• Title/Summary/Keyword: Unit Work Process

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Anomaly Detection for User Action with Generative Adversarial Networks (적대적 생성 모델을 활용한 사용자 행위 이상 탐지 방법)

  • Choi, Nam woong;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • v.25 no.3
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    • pp.43-62
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    • 2019
  • At one time, the anomaly detection sector dominated the method of determining whether there was an abnormality based on the statistics derived from specific data. This methodology was possible because the dimension of the data was simple in the past, so the classical statistical method could work effectively. However, as the characteristics of data have changed complexly in the era of big data, it has become more difficult to accurately analyze and predict the data that occurs throughout the industry in the conventional way. Therefore, SVM and Decision Tree based supervised learning algorithms were used. However, there is peculiarity that supervised learning based model can only accurately predict the test data, when the number of classes is equal to the number of normal classes and most of the data generated in the industry has unbalanced data class. Therefore, the predicted results are not always valid when supervised learning model is applied. In order to overcome these drawbacks, many studies now use the unsupervised learning-based model that is not influenced by class distribution, such as autoencoder or generative adversarial networks. In this paper, we propose a method to detect anomalies using generative adversarial networks. AnoGAN, introduced in the study of Thomas et al (2017), is a classification model that performs abnormal detection of medical images. It was composed of a Convolution Neural Net and was used in the field of detection. On the other hand, sequencing data abnormality detection using generative adversarial network is a lack of research papers compared to image data. Of course, in Li et al (2018), a study by Li et al (LSTM), a type of recurrent neural network, has proposed a model to classify the abnormities of numerical sequence data, but it has not been used for categorical sequence data, as well as feature matching method applied by salans et al.(2016). So it suggests that there are a number of studies to be tried on in the ideal classification of sequence data through a generative adversarial Network. In order to learn the sequence data, the structure of the generative adversarial networks is composed of LSTM, and the 2 stacked-LSTM of the generator is composed of 32-dim hidden unit layers and 64-dim hidden unit layers. The LSTM of the discriminator consists of 64-dim hidden unit layer were used. In the process of deriving abnormal scores from existing paper of Anomaly Detection for Sequence data, entropy values of probability of actual data are used in the process of deriving abnormal scores. but in this paper, as mentioned earlier, abnormal scores have been derived by using feature matching techniques. In addition, the process of optimizing latent variables was designed with LSTM to improve model performance. The modified form of generative adversarial model was more accurate in all experiments than the autoencoder in terms of precision and was approximately 7% higher in accuracy. In terms of Robustness, Generative adversarial networks also performed better than autoencoder. Because generative adversarial networks can learn data distribution from real categorical sequence data, Unaffected by a single normal data. But autoencoder is not. Result of Robustness test showed that he accuracy of the autocoder was 92%, the accuracy of the hostile neural network was 96%, and in terms of sensitivity, the autocoder was 40% and the hostile neural network was 51%. In this paper, experiments have also been conducted to show how much performance changes due to differences in the optimization structure of potential variables. As a result, the level of 1% was improved in terms of sensitivity. These results suggest that it presented a new perspective on optimizing latent variable that were relatively insignificant.

Incremental Enrichment of Ontologies through Feature-based Pattern Variations (자질별 관계 패턴의 다변화를 통한 온톨로지 확장)

  • Lee, Sheen-Mok;Chang, Du-Seong;Shin, Ji-Ae
    • The KIPS Transactions:PartB
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    • v.15B no.4
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    • pp.365-374
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    • 2008
  • In this paper, we propose a model to enrich an ontology by incrementally extending the relations through variations of patterns. In order to generalize initial patterns, combinations of features are considered as candidate patterns. The candidate patterns are used to extract relations from Wikipedia, which are sorted out according to reliability based on corpus frequency. Selected patterns then are used to extract relations, while extracted relations are again used to extend the patterns of the relation. Through making variations of patterns in incremental enrichment process, the range of pattern selection is broaden and refined, which can increase coverage and accuracy of relations extracted. In the experiments with single-feature based pattern models, we observe that the features of lexical, headword, and hypernym provide reliable information, while POS and syntactic features provide general information that is useful for enrichment of relations. Based on observations on the feature types that are appropriate for each syntactic unit type, we propose a pattern model based on the composition of features as our ongoing work.

