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Decision Tree based Disambiguation of Semantic Roles for Korean Adverbial Postpositions in Korean-English Machine Translation (한영 기계번역에서 결정 트리 학습에 의한 한국어 부사격 조사의 의미 중의성 해소)

  • Park, Seong-Bae;Zhang, Byoung-Tak;Kim, Yung-Taek
    • Journal of KIISE:Software and Applications
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    • v.27 no.6
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    • pp.668-677
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    • 2000
  • Korean has the characteristics that case postpositions determine the syntactic roles of phrases and a postposition may have more than one meanings. In particular, the adverbial postpositions make translation from Korean to English difficult, because they can have various meanings. In this paper, we describe a method for resolving such semantic ambiguities of Korean adverbial postpositions using decision trees. The training examples for decision tree induction are extracted from a corpus consisting of 0.5 million words, and the semantic roles for adverbial postpositions are classified into 25 classes. The lack of training examples in decision tree induction is overcome by clustering words into classes using a greedy clustering algorithm. The cross validation results show that the presented method achieved 76.2% of precision on the average, which means 26.0% improvement over the method determining the semantic role of an adverbial postposition as the most frequently appearing role.

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An Indoor Pedestrian Simulation Model Incorporating the Visibility (가시성을 고려한 3차원 실내 보행자 시뮬레이션 모델)

  • Kwak, Su-Yeong;Nam, Hyun-Woo;Jun, Chul-Min
    • Spatial Information Research
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    • v.18 no.5
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    • pp.133-142
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    • 2010
  • Many pedestrian or fire evacuation models have been studied last decades for modeling evacuation behaviors or analysing building structures under emergency situations. However, currently developed models do not consider the differences of visibility of pedestrians by obstacles such as furniture, wall, etc. The visibility of pedestrians is considered one of the important factors that affect the evacuation behavior, leading to making simulation results more realistic. In order to incorporate pedestrian's visibility into evacuation simulation, we should be able to give different walking speeds according to differences of visibility. We improved the existing floor field model based on cellular automata in order to implement the visibility. Using the space syntax theory, we showed how we split the indoor spaces depending on the different visibilities created by different levels of structural depths. Then, we improved the algorithm such that pedestrians have different speeds instead of simultaneous movement to other cells. Also, in order for developing a real time simulation system integrated w ith indoor sensors later, we present a process to build a 3D simulator using a spatial DBMS. The proposed algorithm is tested using a campus building.

Automatic semantic annotation of web documents by SVM machine learning (SVM 기계학습을 이용한 웹문서의 자동 의미 태깅)

  • Hwang, Woon-Ho;Kang, Sin-Jae
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.2
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    • pp.49-59
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    • 2007
  • This paper is about an system which can perform automatic semantic annotation to actualize "Semantic Web." Since it is impossible to tag numerous documents manually in the web, it is necessary to gather large Korean web documents as training data, and extract features by using natural language techniques and a thesaurus. After doing these, we constructed concept classifiers through the SVM (support vector machine) teaming algorithm. According to the characteristics of Korean language, morphological analysis and syntax analysis were used in this system to extract feature information. Based on these analyses, the concept code is mapped with Kadokawa thesaurus, which made it possible to map similar words and phrase to one concept code, to make training vectors. This contributed to rise the recall of our system. Results of the experiment show the system has a some possibility of semantic annotation.

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A Study on the Placement of Game Objects using Space Syntax (3차원 공간 상에서 Space Syntax를 이용한 게임 객체 배치 연구)

  • Choi, Seung-Kwan;Kim, Dong-Hyun;Kim, Young-Ook
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.43-56
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    • 2012
  • The purpose of this research is to provide the rationality of placement of game objects using the space analysis for game map so that the game designers can find out the proper position for each object in the map. The significance of this research is beyond the limitations of the existing research using Space Syntax theory is confined to the analysis of the behavior of players in the map, this research suggest the method of the efficient placement of game objects in level design step. This paper as the worth of the industry is expected to be able to reduce the repetitive tasks that may occur during game level design steps. Through this, it is also expected by reducing game development period and development costs in accordance with the reasonable placement of game objects.

An Efficient Syntax Rule for Selective Coding (선택적 부호화를 위한 효율적인 구문 표현)

  • 이종배
    • Journal of Korea Multimedia Society
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    • v.2 no.3
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    • pp.347-354
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    • 1999
  • Image sequence is compressed and stored as the unit of frame in computer, and reconstructed with desired quality according to several applications. In some cases specific parts are more important than other parts within a frame and these important parts must be reconstructed with high quality compared with the other parts and several schemes are suggested for such application and these schemes need to separate the important parts from a given frame, and also the syntax of shape, texture, and motion information must be defined for important parts and the other parts. But syntax rule in H.261, MPEG1 or MPEG2 is not suitable for our application because the syntax rules in the existing scheme can not express shape information for separating the important regions from each frame. So we propose a new syntax rule which represents the shape, texture and motion information in the circumstances where specific important parts exist in a frame.

