• Title/Summary/Keyword: Two platforms

Search Result 429, Processing Time 0.025 seconds

Comparison and Evaluation of Classification Accuracy for Pinus koraiensis and Larix kaempferi based on LiDAR Platforms and Deep Learning Models (라이다 플랫폼과 딥러닝 모델에 따른 잣나무와 낙엽송의 분류정확도 비교 및 평가)

  • Yong-Kyu Lee;Sang-Jin Lee;Jung-Soo Lee
    • Journal of Korean Society of Forest Science
    • /
    • v.112 no.2
    • /
    • pp.195-208
    • /
    • 2023
  • This study aimed to use three-dimensional point cloud data (PCD) obtained from Terrestrial Laser Scanning (TLS) and Mobile Laser Scanning (MLS) to evaluate a deep learning-based species classification model for two tree species: Pinus koraiensis and Larix kaempferi. Sixteen models were constructed based on the three conditions: LiDAR platform (TLS and MLS), down-sampling intensity (1024, 2048, 4096, 8192), and deep learning model (PointNet, PointNet++). According to the classification accuracy evaluation, the highest kappa coefficients were 93.7% for TLS and 96.9% for MLS when applied to PCD data from the PointNet++ model, with down-sampling intensities of 8192 and 2048, respectively. Furthermore, PointNet++ was consistently more accurate than PointNet in all scenarios sharing the same platform and down-sampling intensity. Misclassification occurred among individuals of different species with structurally similar characteristics, among individual trees that exhibited eccentric growth due to their location on slopes or around trails, and among some individual trees in which the crown was vertically divided during tree segmentation.

Getting Closer to Consumer Performance Experience: Research on Performance Experience Components through Online Post Analysis (소비자의 공연 경험에 다가가기 - 온라인 게시글 분석을 통한 공연 경험의 구성요소 탐구 -)

  • Ko, Yena;Lee, Joongseek;Kim, Eun-mee;Lee, Soomin
    • Korean Association of Arts Management
    • /
    • no.52
    • /
    • pp.75-105
    • /
    • 2019
  • In studying culture consumption today, it is essential to understand and analyze the actual visitors' experiences in detail. This is deeply related to the fact that we can utilize subjective experience records that were previously inaccessible as data since plenty of people actually record many performance experiences in the media space such as social media. This study attempts to examine what elements actually consists of people's performance experience based on actual expression of the performance experience that exists online. For this, we collected two types of data. First, we collected posts which required performance recommendation on online platforms such as Jisik-In and Cafes to see how people describe what they want and analyzed data focusing on the modifiers. Results show that people mainly use modifiers that reflect the specific situation of the individual such as companion or age. In addition we analyzed how the experience was described after the show through the review posts of ticket booking site. Results show how expressions are centered around companions, revisit intentions, and viewing experiences besides elements such as story and music, which have been known as main satisfaction elements of performance experience in previous studies. In addition, we discussed the practical implications and limitations of the study as well as the theoretical discussion.

A Study on the Formative Characteristics of Character Design : Focusing on Body Proportion (캐릭터 디자인의 조형적 특성에 관한 연구 -신체비례를 중심으로-)

  • Jung, Hye Kyungg
    • Journal of the Korean Society of Floral Art and Design
    • /
    • no.41
    • /
    • pp.45-59
    • /
    • 2019
  • The characters that could be connected to diverse cultural contents have formed diverse platforms with the development of digital technology, and the size of the relevant industry and market is rapidly growing. Recently, the utilization of character emoticons for smartphone messenger has been rapidly increased, so that the characters are settled down as a tool for non-verbal communication, on top of drawing attention as an independent area. With the expansion of character market, the importance of design that could give interest and familiarity to consumers is more emphasized. The body proportion of characters includes the implicative and symbolic meanings that could express diverse personalities. Thus, this study examined the body proportion of the characters with the high consumers' preference, and then analyzed the characteristics of formative elements of character design in accordance with the body proportion. In the results of the analysis, the exaggerated form of SD characters in two or three-head figure, and the realistic Real characters in seven or eight-head figure were preferred. For the SD characters, the colors with a high chroma showing the cute and cheerful image were used. For the Real characters, the cubic effect was expressed through the colors with active images and the light and shade of color. Even though the SD characters have limited motions due to the omitted body parts, the facial movements of animation characters are exaggerated while the Real characters describe the realistic and dynamic motions.

