• Title/Summary/Keyword: 웹패턴

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Pattern Recognition and AI Education System Design Proposal for Improving the Achievement of Non-face-to-face (E-Learning) Education (비대면(이러닝) 교육 성취도 향상을 위한 패턴인식 및 AI교육 시스템 설계 구축)

  • Lee, Hae-in;Kim, Eui-Jeong;Chung, Jong-In;Kim, Chang Suk;Kang, Shin-Cheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.280-283
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    • 2022
  • This study aims to identify problems with existing e-learning content and non-face-to-face class methods, improve students' concentration, improve class achievement and educational effectiveness, and propose an artificial intelligence class system design using a web server. By using the function of face and eye tracking using OpenCV to identify attendance and concentration, and by inducing feedback through voice or message to questions asked by the instructor in the middle of class, learners relieve boredom caused by online classes and test by runner If the score is not reached, we propose an artificial intelligence education program system design that can bridge the academic gap and improve academic achievement by providing educational materials and videos for the wrong problem.

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Finding the time sensitive frequent itemsets based on data mining technique in data streams (데이터 스트림에서 데이터 마이닝 기법 기반의 시간을 고려한 상대적인 빈발항목 탐색)

  • Park, Tae-Su;Chun, Seok-Ju;Lee, Ju-Hong;Kang, Yun-Hee;Choi, Bum-Ghi
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.453-462
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    • 2005
  • Recently, due to technical improvements of storage devices and networks, the amount of data increase rapidly. In addition, it is required to find the knowledge embedded in a data stream as fast as possible. Huge data in a data stream are created continuously and changed fast. Various algorithms for finding frequent itemsets in a data stream are actively proposed. Current researches do not offer appropriate method to find frequent itemsets in which flow of time is reflected but provide only frequent items using total aggregation values. In this paper we proposes a novel algorithm for finding the relative frequent itemsets according to the time in a data stream. We also propose the method to save frequent items and sub-frequent items in order to take limited memory into account and the method to update time variant frequent items. The performance of the proposed method is analyzed through a series of experiments. The proposed method can search both frequent itemsets and relative frequent itemsets only using the action patterns of the students at each time slot. Thus, our method can enhance the effectiveness of learning and make the best plan for individual learning.

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Analysis of Posting Preferences and Prediction of Update Probability on Blogs (블로그에서 포스팅 성향 분석과 갱신 가능성 예측)

  • Lee, Bum-Suk;Hwang, Byung-Yeon
    • Journal of KIISE:Databases
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    • v.37 no.5
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    • pp.258-266
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    • 2010
  • In this paper, we introduce a novel method to predict next update of blogs. The number of RSS feeds registered on meta-blogs is on the order of several million. Checking for updates is very time consuming and imposes a heavy burden on network resources. Since blog search engine has limited resources, there is a fix number of blogs that it can visit on a day. Nevertheless we need to maximize chances of getting new data, and the proposed method which predicts update probability on blogs could bring better chances for it. Also this work is important to avoid distributed denial-of-service attack for the owners of blogs. Furthermore, for the internet as whole this work is important, too, because our approach could minimize traffic. In this study, we assumed that there is a specific pattern to when a blogger is actively posting, in terms of days of the week and, more specifically, hours of the day. We analyzed 15,119 blogs to determine a blogger's posting preference. This paper proposes a method to predict the update probability based on a blogger's posting history and preferred days of the week. We applied proposed method to 12,115 blogs to check the precision of our predictions. The evaluation shows that the model has a precision of 0.5 for over 93.06% of the blogs examined.

A Study on Korea Comics Industry Policy (한국의 만화산업 발전 정책에 관한 연구)

  • Kim, Byong-Soo;Yoon, Ki-Heon
    • Cartoon and Animation Studies
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    • s.12
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    • pp.1-12
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    • 2007
  • The long-term stagnation in the country involving missing it is starting from the late 1990s accumulated on the common vision. The government has, since 2002, cartoon comics industry nurture long-term industrial development of five-year plan, 346.7. During that period of unprecedented material support to the government's sweeping received. Upcoming in 2008 is the second long-term development plan will be effective. The temperature inside and outside the government, however, various tax and go to feel quite differently. The first plan is merely a period of enforced projects listed are only fit for Panathinaikos has endorsed this general trend, yirugo diagnosis. But fundamentally, the exact diagnosis is necessary for the long-term stagnation. Children's Learning Results cartoon wepmanhwawa not thrive households. Comics readers about the consumption pattern is changing. Therefore, long-term plan for the development of cartoon industry only a few government budget plan is not the government write 73 gala, companies and the private sector are coming together to plan and worry that the plan should be a comprehensive and bevels. In addition, through the selection and concentration to increase efficiency. You will probably need to strengthen the capabilities of our private organizations, it is a priority. Furthermore, the government's financial and policy support for the lobbying power also lead to an increase in betting. It features a think tank to study the policy framework for the establishment and promotion assume the ultimate proposal includes a cartoon film cozy confines of the legislation that parallels activities in the various proposals.

