• Title/Summary/Keyword: network-based

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Classification of Landscape Type on Land and Evaluation of Site-suitability Based on It (토지의 경관유형분류와 이에 기초한 입지타당성 평가)

  • Ra, Jung-Hwa;Ku, Ji-Na;Lee, Hyun-Taek;Cho, Hyun-Ju
    • Journal of the Korean Institute of Landscape Architecture
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    • v.39 no.5
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    • pp.57-75
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    • 2011
  • The purpose of this study is to find ways of evaluating the suitability of sites being considered for development of different types of parks in the vicinity of yangmock-myun kyoung buk, where a large project(as large as about14.0$km^2$) has been planned. The results are as follows. Three surveys for selecting the assessment indicators were performed. ${\cdot}$ The first survey analyzed the importance of 23 selected assessment indicators based on a review of existing literature review and an on-the-spot research. ${\cdot}$ The second survey selected assessment indicators for each park type. ${\cdot}$ The third survey computed additive values of selected assessment indicators by the park types. It used a method of standardizing the average importance of indicators by making their sum equal to 10. These additive values were then multiplied by each grade of indicators to make a final evaluation. An evaluation of the site-suitability of park types was performed twice. The purpose of the first evaluation was to figure out how much each type met the minimum requirements targeted for all landscape types. The minimum requirements were derived by using a relative comparison between the standard of value rating of the assessment indicators, which was over the medium magnitude on the importance analysis, and the result of field research. A second evaluation estimated the targeted sites that met the minimum requirements. Value ratings of second assessment indicators were quantitatively divided as 1 to 3 grade and the evaluation scores were added, giving an additive value for each assessment indicator. The evaluation score on each park type was rated on a scale of 1 to 3 according to their averages, (from lowest to highest). Since this evaluation model of the site suitability on park types only focused on the 'face' of space in this study, additional analysis is necessary for setting the evaluation model and incorporating the overall impact of space, network connection and other factors, considering 'spot', 'line' and 'face' aspects of space.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

Improving Bidirectional LSTM-CRF model Of Sequence Tagging by using Ontology knowledge based feature (온톨로지 지식 기반 특성치를 활용한 Bidirectional LSTM-CRF 모델의 시퀀스 태깅 성능 향상에 관한 연구)

  • Jin, Seunghee;Jang, Heewon;Kim, Wooju
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.253-266
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    • 2018
  • This paper proposes a methodology applying sequence tagging methodology to improve the performance of NER(Named Entity Recognition) used in QA system. In order to retrieve the correct answers stored in the database, it is necessary to switch the user's query into a language of the database such as SQL(Structured Query Language). Then, the computer can recognize the language of the user. This is the process of identifying the class or data name contained in the database. The method of retrieving the words contained in the query in the existing database and recognizing the object does not identify the homophone and the word phrases because it does not consider the context of the user's query. If there are multiple search results, all of them are returned as a result, so there can be many interpretations on the query and the time complexity for the calculation becomes large. To overcome these, this study aims to solve this problem by reflecting the contextual meaning of the query using Bidirectional LSTM-CRF. Also we tried to solve the disadvantages of the neural network model which can't identify the untrained words by using ontology knowledge based feature. Experiments were conducted on the ontology knowledge base of music domain and the performance was evaluated. In order to accurately evaluate the performance of the L-Bidirectional LSTM-CRF proposed in this study, we experimented with converting the words included in the learned query into untrained words in order to test whether the words were included in the database but correctly identified the untrained words. As a result, it was possible to recognize objects considering the context and can recognize the untrained words without re-training the L-Bidirectional LSTM-CRF mode, and it is confirmed that the performance of the object recognition as a whole is improved.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

Analysis of Influential Factors in the Relationship between Innovation Efforts Based on the Company's Environment and Company Performance: Focus on Small and Medium-sized ICT Companies (기업의 환경적 특성에 따른 혁신활동과 기업성과간 영향요인 분석: ICT분야 중소기업을 중심으로)

  • Kim, Eun-jung;Roh, Doo-hwan;Park, Ho-young
    • Journal of Technology Innovation
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    • v.25 no.4
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    • pp.107-143
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    • 2017
  • This study aims to understand the impact of internal and external environments and innovation efforts on a company's performance. First, the relationships and patterns between variables were determined through an exploratory factor analysis. Afterwards, a cluster analysis was conducted, in which the influential factors summarized in the factor analysis were classified. Finally, structural equation modeling was used to carry out an empirical analysis of the structural relationship between innovation efforts and the company's performance in the classified clusters. 7 factors were derived from the exploratory factor analysis of 40 input variables from external and internal environments. 4 clusters (n=1,022) were formed based on the 7 factors. Empirical analysis of the 4 clusters using structural equation modelling showed the following: Only independent technology development had a positive impact on the company's performance for Cluster 1, which is characterized by sensitivity to a technological/competitive environment and innovativeness. Only independent technology development and joint research had positive impacts on the company's performance for Cluster 2, which is characterized by sensitivity to a market environment and internal orientation. Joint research and the mediating variable of government support program utilization had positive impacts, while the introduction of technology had a negative impact on the company's performance for Cluster 3, which is characterized by sensitivity to a competitive environment, innovativeness, and willingness to cooperate with the government and related institutions. Independent technology development as well as the mediating variables of network utilization and government support program utilization had positive impacts on the company's performance for Cluster 4, which is characterized by openness and external cooperation.

