• Title/Summary/Keyword: user-element

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A Tree-structured XPath Query Reduction Scheme for Enhancing XML Query Processing Performance (XML 질의의 수행성능 향상을 위한 트리 구조 XPath 질의의 축약 기법에 관한 연구)

  • Lee, Min-Soo;Kim, Yun-Mi;Song, Soo-Kyung
    • The KIPS Transactions:PartD
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    • v.14D no.6
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    • pp.585-596
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    • 2007
  • XML data generally consists of a hierarchical tree-structure which is reflected in mechanisms to store and retrieve XML data. Therefore, when storing XML data in the database, the hierarchical relationships among the XML elements are taken into consideration during the restructuring and storing of the XML data. Also, in order to support the search queries from the user, a mechanism is needed to compute the hierarchical relationship between the element structures specified by the query. The structural join operation is one solution to this problem, and is an efficient computation method for hierarchical relationships in an in database based on the node numbering scheme. However, in order to process a tree structured XML query which contains a complex nested hierarchical relationship it still needs to carry out multiple structural joins and results in another problem of having a high query execution cost. Therefore, in this paper we provide a preprocessing mechanism for effectively reducing the cost of multiple nested structural joins by applying the concept of equivalence classes and suggest a query path reduction algorithm to shorten the path query which consists of a regular expression. The mechanism is especially devised to reduce path queries containing branch nodes. The experimental results show that the proposed algorithm can reduce the time requited for processing the path queries to 1/3 of the original execution time.

A Proposal for User Experience Design for Domestic Bicycle Rider whom going Long Distance Trip -Focusing on App - (국내 장거리 자전거 여행자를 위한 사용자 경험 디자인 제안 -자전거 행복나눔 애플리케이션을 중심으로-)

  • Yun, Byung-Hun;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.16 no.4
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    • pp.299-306
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    • 2018
  • This study is to measure traveling experience of bike riders whom going long distance trip. Bike paths and bike riding are crucial element for modern people's life style. At the same time, a bicycle trail is being developed by the National Bicycled-Oriented Chair Plan, which was established in 2009 by the National Bike Policy Master Plan. 13 million bike riders in Korea is keep on trying the long distance bike trip and its number is increasing every year. Accordingly, the Ministry of Public Administration and Security decides to promote the convenience of riders by developing bicycle app for long distance rider. The study attempted to assess usability of this app with 39 bike applications whom currently using the bike application. Afterwards, the researchers tests 11 hypotheses through in-depth interviews of six activated members. In sum, Bicycle travelers should be provided with bike trail guidance based on theme section skill, provided in-time speed distance related information, communicated with other bike riders, given tips for bike supplies and maintenance, and provided English language service. The study hopes to help find a customized service for bike travelers.

An Embedded System Design of Collusion Attack Prevention for Multimedia Content Protection on Ubiquitous Network Environment (유비쿼터스 네트워크 환경의 멀티미디어 콘텐츠 보호를 위한 공모공격 방지 임베디드 시스템 설계)

  • Rhee, Kang-Hyeon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.15-21
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    • 2010
  • This paper proposes the multimedia fingerprinting code insertion algorithm when video content is distributed in P2P environment, and designs the collusion codebook SRP(Small RISC Processor) embedded system for the collusion attack prevention. In the implemented system, it is detecting the fingerprinting code inserted in the video content of the client user in which it requests an upload to the web server and in which if it is certified content then transmitted to the streaming server then the implemented system allowed to distribute in P2P network. On the contrary, if it detects the collusion code, than the implemented system blocks to transmit the video content to the streaming server and discontinues to distribute in P2P network. And also it traces the colluders who generate the collusion code and participates in the collusion attack. The collusion code of the averaging attack is generated with 10% of BIBD code v. Based on the generated collusion code, the codebook is designed. As a result, when the insert quantity of the fingerprinting code is 0.15% upper in bitplane 0~3 of the Y(luminance) element of I-frame at the video compression of ASF for a streaming service and MP4 for an offline offer of video content, the correlation coefficient of the inserted original code and the detected code is above 0.15. At the correlation coefficient is above 0.1 then the detection ratio of the collusion code is 38%, and is above 0.2 then the trace ratio of the colluder is 20%.

