• Title/Summary/Keyword: interactive features

검색결과 238건 처리시간 0.022초

An interactive face search procedure for multiple objective linear programming

  • Lee, Dong-Yeup
    • 경영과학
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    • 제10권2호
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    • pp.11-26
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    • 1993
  • This paper presents a new interactive procedure for multiple objective linear programming problem (MOLP). In practical multiple objective linear programming applications, there is usually no need for the decision maker to consider solutions which are not efficient. Therefore, the interactive procedure presented here searches only among efficient solutions and terminates with a solution that is guaranteed to be efficient. It also can converge to nonextreme efficient final solutions rather than being restricted to only extreme efficient points of the feasible set. The procedure does not require sophisticated judgements or inputs from the decision maker. One of the most attractive features of the procedure however, is that the method allows the DM to examine the efficient faces it finds. As iteration goes, the DM can explore a wide variety of efficient faces rather than efficient faces confined to only certain subregion of the feasible set of problem MOLP since the efficient faces that the procedure finds need not be adjacent. This helps the DM explore the nature of the efficient set of problem MOLP and also helps the DM have confidence with a final solution. For these reasons, I feel that the procedure offer significant promise in solving multiple objective linear programs rapidly and in a satisfying manner to the DM.

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An interactive multicriteria simulation optimization method

  • Shin, Wan-Seon;Boyle, Carolyn-R.
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 1992년도 춘계공동학술대회 발표논문 및 초록집; 울산대학교, 울산; 01월 02일 May 1992
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    • pp.117-126
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    • 1992
  • This study proposes a new interactive multicriteria method for determining the best levels of the decision variables needed to optimize a stochastic computer simulation with multiple response variables. The method, called the Pairwise Comparison Stochastic Cutting Plane (PCSCP) method, combines good features from interactive multiple objective mathematical programming methods and response surface methodology. The major characteristics of the PCSCP algorithm are: (1) it interacts progressively with the decision maker (DM) to obtain his preferences, (2) it uses good experimental design to adequately explore the decision space while reducing the burden on the DM, and (3) it uses the preference information provided by the DM and the sampling error in the responses to reduce the decision space. This paper presents the basic concepts of the PCSCP method along with its performance for solving randomly selected test problems.

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이산형 다기준 시뮬레이션 최적화를 위한 대화형 방법 (An Interactive Method for Multicriteria Simulation Optimization with Integer Variables)

  • 신완선;김재용
    • 대한산업공학회지
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    • 제22권4호
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    • pp.633-649
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    • 1996
  • An interactive multicriteria method, which is called the Modified Pairwise Comparison Stochastic Cutting Plane (MPCSCP) method, is proposed for determining the best levels of the integer decision variables needed to optimize a stochastic computer simulation with multiple response functions. MPCSCP combines good features from interactive tradeoff cutting plane methods and response surface methodologies. The proposed method uses a simple pairwise man-machine interaction and searches an integer space uniformly by using the experimental design which evaluates the decision space centering around an integer center point. The characteristics of the proposed method are investigated through an extensive computational study. The parameter configurations examined in the study are (1) variability of the sampling errors, (2) the size of experimental design, (3) the relaxation of cutting planes, and (4) the levels of decision maker's inconsistency.

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Features of Implementing Pedagogical Practices on the Example of EU Countries' Experience

  • Mykhailo Poplavskyi
    • International Journal of Computer Science & Network Security
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    • 제24권2호
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    • pp.129-135
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    • 2024
  • Studying at a modern university involves using modern methods and the latest advances in science and education, which applies to Ukraine and all higher education institutions in Europe, determining the relevance of the study and its international significance. The study aims to analyze and implement effective and innovative practices that can be used in integrated educational programs, which include interactive work in education at the European level. The use of general scientific approaches, such as theoretical, statistical, and empirical, allows achieving the set goals. The central hypothesis of the research is the presentation of the best pedagogical practices in the educational program, which includes interactive and universal. The results of the study prove the effectiveness of interactive training. Future research is devoted to developing new pedagogical practices and the development of algorithms for their implementation.

