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Similarity checking between XML tags through expanding synonym vector (유사어 벡터 확장을 통한 XML태그의 유사성 검사)

  • Lee, Jung-Won;Lee, Hye-Soo;Lee, Ki-Ho
    • Journal of KIISE:Software and Applications
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    • v.29 no.9
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    • pp.676-683
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    • 2002
  • The success of XML(eXtensible Markup Language) is primarily based on its flexibility : everybody can define the structure of XML documents that represent information in the form he or she desires. XML is so flexible that XML documents cannot be automatically provided with an underlying semantics. Different tag sets, different names for elements or attributes, or different document structures in general mislead the task of classifying and clustering XML documents precisely. In this paper, we design and implement a system that allows checking the semantic-based similarity between XML tags. First, this system extracts the underlying semantics of tags and then expands the synonym set of tags using an WordNet thesaurus and user-defined word library which supports the abbreviation forms and compound words for XML tags. Seconds, considering the relative importance of XML tags in the XML documents, we extend a conventional vector space model which is the most generally used for document model in Information Retrieval field. Using this method, we have been able to check the similarity between XML tags which are represented different tags.

PreSPI: Protein-Protein Interaction Prediction Service System (PreSPI: 단백질 상호작용 예측 서비스 시스템)

  • Han Dong-Soo;Kim Hong-Soog;Jang Woo-Hyuk;Lee Sung-Doke
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.6
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    • pp.503-513
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    • 2005
  • With the recognition of the importance of computational approach for protein-protein interaction prediction, many techniques have been developed to computationally predict protein-protein interactions. However, few techniques are actually implemented and announced in service form for general users to readily access and use the techniques. In this paper, we design and implement a protein interaction prediction service system based on the domain combination based protein-protein interaction prediction technique, which is known to show superior accuracy to other conventional computational protein-protein interaction prediction methods. In the prediction accuracy test of the method, high sensitivity($77\%$) and specificity($95\%$) are achieved for test protein pairs containing common domains with teaming sets of proteins in a Yeast. The stability of the method is also manifested through the testing over DIP CORE, HMS-PCI, and TAP data. Performance, openness and flexibility are the major design goals and they are achieved by adopting parallel execution techniques, web Services standards, and layered architecture respectively. In this paper, several representative user interfaces of the system are also introduced with comprehensive usage guides.

Analytical Research on Knowledge Production, Knowledge Structure, and Networking in Affective Computing (Affective Computing 분야의 지식생산, 지식구조와 네트워킹에 관한 분석 연구)

  • Oh, Jee-Sun;Back, Dan-Bee;Lee, Duk-Hee
    • Science of Emotion and Sensibility
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    • v.23 no.4
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    • pp.61-72
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    • 2020
  • Social problems, such as economic instability, aging population, heightened competition, and changes in personal values, might become more serious in the near future. Affective computing has received much attention in the scholarly community as a possible solution to potential social problems. Accordingly, we examined domestic and global knowledge structure, major keywords, current research status, international research collaboration, and network for each major keyword, focusing on keywords related to affective computing. We searched for articles on a specialized academic database (Scopus) using major keywords and carried out bibliometric and network analyses. We found that China and the United States (U.S.) have been active in producing knowledge on affective computing, whereas South Korea lags well behind at around 10%. Major keywords surrounding affective computing include computing, processing, affective analysis, research, user modeling categorizing recognitions, and psychological analysis. In terms of international research collaboration structure, China and the U.S. form the largest cluster, whereas other countries like the United Kingdom, Germany, Switzerland, Spain, and Canada have been strong collaborators as well. Contrastingly, South Korea's research has not been diverse and has not been very successful in producing research outcomes. For the advancement of affective computing research in South Korea, the present study suggests strengthening international collaboration with major countries, including the U.S. and China and diversifying its research partners.

