• Title/Summary/Keyword: vertex

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Algorithm for Minimum Degree Inter-vertex Edge Selection of Maximum Matching Problem (최대 매칭 문제의 최소차수 정점 간 간선 선택 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.1-6
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    • 2022
  • This paper deals with the maximum cardinality matching(MCM) problem. The augmenting path technique is well known in MCM. MCM is obtained by $O({\sqrt{n}}m)$ time complexity augmenting path algorithm for the general graph, and O(m log n) algorithm for the bipartite graph. On the other hand, this paper suggests O(n) linear time algorithm. The proposed algorithm based on the basic principle of as possible as largest selected inter-vertex edges in order to obtain the MCM. This paper simply selects edge {u,𝜐} that the minimum degree vertex u and minimum degree vertex 𝜐 in NG(u) 𝜈(G)=k times iteration. For various general and bipartite graphs experimental data, this algorithm can be get the 𝜈(G) exactly.

Social Network Comparison of Airlines on Twitter Using NodeXL (Twitter를 기반으로 한 항공사 소셜 네트워크 비교분석 - 카타르, 싱가포르, 에미레이트, ANA, 대한항공을 중심으로 -)

  • Gyu-Lee Kim;Jae Sub Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.81-94
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    • 2023
  • The study aims to compare and analyze the social network structures of Qatar Airways,s Singapore Airlines, Emirates Airlines, and ANA Airlines, recording the top 1 to 4, and Korean Air in ninth by Skytrax's airline evaluations in 2022. This study uses NodeXL, a social network analysis program, to analyze the social networks of 5 airlines, Vertex, Unique Edges, Single-Vertex Connected Components, Maximum Geodesic Distance, Average Geodesic Distance, Average Degree Centrality, Average Closeness Centrality, and Average Betweenness Centrality as indicators to compare the differences in these social networks of the airlines. As a result, Singapore's social network has a better network structure than the other airlines' social networks in terms of sharing information and transmitting resources. In addition, Qatar Airways and Singapore Airlines are superior to the other airlines in playing roles and powers of influencers who affect the flow of information and resources and the interaction within the airline's social network. The study suggests some implications to enhance the usefulness of social networks for marketing.

Preliminary Test of Google Vertex Artificial Intelligence in Root Dental X-ray Imaging Diagnosis (구글 버텍스 AI을 이용한 치과 X선 영상진단 유용성 평가)

  • Hyun-Ja Jeong
    • Journal of the Korean Society of Radiology
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    • v.18 no.3
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    • pp.267-273
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    • 2024
  • Using a cloud-based vertex AI platform that can develop an artificial intelligence learning model without coding, this study easily developed an artificial intelligence learning model by the non-professional general public and confirmed its clinical applicability. Nine dental diseases and 2,999 root disease X-ray images released on the Kaggle site were used for the learning data, and learning, verification, and test data images were randomly classified. Image classification and multi-label learning were performed through hyper-parameter tuning work using a learning pipeline in vertex AI's basic learning model workflow. As a result of performing AutoML(Automated Machine Learning), AUC(Area Under Curve) was found to be 0.967, precision was 95.6%, and reproduction rate was 95.2%. It was confirmed that the learned artificial intelligence model was sufficient for clinical diagnosis.

EFFECT OF SURFACE DESIGN ON BOND STRENGTH OF RELINING DENTURE RESIN (결합면 형태가 이장용 레진의 결합강도에 미치는 영향)

  • Park Eun-Ju;Jin Tai-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.42 no.2
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    • pp.167-174
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    • 2004
  • Statement of problem: Removable partial denture and complete denture often require denture base relines to improve the fit against the tissue-bearing mucosa because of gradual changes in edentulous ridge contours and resorption of underlying bone structure. Purpose: This study was performed to investigate the effect of surface design on bond strength of relining denture base resins to denture base acrylic resin. Materials and method: Heat curing resin(Lucitone 199, Dentsply U.S.A. and Vertex, Dentimex, Holland), self curing resin(Tokuso rebase, Tokuyama, Japan), and visible light curing resin(Triad, Dentsply, U.S.A.) were used in this study. The surface designs were classified as butt, bevel and rabbet joint and the bond strengths were measured by Universial Testing Machine (Zwick 2020, Zwick Co., Germany). Results and Conclusion: The obtained results from this study were as follows ; 1. The bond strength of Vertex resin was higher than those of Tokuso rebase and Triad. 2. The bond strength of rabbet and bevel joint was higher than that of butt joint. 3. The failure mode of Triad and Tokuso rebase was mainly adhesive, but cohesive failure was shown mainly in vertex.

Electrocardiogram Signal Compression with Reconstruction via Radial Basis Function Interpolation Based on the Vertex

  • Ryu, Chunha;Kim, Tae-Hun;Kim, Jungjoon;Choi, Byung-Jae;Park, Kil-Houm
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.1
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    • pp.31-38
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    • 2013
  • Patients with heart disease need long-term monitoring of the electrocardiogram (ECG) signal using a portable electrocardiograph. This trend requires the miniaturization of data storage and faster transmission to medical doctors for diagnosis. The ECG signal needs to be utilized for efficient storage, processing and transmission, and its data must contain the important components for diagnosis, such as the P wave, QRS-complex, and T wave. In this study, we select the vertex which has a larger curvature value than the threshold value for compression. Then, we reconstruct the compressed signal using by radial basis function interpolation. This technique guarantees a lower percentage of root mean square difference with respect to the extracted sample points and preserves all the important features of the ECG signal. Its effectiveness has been demonstrated in the experiment using the Massachusetts Institute of Technology and Boston's Beth Israel Hospital arrhythmia database.

