• Title/Summary/Keyword: learning environments

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A Study on Optimal Output Neuron Allocation of LVQ Neural Network using Variance Estimation (분산추정에 의한 LVQ 신경회로망의 최적 출력뉴런 분할에 관한 연구)

  • 정준원;조성원
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1996.10a
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    • pp.239-242
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    • 1996
  • 본 논문에서는 BP(Back Propagation)에 비해서 빠른 학습시간과 다른 경쟁학습 신경회로망 알고리즘에 비해서 비교적 우수한 성능으로 패턴인식 등에 많이 이용되고 있는 LVQ(Learning Vector Quantization) 알고리즘의 성능을 향상시키기 위한 방법을 논의하고자 한다. 일반적으로 LVQ는 음(negative)의 학습을 하기 때문에 초기 가중치가 제대로 설정되지 않으면 발산할 수 있다는 단점이 있으며, 경쟁학습 계열의 신경망이기 때문에 출력 층의 뉴런 수에 따라 성능에 큰 영향을 받는다고 알려져 있다.[1]. 지도학습 형태를 지닌 LVQ의 경우에 학습패턴이 n개의 클래스를 가지고, 각 클래스 별로 학습패턴의 수가 같은 경우에 일반적으로 전체 출력뉴런에 대해서 (출력뉴런수/n)개의 뉴런을 각 클래스의 목표(desired) 클러스터로 할당하여 학습을 수행하는데, 본 논문에서는 각 클래스에 동일한 수의 출력뉴런을 할당하지 않고, 학습데이터에서 각 클래스의 분산을 추정하여 각 클래스의 분산을 추정분산에 비례하게 목표 출력뉴런을 할당하고, 초기 가중치도 추정분산에 비례하게 각 클래스의 초기 임의 위치 입력백터를 사용하여 학습을 수행하는 방법을 제안한다. 본 논문에서 제안하는 방법은 분류하고자 하는 데이터에 대해서 필요한 최적의 출력뉴런 수를 찾는 것이 아니라 이미 결정되어 있는 출력뉴런 수에 대해서 각 클래스에 할당할 출력 뉴런 수를 데이터의 추정분산에 의해서 결정하는 것으로, 추정분산이 크면 상대적으로 많은 출력 뉴런을 할당하고 작으면 상대적으로 적은 출력뉴런을 할당하고 초기 가중치도 마찬가지 방법으로 결정하며, 이렇게 하면 정해진 출력뉴런 개수 안에서 각 클래스 별로 분류의 어려움에 따라서 출력뉴런을 할당하기 때문에 미학습 뉴런이 줄어들게 되어 성능의 향상을 기대할 수 있으며, 실험적으로 제안된 방법이 더 나은 성능을 보임을 확인했다.initially they expected a more practical program about planting than programs that teach community design. Many people are active in their own towns to create better environments and communities. The network system "Alpha Green-Net" is functional to support graduates of the course. In the future these educational programs for citizens will becomes very important. Other cities are starting to have their own progrms, but they are still very short term. "Alpha Green-Net" is in the process of growing. Many members are very keen to develop their own abilities. In the future these NPOs should become independent. To help these NPOs become independent and active the educational programs should consider and teach about how to do this more in the future.단하였는데 그 결과, 좌측 촉각엽에서 제4형의 신경연접이 퇴행성 변화를 나타내었다. 그러므로 촉각의 지각신경세포는 뇌의 같은 족 촉각엽에 뻗어와 제4형 신경연접을 형성한다고 결론되었다.$/ 값이 210 $\mu\textrm{g}$/$m\ell$로서 효과적인 저해 활성을 나타내었다 따라서, 본 연구에서 빈

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A Study on the Development of Framework for Enhancing Data Quality in Data Warehouse Environments (데이터 웨어하우스 환경에서 데이터 품질의 향상을 위한 개념적 프레임워크의 개발에 관한 연구)