Analysis on Characteristics of Therapeutic Factors of VRAT(Virtual Reality Art Therapy) Contents (가상현실 미술치료 (VRAT) 콘텐츠의 치료적 요인 특성에 대한 분석)

  • Rim, Sung-Ryun
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.1-12
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    • 2022
  • Since the early 20th century, along with the interest and development of alternative psychotherapy, the field of art therapy has also been developed and expanded. In particular, the recent development of technology and the untact era brought about by the COVID-19 Pandemic is accelerating the development of new digital art therapy contents. Among them, the hot interest in virtual reality is raising expectations and questions about the effectiveness of psychotherapy given by new media beyond traditional art therapy. In this study, the characteristics of VRAT (Virtual Reality Art Therapy) content therapeutic factors were investigated through qualitative literature analysis based on the conceptual framework and therapeutic components of ETC (Expressive Therapies Continumm), an integrated art therapy theory. As a result of the study, VRAT contents showed mostly therapeutic factors in the left hemisphere that triggered the user's dynamic, perceptual, and cognitive factors, and the therapeutic factors in the right hemisphere, which focused on sensory, emotional, and symbolic factors, were relatively few. The reason seems to be due to the nature of the experimental stage, the absence of active intervention by the therapist and long-term session composition, and the fear, clumsiness, and unfamiliarity of users about VRAT in addition to the characteristics and technical limitations of the VRAT medium. The limitations of the study include the small number of documents to be analyzed and the insufficient form of current VRAT to be called art therapy. It is expected that the characteristics of the therapeutic factors of VRAT content media and environment derived as a result of this study will be usefully used for the appropriate development of VRAT content in the future.

Line Tracer Modeling for Educational Virtual Experiment (교육용 가상실험 라인 트레이서 모델링)

  • Ki, Jang-Geun;Kwon, Kee-Young
    • Journal of Software Assessment and Valuation
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    • v.17 no.2
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    • pp.109-116
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    • 2021
  • Traditionally, the engineering field has been dominated by face-to-face education focused on experimental practice, but demand for online learning has soared due to the rapid development of IT technology and Internet communication networks and recent changes in the social environment such as COVID-19. In order for efficient online education to be conducted in the engineering field, where the proportion of experimental practice is relatively high compared to other fields, virtual laboratory practice content that can replace actual experimental practice is very necessary. In this study, we developed a line tracer model and a virtual experimental software to simulate it for efficient online learning of microprocessor applications that are essential not only in the electric and electronic field but also in the overall engineering field where IT convergence takes place. In the developed line tracer model, the user can set various hardware parameter values in the desired form and write the software in assembly language or C language to test the operation on the computer. The developed line tracer virtual experimental software has been used in actual classes to verify its operation, and is expected to be an efficient virtual experimental practice tool in online non-face-to-face classes.

A Study on the Product Design Case Study of Differential Design Concept (차별화 된 디자인 개념의 제품디자인 사례 연구)

  • 이덕상;한세준;김홍규;조철희
    • Archives of design research
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    • v.17 no.2
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    • pp.335-350
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    • 2004
  • Design takes concrete form from the things which are not yet exist to the molded reality. Creation of value which is accompanied by the rational value could be possible only through the searching examination of the basic concept. All designs are under circumstances because the results and the character of the problems are different under the given conditions and circumstances which are the characteristic of the design. The aim of this study is searching for the differential design conce- pt which is the most appropriate and reasonable in the basic design process in which the phase of the analysis, synthesis and evaluation of the problem. First of all the pursuit value of the times and the change of the view point of value of the product design. How the pursuit value of times were searched and analyzed. Analyze the successful product design realization of the typical trend of the modern design which are 3-2. function-focused design, 3-3. emotion-centered design, 3-4. image communicative design through the metaphor, 3-5. environmental affinity design. On the base of the case analysis how to apply the differential design concept which is coming as a trend in the future society which are sustainable developing society was examined closely. The outcome through the analysis of the success cases are as follows, \circled1 the value of the spirit of the times should be emphasized as the design image, \circled2 environmental appropriateness should be taken into consideration as the first primary factor, \circled3 the realization of value of the fulfillment of differential consumer's needs, \circled4 lead to prolong the life cycle of the product, \circled5 promote the sustaining growth of enterprise, \circled6 user-centered product value should be the first consideration. \circled7 It is necessary to overcome the cultural andinguistic barriers and to reflect the metaphor which people remember well. \circled8 The application of human's true character should be decided beforehand. It is the commonness of values of times and customs. \circled9 The differentiated design concept which meets our mental satisfaction, not material one, will be required. In addition to this the creative and differentiated design concepts which are accompanied by the good design factor under the base of product could achieve the emotional consensus from the consumers. That is, the value of all designs should be estimated by the base of the humanism ' The human beings are the barometer of all things".ngs".uot;.