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Applicaton and Analysis of Scratch Programing for elementary EPL Education (초등 EPL교육을 위한 스크래치 프로그래밍의 적용 분석)

  • Lee, Mee-Hyun;Koo, Duk-Hoi
    • 한국정보교육학회:학술대회논문집
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    • 2010.08a
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    • pp.243-249
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    • 2010
  • 2007 revised curriculum in primary schools by the educational programming should be carried out due to a number of practical constraints have been performed well. Elementary education program conducted by the EPL and Scratch Programming for haneunge was not long after the development of intuitive interface and blocks created using the syntax, contains multimedia elements, such as the benefits that can create artifacts due to the elementary education program is appropriate for. The researcher targeted the school for a semester, 4th year 12 weeks based on the results of scratch programming, programming by way of the Plan and the training and the results were analyzed. Scratch programming to increase student interest and enhance creativity and Formal help cultivate the scientific attitude can give you results. Scratch Programming for Elementary EPL Education is an effective lead of the students' prior knowledge or interest in sex by level of achievement because of the variation to allow individual learning needs to organize a program of study. And results in the production of sufficient thinking ahead and given time to discuss the purpose of education and programming will need to be alive.

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M&S Software Design of Multiple Radio Positioning Integration System (다중 전파측위 융복합 시스템의 M&S 소프트웨어 설계)

  • Koo, Moonsuk;Kim, YoungJoon;Choi, Kwang-Ho;So, Hyoungmin;Oh, Sang Heon;Kim, Seong-Cheol;Lee, Hyung-Keun;Hwang, Dong-Hwan
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.5
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    • pp.602-611
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    • 2015
  • Even though GNSS provides highly accurate navigation information all over the world, it is vulnerable to jamming in the electronic warfare due to its weak signal power. The United States and Korea have plans to use terrestrial navigation systems as back-up systems during outage of GNSS. In order to develop back-up systems of GNSS, an M&S software platform is necessary for performance evaluation of various vehicle trajectories and integrated navigation systems. In this paper a design method of an M&S software is proposed for evaluation of multiple radio positioning integration systems. The proposed M&S software consists of a navigation environment generation part, a navigation algorithm part, a GUI part and a coverage analysis part. Effectiveness of the proposed design method is shown by implementing an M&S software for the GPS, DME and eLoran navigation systems.

Implementation of Iconic Language for the Language Support System of the Language Disorders (언어 장애인의 언어보조 시스템을 위한 아이콘 언어의 구현)

  • Choo Kyo-Nam;Woo Yo-Seob;Min Hong-Ki
    • The KIPS Transactions:PartB
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    • v.13B no.4 s.107
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    • pp.479-488
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    • 2006
  • The iconic language interlace is designed to provide more convenient environments for communication to the target system than the keyboard-based interface. For this work, tendencies and features of vocabulary are analyzed in conversation corpora constructed from the corresponding domains with high degree of utilization, and the meaning and vocabulary system of iconic language are constructed through application of natural language processing methodologies such as morphological, syntactic and semantic analyses. The part of speech and grammatical rules of iconic language are defined in order to make the situation corresponding the icon to the vocabulary and meaning of the Korean language and to communicate through icon sequence. For linguistic ambiguity resolution which may occur in the iconic language and for effective semantic processing, semantic data focused on situation of the iconic language are constructed from the general purpose Korean semantic dictionary and subcategorization dictionary. Based on them, the Korean language generation from the iconic interface in semantic domain is suggested.

A Study on the DOI Structure Using DDC (DDC를 이용한 DOI 구성체계에 관한 연구)

  • 오경묵;황상규
    • Journal of the Korean Society for information Management
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    • v.18 no.1
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    • pp.7-22
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    • 2001
  • The DO1 is an opaque string or dumb number - nothing at all can inferred from the number. However some identifies can include some intelligence in the number itself, which will tell the user subject and meaningful information about the entity that is being identified. Therefore whether the DO1 suffix should be 'dumb' or 'meaningful' is a major issue in DO1 syntax structuring. Although the choice of DO1 Suffix is entirely optional, many DO1 registrants have been used existing IS0 standards such as SICI, ISBN, ISMN, etc. for identification of information resources. It is also important to consider that intelligence in a system of identifiers may be carried out by means of the DO1 structure. It was suggested that there should be an explicit part of the DO1 syntax which declares the meaningful information of the digital objects.

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Study of the Remodeling Characteristics of Traditional Urban Housing for Lease (cases of an Open-rectangular plan in the Traditional Urban Housing Neighborhood of Bukchon) (임대를 위해 변형한 도시형 한옥주거의 개조 특성 (서울 북촌 지역 튼 ㅁ자형 한옥을 대상으로))

  • Shin, Ye-Kyeong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6906-6914
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    • 2014
  • This study examined the remodeling characteristics of traditional urban housing for lease focusing on Hanok in the traditional urban housing neighborhood of Bukchon. Furthermore, the space syntax was used as the main analytic approach to objectively revealing the change in social properties of each spatial element because each room forms its status in the structural relation with many rooms and accommodates the special change in traditional housing and modern life. These findings revealed the following; spatial division between the landlord and tenant results in a hierarchical change in the yard and main hall and strengthens the privacy of the space of the landlord.