  • 정경수;김병곤;장상도
    • Proceedings of the Korea Database Society Conference
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    • 1999.10a
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    • pp.191-201
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    • 1999
  • 데이터 웨어하우스와 데이터 품질에 관한 문헌연구를 통하여 데이터 웨어하우스 환경에서 데이터 품질의 향상을 위한 개념적 프레임워크를 개발하고자 하는 것이 본 연구의 목적이다. 데이터 웨어하우스 데이터 품질향상 활동을 지원하는 프레임워크를 개발하는 목적은 (1) 다양한 요구를 가진 사용자들이 웨어하우스 데이터에 접근하기 때문에, 사용자의 요구를 만족시키며 기업의 목적에 적합한 품질향상 활동을 지원하기 위해서이며, 다양한 기업활동을 가장 잘 지원할 수 있는 데이터 품질향상 지침을 관리자에게 제공하기 위해서 이다. (2) 웨어하우스 관리자의 데이터 품질향상 활동을 지원하기 위해서는 품질차원이나 데이터세트 등과같은 품질향상에 필요한 다양한 이슈를 관리자가 인식할 수 있도록 하기 위해서이다. (3) 데이터 웨어하우스 환경에서 데이터 품질 향상에 필요한 체계적이고 포괄적인 안목을 제공하기 위해서이다. 본 연구는 다음과 같은 단계로 수행하게 된다. 첫째, 데이터 웨어하우스의 개념과 데이터 웨어하우스의 구축단계 및 데이터 웨어하우스를 구성하는 프레임워크를 검토한다. 둘째, 데이터 웨어하우스 환경에서의 데이터 품질의 기준과 데이터 품질의 측정 및 데이터 품질의 향상 방안 등을 고찰한다. 셋째, 데이터 웨어하우스 환경에서 데이터 품질의 향상을 위한 개념적 프레임워크를 개발하기 위하여 데이터 웨어하우스 데이터 풀질 향상과 관련된 기업활동, 데이터 세트, 품질의 속성 및 차원 등을 정의한다. 마지막으로 데이터 웨어하우스 환경하에서 데이터 품질을 향상할 수 있는 3차원 구조의 개념적 프레임워크를 제안하며, 나아가 제안한 모형에 대하여 데이터 품질 향상을 위한 프로젝트 활동의 사례를 통하여 모형의 타당성을 개념적으로 설명한다.통하여 각각의 제품을 비교하였으며, 둘째 소프트웨어 종류별 평가로 제품을 응용소프트웨어, 응용개발도구, 시스템 소프트웨어로 분류하여 평균값으로 비교하였다. 셋째, 국내외 제품별 평가분석으로 전체 제품을 국내제품과 국외제품으로 분류하여 비교하였으며, 마지막으로 총괄분석을 통해 가중치를 적용하여 전 제품의 점수를 비교하였다. 여기에서는 각 제품의 평균점수에 대한 차이를 95%의 유의수준으로 T-Test를 실시하였다.uted to the society, and what the socioeconomic impacts are resulted from the program. It would be useful for the means of (ⅰ) fulfillment of public accountability to legitimate the program and to reveal the expenditure of pubic fund, and (ⅱ) managemental and strategical learning to give information necessary to improve the making. program and policy decision making, The objectives of the study are to develop the methodology of modeling the socioeconomic evaluation, and build up the practical socioeconomic evaluation model of the HAN projects including scientific and technological effects. Since the HAN projects cons

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Spatial Concentration and Locational Characteristics of the Shipbuilding Industry in the South-East Region of Korea (우리나라 조선산업의 공간 집중과 입지 특성 : 동남권을 중심으로)

  • Lee, Jong-Ho;Ryu, Tae-Youn
    • Journal of the Korean association of regional geographers
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    • v.14 no.5
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    • pp.521-535
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    • 2008
  • This paper aims to explore the spatial distribution and locational characteristics of the shipbuilding industry in the south-east region of Korea. The geography of the Korea's shipbuilding industry illustrates an absolute spatial concentration into the south-east region, including Gyeongnam, Busan and Ulsan. In view of the type of agglomeration, it is argued that the south-east region's shipbuilding industry has been evolved as an Advanced Hub & Spoke cluster, which is characterized by interconnected relationships between a couple of gigantic customer firms and the majority of small and medium-sized supplier firms. A survey on the locational factors of the firms presents that traditional locational factors, such as physical infrastructure, land, labour and industrial linkages, are more important than new economic geographical locational factors, such as knowledge, learning, innovation and networks. According to firm's evaluation of the Gyeongnam region's locational environments for the shipbuilding industry is, however, rather different to the result of firm's location decision factors. The shipbuilding firms in Gyeongnam see that the Gyeongnam region retains regional advantages in terms of agglomeration economies, geographical proximity to customers, the infrastructure of transportation and communication and the quality of life. On the contrary, firms recognize that the Gyeongnam region suffers from the lack of R&D and production workforce and a weak basis of industry-university -government networks.

