• Title/Summary/Keyword: hyper space

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The Study on the Relativism in the De-materialization and the Hyper-surface Architecture (현대 공간의 비(非)물질화 경향과 초표피(超表皮) 건축에 관한 연구)

  • Kim, Sun-Young
    • Korean Institute of Interior Design Journal
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    • no.34
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    • pp.3-9
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    • 2002
  • Entering into the 21st century, digital culture and the innovation of media technology have drastically changed our understanding of the concept of space. Increased availability of information made possible by technological advancement has, directly or indirectly, contributed to the development of space design, which, in turn, offers a possibility for a new paradigm in space design. Given these fundamental changes, this study seeks to explore how to understand the expansion of the concept of space. In order to answer this question, this study investigates de-materialization tendency in modern architectural design such as transparency, anti-gravity, complexity and simultaneity of space. It examines the interaction-oriented nature of space among human, information and time. Finally, based on concepts such as new hyper-surface, which transcend the limitations of space and time, it explores new emerging trends in space design.

Hyper-parameter Optimization for Monte Carlo Tree Search using Self-play

  • Lee, Jin-Seon;Oh, Il-Seok
    • Smart Media Journal
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    • v.9 no.4
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    • pp.36-43
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    • 2020
  • The Monte Carlo tree search (MCTS) is a popular method for implementing an intelligent game program. It has several hyper-parameters that require an optimization for showing the best performance. Due to the stochastic nature of the MCTS, the hyper-parameter optimization is difficult to solve. This paper uses the self-playing capability of the MCTS-based game program for optimizing the hyper-parameters. It seeks a winner path over the hyper-parameter space while performing the self-play. The top-q longest winners in the winner path compete for the final winner. The experiment using the 15-15-5 game (Omok in Korean name) showed a promising result.

Hyper-Rectangle Based Prototype Selection Algorithm Preserving Class Regions (클래스 영역을 보존하는 초월 사각형에 의한 프로토타입 선택 알고리즘)

  • Baek, Byunghyun;Euh, Seongyul;Hwang, Doosung
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.83-90
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    • 2020
  • Prototype selection offers the advantage of ensuring low learning time and storage space by selecting the minimum data representative of in-class partitions from the training data. This paper designs a new training data generation method using hyper-rectangles that can be applied to general classification algorithms. Hyper-rectangular regions do not contain different class data and divide the same class space. The median value of the data within a hyper-rectangle is selected as a prototype to form new training data, and the size of the hyper-rectangle is adjusted to reflect the data distribution in the class area. A set cover optimization algorithm is proposed to select the minimum prototype set that represents the whole training data. The proposed method reduces the time complexity that requires the polynomial time of the set cover optimization algorithm by using the greedy algorithm and the distance equation without multiplication. In experimented comparison with hyper-sphere prototype selections, the proposed method is superior in terms of prototype rate and generalization performance.

An Exploratory Study for the Application of Metaverse in Church Education (메타버스의 교회교육 적용을 위한 탐색적 연구)

  • Nam, Sunwoo
    • Journal of Christian Education in Korea
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    • v.71
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    • pp.241-276
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    • 2022
  • Due to the 4th industrial revolution, which started with the Smart Revolution in the early 21st century, Hyper-Connectivity, Hyper-Convergence and Hyper-Intelligence of our society is accelerating. These changes induced formation of Metaverse as a fused new space that crosses the perimeter of the physical space and virtual(digital) spaces beyond time and place. The characteristics of Metaverse are continuously spread by engaging with the characteristics of the MZ generation, which collects both Millennial generation (M Generation) and Z Generation. With outburst of Covid-19 pandemic, a variety of attempts have been made to utilize Metaverse, even in church education when it was impossible to worship directly. In other words, the usefulness of the Metaverse was confirmed as a new community space of the education of the church. In addition, Metaverse may provide a substantial, experiential and evolving space for church education. However, in order for church education to further develop, the development in the method of education is also required to move beyond mere concept of space. In particular, when the learner-centered education method, one of the common characteristics of the Metaverse and MZ generation, it is thought that the church education in the Metaverse era will be able to go in a more evolving direction.