Face Tracking Method based on Neural Oscillatory Network Using Color Information (컬러 정보를 이용한 신경 진동망 기반 얼굴추적 방법)

  • Hwang, Yong-Won;Oh, Sang-Rok;You, Bum-Jae;Lee, Ji-Yong;Park, Mig-Non;Jeong, Mun-Ho
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.48 no.2
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    • pp.40-46
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    • 2011
  • This paper proposes a real-time face detection and tracking system that uses neural oscillators which can be applied to access regulation system or control systems of user authentication as well as a new algorithm. We study a way to track faces using the neural oscillatory network which imitates the artificial neural net of information handing ability of human and animals, and biological movement characteristic of a singular neuron. The system that is suggested in this paper can broadly be broken into two stages of process. The first stage is the process of face extraction, which involves the acquisition of real-time RGB24bit color video delivering with the use of a cheap webcam. LEGION(Locally Excitatory Globally Inhibitory)algorithm is suggested as the face extraction method to be preceded for face tracking. The second stage is a method for face tracking by discovering the leader neuron that has the greatest connection strength amongst neighbor neuron of extracted face area. Along with the suggested method, the necessary element of face track such as stability as well as scale problem can be resolved.

Effects of Consumer Trust and Perceived Usefulness on Mobile Payments and Online Shopping Website Loyalty (간편결제 서비스에 대한 지각된 유용성 및 신뢰가 결제 및 쇼핑몰 충성도에 미치는 영향)

  • Han, Jin-Hee;Jae, So-Hyun;Kim, Bo-Hyun;Park, Jee-Sun
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.75-87
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    • 2015
  • The current study examines whether consumers' perceived usefulness of and trust in the integrated mobile payments services positively influence consumer loyalty to the payments system as well as to the online shopping websites where they have used the payments system. Moreover, the study investigates the effects of individual characteristics and brand awareness of the provider of mobile payments on perceived usefulness and trust. Online survey was administered to consumers ranging in age from 20s to 40s. Data analysis reveals that as consumers' perceived usefulness of and trust in the mobile payments system positively influence consumer loyalty to mobile payments and shopping mall websites. The results of the study suggests that e-commerce's user interface design, particularly the transaction system, should receive greater attention as a basic web element of e-commerce building rather than a set of plug-ins or so.

Development of Computation Model for Traffic Accidents Risk Index - Focusing on Intersection in Chuncheon City - (교통사고 위험도 지수 산정 모델 개발 - 춘천시 교차로를 중심으로 -)

  • Shim, Kywan-Bho;Hwang, Kyung-Soo
    • International Journal of Highway Engineering
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    • v.11 no.3
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    • pp.61-74
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    • 2009
  • Traffic accident risk index Computation model's development apply traffic level of significance about area of road user group, road and street network area, population group etc.. through numerical formula or model by countermeasure to reduce the occurrence rate of traffic accidents. Is real condition that is taking advantage of risk by tangent section through estimation model and by method to choose improvement way to intersection from outside the country, and is utilizing being applied in part business in domestic. However, question is brought in the accuracy being utilizing changing some to take external model in domestic real condition than individual development of model. Therefore, selection intersection estimation element through traffic accidents occurrence present condition, geometry structure, control way, traffic volume, turning traffic volume etc. in 96 intersections in this research, and select final variable through correlation analysis of abstracted estimation elements. Developed intersection design model taking advantage of signal type, numeric of lane, intersection type, analysis of variance techniques through ANOVA analysis of three variables of intersection form with selected variable lastly, in signal crossing through three class intersection, distinction variable choice risk in model, no-signal crossing risk distinction analysis model and so on develop.

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Interior Design of Fully Autonomous Vehicle for Emotional Experience: Focused on Consumer's Consciousness toward In-Vehicle Activity (감성적 경험을 위한 완전 자율주행 자동차 실내공간 디자인 방안: 실내행위에 대한 소비자 의식조사를 중심으로)