Prediction of Customer Satisfaction Using RFE-SHAP Feature Selection Method (RFE-SHAP을 활용한 온라인 리뷰를 통한 고객 만족도 예측)

  • Olga Chernyaeva;Taeho Hong
    • Journal of Intelligence and Information Systems
    • /
    • v.29 no.4
    • /
    • pp.325-345
    • /
    • 2023
  • In the rapidly evolving domain of e-commerce, our study presents a cohesive approach to enhance customer satisfaction prediction from online reviews, aligning methodological innovation with practical insights. We integrate the RFE-SHAP feature selection with LDA topic modeling to streamline predictive analytics in e-commerce. This integration facilitates the identification of key features-specifically, narrowing down from an initial set of 28 to an optimal subset of 14 features for the Random Forest algorithm. Our approach strategically mitigates the common issue of overfitting in models with an excess of features, leading to an improved accuracy rate of 84% in our Random Forest model. Central to our analysis is the understanding that certain aspects in review content, such as quality, fit, and durability, play a pivotal role in influencing customer satisfaction, especially in the clothing sector. We delve into explaining how each of these selected features impacts customer satisfaction, providing a comprehensive view of the elements most appreciated by customers. Our research makes significant contributions in two key areas. First, it enhances predictive modeling within the realm of e-commerce analytics by introducing a streamlined, feature-centric approach. This refinement in methodology not only bolsters the accuracy of customer satisfaction predictions but also sets a new standard for handling feature selection in predictive models. Second, the study provides actionable insights for e-commerce platforms, especially those in the clothing sector. By highlighting which aspects of customer reviews-like quality, fit, and durability-most influence satisfaction, we offer a strategic direction for businesses to tailor their products and services.

The Effects of Highlighted Review Type on Consumer's Perception and Behavior: Focusing on Review Usefulness and Skepticism (강조된 리뷰 노출 방식에 따른 소비자 행동 연구: 리뷰의 유용성과 회의감을 중심으로)

  • Junho Kim;Il Im;Taeyoung Kim
    • Information Systems Review
    • /
    • v.23 no.3
    • /
    • pp.25-50
    • /
    • 2021
  • Though there have been a lot of studies about online product review, the effects of highlighted reviewhave not been examined enough. Highlighted review is a type of review that the platform designer changes its size or position in order to highlight without any sponsorship or incentive. The main subject of this study is about how highlighted review type affects consumer's perception and behavior in online information acquisition. We collected data from 171 subjects to test hypotheses. Using three different types of screen captures, we compared three groups - general review group, positive highlighted review only group, and both positive and negative highlighted review group. As a result, disclosing both of positiveand negative highlighted review was perceived more useful than disclosing only positive highlighted review. However, correlation between highlighted review type and review skepticism was not statistically significant. The impacts of review usefulness and skepticism on platform credibility were statistically significant, and the correlation between platform credibility and usage intention was also significant. All of results is almost similar across two product types, search goods and experiential goods. This research provides practical implications to online shopping platform designers when they design review systems to make people use their platforms.