기계가공을 위한 공정계획에서의 고정계획의 통합화 (Integration of Fixture Planning with Process Planning for Machining Processes)

  • 김인호;조규갑;오정수;이수홍
    • 대한산업공학회지
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    • 제21권1호
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    • pp.51-65
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    • 1995
  • This paper presents an automatic fixture planning system for machining processes of prismatic parts. A rationalized approach to integrate fixture planning with process planning is proposed and representation schemes for workpiece, part design information with features, machine tools, cutting tools and fixtures are developed. The proposed system implements two activities of fixture planning such as machining of reference surfaces and machining of features. For machining of reference surfaces, the machining sequence of reference surfaces is determined by using decision tables, which are drawn from relations of part dimension, degree of surface roughness, fixture type and its capacity, cutting tool's capacity and experienced planners' knowledge. For machining of features, a preferential machining orientation is selected for its feature which can be machined in more than one direction, and features with the same machining orientation are grouped, and the machining sequence of features is determined by interactive mode. A case study is performed to show the performance of the proposed system.

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MIGSHIELD: A new model-based interactive point kernel gamma ray shielding package for virtual environment

  • Li, Mengkun;Xu, Zhihui;Li, Wei;Yang, Jun;Yang, Ming;Lu, Hongxin;Dai, Xinyu
    • Nuclear Engineering and Technology
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    • 제52권7호
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    • pp.1557-1564
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    • 2020
  • In this paper, 3D model-based interactive gamma ray shielding package (MIGSHIELD) is developed in virtual reality platform for windows operating system. In MIGSHIELD, the computational methodology is based on point kernel algorithm (PK), several key parameters of PK are obtained using new technique and new methods. MIGSHIELD has interactive capability with virtual world. The main features made in the MIGSHIELD are (i) handling of physical information from virtual world, (ii) handling of arbitrary shapes radioactive source, (iii) calculating the mean free path of gamma ray, (iv) providing interactive function between PK and virtual world, (v) making better use of PK for virtual simulation, (vi) plug and play. The developed package will be of immense use for calculations involving radiation dose assessment in nuclear safety and contributing to fast radiation simulation for virtual nuclear facilities.

상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로 (Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks)

  • 박연숙
    • 미술이론과 현장
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    • 제15호
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 - (The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program -)

  • 이윤경;김민자
    • 복식
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    • 제58권6호
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.

vlda: An R package for statistical visualization of multidimensional longitudinal data

  • Lee, Bo-Hui;Ryu, Seongwon;Choi, Yong-Seok
    • Communications for Statistical Applications and Methods
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    • 제28권4호
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    • pp.369-391
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    • 2021
  • The vlda is an R (R Development Core team et al., 2011) package which provides functions for visualization of multidimensional longitudinal data. In particular, the R package vlda was developed to assist in producing a plot that more effectively expresses changes over time for two different types (long format and wide format) and uses a consistent calling scheme for longitudinal data. The main features of this package allow us to identify the relationship between categories and objects using an indicator matrix with object information, as well as to cluster objects. The R package vlda can be used to understand trends in observations over time in addition to identifying relative relationships at a simple visualization level. It also offers a new interactive implementation to perform additional interpretation, therefore it is useful for longitudinal data visual analysis. Due to the synergistic relationship between the existing VLDA plot and interactive features, the user is empowered by a refined observe the visual aspects of the VLDA plot layout. Furthermore, it allows the projection of supplementary information (supplementary objects and variables) that often occurs in longitudinal data of graphs. In this study, practical examples are provided to highlight the implemented methods of real applications.

DeepPTP: A Deep Pedestrian Trajectory Prediction Model for Traffic Intersection

  • Lv, Zhiqiang;Li, Jianbo;Dong, Chuanhao;Wang, Yue;Li, Haoran;Xu, Zhihao
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권7호
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    • pp.2321-2338
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    • 2021
  • Compared with vehicle trajectories, pedestrian trajectories have stronger degrees of freedom and complexity, which poses a higher challenge to trajectory prediction tasks. This paper designs a mode to divide the trajectory of pedestrians at a traffic intersection, which converts the trajectory regression problem into a trajectory classification problem. This paper builds a deep model for pedestrian trajectory prediction at intersections for the task of pedestrian short-term trajectory prediction. The model calculates the spatial correlation and temporal dependence of the trajectory. More importantly, it captures the interactive features among pedestrians through the Attention mechanism. In order to improve the training speed, the model is composed of pure convolutional networks. This design overcomes the single-step calculation mode of the traditional recurrent neural network. The experiment uses Vulnerable Road Users trajectory dataset for related modeling and evaluation work. Compared with the existing models of pedestrian trajectory prediction, the model proposed in this paper has advantages in terms of evaluation indicators, training speed and the number of model parameters.