• Title/Summary/Keyword: end user

Search Result 1,233, Processing Time 0.03 seconds

Estimation of maximum object size satisfying mean response time constraint in web service environment (웹 서비스 환경에서 평균 응답 시간의 제약조건을 만족하는 최대 객체 크기의 추정)

  • Yong-Jin Lee
    • Journal of Internet of Things and Convergence
    • /
    • v.9 no.3
    • /
    • pp.1-6
    • /
    • 2023
  • One of the economical ways to satisfy the quality of service desired by the user in a web service environment is to adjust the size of the object. To this end, this study finds the maximum size of objects that satisfy this constraint when the mean response time is given below an arbitrary threshold for quality of service. It can be inferred that in the steady state of system, the mean response time in the deterministic model by using the round-robin will be the same as that of the queueing model following the general distribution. Based on this, analytical formulas and procedures for finding the maximum object size are obtained. As a service distribution of web traffic, the Pareto distribution is appropriate, so the maximum object size is computed by applying the M/G(Pareto)/1 model and the M/G/1/PS model using exponential distribution as computational experience. Performance evaluation through numerical calculation shows that as the shape parameter in the Pareto distribution increases, the M/G(Pareto)/1 model and M/G/1/PS model have the same maximum object size. The results of this study can be used to environments where objects can be sized for economical web service control.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.6 no.11
    • /
    • pp.519-528
    • /
    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

A Study on the Role of University Libraries in the Cultivation of Generative AI Literacy by Users (이용자의 생성형 AI 리터러시 함양을 위한 대학도서관의 역할 연구)

  • Su Hyun Jang;Young Joon Nam
    • Journal of the Korean Society for information Management
    • /
    • v.40 no.2
    • /
    • pp.263-282
    • /
    • 2023
  • The purpose of this study is to understand the current status of AI literacy education for users of Korean university libraries and the perception and justification of AI literacy education in university libraries in relation to AI literacy, which is emerging as a key capability in the changing intelligent information society. To this end, this study analyzed the change in the concept of AI literacy and the self-awareness of AI literacy, including generative AI by students who are university library users. As a result of the analysis, positive responses were mainly confirmed in the case of willingness to take AI literacy education and generative AI literacy education in university libraries, and this study suggests that AI literacy education in university essential curriculum is conducted in connection with essential basic education.

SUMRAY: R and Python Codes for Calculating Cancer Risk Due to Radiation Exposure of a Population

  • Michiya Sasaki;Kyoji Furukawa;Daiki Satoh;Kazumasa Shimada;Shin'ichi Kudo;Shunji Takagi;Shogo Takahara;Michiaki Kai
    • Journal of Radiation Protection and Research
    • /
    • v.48 no.2
    • /
    • pp.90-99
    • /
    • 2023
  • Background: Quantitative risk assessments should be accompanied by uncertainty analyses of the risk models employed in the calculations. In this study, we aim to develop a computational code named SUMRAY for use in cancer risk projections from radiation exposure taking into account uncertainties. We also aim to make SUMRAY publicly available as a resource for further improvement of risk projection. Materials and Methods: SUMRAY has two versions of code written in R and Python. The risk models used in SUMRAY for all-solid-cancer mortality and incidence were those published in the Life Span Study of a cohort of the atomic bomb survivors in Hiroshima and Nagasaki. The confidence intervals associated with the evaluated risks were derived by propagating the statistical uncertainties in the risk model parameter estimates by the Monte Carlo method. Results and Discussion: SUMRAY was used to calculate the lifetime or time-integrated attributable risks of cancer under an exposure scenario (baseline rates, dose[s], age[s] at exposure, age at the end of follow-up, sex) specified by the user. The results were compared with those calculated using another well-known web-based tool, Radiation Risk Assessment Tool (RadRAT; National Institutes of Health), and showed a reasonable agreement within the estimated confidential interval. Compared with RadRAT, SUMRAY can be used for a wide range of applications, as it allows the risk projection with arbitrarily specified risk models and/or population reference data. Conclusion: The reliabilities of SUMRAY with the present risk-model parameters and their variance-covariance matrices were verified by comparing them with those of the other codes. The SUMRAY code is distributed to the public as an open-source code under the Massachusetts Institute of Technology license.

Study on the Expansion of School Library Catalog Considering Educational Context (교육적 맥락을 고려한 학교도서관 목록 정보의 확장에 관한 연구)

  • Lee, Byeong-Ki
    • Journal of the Korean BIBLIA Society for library and Information Science
    • /
    • v.20 no.4
    • /
    • pp.85-100
    • /
    • 2009
  • This study suggested the expansion strategies of school library catalog considering educational context which should be used teaching and learning process. To achieve the purpose of research, this study derived educational context categories by comparing and analyzing teaching and learning related factors, information resource related factors. Also, this study analysed case system considering educational context. Based on the results, this study designed the catalog data elements as an element to be added to an existing school libraries system(DLS). The derived data element is end user(teacher, students), instructional situations (teaching method, instructional object, curriculum, evaluation type), resource type(feature, discipline, format), reading situation(contextual reading, literature topic), related materials(teacher representation, student representation).

