• Title/Summary/Keyword: 도움노드

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Proximity based Circular Visualization for similarity analysis of voting patterns between nations in UN General Assembly (UN 국가의 투표 성향 유사도 분석을 위한 Proximity based Circular 시각화 연구)

  • Choi, Han Min;Mun, Seong Min;Ha, Hyo Ji;Lee, Kyung Won
    • Design Convergence Study
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    • v.14 no.4
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    • pp.133-150
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    • 2015
  • In this study, we proposed Interactive Visualization methods that can be analyzed relations between nations in various viewpoints such as period, issue using total 5211 of the UN General Assembly voting data.For this research, we devised a similarity matrix between nations and developed two visualization method based similarity matrix. The first one is Network Graph Visualization that can be showed relations between nations which participated in the vote of the UN General Assembly like Social Network Graph by year. and the second one is Proximity based Circular Visualization that can be analyzed relations between nations focus on one nation or Changes in voting patterns between nations according to time. This study have a great signification. that's because we proposed Proximity based Circular Visualization methods which merged Line and Circle Graph for network analysis that never tried from other cases of studies that utilize conventional voting data and made it. We also derived co-operatives of each visualization through conducting a comparative experiment for the two visualization. As a research result, we found that Proximity based Circular Visualization can be better analysis each node and Network Graph Visualization can be better analysis patterns for the nations.

Performance Optimization of Numerical Ocean Modeling on Cloud Systems (클라우드 시스템에서 해양수치모델 성능 최적화)

  • JUNG, KWANGWOOG;CHO, YANG-KI;TAK, YONG-JIN
    • The Sea:JOURNAL OF THE KOREAN SOCIETY OF OCEANOGRAPHY
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    • v.27 no.3
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    • pp.127-143
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    • 2022
  • Recently, many attempts to run numerical ocean models in cloud computing environments have been tried actively. A cloud computing environment can be an effective means to implement numerical ocean models requiring a large-scale resource or quickly preparing modeling environment for global or large-scale grids. Many commercial and private cloud computing systems provide technologies such as virtualization, high-performance CPUs and instances, ether-net based high-performance-networking, and remote direct memory access for High Performance Computing (HPC). These new features facilitate ocean modeling experimentation on commercial cloud computing systems. Many scientists and engineers expect cloud computing to become mainstream in the near future. Analysis of the performance and features of commercial cloud services for numerical modeling is essential in order to select appropriate systems as this can help to minimize execution time and the amount of resources utilized. The effect of cache memory is large in the processing structure of the ocean numerical model, which processes input/output of data in a multidimensional array structure, and the speed of the network is important due to the communication characteristics through which a large amount of data moves. In this study, the performance of the Regional Ocean Modeling System (ROMS), the High Performance Linpack (HPL) benchmarking software package, and STREAM, the memory benchmark were evaluated and compared on commercial cloud systems to provide information for the transition of other ocean models into cloud computing. Through analysis of actual performance data and configuration settings obtained from virtualization-based commercial clouds, we evaluated the efficiency of the computer resources for the various model grid sizes in the virtualization-based cloud systems. We found that cache hierarchy and capacity are crucial in the performance of ROMS using huge memory. The memory latency time is also important in the performance. Increasing the number of cores to reduce the running time for numerical modeling is more effective with large grid sizes than with small grid sizes. Our analysis results will be helpful as a reference for constructing the best computing system in the cloud to minimize time and cost for numerical ocean modeling.

Managing Duplicate Memberships of Websites : An Approach of Social Network Analysis (웹사이트 중복회원 관리 : 소셜 네트워크 분석 접근)

  • Kang, Eun-Young;Kwahk, Kee-Young
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.153-169
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    • 2011
  • Today using Internet environment is considered absolutely essential for establishing corporate marketing strategy. Companies have promoted their products and services through various ways of on-line marketing activities such as providing gifts and points to customers in exchange for participating in events, which is based on customers' membership data. Since companies can use these membership data to enhance their marketing efforts through various data analysis, appropriate website membership management may play an important role in increasing the effectiveness of on-line marketing campaign. Despite the growing interests in proper membership management, however, there have been difficulties in identifying inappropriate members who can weaken on-line marketing effectiveness. In on-line environment, customers tend to not reveal themselves clearly compared to off-line market. Customers who have malicious intent are able to create duplicate IDs by using others' names illegally or faking login information during joining membership. Since the duplicate members are likely to intercept gifts and points that should be sent to appropriate customers who deserve them, this can result in ineffective marketing efforts. Considering that the number of website members and its related marketing costs are significantly increasing, it is necessary for companies to find efficient ways to screen and exclude unfavorable troublemakers who are duplicate members. With this motivation, this study proposes an approach for managing duplicate membership based on the social network analysis and verifies its effectiveness using membership data gathered from real websites. A social network is a social structure made up of actors called nodes, which are tied by one or more specific types of interdependency. Social networks represent the relationship between the nodes and show the direction and strength of the relationship. Various analytical techniques have been proposed based on the social relationships, such as centrality analysis, structural holes analysis, structural equivalents analysis, and so on. Component analysis, one of the social network analysis techniques, deals with the sub-networks that form meaningful information in the group connection. We propose a method for managing duplicate memberships using component analysis. The procedure is as follows. First step is to identify membership attributes that will be used for analyzing relationship patterns among memberships. Membership attributes include ID, telephone number, address, posting time, IP address, and so on. Second step is to compose social matrices based on the identified membership attributes and aggregate the values of each social matrix into a combined social matrix. The combined social matrix represents how strong pairs of nodes are connected together. When a pair of nodes is strongly connected, we expect that those nodes are likely to be duplicate memberships. The combined social matrix is transformed into a binary matrix with '0' or '1' of cell values using a relationship criterion that determines whether the membership is duplicate or not. Third step is to conduct a component analysis for the combined social matrix in order to identify component nodes and isolated nodes. Fourth, identify the number of real memberships and calculate the reliability of website membership based on the component analysis results. The proposed procedure was applied to three real websites operated by a pharmaceutical company. The empirical results showed that the proposed method was superior to the traditional database approach using simple address comparison. In conclusion, this study is expected to shed some light on how social network analysis can enhance a reliable on-line marketing performance by efficiently and effectively identifying duplicate memberships of websites.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.