SoUth Korean study to PrEvent cognitive impaiRment and protect BRAIN health through Multidomain interventions via facE-to-facE and video communication plaTforms in mild cognitive impairment (SUPERBRAIN-MEET): Protocol for a Multicenter Randomized Controlled Trial

  • Soo Hyun Cho;Hae Jin Kang;Yoo Kyoung Park;So Young Moon;Chang Hyung Hong;Hae Ri Na;Hong-Sun Song;Muncheong Choi;Sooin Jeong;Kyung Won Park;Hyun Sook Kim;Buong-O Chun;Jiwoo Jung;Jee Hyang Jeong;Seong Hye Choi
    • Dementia and Neurocognitive Disorders
    • /
    • v.23 no.1
    • /
    • pp.30-43
    • /
    • 2024
  • Background and Purpose: The SoUth Korea study to PrEvent cognitive impaiRment and protect BRAIN health through lifestyle intervention (SUPERBRAIN) proved the feasibility of multidomain intervention for elderly people. One-quarter of the Korean population over 65 years of age has mild cognitive impairment (MCI). Digital health interventions may be cost-effective and have fewer spatial constraints. We aim to examine the efficacy of a multidomain intervention through both face-to-face interactions and video communication platforms using a tablet personal computer (PC) application in MCI. Methods: Three hundred participants aged 60-85 years, with MCI and at least one modifiable dementia risk factor, will be recruited from 17 centers and randomly assigned in a 1:1 ratio to the multidomain intervention and the waiting-list control groups. Participants will receive the 24-week intervention through the tablet PC SUPERBRAIN application, which encompasses the following five elements: managing metabolic and vascular risk factors, cognitive training, physical exercise, nutritional guidance, and boosting motivation. Participants will attend the interventions at a facility every 1-2 weeks. They will also engage in one or two self-administered cognitive training sessions utilizing the tablet PC application at home each week. They will participate in twice or thrice weekly online exercise sessions at home via the ZOOM platform. The primary outcome will be the change in the total scale index score of the Repeatable Battery for the Assessment of Neuropsychological Status from baseline to study end. Conclusions: This study will inform the effectiveness of a comprehensive multidomain intervention utilizing digital technologies in MCI.

Postfilic Metamorphorsis and Renaimation: On the Technical and Aesthetic Genealogies of 'Pervasive Animation' (포스트필름 변신과 리애니메이션: '편재하는 애니메이션'의 기법적, 미학적 계보들)

  • Kim, Ji-Hoon
    • Cartoon and Animation Studies
    • /
    • s.37
    • /
    • pp.509-537
    • /
    • 2014
  • This paper proposes 'postfilimc metamorphosis' and 'reanimation' as two concepts that aim at giving account to the aesthtetic tendencies and genealogies of what Suzanne Buchan calls 'pervasive animation', a category that refers to the unprecedented expansion of animation's formal, technological and experiential boundaries. Buchan's term calls for an interdisciplinary approach to animation by highlighting a range of phenomena that signal the growing embracement of the images and media that transcend the traditional definition of animation, including the lens-based live-action image as the longstanding counterpart of the animation image, and the increasing uses of computer-generated imagery, and the ubiquity of various animated images dispersed across other media and platforms outside the movie theatre. While Buchan's view suggests the impacts of digital technology as a determining factor for opening this interdisciplinary, hybrid fields of 'pervasive animation', I elaborate upon the two concepts in order to argue that the various forms of metamorphorsis and motion found in these fields have their historical roots. That is, 'postfilmic metamorphosis' means that the transformative image in postfimic media such as video and the computer differs from that in traditional celluloid-based animation materially and technically, which demands a refashioned investigation into the history of the 'image-processing' video art which was categorized as experimental animation but largely marginalized. Likewise, 'reanimation' cne be defined as animating the still images (the photographic and the painterly images) or suspending the originally inscribed movement in the moving image and endowing it with a neewly created movement, and both technical procedues, developed in experimental filmmaking and now enabled by a variety of moving image installations in contemporary art, aim at reconsidering the borders between stillness and movement, and between film and photography. By discussing a group of contemporary moving image artworks (including those by Takeshi Murata, David Claerbout, and Ken Jacobs) that present the aesthetic features of 'postfilmic metamorphosis' and 'reanimation' in relation to their precursors, this paper argues that the aesthetic implications of the works that pertain to 'pervasive animation' lie in their challenging the tradition dichotomies of the graphic/the live-action images and stillness/movement. The two concepts, then, respond to a revisionist approach to reconfigure the history and ontology of other media images outside the traditional boundaries of animation as a way of offering a refasioned understanding of 'pervasive animation'.

