. The storyline of this space is as belows; 1 Zone - Ubiquitous life Gallery : it will be able to experience the future world ; home, office, street, school and the others. 2 Zone - Interactive Play Gallery : it will be able to explore the interactive media with information technology ; digital cafe, imagining jump, digital art and the others. 3 Zone - New product and Business Gallery : it composed with business, new product, and demonstration gallery such as public information space. The space concept makes connection and concentration which uses unit and line for world which becomes accomplished by the network. Connection of digital and the human being to make the center of new digital life.

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A Study on Fault Report System of Street Light (가로등 고장 신고 시스템에 관한 연구)

  • Kim, Phyoungjung;Hong, Sungwoong;Kim, Byeongkwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.785-788
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    • 2013
  • 본 연구는 가로등 고장 처리를 수행하면서 가로등의 고장상태 신고가 잘 이루어지지 않아 고장 난 가로등에 대한 조치가 늦어지고 있다는 점을 착안한 것이다. 가로등에 고장이 발생하면 이를 발견한 주민들이 관리기관(기초지자체 등)에 민원 신고를 하거나 가로등 운영 관리자가 고장을 발견하게 된다. 여기에서 주민 신고는 어떤 가로등이 고장 났는지 가로등 ID를 알지 못하기 때문에 정확한 위치를 파악하는데 어려움이 있다. 둘째, 주민 신고가 대부분 전화로 민원을 요구하고, 신고 당시 정확한 가로등 위치를 알지 못하는 상태에서 상호간에 언성이 높아지고 결국 주민의 원망으로 남는다는 점이다. 따라서 가로등 고장 처리 중 민원을 발생시키는 문제를 해결하는 고장 신고 시스템을 개발하고자 한다. 우리는 가로등의 조도를 주기적으로 센싱하고 전송하여 고장 상태와 동작여부를 모니터링 함으로써 해결할 수 있다.

Sentence Boundary Detection Using Machine Learning Techniques (기계학습 기법을 이용한 문장경계인식)

  • Park, Su-Hyuk;Rim, Hae-Chang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.05a
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    • pp.69-72
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    • 2008
  • 본 논문은 언어의 통계적 특징을 이용하여 범용의 문장경계 인식기를 제안한다. 제안하는 방법은 대량의 코퍼스 내에서 사용되고 있는 문장 경계를 기준으로 음절 및 어절 등의 자질을 이용하여 통계적 특징을 추출하고 다양한 기계학습 기법을 사용하여 문장경계를 인식하고자 하였다. 또한 특정 언어나 도메인에 제한적이지 않고 범용적인 자질만을 사용하려고 노력하였다. 언어의 특성상 문장의 구분이 애매한 경우 또는 잘못 사용 된 구두점 등의 경우에도 적용 가능하도록 다양한 자질을 사용하여 실험하였으며, 한국어와 영문 코퍼스에 대해서 동일한 자질을 적용하여 실험하여 본 논문에서 제시한 자질들이 한국어 및 다른 언어권의 언어에도 적용될 수 있는 범용적인 자질임을 확인할 수 있었다. 한국어 문장경계 인식을 위한 기계학습 및 실험을 위해서 세종계획 코퍼스를 사용하였으며, 성능척도로는 정확률과 재현율을 사용하였으며, 실험결과 제안한 방법으로 99%의 정확률과 99.2%의 재현율을 보였다. 영문의 경우는 Wall Street Journal 코퍼스를 사용하였으며, 동일한 자질을 적용하여 실험한 결과 98.9%의 정확률과 94.6%의 재현율을 보였다.

A Study on Integration and Application Plans of Address and Location Information (주소정보와 위치정보의 통합 및 활용 방안 연구)

  • Chang, Tai-Woo
    • The Journal of Society for e-Business Studies
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    • v.15 no.2
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    • pp.93-105
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    • 2010
  • Address and location information is gaining importance as a channel between business entities and customers. However, as the new address scheme, which is based on street name and building number, is deployed, various problems occurred in the areas of postal service, logistics and management of customer information. And therefore it is necessary to make plans for integration and application of address information and location information. In this study, we clearly identify the problems when the governments and companies manage the address and location information under the circumstances of new address system. And we suggest improvement plans from the viewpoint of code scheme and database linkage.

Urban Nonpoint Source Pollution Assessment Using A Geographical Information System (GIS를 이용한 도심지 Nonpoint Source 오염 물질의 평가연구)

  • ;Stephen J. Ventura;Paul M. Harris;Peter G. Thum;Jeffrey Prey
    • Spatial Information Research
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    • v.1 no.1
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    • pp.39-53
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    • 1993
  • A geographical information systems(GIS) was a useful aid in the assessment of urban nonpoint source pollution and the development of a pollution control strategy. The GIS was used for data integration and display, and to provide data for a nonpoint source model. An empirical nonpoint source loading model driven by land use was used to estimate pollutant loadings of priority pollutant. Pollutant loadings were estimated at fine spatial resolution and aggregated to storm sewer drainage basins(sewershedsl. Eleven sewersheds were generated from digital versions of sewer maps. The pollutant loadings of individual land use polygons, derived as the unit of analysis from street blocks, were aggregated to get total pollutant loading within each sewershed. Based on the model output, a critical sewershed was located. Pollutant loadings at major sewer junctions within the critical sewershed were estimated to develop a mi t igat ion strategy. Two approaches based on the installat ion of wet ponds were investigated -- a regional approach using one large wet pond at the major sewer outfall and a multi-site approach using a number of smaller sites for each major sewer junction. Cost analysis showed that the regional approach would be more cost effective, though it would provide less pollution control.