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CNN-Based Hand Gesture Recognition for Wearable Applications (웨어러블 응용을 위한 CNN 기반 손 제스처 인식)

  • Moon, Hyeon-Chul;Yang, Anna;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.246-252
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    • 2018
  • Hand gestures are attracting attention as a NUI (Natural User Interface) of wearable devices such as smart glasses. Recently, to support efficient media consumption in IoT (Internet of Things) and wearable environments, the standardization of IoMT (Internet of Media Things) is in the progress in MPEG. In IoMT, it is assumed that hand gesture detection and recognition are performed on a separate device, and thus provides an interoperable interface between these modules. Meanwhile, deep learning based hand gesture recognition techniques have been recently actively studied to improve the recognition performance. In this paper, we propose a method of hand gesture recognition based on CNN (Convolutional Neural Network) for various applications such as media consumption in wearable devices which is one of the use cases of IoMT. The proposed method detects hand contour from stereo images acquisitioned by smart glasses using depth information and color information, constructs data sets to learn CNN, and then recognizes gestures from input hand contour images. Experimental results show that the proposed method achieves the average 95% hand gesture recognition rate.

Mixed Mobile Education System using SIFT Algorithm (SIFT 알고리즘을 이용한 혼합형 모바일 교육 시스템)

  • Hong, Kwang-Jin;Jung, Kee-Chul;Han, Eun-Jung;Yang, Jong-Yeol
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.2
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    • pp.69-79
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    • 2008
  • Due to popularization of the wireless Internet and mobile devices the infrastructure of the ubiquitous environment, where users can get information whatever they want anytime and anywhere, is created. Therefore, a variety of fields including the education studies methods for efficiency of information transmission using on-line and off-line contents. In this paper, we propose the Mixed Mobile Education system(MME) that improves educational efficiency using on-line and off-line contents on mobile devices. Because it is hard to input new data and cannot use similar off-line contents in systems used additional tags, the proposed system does not use additional tags but recognizes of-line contents as we extract feature points in the input image using the mobile camera. We use the Scale Invariant Feature Transform(SIFT) algorithm to extract feature points which are not affected by noise, color distortion, size and rotation in the input image captured by the low resolution camera. And we use the client-server architecture for solving the limited storage size of the mobile devices and for easily registration and modification of data. Experimental results show that compared with previous work, the proposed system has some advantages and disadvantages and that the proposed system has good efficiency on various environments.

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Design of an Arm Gesture Recognition System Using Feature Transformation and Hidden Markov Models (특징 변환과 은닉 마코프 모델을 이용한 팔 제스처 인식 시스템의 설계)

  • Heo, Se-Kyeong;Shin, Ye-Seul;Kim, Hye-Suk;Kim, In-Cheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.10
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    • pp.723-730
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    • 2013
  • This paper presents the design of an arm gesture recognition system using Kinect sensor. A variety of methods have been proposed for gesture recognition, ranging from the use of Dynamic Time Warping(DTW) to Hidden Markov Models(HMM). Our system learns a unique HMM corresponding to each arm gesture from a set of sequential skeleton data. Whenever the same gesture is performed, the trajectory of each joint captured by Kinect sensor may much differ from the previous, depending on the length and/or the orientation of the subject's arm. In order to obtain the robust performance independent of these conditions, the proposed system executes the feature transformation, in which the feature vectors of joint positions are transformed into those of angles between joints. To improve the computational efficiency for learning and using HMMs, our system also performs the k-means clustering to get one-dimensional integer sequences as inputs for discrete HMMs from high-dimensional real-number observation vectors. The dimension reduction and discretization can help our system use HMMs efficiently to recognize gestures in real-time environments. Finally, we demonstrate the recognition performance of our system through some experiments using two different datasets.

Counter Measures by using Execution Plan Analysis against SQL Injection Attacks (실행계획 분석을 이용한 SQL Injection 공격 대응방안)

  • Ha, Man-Seok;Namgung, Jung-Il;Park, Soo-Hyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.2
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    • pp.76-86
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    • 2016
  • SQL Injection attacks are the most widely used and also they are considered one of the oldest traditional hacking techniques. SQL Injection attacks are getting quite complicated and they perform a high portion among web hacking. The big data environments in the future will be widely used resulting in many devices and sensors will be connected to the internet and the amount of data that flows among devices will be highly increased. The scale of damage caused by SQL Injection attacks would be even greater in the future. Besides, creating security solutions against SQL Injection attacks are high costs and time-consuming. In order to prevent SQL Injection attacks, we have to operate quickly and accurately according to this data analysis techniques. We utilized data analytics and machine learning techniques to defend against SQL Injection attacks and analyzed the execution plan of the SQL command input if there are abnormal patterns through checking the web log files. Herein, we propose a way to distinguish between normal and abnormal SQL commands. We have analyzed the value entered by the user in real time using the automated SQL Injection attacks tools. We have proved that it is possible to ensure an effective defense through analyzing the execution plan of the SQL command.

