• Title/Summary/Keyword: multi-user system

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A Study on the Automation Algorithm to Identify the Geological Lineament using Spatial Statistical Analysis (공간통계분석을 이용한 지질구조선 자동화 알고리즘 연구)

  • Kwon, O-Il;Kim, Woo-Seok;Kim, Jin-Hwan;Kim, Gyo-Won
    • The Journal of Engineering Geology
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    • v.27 no.4
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    • pp.367-376
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    • 2017
  • Recently, tunneling under the seabed is becoming increasingly common in many countries. In Korea, there are proposals to tunnel from the mainland to Jeju Island. Safe construction requires geologic structures such as faults to be characterized during the design and construction phase; however, unlike on land, such structures are difficult to survey seabed. This study aims to develop an algorithm that uses geostatistics to automatically derive large-scale geological structures on the seabed. The most important considerations in this method are the optimal size of the moving window, the optimal type of spatial statistics, and determination of the optimal percentile standard. Finally, the optimal analysis algorithm was developed using the R program, which comprehensibly presents variations in spatial statistics. The program allows the type and percentile standard of spatial statistics to be specified by the user, thus enabling an analysis of the geological structure according to variations in spatial statistics. The geotechnical defense-training algorithm shows that a large, linear geological lineament is best visualized using a $3{\times}3$ moving window and a 10% upper standard based on the moving variance value and fractile. In particular, setting the fractile criterion to the upper 0.5% almost entirely eliminates the error values from the contour image.

CNVDAT: A Copy Number Variation Detection and Analysis Tool for Next-generation Sequencing Data (CNVDAT : 차세대 시퀀싱 데이터를 위한 유전체 단위 반복 변이 검출 및 분석 도구)

  • Kang, Inho;Kong, Jinhwa;Shin, JaeMoon;Lee, UnJoo;Yoon, Jeehee
    • Journal of KIISE:Databases
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    • v.41 no.4
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    • pp.249-255
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    • 2014
  • Copy number variations(CNVs) are a recently recognized class of human structural variations and are associated with a variety of human diseases, including cancer. To find important cancer genes, researchers identify novel CNVs in patients with a particular cancer and analyze large amounts of genomic and clinical data. We present a tool called CNVDAT which is able to detect CNVs from NGS data and systematically analyze the genomic and clinical data associated with variations. CNVDAT consists of two modules, CNV Detection Engine and Sequence Analyser. CNV Detection Engine extracts CNVs by using the multi-resolution system of scale-space filtering, enabling the detection of the types and the exact locations of CNVs of all sizes even when the coverage level of read data is low. Sequence Analyser is a user-friendly program to view and compare variation regions between tumor and matched normal samples. It also provides a complete analysis function of refGene and OMIM data and makes it possible to discover CNV-gene-phenotype relationships. CNVDAT source code is freely available from http://dblab.hallym.ac.kr/CNVDAT/.

An Adaptive Joint Precoding for Multi-user MIMO Systems (다중 사용자 MIMO 시스템을 위한 적응적 결합 프리코딩)

  • Park, Ju Yong;Hanif, Mohammad Abu;Song, Sang Seob;Lee, Moon Ho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.12
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    • pp.3-11
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    • 2014
  • Multiple antennas can provide huge capacity gains when the transmitter knows the channel state information (CSI). Precoding is a technique that exploits CSI at the transmitter side. In this paper, an adaptive precoding scheme is proposed, called a hybrid multiple-input multiple-output (MIMO) precoding (HMP). HMP is a combination of linear and nonlinear precoding. The number of transmit antennas less than or equal to four is as same as the conventional antenna selection scheme. Therefore, the HMP scheme uses more than four transmit antennas. The good channel means that the channels must be selected to maximize the channel capacity among the given channels, and the rest channels are called bad channel. In HMP scheme, we use the nonlinear precoding in the good channels and the linear precoding in the bad channels. The well-known Tomlinson-Harashima precoding (THP) is considered as nonlinear precoding. The system throughput and MSE (minimum square error) are shown for the performance of HMP scheme compared to the conventional schemes which are BD (block diagonalization), antenna selection and THP.

End-to-end Packet Statistics Analysis using OPNET Modeler Wireless Suite (OPNET Modeler Wireless Suite를 이용한 종단간 패킷 통계 분석)

  • Kim, Jeong-Su
    • The KIPS Transactions:PartC
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    • v.18C no.4
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    • pp.265-278
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    • 2011
  • The objective of this paper is to analyze and characterize end-to-end packet statistics after modeling and simulation of WiFi (IEEE 802.11g) and WiMAX (IEEE 802.16e) of a virtual wireless network using OPNET Modeler Wireless Suite. Wireless internal and external network simulators such as Remcom's Wireless InSite Real Time (RT) module, WinProp: W-LAN/Fixed WiMAX/Mobile WiMAX, and SMI system, are designed to consider data transfer rate based on wireless propagation signal strength. However, we approached our research in a different perspective without support for characteristic of these wireless network simulators. That is, we will discuss the purpose of a visual analysis for these packets, how to receive each point packets (e.g., wireless user, base station or access point, and http server) through end-to-end virtual network modeling based on integrated wired and wireless network without wireless propagation signal strength. Measuring packet statistics is important in QoS metric analysis among wireless network performance metrics. Clear packet statistics is an especially essential metric in guaranteeing QoS for WiMAX users. We have found some interesting results through modeling and simulation for virtual wireless network using OPNET Modeler Wireless Suite. We are also able to analyze multi-view efficiency through experiment/observation result.