Improved LiDAR-Camera Calibration Using Marker Detection Based on 3D Plane Extraction

  • Yoo, Joong-Sun;Kim, Do-Hyeong;Kim, Gon-Woo
    • Journal of Electrical Engineering and Technology
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    • v.13 no.6
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    • pp.2530-2544
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    • 2018
  • In this paper, we propose an enhanced LiDAR-camera calibration method that extracts the marker plane from 3D point cloud information. In previous work, we estimated the straight line of each board to obtain the vertex. However, the errors in the point information in relation to the z axis were not considered. These errors are caused by the effects of user selection on the board border. Because of the nature of LiDAR, the point information is separated in the horizontal direction, causing the approximated model of the straight line to be erroneous. In the proposed work, we obtain each vertex by estimating a rectangle from a plane rather than obtaining a point from each straight line in order to obtain a vertex more precisely than the previous study. The advantage of using planes is that it is easier to select the area, and the most point information on the board is available. We demonstrated through experiments that the proposed method could be used to obtain more accurate results compared to the performance of the previous method.

A case study on high school students' mental image in the process of solving regular polyhedron problems (정다면체 문제 해결 과정에서 나타나는 고등학교 학생들의 심상에 관한 사례연구)

  • Hong, Gap Lyung;Kim, Won Kyung
    • The Mathematical Education
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    • v.53 no.4
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    • pp.493-507
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    • 2014
  • The purpose of this study is to analyze how high school students form and interpret the mental image in the process of solving regular polyhedron problems. For this purpose, a set of problems about the regular polyhedron's vertex is developed on the base of the regular polyhedron's duality and circulation. and applied to 2 students of the 12th graders in D high school. After 2 hours of teaching and learning and another 2 hours of mental image-analysis process, the following research findings are obtained. Fisrt, a student who recorded medium high-level grade in the national scholastic test can build the dynamic image or the patten image in the process of solving regular polyhedron's vertex problems by utilizing the 3D geometry program. However, the other student who recorded low-level grade can build the concrete-pictorial image. Second, pattern image or dynamic image can help students solve the regular polyhedron's vertex problems by proper transformation of informations and the mental images while the concrete-pictorial image does not help. Hence, it is recommended that the mathematics teachers should develop teaching and learning materials about the regular polyhedron's duality and circulation and also give students suitable questions to build the various mental images.

Solving the Team Orienteering Problem with Particle Swarm Optimization

  • Ai, The Jin;Pribadi, Jeffry Setyawan;Ariyono, Vincensius
    • Industrial Engineering and Management Systems
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    • v.12 no.3
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    • pp.198-206
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    • 2013
  • The team orienteering problem (TOP) or the multiple tour maximum collection problem can be considered as a generic model that can be applied to a number of challenging applications in logistics, tourism, and other fields. This problem is generally defined as the problem of determining P paths, in which the traveling time of each path is limited by $T_{max}$ that maximizes the total collected score. In the TOP, a set of N vertices i is given, each with a score $S_i$. The starting point (vertex 1) and the end point (vertex N) of all paths are fixed. The time $t_{ij}$ needed to travel from vertex i to j is known for all vertices. Some exact and heuristics approaches had been proposed in the past for solving the TOP. This paper proposes a new solution methodology for solving the TOP using the particle swarm optimization, especially by proposing a solution representation and its decoding method. The performance of the proposed algorithm is then evaluated using several benchmark datasets for the TOP. The computational results show that the proposed algorithm using specific settings is capable of finding good solution for the corresponding TOP instance.

Implementation of Interactive 3D Aquaium from 2D Images Using 3D Model Conversion Algorithm (2D이미지의 3D 모델화 알고리즘 적용을 통한 인터랙티브 수족관개발)

  • Choi, Tea Jun;Lee, Heeman;Kim, Jeong Ho;Kim, Eung Soo
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1562-1568
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    • 2015
  • The 3D contents are getting more attentions in various areas, such as in movies, advertising, games and exhibition contents. There are many authoring tools for making 3D Models and contents. However, those authoring tools take considerable amount of time to learn and to make 3D contents. In this paper, we propose the 3D model conversion algorithm to make 3D models from 2D pictures drawn on the touch screens or papers. The vertex animation method also proposed for the interactive 3D aquarium. The proposed vertex animation algorithm was tested for virtual 3D water creatures and compared with human-made animation. An Interactive 3D aquarium was implemented by using those proposed algorithms. Thus the simplicity and effectiveness of the algorithms can be applied to diverse industries.

Accelerating Depth Image-Based Rendering Using GPU (GPU를 이용한 깊이 영상기반 렌더링의 가속)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.11
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    • pp.853-858
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    • 2006
  • In this paper, we propose a practical method for hardware-accelerated rendering of the depth image-based representation(DIBR) of 3D graphic object using graphic processing unit(GPU). The proposed method overcomes the drawbacks of the conventional rendering, i.e. it is slow since it is hardly assisted by graphics hardware and surface lighting is static. Utilizing the new features of modem GPU and programmable shader support, we develop an efficient hardware-accelerating rendering algorithm of depth image-based 3D object. Surface rendering in response of varying illumination is performed inside the vertex shader while adaptive point splatting is performed inside the fragment shader. Experimental results show that the rendering speed increases considerably compared with the software-based rendering and the conventional OpenGL-based rendering method.