A Study on the Activation Factors of Voluntary Community Activities in Neighborhood Parks - Based on the People Who Love Chamsaem in Sejong City - (근린 생활권 공원에서의 자발적 공동체 활동의 활성화 요인에 관한 연구 - 세종시 '참샘을 사랑하는 모임'을 대상으로 -)

  • Kim, Woo-Joo;Lee, Cha-Hee;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.37-51
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    • 2018
  • Recently, urban parks are required to actively participate with residents in order to strengthen social functions and maintain sustainable management. This study analyzed the formation process of volunteer resident groups (Chamsamo) in the neighborhood parks in which local residents can participate in an ongoing basis based on the solidarity of a daily living space. The important factors in the activation of resident activity are derived from 5 aspects including resources, local area, resident group capacity, resident group role, and public support. The results of the study are as follows. 1) Life-friendly resources: It was important to find life-friendly resources such as 'Chamsaem' in the park. The combined resources of continuous human activities provided various benefits to the residents. This has led to stronger attachment and community activities to continue to utilize attractive resources in the park. 2) Sharing Common Daily Spaces and Expansion: As the Chamsamo activities were centered around the neighborhood, the network of activists in the local community expanded. This led to continued resident interest and favorable participation as well as to the regional expansion of Chamsamo activities. 3) Park management as part of everyday life: Park management became a part of everyday life, and pleasant park management was facilitated by utilizing the talents of the residents, who carried out diverse activities and constantly streamlined their hard labor. 4) Chamsamo's Leadership Linking Residents and the Public Sector through Leading Park Management Activities: Chamsamo served as a middle leader in linking the public sector and its users. 5) Role and Support of the Public Sector: In order to be able to sustain the activities of residents, the government's willingness to support the resident-led activities of the park in planning and operating the public sector was required. In the public management system of the park, support for residents' activities such as financing, education, and consulting was necessary.

Status and Characteristics of the Newly Established Cooperatives in Agricultural Sector (농업분야 신생 협동조합의 현황과 유형별 특징)

  • Choi, Kyung Sik;Nam, Gi Pou;Hwang, Dae Yong
    • Journal of Agricultural Extension & Community Development
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    • v.21 no.4
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    • pp.967-1006
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    • 2014
  • This study attempted to provide policy recommendations in promoting new cooperatives established in agriculture based on the 2012 Cooperative Act. A questionnaire survey was conducted with 195 newly established cooperatives as the policy target of this study. The new cooperatives were classified as three kinds namely as 'Business' Cooperatives', 'Consumers' Cooperatives', 'Social Cooperatives' based on their member attributes and objectives. Interesting to note that, all of these new cooperatives born by the new Act has taken the marketing business as their main stream business. Among the three types, 'Business Cooperatives' are ranked the highest amount of capital shares per person in average, having about 30 members in size. In categorization, 'Business Cooperatives' include farmer cooperatives as majority and employee cooperatives. They are usually involved in both production and marketing and even in processing activities, and have tried to secure their business performance by e-commerce and stable business contracts. Their diverse activities are highly associated with their local community. Consumers' Cooperatives include consumer cooperatives and stakeholder cooperatives in achieving welfare of members. This type has lower share in capital but has over 30 members in a cooperative, taking marketing (distribution) business as main and often take advantage of their social network and physical store. Regional relationships are less than producer cooperatives. 'Social Cooperatives' are established by public interest and have around 10 members and lowest per capital. their business and community activity is similar to the consumer cooperatives. This study recommends the needs of designing suitable business models by these three types of cooperatives in the future, while appropriating their membership size for their tangible business operations. The government policy direction should aim to develop their new business opportunities and its management stabilization, especially in conjunction with the existing agricultural cooperatives (Nonghyup). It must be rather than to provide simply policy supports for establishment. An in-depth study is recommended in this regard.

A Study on the Age Distribution Factors of One Person Household in Seoul using Multiple Regression Analysis (다중회귀분석을 이용한 서울시 1인 가구의 연령별 분포요인에 관한 연구)