  • Kwon, Ju Yeong;Ju, Da Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.17-34
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    • 2018
  • The era of fully autonomous vehicles which can travel to their destination completely, is expected to arrive in the near future. The automobile industry will face a huge change in the near future. It makes the industry in the midst of a major turning point, since the automobile was born in the late 1800s. It is expected that the fully autonomous vehicle will be defined as a part of a living space beyond the concept of transportation. However, the existing research on the interior design of the fully autonomous vehicle is insufficient. The purpose of this study is to propose a design method of interior space through analyzing in-vehicle activities, which is a fundamental design element that can satisfy user's emotional experience suitable the concept of living space. For this purpose, the consumer's consciousness about the in-vehicle activity of fully autonomous vehicle was investigated. As a result, domestic consumers perceived the needs of in-vehicle activities related to resting, listening and watching activities such as 'sleeping and resting', 'watching TV and movie', 'listening to music' among 'self - centered' activities. Based on the results of the investigation, this study will suggest a design method of interior design of the fully autonomous vehicle. This study is meaningful, because it is a leading research that suggests new ways of designing interior space by analyzing consumer's needs in a quantitative method.

Development of a GIS-Based Basin Water Balance Analysis Model (GIS 기반의 유역물수지 분석모형 개발)

  • Hwang, Eui-Ho;Kim, Kye-Hyun;Park, Jin-Hyeog;Lee, Geun-Sang
    • Journal of the Korean Association of Geographic Information Studies
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    • v.7 no.4
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    • pp.34-45
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    • 2004
  • Existing Semangeum's water balance analysis simplifies whole basin to single basin and achieved volume of effluence that produce by Kajiyama way to foundation. But Semangeum is complicated and various rice-wine strainer supply system. And there is difficulty to apply as elastic when water balance element is changed at free point. Divided to unit possession station for suitable water balance analysis model application to Semangeum in this study. And developed basin water balance model of GIS base that can do details analysis is bite about development and transfer of an appropriation in the budget of basin water resources. Achieved study including abstraction and concept design that use UML (unified modeling language) diagram for details analysis, stream network composition for rice-wine strainer supply system application, preprocessing of GIS base and postprocessing module development, model revision and verification etc. Support of this water balance analysis model is available to establish efficient water resources administration plan through outward flow process analysis of water resources. And support is considered to be possible in more convenient and, reasonable water resources administration way establishment by minimizing manual processing in systematic water resources government official to user and support diversified analysis system.

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A Case Study of Display Design of Space 'O'sulloc Teahouse' from the Point of Sequence Narrative (시퀀스 내러티브 관점에 따른 '오설록 티하우스' 공간의 제품 전시 디자인 사례 연구)

  • Yang, Hyeon-Jeong;Lee, Hyunsoo
    • Korean Institute of Interior Design Journal
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    • v.23 no.1
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    • pp.61-68
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    • 2014
  • Recently, there have been increasing attempts to pursue and express feelings such as sensibilities, emotions, and impressiveness in commercial spaces. One of such methods is to apply 'storytelling' to space designs. Applicability of storytelling to a space suggests that the contents of a space can be expressed through various mediums. Portraying events and situations through a single time continuity of a story is referred to as 'narrative'. The movement of users and sequence of contents are determined by a narrative. It provides different storytelling and a sense of place to each space through various roles, such as wide association, engraving, and image formation. A narrative can lead users to engage in different perceptions and behaviors even in spaces with the same content. Thus, this study is intended to examine the impact of space marketing in line with design narratives, assuming that narratives of commercial space designs will influence the formation of brand identity. The research methods are as follows. First, the definition of narratives in space design was established by examining narrative architectures. Second, design analysis tools for commercial spaces were established from the perspective of narratives through preceding studies. Third, the design narratives of different shops under the same brand were comparatively analyzed through a case study. To carry out a case study, a commercial space of 'O'sulloc' was selected, and its brand identity was studied from the narrative standpoint. The case study involved interior designs of 7 road shops of 'O'sulloc.' Among the 7 road shops, two of them with the biggest difference in design narratives were selected, and an observation survey was done on the users as a second analysis. Through the observation survey, actual design narrative experience was analyzed in 4 steps of introduction, development, turn, and conclusion. The findings are as follows. The design method of each shop varied, and different design elements were emphasized. Among various elements, the ones that reflect the brand identity of 'O'sulloc' the best were logo, product, and shape. During the process of narratives, the characteristics of each shop and user recognition and behavior varied depending on the degree of emphasis on a particular element. It suggests that space design narratives can influence the formation of brand identity. This study provides ideal directions of developing space designs necessary for forming brand identity from the standpoint of Korean traditional culture modernization. Future studies could discuss the economic feasibility of such designs.

Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.