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Development of Cost Estimate System of Construction Equipment through Analysing Its Domestic Rental Market (임대실태 분석을 통한 건설기계경비 산정시스템 개발)

  • Ahn, Bang-Ryul;Tae, Yong-Ho;Suh, Sang-Wook;Huh, Young-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.6
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    • pp.121-132
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    • 2012
  • The current estimation system of construction equipment cost was first introduced in 1960's when general contractors had ownership of equipment. However, most of construction equipment in construction sites has been rented from equipment leasing company these days. Therefore, the improvement of current cost estimation system is therefore inevitable in order to advance domestic construction industry. This study is aimed to suggest the improved system by analyzing nationwide market rental rates of major construction equipment. A user friendly prototype of actual database grounded on actual market rental rates collected from over 200 leasing companies in the nation was proposed. The database includes various rates and statistics analyzed by different form of contract as well as different region. Using the collected data, "The Cost Estimate System in Construction Equipment Database" was developed by using VBA(Visual Basic for Applications). The system makes users convenient to utilize the rental rates by choosing equipment and region, and various types of contract.

Research of Wall Storage System design process for residential space (주문형 주거공간에서 Wall Storage System을 활용한 가변화 방안 연구)

  • 임은상
    • Archives of design research
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    • v.13 no.3
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    • pp.281-292
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    • 2000
  • Today, the rapid economic growth and emerging new trends have been changed radically throughout the society and they especially have affected the changes of life-style and the diversity of residents'demands in housing life. This changes of life have brought the shift in family form from traditional type, thus new phase of nuclear family means that it makes on the whole, variable family forms such as single family, non-blood one, a generation one and so on. It therefore is time that we should not only explore current housing plans, but envisage concept of new living space to satisfy latent need of the occupants. But the forms, in spite of the diversity of user's needs and the change of life-style, of many houses as many apartment and tenement houses supplied so far have been clearly limted, and housing policy of the mass-supply causes monotonous space composition, over-occupation and non-changeability. Now, the collective houses have some limits owing to the commoness and assemblage, but they have failed to keep up with the variable and changeable life-style of residents. These problems, to put it concretely, lead to increasing needs for the number of rooms in proportion to family members, for the change of behavior using the space. We therefore need to propose the new living space. As the current plans for designing house are based on the average life-style of people, they can not cope with variable demands of the resident. For that reason, this paper will propose the manual space system as an alternative for it and the goal is to suggest new furniture system which we need to create the flexibility of living space.

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Analysis and description of the Visual Image Structure of Lemon Juice Squeezer, designed for Italy ALESSI company by Philippe Starck (필립 스탁의 디자인작 '레몬즙 짜개(Lemon Juice Squeezer)'에 대한 시각형상 구조 분석과 기술)

  • 조성근
    • Archives of design research
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    • v.16 no.2
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    • pp.405-414
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    • 2003
  • The modeling analysis for objects placed in a given space can be described objectively when their visual image structure is grasped. It can't be answered without first analyzing the basic program, visual expression. And when the whole aspect of the visual image of the desired interior utensils is presented, the mindset of its designer can be deduced from that. Therefore, the study was based on the lemon juice squeezer, one of the interior kitchen utensils that Philippe Starck designed for Italy ALESSI company. For the study method, putting'The Elements of Dynamic Symmetry' by Prof. Jay Hambidge into practice, 'paradigm' analysis containing the whole'lemon juice squeezer'image was attempted. And to describe it, the visual mark description method by Prof. Bok-Young Kim was used. In conclusion, henceforth, the relationship between interior space and articles, the relationship between object and user, the modeling critique or analysis of the production itself shoud not be intended to be emotional. On the contrary, the study presented an art analyic methodology that can analyze and describe the visual image structure numerically, and confirm the relationship between form and content.

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The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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