The Architecture of an Intelligent Digital Twin for a Cyber-Physical Route-Finding System in Smart Cities

  • Habibnezhad, Mahmoud;Shayesteh, Shayan;Liu, Yizhi;Fardhosseini, Mohammad Sadra;Jebelli, Houtan
    • International conference on construction engineering and project management
    • /
    • 2020.12a
    • /
    • pp.510-519
    • /
    • 2020
  • Within an intelligent automated cyber-physical system, the realization of the autonomous mechanism for data collection, data integration, and data analysis plays a critical role in the design, development, operation, and maintenance of such a system. This construct is particularly vital for fault-tolerant route-finding systems that rely on the imprecise GPS location of the vehicles to properly operate, timely plan, and continuously produce informative feedback to the user. More essentially, the integration of digital twins with cyber-physical route-finding systems has been overlooked in intelligent transportation services with the capacity to construct the network routes solely from the locations of the operating vehicles. To address this limitation, the present study proposes a conceptual architecture that employs digital twin to autonomously maintain, update, and manage intelligent transportation systems. This virtual management simulation can improve the accuracy of time-of-arrival prediction based on auto-generated routes on which the vehicle's real-time location is mapped. To that end, first, an intelligent transportation system was developed based on two primary mechanisms: 1) an automated route finding process in which predictive data-driven models (i.e., regularized least-squares regression) can elicit the geometry and direction of the routes of the transportation network from the cloud of geotagged data points of the operating vehicles and 2) an intelligent mapping process capable of accurately locating the vehicles on the map whereby their arrival times to any point on the route can be estimated. Afterward, the digital representations of the physical entities (i.e., vehicles and routes) were simulated based on the auto-generated routes and the vehicles' locations in near-real-time. Finally, the feasibility and usability of the presented conceptual framework were evaluated through the comparison between the primary characteristics of the physical entities with their digital representations. The proposed architecture can be used by the vehicle-tracking applications dependent on geotagged data for digital mapping and location tracking of vehicles under a systematic comparison and simulation cyber-physical system.

  • PDF

Convolutional Neural Network Model Using Data Augmentation for Emotion AI-based Recommendation Systems

  • Ho-yeon Park;Kyoung-jae Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.12
    • /
    • pp.57-66
    • /
    • 2023
  • In this study, we propose a novel research framework for the recommendation system that can estimate the user's emotional state and reflect it in the recommendation process by applying deep learning techniques and emotion AI (artificial intelligence). To this end, we build an emotion classification model that classifies each of the seven emotions of angry, disgust, fear, happy, sad, surprise, and neutral, respectively, and propose a model that can reflect this result in the recommendation process. However, in the general emotion classification data, the difference in distribution ratio between each label is large, so it may be difficult to expect generalized classification results. In this study, since the number of emotion data such as disgust in emotion image data is often insufficient, correction is made through augmentation. Lastly, we propose a method to reflect the emotion prediction model based on data through image augmentation in the recommendation systems.

An Implementation of Hangul Handwriting Correction Application Based on Deep Learning (딥러닝에 의한 한글 필기체 교정 어플 구현)

  • Jae-Hyeong Lee;Min-Young Cho;Jin-soo Kim
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.29 no.3
    • /
    • pp.13-22
    • /
    • 2024
  • Currently, with the proliferation of digital devices, the significance of handwritten texts in daily lives is gradually diminishing. As the use of keyboards and touch screens increase, a decline in Korean handwriting quality is being observed across a broad spectrum of Korean documents, from young students to adults. However, Korean handwriting still remains necessary for many documentations, as it retains individual unique features while ensuring readability. To this end, this paper aims to implement an application designed to improve and correct the quality of handwritten Korean script The implemented application utilizes the CRAFT (Character-Region Awareness For Text Detection) model for handwriting area detection and employs the VGG-Feature-Extraction as a deep learning model for learning features of the handwritten script. Simultaneously, the application presents the user's handwritten Korean script's reliability on a syllable-by-syllable basis as a recognition rate and also suggests the most similar fonts among candidate fonts. Furthermore, through various experiments, it can be confirmed that the proposed application provides an excellent recognition rate comparable to conventional commercial character recognition OCR systems.

A Study on the Energy Platform to Reduce Carbon Emissions (탄소배출 저감을 위한 에너지 플랫폼 연구)

  • Beom-seok Cha;Hyung-Jin Moon;Woojin Wi;Gab-Sang Ryu
    • Journal of Internet of Things and Convergence
    • /
    • v.10 no.2
    • /
    • pp.43-50
    • /
    • 2024
  • This manuscript proposes an artificial intelligence-based(AI) energy platform system that efficiently use existing energy than creating new energy than creating new energy sources. To this end, it collects public information data portal and statistics data portal and data emissions, including energy usage and greenhouse gas emissions, including energy consumption and greenhouse gas emissions.In addition, it provides strong security and personal information protection functions to overcome the limit of existing energy platform. Through the built energy platform, improving power supply and user convenience of users and users to contribute to global warming issues.In this paper, the contents to implement the contents of the system, and improvement direction from the future completion and improvement direction.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.16 no.2
    • /
    • pp.267-277
    • /
    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.