A Study on Guidelines for School Space Innovation Project - focused on the Manual for Project of Future Classroom in Incheon Metropolitan City Office of Education - (학교공간혁신사업 운영 가이드라인에 관한 연구 - 인천광역시교육청 미래교실사업 매뉴얼 중심으로 -)

  • Park, Yeol;Choi, Jin-Hee;Oh, Seung-Ju
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.4
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    • pp.11-16
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    • 2020
  • Today, the paradigm of education is changing from teacher-centered, facility-centered, supplier-centered to student-centered, people-centered, and user-centered. In 2019, the Ministry of Education promoted the school space innovation project to provide a school space as a balanced life space, such as learning, play, and rest, through educational activities led by students, who are the leaders of the future society. Based on this, Incheon Metropolitan City Office of Education prepared a manual for practice while carrying out a project to build a future classroom. In those projects 'user participatory design' is applied as a new design approach and facilitators play an important role as experts in the process of user participatory design. However, it is different from the guidelines by the Ministry of Education in terms of facilitator role; facilitator in Incheon's future classroom projects can be in charge of designer part. This was possible because the design scope was limited to the classroom space and the construction permit work was not applied, and the Incheon Metropolitan City Office of Education seems to be able to successfully implement the plan derived through 'user participatory design' under the responsibility of the facilitator. However, this may be considered to be inconsistent with the basic purpose of the school space innovation project. In the case of the school unit project, it is considered that more systematic supplementation is necessary.

Amino Acid-Based Material for the Complementary Therapy of Decubitus Ulcers

  • Nogueira, Frederico;Gouveia, Isabel C.
    • Journal of Microbiology and Biotechnology
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    • v.27 no.4
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    • pp.747-758
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    • 2017
  • Chronic wounds, pressure sores, lesions, and infections of microbial origin in bedridden, paralyzed, or malnutrition patients remain the object of study of many researchers. A variety of factors behind the development of these disorders are related to the patient's immune system, making it unable to respond effectively to the treatment of the wound. These factors can be properly controlled, giving particular importance to the ethiology and stage of the wound, as well as the time periods corresponding to the replacement of the dressings. The present research reports a novel foam/soft material, ${{\small}L}$-Cys-g-PCL, with an application for decubitus/pressure ulcers, especially for wounds with a difficult healing process due to infections and constant oxidation of the soft tissues. During this work, the interactions between S. aureus and ${{\small}L}$-Cys-g-PCL foam were studied under conditions that simulate decubitus ulcers; namely, pH and exudate. The effects of duration of grafting (1 or 8 h) and pH (7.0 and 8.9) on wettability, surface energy, swelling, and porosity were also evaluated. Results showed an effective microbicidal activity exhibiting an inhibition ratio of 99.73% against S. aureus. This new ${{\small}L}$-Cys-g-PCL soft material showed saftey to contact skin, ability to be shaped to fill in sunken holes (craters) - pressure ulcers stage III - and to act as a smart material responsive to pH, which can be tailored to develop better swelling properties at alkaline pH where exudates are normally higher, so as to address exudate self-cleaning and prevention of desiccation.

Research on the Development of an Integral Imaging System Framework and an Improved Viewpoint Vector Rendering Method Utilizing GPU (GPU를 이용한 개선된 뷰포인트 벡터 렌더링 방식의 집적영상시스템 프레임워크에 관한 연구)

  • Lee, Bin-Na-Ra;Park, Kyoung-Shin;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.10
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    • pp.1767-1772
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    • 2006
  • Computer-generated integral imaging system is an auto-stereoscopic display system that users can see and feel the stereoscopic images when they see the pre-rendered elemental images through a lens array. The process of constructing elemental images using computer graphics is called image mapping. Viewpoint vector rendering (VVR) method is one of the image mapping algorithm specially designed for real-time graphics applications, which would not be affected by the size of the rendered objects or the number of elemental lenses used in the integral imaging system. This paper describes a new VVR framework which improved its rendering performance considerably. It also compares the previous VVR implementation with the new VVR work utilizing GPU and shows that newer implementation shows pretty big improvements over the old method.

Design and Stability Analysis of MAP Network Management Module (MAP 네트워크 관리 모듈의 설계와 안정성 해석)

  • 김정호
    • Journal of the Korean Professional Engineers Association
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    • v.28 no.3
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    • pp.121-134
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    • 1995
  • To operate the automatic devices of manufacturing process more effectively and to solve the needs of the resource sharing, network technology is applied to the unit con-trol devices located In common manufacturing zone and operated by connecting them. The network management system, which controls and supervises the network resources in the communication network, is the function that is necessarily required in this net-work. For the stability in this network, this paper measures the variation of data packet length and node number and analyzes the variated value of the token rotation time and waiting time for the network operation. On the evalution of the performance, the data packet length varies from 10 bytes to 100 bytes in the operation of the group manage-ment network, the variation of the token rotation time and waiting time is less than 10 msec. When the variation of the data packet lenhth is less than 50 bytes, differences in token rotation time or waiting time is unnoticable. Since the waiting time in this case is less than 10 msec, response time Is fast enough.

