• Title/Summary/Keyword: World Map

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Virtual City System Based on 3D-Web GIS for U-City Construction (U-City 구현을 위한 3D-Web GIS 기반의 가상도시 시스템)

  • Jo, Byung-Wan;Lee, Yun-Sung;Yoon, Kwang-Won;Park, Jung-Hun
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.25 no.5
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    • pp.389-395
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    • 2012
  • U-City has been promoted nation-wide by development of recent IT technology. This paper studied the concept of 3D-virtual city in order to realize the current Ubiquitous City(U-City) efficiently, and to manage all the RFID/USN monitoring data in the real U-City. 3D-Virtual City is the concept of the reproduction of real world U-City, for embodying Ubiquitous technology while using Digital map, satellite image, VRML(Virtual Reality Modeling Language). U&V-City is the four-dimensional future city that real-time wire/wireless communication network and 3D-web GIS shall be connected that massive database, intelligent service be perceived through employing EAI(External Authoring Interface) that provides HTML&JAVA, and interface for efficient removal/process of massive information/ service and also by employing GPS/LBS/Navigation in support of world-wide orientation concept, and RTLS(Real Time Location System).

Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

A Study on the Convergence of Digital and Analog Art -Art Collaboration Focused on My Series- (예술에 있어서 디지털과 아날로그 융합에 관한 연구 -아트콜라보레이션 본인작품 <결합체>시리즈를 중심으로-)

  • Ryu, Ji Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.510-519
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    • 2017
  • Our world is communicating by digital network that transcends time and space. In such world of rich technology, people are longing for humanity and analog esthetic. 'Art' stimulates analog esthetic and 'design' is a good and easy tool to show personal esthetic preferences. This study is about the convergence of digital and analog art focusing on the researcher's artwork series. The series is derived from series. They are made by cut and deconstructed pieces from the original series. I assembled these pieces into another creation by using graphic editing programs. I looked into the succession cases of art and design collaborations and developed various design products with the assembled artwork images. Through this, I want to communicate more familiarly with the world widely connected to network viewers. There are already many fine artists making their artworks into design products. Collaboration with cultural art and commercial product provides win-win effect to artist, company, and consumer. It also creates innovative products and values. In this study, I try to design products from various fields using my artwork images, and research about how to promote the artist and art products effectively to the world.

A Cartographic Study on the Earthly Paradise Represented in the Medieval Mappaemundi (서양 중세 세계지도에 표현된 지상낙원의 지도학적 연구)

  • Chul, Jung-In
    • Journal of the Korean Geographical Society
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    • v.43 no.3
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    • pp.412-431
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    • 2008
  • The achievements of the medieval mappaemundi should be evaluated on their own terms and in the context of their purpose. Medieval mappaemundi expressed christian world view which reflected Augustinian theology. These Christian world view and Greek and Roman classical geography were combined to form the cultural barkground of the medieval mappaemundi. These maps had a function to organize physical space according to religious principles. The Christian concept of the world as a temporal phenomenon, derived from the simultaneous creation of time and space as described in St. Augustin's theology was represented in these maps. The purpose of this paper is to consider geographic characteristics of earthly paradise expressed in medieval mappaemundi and their cartographic characteristics. For this, firstly, we reviewed medieval Christian scholars' opinions on earthly paradise. Secondly, centered on geographic location and representation method, we examined cartographic characteristics of medieval paradise mapping, Thirdly, we considered the shift of paradise according to chronological change. Fourthly, we examined the reason why earthly paradise disappeared from world map after fourteenth century.

Q-learning Using Influence Map (영향력 분포도를 이용한 Q-학습)

  • Sung Yun-Sick;Cho Kyung-Eun
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.649-657
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    • 2006
  • Reinforcement Learning is a computational approach to learning whereby an agent take an action which maximize the total amount of reward it receives among possible actions within current state when interacting with a uncertain environment. Q-learning, one of the most active algorithm in Reinforcement Learning, is consist of rewards which is obtained when an agent take an action. But it has the problem with mapping real world to discrete states. When state spaces are very large, Q-learning suffers from time for learning. In constant, when the state space is reduced, many state spaces map to single state space. Because an agent only learns single action within many states, an agent takes an action monotonously. In this paper, to reduce time for learning and complement simple action, we propose the Q-learning using influence map(QIM). By using influence map and adjacent state space's learning result, an agent could choose proper action within uncertain state where an agent does not learn. When this paper compares simulation results of QIM and Q-learning, we show that QIM effects as same as Q-learning even thought QIM uses 4.6% of the Q-learning's state spaces. This is because QIM learns faster than Q-learning about 2.77 times and the state spaces which is needed to learn is reduced, so the occurred problem is complemented by the influence map.