Empirical study on BlenderBot 2.0's errors analysis in terms of model, data and dialogue (모델, 데이터, 대화 관점에서의 BlendorBot 2.0 오류 분석 연구)

  • Lee, Jungseob;Son, Suhyune;Shim, Midan;Kim, Yujin;Park, Chanjun;So, Aram;Park, Jeongbae;Lim, Heuiseok
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.93-106
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    • 2021
  • Blenderbot 2.0 is a dialogue model representing open domain chatbots by reflecting real-time information and remembering user information for a long time through an internet search module and multi-session. Nevertheless, the model still has many improvements. Therefore, this paper analyzes the limitations and errors of BlenderBot 2.0 from three perspectives: model, data, and dialogue. From the data point of view, we point out errors that the guidelines provided to workers during the crowdsourcing process were not clear, and the process of refining hate speech in the collected data and verifying the accuracy of internet-based information was lacking. Finally, from the viewpoint of dialogue, nine types of problems found during conversation and their causes are thoroughly analyzed. Furthermore, practical improvement methods are proposed for each point of view, and we discuss several potential future research directions.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

New Insights on Mobile Location-based Services(LBS): Leading Factors to the Use of Services and Privacy Paradox (모바일 위치기반서비스(LBS) 관련한 새로운 견해: 서비스사용으로 이끄는 요인들과 사생활염려의 모순)

  • Cheon, Eunyoung;Park, Yong-Tae
    • Journal of Intelligence and Information Systems
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    • v.23 no.4
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    • pp.33-56
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    • 2017
  • As Internet usage is becoming more common worldwide and smartphone become necessity in daily life, technologies and applications related to mobile Internet are developing rapidly. The results of the Internet usage patterns of consumers around the world imply that there are many potential new business opportunities for mobile Internet technologies and applications. The location-based service (LBS) is a service based on the location information of the mobile device. LBS has recently gotten much attention among many mobile applications and various LBSs are rapidly developing in numerous categories. However, even with the development of LBS related technologies and services, there is still a lack of empirical research on the intention to use LBS. The application of previous researches is limited because they focused on the effect of one particular factor and had not shown the direct relationship on the intention to use LBS. Therefore, this study presents a research model of factors that affect the intention to use and actual use of LBS whose market is expected to grow rapidly, and tested it by conducting a questionnaire survey of 330 users. The results of data analysis showed that service customization, service quality, and personal innovativeness have a positive effect on the intention to use LBS and the intention to use LBS has a positive effect on the actual use of LBS. These results implies that LBS providers can enhance the user's intention to use LBS by offering service customization through the provision of various LBSs based on users' needs, improving information service qualities such as accuracy, timeliness, sensitivity, and reliability, and encouraging personal innovativeness. However, privacy concerns in the context of LBS are not significantly affected by service customization and personal innovativeness and privacy concerns do not significantly affect the intention to use LBS. In fact, the information related to users' location collected by LBS is less sensitive when compared with the information that is used to perform financial transactions. Therefore, such outcomes on privacy concern are revealed. In addition, the advantages of using LBS are more important than the sensitivity of privacy protection to the users who use LBS than to the users who use information systems such as electronic commerce that involves financial transactions. Therefore, LBS are recommended to be treated differently from other information systems. This study is significant in the theoretical point of contribution that it proposed factors affecting the intention to use LBS in a multi-faceted perspective, proved the proposed research model empirically, brought new insights on LBS, and broadens understanding of the intention to use and actual use of LBS. Also, the empirical results of the customization of LBS affecting the user's intention to use the LBS suggest that the provision of customized LBS services based on the usage data analysis through utilizing technologies such as artificial intelligence can enhance the user's intention to use. In a practical point of view, the results of this study are expected to help LBS providers to develop a competitive strategy for responding to LBS users effectively and lead to the LBS market grows. We expect that there will be differences in using LBSs depending on some factors such as types of LBS, whether it is free of charge or not, privacy policies related to LBS, the levels of reliability related application and technology, the frequency of use, etc. Therefore, if we can make comparative studies with those factors, it will contribute to the development of the research areas of LBS. We hope this study can inspire many researchers and initiate many great researches in LBS fields.

A Study on Analyzing Sentiments on Movie Reviews by Multi-Level Sentiment Classifier (영화 리뷰 감성분석을 위한 텍스트 마이닝 기반 감성 분류기 구축)

  • Kim, Yuyoung;Song, Min
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.71-89
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    • 2016
  • Sentiment analysis is used for identifying emotions or sentiments embedded in the user generated data such as customer reviews from blogs, social network services, and so on. Various research fields such as computer science and business management can take advantage of this feature to analyze customer-generated opinions. In previous studies, the star rating of a review is regarded as the same as sentiment embedded in the text. However, it does not always correspond to the sentiment polarity. Due to this supposition, previous studies have some limitations in their accuracy. To solve this issue, the present study uses a supervised sentiment classification model to measure a more accurate sentiment polarity. This study aims to propose an advanced sentiment classifier and to discover the correlation between movie reviews and box-office success. The advanced sentiment classifier is based on two supervised machine learning techniques, the Support Vector Machines (SVM) and Feedforward Neural Network (FNN). The sentiment scores of the movie reviews are measured by the sentiment classifier and are analyzed by statistical correlations between movie reviews and box-office success. Movie reviews are collected along with a star-rate. The dataset used in this study consists of 1,258,538 reviews from 175 films gathered from Naver Movie website (movie.naver.com). The results show that the proposed sentiment classifier outperforms Naive Bayes (NB) classifier as its accuracy is about 6% higher than NB. Furthermore, the results indicate that there are positive correlations between the star-rate and the number of audiences, which can be regarded as the box-office success of a movie. The study also shows that there is the mild, positive correlation between the sentiment scores estimated by the classifier and the number of audiences. To verify the applicability of the sentiment scores, an independent sample t-test was conducted. For this, the movies were divided into two groups using the average of sentiment scores. The two groups are significantly different in terms of the star-rated scores.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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