  • Lee, SunHee;Yoon, DongHyeun;Koh, JuneHwan
    • Spatial Information Research
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    • v.23 no.3
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    • pp.11-21
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    • 2015
  • While the number of total population in Seoul has been on the constant decline for the last few years, the number of household has increased due to the rising tendency of the smaller households. In 2010, the small households in the metropolitan areas accounted for 44% of the entire households, and Statistics Korea has reported that one person household, which will take up more than 30% of the whole household, will have been the most common type of household by 2020. This reason of rise will be differently shown according to age like the preferred housing type or surrounding environments, this research is suggest to research hypothesis that distinction of age leads to the spatial distribution of one person household. Therefore, this research is to exercise a multiple regression analysis targeting on the facilities, which become the spatial distribution factor of one person household, with the independent variable gained from the concluded area calculated with the area ratio of the spatial unit followed by the service area analysis based on network. The spatial unit is the census output of Seoul, and based on this the interaction between the number of one person household according to age and the factors of its distribution. Also, the spatial regions - downtown, northeast, southeast, northwest, southwest - are designed as dummy variables and the results of each region are found out. As a result, the spatial regions occupied according to age are found to be varied - people in their 20s prefer housings near the college, 30s lease or the monthly rental housings, 40s the monthly rental housings, and over 60s the housing with the floor area of less than $40m^2$. Likewise, one person household has different types of housing environments preferred according to age, and thus a housing policy concerning this will have to be suggested.

Accessibility Analysis in Mapping Cultural Ecosystem Service of Namyangju-si (접근성 개념을 적용한 문화서비스 평가 -남양주시를 대상으로-)

  • Jun, Baysok;Kang, Wanmo;Lee, Jaehyuck;Kim, Sunghoon;Kim, Byeori;Kim, Ilkwon;Lee, Jooeun;Kwon, Hyuksoo
    • Journal of Environmental Impact Assessment
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    • v.27 no.4
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    • pp.367-377
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    • 2018
  • A cultural ecosystem service(CES), which is non-material benefit that human gains from ecosystem, has been recently further recognized as gross national income increases. Previous researches proposed to quantify the value of CES, which still remains as a challenging issue today due to its social and cultural subjectivity. This study proposes new way of assessing CES which is called Cultural Service Opportunity Spectrum(CSOS). CSOS is accessibility based CES assessment methodology for regional scale and it is designed to be applicable for any regions in Korea for supporting decision making process. CSOS employed public spatial data which are road network and population density map. In addition, the results of 'Rapid Assessment of Natural Assets' implemented by National Institute of Ecology, Korea were used as a complementary data. CSOS was applied to Namyangju-si and the methodology resulted in revealing specific areas with great accessibility to 'Natural Assets' in the region. Based on the results, the advantages and limitations of the methodology were discussed with regard to weighting three main factors and in contrast to Scenic Quality model and Recreation model of InVEST which have been commonly used for assessing CES today due to its convenience today.

Data Mining and Construction of Database Concerning Effects of Vitis Genus (산머루 관련 정보수집 및 데이터베이스의 구축)

  • Kim, Min-A;Jo, Yun-Ju;Shin, Jee-Young;Shin, Min-Kyu;Bae, Hyun-Su;Hong, Moo-Chang;Kim, Yang-Seok
    • Journal of Physiology & Pathology in Korean Medicine
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    • v.26 no.4
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    • pp.551-556
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    • 2012
  • The database for the oriental medicine had been existed in documentation in past times and it has been developed to the database type for random accesses in the information society. However, the aspects of the database are not so diversified and the database for the bio herbal material exists in widened type dictionary style. It is a situation that the database which handles the in-depth raw herbal medicines is not sufficient in its quantity and quality. Korean wild grape is a deciduous plant categorized into the Vitaceae and it was found experimentally that it has various medical effects. It is one of the medical materials with higher potentiality of academic study and commercialization recently because it has a bigger possibility to be applied into diverse industrial fields including the medical product for health, food and beauty. We constituted the cooperative system among the Muju cluster business group for Korean mountain wild grapes, Physiology Laboratory in Kyung Hee University Oriental Medicine and Medical Classics Laboratory in Kyung Hee University Oriental Medicine with a view to focusing on such potentiality and a database for Korean wild grapes was made a touchstone for establishing the in-depth database for the single bio medical materials. First of all, the literatures based on the North East Asia in ancient times had been categorized into the classical literature (Korean literature published by government organization, Korean classical literature, Chinese classical literature and classical literature fro Korean and Chinese oriental medicine) and modern literature (Modern literature for oriental medicine, modern literature for domestic and foreign herbal medicine) to cover the eastern and western research records and writings related to Korean wild grapes and the text-mining work has been performed through the cooperation system with the Medical Classics Laboratory in Kyung Hee University Oriental Medicine. First of all, the data for the experiment and theory for Korean wild grape were collected for the Medline database controlled by the Parliament Library of USA to arrange the domestic and foreign theses with topic for Korean wild grapes and the network hyperlink function and down load function were mounted for self-thesis searching function and active view based on the collected data. The thesis searching function provides various auxiliary functions and the searching is available according to the diverse searching/queries such as the name of sub species of Korean wild grape, the logical intersection index for the active ingredients, efficacy and elements. It was constituted for the researchers who design the Korean wild grape study to design of easier experiment. In addition, the data related to the patents for Korean wild grape which were collected from European Patent Office in response to the commercialization possibility and the system available for searching and view was established in the same viewpoint. Perl was used for the query programming and MS-SQL for database establishment and management in the designing of this database. Currently, the data is available for free use and the address is as follows. http://163.180.41.43:8011/index.html