Understanding Public Opinion by Analyzing Twitter Posts Related to Real Estate Policy (부동산 정책 관련 트위터 게시물 분석을 통한 대중 여론 이해)

  • Kim, Kyuli;Oh, Chanhee;Zhu, Yongjun
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.56 no.3
    • /
    • pp.47-72
    • /
    • 2022
  • This study aims to understand the trends of subjects related to real estate policies and public's emotional opinion on the policies. Two keywords related to real estate policies such as "real estate policy" and "real estate measure" were used to collect tweets created from February 25, 2008 to August 31, 2021. A total of 91,740 tweets were collected and we applied sentiment analysis and dynamic topic modeling to the final preprocessed and categorized data of 18,925 tweets. Sentiment analysis and dynamic topic model analysis were conducted for a total of 18,925 posts after preprocessing data and categorizing them into supply, real estate tax, interest rate, and population variance. Keywords of each category are as follows: the supply categories (rental housing, greenbelt, newlyweds, homeless, supply, reconstruction, sale), real estate tax categories (comprehensive real estate tax, acquisition tax, holding tax, multiple homeowners, speculation), interest rate categories (interest rate), and population variance categories (Sejong, new city). The results of the sentiment analysis showed that one person posted on average one or two positive tweets whereas in the case of negative and neutral tweets, one person posted two or three. In addition, we found that part of people have both positive as well as negative and neutral opinions towards real estate policies. As the results of dynamic topic modeling analysis, negative reactions to real estate speculative forces and unearned income were identified as major negative topics and as for positive topics, expectation on increasing supply of housing and benefits for homeless people who purchase houses were identified. Unlike previous studies, which focused on changes and evaluations of specific real estate policies, this study has academic significance in that it collected posts from Twitter, one of the social media platforms, used emotional analysis, dynamic topic modeling analysis, and identified potential topics and trends of real estate policy over time. The results of the study can help create new policies that take public opinion on real estate policies into consideration.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.197-214
    • /
    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Performance Evaluation of the e-Gov Standard Framework on PaaS Cloud Computing Environment: A Geo-based Image Processing Case (PaaS 클라우드 컴퓨팅 환경에서 전자정부 표준프레임워크 성능평가: 공간영상 정보처리 사례)

  • KIM, Kwang-Seob;LEE, Ki-Won
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.21 no.4
    • /
    • pp.1-13
    • /
    • 2018
  • Both Platform as a Service (PaaS) as one of the cloud computing service models and the e-government (e-Gov) standard framework from the Ministry of the Interior and Safety (MOIS) provide developers with practical computing environments to build their applications in every web-based services. Web application developers in the geo-spatial information field can utilize and deploy many middleware software or common functions provided by either the cloud-based service or the e-Gov standard framework. However, there are few studies for their applicability and performance in the field of actual geo-spatial information application yet. Therefore, the motivation of this study was to investigate the relevance of these technologies or platform. The applicability of these computing environments and the performance evaluation were performed after a test application deployment of the spatial image processing case service using Web Processing Service (WPS) 2.0 on the e-Gov standard framework. This system was a test service supported by a cloud environment of Cloud Foundry, one of open source PaaS cloud platforms. Using these components, the performance of the test system in two cases of 300 and 500 threads was assessed through a comparison test with two kinds of service: a service case for only the PaaS and that on the e-Gov on the PaaS. The performance measurements were based on the recording of response time with respect to users' requests during 3,600 seconds. According to the experimental results, all the test cases of the e-Gov on PaaS considered showed a greater performance. It is expected that the e-Gov standard framework on the PaaS cloud would be important factors to build the web-based spatial information service, especially in public sectors.