Interaction Design Study of Virtual Reality Safety Education Contents (가상현실 안전교육 콘텐츠의 인터랙션 디자인 연구)

  • Chang, Hyo-Jin;Chang, Sun-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.75-87
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    • 2021
  • The purpose of this study is to derive the characteristics of interaction design for each stage of content composition so that it can be referred to in the planning and production of virtual reality safety education contents. It was confirmed that each of the following interaction design features was found in the three configuration steps: acquisition of situation response procedure knowledge, accident situation experiential learning, and content confirmation and evaluation. First, it was revealed that the quality of experience was controlled by increasing the fidelity of behaviors and reducing general and repetitive behaviors in order to emphasize the educational content-related experiences in the learner experience stage. Second, in order for learners to easily recognize main interaction objects in order to acquire information on safe behavior procedures in unfamiliar environments, use of spatial UI or signifiers using arrows or symbols, posts that specifically instruct actions, and multisensory signals Therefore, it was found to be important to emphasize essential actions in a way that lowers the degree of freedom of user experience, and the proportion of non-realistic interactions for cognitive interactions was found to increase. Lastly, in the confirmation and evaluation stage of the experience, it is important to use the meta UI to alleviate negative experiences such as physical damage after experiencing a safety accident situation,

Determinants of New Product Performance and Environmental Dynamics as a Moderating Effect (신제품개발성과의 결정요인과 환경동태성의 조절효과)

  • Liu, Zhen;Bang, Ho-Yeol
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.1
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    • pp.845-858
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    • 2019
  • The most serious problem company facing in today's business environment is the failure of new product development outcomes. Statistically, almost half of the new products released each year failed. Despite the innovative technological advances, consumers' expectation level become much higher and global competition is intensifying. In addition, the new product life cycle is becoming shorter and shorter. It is difficult for a company to survive without developing long-lived products. The most important issue in a company's success and failure is the successful development and introduction of new products. Previous research has presented many determinants to achieve a successful new product development. This study focuses on dynamic competence as an important determinant, and identifies the constituting elements. Enterprises need to acquire, absorb, integrate and reconfigure their resources to survive and develop continuously. It is necessary to hold a dynamic ability switching resource bases in order to adapt to changing environments. The results of this study are as follows: First, the effect of learning, reconfiguration, and alliance capabilities on the new product development of small and medium-sized manufacturing enterprises seems to be positive. Second, the integrative and reconfiguration capabilities positively affect a new product development under high environmental turbulence.

Effects of a Blindfold in Improving Concentration (착용형 시야 가리개가 집중력 향상에 미치는 영향)

  • Chung, Soon-Cheol;Choi, Mi-Hyun;Kim, Hyung-Sik
    • Science of Emotion and Sensibility
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    • v.24 no.1
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    • pp.37-44
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    • 2021
  • A study was conducted on the effects of improving concentration by obscuring the peripheral vision using a blindfold that only covers the left and right sides of the field of view. The blindfold was trapezoidal in shape (5 × 4.8 cm in length and width) and was fixed to the left and right sides of the glasses with fixing clips. The material was a black-colored polypropylene (PP) and weighed 2.3 g including the clip. Qualitative and quantitative evaluations were performed on 50 healthy college students during the 15 days of using a blindfold. The qualitative analysis was performed utilizing a questionnaire regarding the improvement of concentration and the structure of the blindfold. EEG was measured while watching a learning video that required attention for quantitative analysis, and signal power and ERD/S analyses were performed for the mid β band (15-20 Hz) at the F4 position, which was the frontal lobe. The results showed that 40 of the 50 people reported improved concentration when they wore a vision shield, and 80% of the total subjects found it to be effective. From the quantitative evaluation, the ERS peak (p = 0.023) and the ERD + ERS peak value showed a significant difference (p = 0.017). In conclusion, concentration still improved even if only the left and right visual fields were used. Thus, it is expected that blindfolding could be used in various environments that require concentration.