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Applying Transformation to the Absolutely Positioned Object in SVE (SVE에서 절대위치를 갖는 오브젝트에 변형의 적용)

  • 정동현;이창섭;송창근
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.616-618
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    • 2004
  • The Simple Virtual Environment (SVE) library is the application programming interface fur creating the virtual environment easily. Even though it has a lot of efficient features, applying transformation to absolutely positioned objects is difficult. In this paper, we designed a simple method with which it is possible to rotate the absolutely positioned object freely. To test the method, we designed a simple virtual environment. The environment is designed with people, street and building objects. To reduce time consumption of displaying high-detailed people models, we only used texture-based objects. The person objects are modeled as quadric-shape and textured with front-view images of people. To make more realistic environment, objects always change its orientation themselves following to the user location. The result and the testing environment will be demonstrated.

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An Exploratory Study of Perceived Benefits and Risks for QR Code based Virtual Fashion Stores (QR코드 기반 가상패션점포의 지각된 혜택과 위험요소에 대한 탐색적 연구)

  • Kim, Eun Young;Lee, MiYoung
    • Korean Journal of Human Ecology
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    • v.22 no.5
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    • pp.477-490
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    • 2013
  • This study explores critical and success factor of benefits and risks for predicting the acceptance of QR code virtual fashion stores. As an exploratory approach, this study conducted focus group interviews(FGI) with 21 panels who had experience with selected QR virtual stores (e.g., Home plus, 11th Street, Pin & Fit). Content analysis was used to generate 184 excerpts and classify into benefits and risks related to QR code virtual stores. With respect to benefits, content analysis identified four factors: Affective appeal, perceived usefulness, ubiquity, and brand promotion. Also, contents regarding perceived risks were classified into four factors: Complexity, lack of information, lack of technology infrastructure, and perceived cost. A managerial implication was discussed for predicting consumer technology acceptance of a QR code virtual store in the fashion retailing market.

Future Image Expressed in Contemporary Fashion Design (현대 의상 디자인에 나타난 미래 이미지)

  • 이유경
    • The Research Journal of the Costume Culture
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    • v.6 no.4
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    • pp.188-202
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    • 1998
  • The purpose of this study is to analyze how future images are embodied in contemporary fashion design. To find out future images expressed in contemporary fashion design, this paper characterized the future society as information society, network society, pluralistic society, and global village. Cyber design and techno-style expressed through metal or lustrous material which is influenced by information symbolize future image. Also, minimalism which is characterized as simplicity and purity affects the contemporary fashion design. The network society which affets t the horizontal and functional social system diminishes the meaning of socio-economic status. Therefore, street fashion has diffused to high fashion, and the formal wear has tendency to be changed into casual wear. In addition, the meaning of status symbol in contemporary fashion design become decreased. The pluralistic society affects to search for one's own personality and identity. Also, contemporary fashion design is influenced by post-modernism and deconstructionism. In order words, genderless, ageles, seasonless, and infra fashion appeared. The global village emphasizes extension of universality in life style and search for world quality. so, ethnic fashions appear frequently in contemporary fashion design. Also, the effects of Korean traditional costume to contemporary fashion design has increased.

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3D Street Design System using Compound Interface (복합 인터페이스를 활용한 3차원 거리경관 디자인 시스템)

  • 이은우;남양희
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.609-611
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    • 2003
  • 현재 건축 설계 분야에 사용되고 있는 시스템들은 대부분 데스크탑을 기반으로 하고 있고 설계시에 건축물을 입면, 측면, 평면 등으로 분리하는 인터페이스를 제공하고 있다. 그렇기 때문에 현재 설계되고 있는 건축물이 실제 거리에 적용되었을 때의 느낌을 제대로 파악하기 어렵다. 이에 대해, 실재감을 중시한 가상현실을 통한 건축 응용들이 있었으나 3차원에서의 상호작용이 쉽지 않기 때문에 가능한 상호작용이 제한되는 경향이 있었다. 이러한 한계를 극복하기 위해 본 논문에서는 실감 있는 3차원 입체 경관을 보여주면서, 설계에 필요한 상호작용의 특성에 따라 2차원과 3차원의 인터페이스 미디어를 복합 활용하는 이른바 복합 인터페이스를 활용한 거리경관 디자인 시스템을 제시한다. 이 시스템을 사용함으로써 사용자들은 실재감 있는 경관을 몰입형 벽면 디스플레이를 통해 확인하면서 모바일 기기를 활용한 복합 인터페이스를 통해 설계할 수 있게 된다.

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