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Identification and Fine Mapping of QTLs Conferring Clubroot Resistance in Brassica oleracea

  • Okazaki, K.;Kawamura, K.;Kodama, T.;Shimizu, S.;Tomita, H.;Doullah, M.A.U.;Fukai, E.
    • 한국균학회소식:학술대회논문집
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    • 2015.05a
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    • pp.38-38
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    • 2015
  • Throughout the world, clubroot disease is one of the most damaging diseases affecting Brassica oleracea. In order to perform QTL analysis of CR (clubroot resistance) loci in B. oleracea, we constructed a map, and analyzed CR-QTLs using the mean phenotypes of F3 progenies from the cross of a resistant double-haploid cabbage line (Anju) with a susceptible double-haploid broccoli line (GC). We identified one major QTL, pb-Bo(Anju)1 in C2 from Anju and four minor QTLs; pb-Bo(GC)1 in O5 from GC, pb-Bo(Anju)2, -3, -4 in C2, C3, and C7 from Anju, respectively. Additionally, we found that the accumulation of Pb-Bo(Anju)1 allele and the minor CR-QTLs is essential for resistance against various six isolates. Our finding markers closely linked to the CR-QTLs will help marker-assisted selection for CR. At present, we are undergoing toward map-based cloning for Pb-Bo(Anju)1 gene. The preliminary experiment delimited Pb-Bo(Anju)1 locus, encompassing among 450kB.

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A Study of a Game User Oriented Load Balancing Scheme on MMORPG (MMORPG 서버를 위한 게임 사용자 중심의 부하 분산 기법에 관한 연구)

  • Choi, Jong-Gwan;Kim, Hye-Young;Woo, Won-Sik
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.69-76
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    • 2012
  • At MMORPGs that has the numerous game users with many interactions at the same virtual world, massive loading that results in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. This paper proposes a game user-oriented load balancing scheme for the load balancing of MMORPG servers. This scheme shows effectiveness at dealing with hot-spots and other gatherings of game users at specific servers compared to previous methods.

The Study on Direction of the Software Education - focused on the freshman students of the College of Social Sciences -

  • Han, Oakyoung;Kim, Jaehyoun
    • Journal of Internet Computing and Services
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    • v.21 no.4
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    • pp.69-76
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    • 2020
  • This paper presents direction for efficient software education. Due to the impact of the Fourth Industrial Revolution, the whole world is interested in software education. However, simply teaching how to code is not software education. The thinking abilities used in coding for software implementation are even more important. Therefore, computational thinking is getting great attention. Several institutions suggest factors for computational thinking and encourage to teach in a relevant way based on the suggestion. In this study, the verification of the factors they suggested was conducted through a questionnaire. The total of 419 freshman students of the College of Social Sciences who were taking "Computational Thinking and Software Coding" class participated in the survey at the beginning and the end of the semester. We first analyzed Wing's proposal that summarized the concept of computational thinking, and reviewed the proposal of ISTE (International Society for Technology in Education) for defining computational thinking factors for coding education, also checked on the suggestion of Google for factors necessary for software coding. As a result of research analysis, this paper suggests a direction for efficient software education.

Investigation on the Effect of Multi-Vector Document Embedding for Interdisciplinary Knowledge Representation

  • Park, Jongin;Kim, Namgyu
    • Knowledge Management Research
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    • v.21 no.1
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    • pp.99-116
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    • 2020
  • Text is the most widely used means of exchanging or expressing knowledge and information in the real world. Recently, researches on structuring unstructured text data for text analysis have been actively performed. One of the most representative document embedding method (i.e. doc2Vec) generates a single vector for each document using the whole corpus included in the document. This causes a limitation that the document vector is affected by not only core words but also other miscellaneous words. Additionally, the traditional document embedding algorithms map each document into only one vector. Therefore, it is not easy to represent a complex document with interdisciplinary subjects into a single vector properly by the traditional approach. In this paper, we introduce a multi-vector document embedding method to overcome these limitations of the traditional document embedding methods. After introducing the previous study on multi-vector document embedding, we visually analyze the effects of the multi-vector document embedding method. Firstly, the new method vectorizes the document using only predefined keywords instead of the entire words. Secondly, the new method decomposes various subjects included in the document and generates multiple vectors for each document. The experiments for about three thousands of academic papers revealed that the single vector-based traditional approach cannot properly map complex documents because of interference among subjects in each vector. With the multi-vector based method, we ascertained that the information and knowledge in complex documents can be represented more accurately by eliminating the interference among subjects.

Signal Transduction Pathways: Targets for Green and Black Tea Polyphenols

  • Bode, Ann M.;Dong, Zigang
    • BMB Reports
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    • v.36 no.1
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    • pp.66-77
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    • 2003
  • Tea is one of the most popular beverages consumed in the world and has been demonstrated to have anti-cancer activity in animal models. Research findings suggest that the polyphenolic compounds, (-)-epigallocatechin-3-gallate, found primarily in green tea, and theaflavin-3,3'-digallate, a major component of black tea, are the two most effective anti-cancer factors found in tea. Several mechanisms to explain the chemopreventive effects of tea have been presented but others and we suggest that tea components target specific cell-signaling pathways responsible for regulating cellular proliferation or apoptosis. These pathways include signal transduction pathways leading to activator protein-1 (AP-1) and/or nuclear factor kappa B(NF-${\kappa}B$ ). AP-1 and NF-${\kappa}B$ are transcription factors that are known to be extremely important in tumor promoter-induced cell transformation and tumor promotion, and both are influenced differentially by the MAP kinase pathways. The purpose of this brief review is to present recent research data from other and our laboratory focusing on the tea-induced cellular signal transduction events associated with the MAP kinase, AP-1, and NF-${\kappa}B$ pathways.