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Management of Knowledge and Information Resources Made by Research Institutes: Focusing on the Homepags of Educational Research Institutes (연구기관 생산 지식정보자원 관리에 관한 연구: 교육연구기관 홈페이지를 중심으로)

  • Lee, Myeong-Hee
    • Journal of Korean Library and Information Science Society
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    • v.46 no.1
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    • pp.177-202
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    • 2015
  • This research was conducted to evaluate whether knowledge and information resources produced in four educational institutions function as a knowledge management system in the institutions, and to suggest a proposed plan for the foundation of the national knowledge management system. Knowledge and information resources available on the institutes' websites were classified as 'knowledge and information resources of result', 'knowledge and information resources of process', and 'knowledge and information resources of communication'. The application of metadata and the configuration of the search system were examined by content analysis method. From the result, 8 ways to improve the management of knowledge and information resources have been found; the development of standardized metadata and classification scheme, high recognition that the website is a counter for external distribution of knowledge and information resources, various searching skills and the provision of knowledge maps available, provision of linked information for original information acquisition, awareness of the agency managers and homepage managers to the homepages as knowledge management systems, segmentation of appropriate data size unit in a mobile environment work, an organic linkage function of the internal electronic approval system and the homepage have been proposed.

A Qualitative Understanding of 'Work and Energy' Unit Lessons in a Middle School: an Investigation from a Constructivist Perspective (중학교 '일과 에너지' 단원 수업의 정성적 이해 - 구성주의적 관점에서의 고찰 -)

  • Yoon, Hye-Gyoung;Pak, Sung-Jae
    • Journal of The Korean Association For Science Education
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    • v.16 no.2
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    • pp.154-163
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    • 1996
  • In Korea, previous survey in science education mainly dealt with Quantitative variables. Qualitative ethnographic observation can bring deeper understanding of the context of school lesson and it's feature. The purpose of this study was to develop qualitative understanding about the learning experiences provided in middle school and students' responses to them through observation and interview and to investigate it from a constructivist perspective. Six lessons of the 9th grade were observed and recorded on the video tape. The topics of the lessons were potential energy, kinetic energy and conservation of mechanical energy. We had also unstructured interview with the teacher and three groups of students. The teacher's deductive explanation starting from scientific definition and quantitative problem solving using formula were the main features of the classroom lectures. The video - watching lesson was taking the role of a break rather than being seen as a useful tool for science learning and teaching by both students and the teacher. The teacher's perception about the lab experiment was not supported by the responses from the students. The teacher and students preferred problem-book to textbook for their teaching and learning. From a constructivist's perspective, however the teacher seemed to have intention of introducing daily life context, he couldn't unfold it to main context of the lessons. Students were so accustomed to passive learning that they did not express directly their complaint about their learning and did not participate in planing and controling their learning. The teacher and the students believed the scientific knowledge came from an exact experiment. There was a cooperation to seek right answer rather than a social process of making sense of knowledge. In conclusion, the observed science lessons of a middle school showed typical cross section of teacher - centered, passive learning environment, which is far from constructivist perspective.

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An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

Development of Fuel Quantity Measurement System for Aircraft Supplementary Fuel Tank (항공기 보조연료탱크 연료량측정시스템 개발)

  • Yang, Junmo;Kim, Bonggyun;Hahn, Sunghyun;Lee, Sangchul
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.11
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    • pp.927-933
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    • 2020
  • This paper presents a fuel quantity measurement system (FQMS) for an aircraft supplementary fuel tank considering the change of aircraft attitude. The developed FQMS consists of fuel sensors, a signal process unit, an indicator and a software to estimate the fuel quantity from the sensor data. To replicate the change of the roll and pitch attitude on the ground, the test simulator is developed in this work. Using the test simulator, the sensor data at various fuel quantities, roll and pitch angles are automatically measured to build a training data set. The data-driven software to estimate the fuel quantity is then developed using a trilinear interpolation method with the training data set. The developed FQMS is verified by investigating the fuel estimation error of the test data set that we know the true values. Through the test, it is confirmed that the error of the developed FQMS system satisfies the criteria of TSO-C55 document.