A Study on Hyper-Reality of Fashion by Work of Art (예술작품을 통해 나타난 패션의 하이퍼리얼리티 연구)

  • Minah, Jung
    • Journal of Fashion Business
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    • v.26 no.5
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    • pp.76-90
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    • 2022
  • The rapid growth and influence of digital technologies have had a profound effect on modern society. Companies and businesses can connect through SNS(social network service accounts). The importance of mass media empowers the creation of virtual images that are more realistic than time and space. Unlike traditional reproduction or imitation, the virtual images created in this way are reproduced in a form that lacks the original inspiration's essence. Jean Baudrillard described this phenomenon as the theory of simulation. Baudrillard argued that imitated simulated images replace reality. He stated that reality is lost under excessive images in modern society. In response, based on an understanding of the theory of hyper-reality that emerged through the late stages of the order of simulacre, this study aimed to analyze modern fashion's method of reproducing hyper-real images and investigate the method's characteristics. This study examined the characteristics of hyper-reality described by Baudrillard and analyzed the method of artistic expression of hyper-reality. Based on this method of expression, reproducibility, following the stages of image simulation, was derived. A specific case applied to fashion was analyzed, and based on the image reproduction method, specific characteristics of hyper-reality characteristics in fashion were obtained. Sixty-four collections were selected, out of which 155 images and 43 brands demonstrated the principles of image transformation.

An Individual Learning Space System for WBI (WBI를 위한 개별 학습 공간 시스템)

  • 홍현술;서인규;박문환;한성국
    • Proceedings of the IEEK Conference
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    • 2000.06c
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    • pp.63-66
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    • 2000
  • WBI provides new opportunities to realize the flexible learning environment based on hypermedia and to support distance learning with a diverse interaction. The instructors or learners in WBI claim to be able to resolve reluctant fluctuations such as disorientation and cognitive overload. To overcome these phenomena, a supplementary tool able to manage learning space organized by the instructor's or learner's own way and offer effective navigation techniques is presented in this paper. A learning space management and navigation tool called HyperMap dynamically represents the learning space in the form of a two-dimensional labeled graph. This HyperMap also can be used for an instruction design tool, learner's portfolio for the exchange of learning experiences. and the assessment of WBI.

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Anomaly Intrusion Detection Based on Hyper-ellipsoid in the Kernel Feature Space

  • Lee, Hansung;Moon, Daesung;Kim, Ikkyun;Jung, Hoseok;Park, Daihee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.3
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    • pp.1173-1192
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    • 2015
  • The Support Vector Data Description (SVDD) has achieved great success in anomaly detection, directly finding the optimal ball with a minimal radius and center, which contains most of the target data. The SVDD has some limited classification capability, because the hyper-sphere, even in feature space, can express only a limited region of the target class. This paper presents an anomaly detection algorithm for mitigating the limitations of the conventional SVDD by finding the minimum volume enclosing ellipsoid in the feature space. To evaluate the performance of the proposed approach, we tested it with intrusion detection applications. Experimental results show the prominence of the proposed approach for anomaly detection compared with the standard SVDD.

The Study of Hyper-Reality in Editorial Fashion Photographs - Focused on Vogue Magazine since 2000 - (에디토리얼 패션 사진에 표현된 하이퍼 리얼리티 표현 연구 - 2000년도 이후 Vogue지를 중심으로 -)

  • Yang, Sook-Hi;Yun, Young
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1261-1273
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    • 2010
  • The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. In addition, that is the tool which contains economical role as a product and artistic role as photos. Therefore, this study examines hyprt-reality images in editorial fashion photographs. Hyper-reality means the reproduction which represents the reality of life more actually. Hyper-reality through photographs elevates reality of virtual things and creates the confused situation which haunts the boundary between reality and reproduction. This study classifies the hyper-reality in editorial fashion photographs into three groups by their external traits, ideal reality, collapse of reality, and restoration of reality. First, ideal reality is represented as harmony among fashion, characters, and space, causality of fashion with time and circumstances, positive will, and melting with nature. Second, collapse of reality is expressed as in harmony between fashion and situation, violence, fetishism and symbol of death. Third, restoration of reality is shown as recurrence to nature and images of utopia to express dignity of life.

A Study on the Expressional Characteristics of Placeness by Information-platformization of Urban space (도시공간의 정보플랫폼화에 의한 장소성 표현 특성 연구)

  • Baek, Hyun-Hee;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.6
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    • pp.135-144
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    • 2011
  • This study starts from the question if the characteristic of existing conventional site-specificity can be applied to the modern city space in information media era as it is. The evolution and spread of media technology acted as the catalyst which establishes the identity of an individual and promotes the social sense of belonging as the new type of community member as well as expanded the communication territory of man. Moreover, as the perfect merge of third dimensional space with second dimensional media was accomplished, the meaning of city as the place is getting changed and extended to city space as the information platform which integrates and intermediates the various information composing city. Hereupon, this study is willing to analyze the limits which the characteristics of physical, active and meaningful elements which are the forming primary factors in the existing place theory have and establish the new meaning of city as the place through the case studies which are applied by the characteristics of hyper spacio-temporal, mobility and polysemy as the characteristics transformed by information platformization of city space.