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The Development of Design Knowledge Management System Using Data Mining (Data Mining 기법을 활용한 디자인 지식경영 시스템 구축)

  • 양종열;오민권;최경은
    • Archives of design research
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    • v.16 no.2
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    • pp.281-290
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    • 2003
  • In the knowledge and information-based age of today, it would be fair to say that the compatibility of each person, enterprise, and nation can be evaluated by how each of them manages and maintains the knowledge created from data and information. Since the importance and necessity of knowledge management has been acknowledged, there have been studies to create, apply, and evaluate the knowledge concerning design. Previous studies done on this subject can be divided into three main categories - CRM, online statistical research, and eCRM - according to the materials used to create knowledge. These studies are meaningful in that they can create knowledge in their respective fields, although they are somewhat inadequate because the designers can't create as much knowledge as can be applied in business; design-related consumers demand composite knowledge integrating the characteristics of all three fields. In other words, they want to know the ordinary customers'preferences in the previous off-line market in the CRM field, the research results of statistical questionnaires to the various elements of design in statistical research fields, and even the pattern of preference and consumption of many and unspecified persons transcending the time and place in eCRU field. This study proposes to solve the problem related with web-based design knowledge maintenance through the synthetic application of CRM, Statistical Research, and eCRM The information proposed in the solution can De expected to help designers working at design-related enterprises, as well as research institutes, to develop the knowledge necessary to design more consumer-oriented products.

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The Consensus String Problem based on Radius is NP-complete (거리반경기반 대표문자열 문제의 NP-완전)

  • Na, Joong-Chae;Sim, Jeong-Seop
    • Journal of KIISE:Computer Systems and Theory
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    • v.36 no.3
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    • pp.135-139
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    • 2009
  • The problems to compute the distances or similarities of multiple strings have been vigorously studied in such diverse fields as pattern matching, web searching, bioinformatics, computer security, etc. One well-known method to compare multiple strings in the given set is finding a consensus string which is a representative of the given set. There are two objective functions that are frequently used to find a consensus string, one is the radius and the other is the consensus error. The radius of a string x with respect to a set S of strings is the smallest number r such that the distance between the string x and each string in S is at most r. A consensus string based on radius is a string that minimizes the radius with respect to a given set. The consensus error of a string with respect to a given set S is the sum of the distances between x and all the strings in S. A consensus string of S based on consensus error is a string that minimizes the consensus error with respect to S. In this paper, we show that the problem of finding a consensus string based on radius is NP-complete when the distance function is a metric.

Block Chain Application Technology to Improve Reliability of Real Estate Market (부동산 시장의 신뢰성 향상을 위한 블록체인 응용 기술)

  • Oh, Seoyoung;Lee, Changhoon
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.51-64
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    • 2017
  • After Bitcoin was proposed by Satoshi Nakamoto in 2009, studies have been carried out to apply the Block Chain technology in various environment, which was applied as a distributed transaction of Bitcoin. Smart contracts, voting and proof of ownership of digital contents are typical applications of Block Chain. They used the feature that it is impossible to modify or delete once recorded facts. They also applied to prove relevant facts and to provide data integrity. The applied cases are mainly made in an environment where the data should or could be open to the public, and they have been proposed as solutions to solve the problems occurred in relations. This fact has led to the attention that Block Chain can be applied as a good alternative in similar circumstances. In this study, real estate market service was selected to expand the application range of Block Chain. Although there are about 250 applications and web services in total, the satisfaction is not high due to false offerings. Thus we propose a countermeasure against the problem by applying the Block Chain to the real estate market service, and investigate the research direction of the Block Chain in the future market.

Performance analysis of volleyball games using the social network and text mining techniques (사회네트워크분석과 텍스트마이닝을 이용한 배구 경기력 분석)

  • Kang, Byounguk;Huh, Mankyu;Choi, Seungbae
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.619-630
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    • 2015
  • The purpose of this study is to provide basic information to develop a game strategy plan of a team in a future by identifying the patterns of attack and pass of national men's professional volleyball teams and extracting core key words related with volleyball game performance to evaluate game performance using 'social network analysis' and 'text mining'. As for the analysis result of 'social network analysis' with the whole data, group '0' (6 players) and group '1' (11 players) were partitioned. A point of view the degree centrality and betweenness centrality in 'social network analysis' results, we can know that the group '1' more active game performance than the group '0'. The significant result for two group (win and loss) obtained by 'text mining' according to two groups ('0' and '1') obtained by 'social network analysis' showed significant difference (p-value: 0.001). As for clustering of each network, group '0' had the tendency to score points through set player D and E. In group '1', the player K had the tendency to fail if he attack through 'dig'; players C and D have a good performance through 'set' play.

The Analysis of Informatics Gifted Elementary Students' Computational Problem Solving Approaches in Puzzle-Based Learning (퍼즐 기반 학습에서 초등정보영재의 컴퓨팅적 문제 해결 접근법 분석)

  • Lee, Eunkyoung;Choi, JeongWon;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.191-201
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    • 2014
  • The purpose of this study is to propose strategies of puzzle-based learning for Informatics gifted education through analyzing Informatics gifted elementary students' computational problem solving approaches in puzzle-based learning contexts. Six types of educational puzzles, which are constraints, optimization, probability, statistically speaking, pattern recognition, and strategy, were used in teaching 14 Informatics gifted students for 8 sessions. The results of pre and post test and each students' answers were analyzed to identify why students were not able to solve the puzzles. We also analysed what essential computational strategies are needed to solve each type of puzzles, and what students did not know in solving puzzle problems. We identified some problems caused by puzzle representation methods, and various students' intuitions that disturb puzzle solving. Also, we identified essential computational strategies to solve puzzles: backtracking, dynamic programming, abstraction, modeling, and reduction of big problem. However, students had difficulties in applying these strategies to solve their puzzle problems. We proposed the revised puzzle-based learning strategies, which is based on the improved problem representation, just-in-time cognitive feedbacks, and web-based learning system.

Re-ranking the Results from Two Image Retrieval System in Cooperative Manner (두 영상검색 시스템의 협력적 이용을 통한 재순위화)

  • Hwang, Joong-Won;Kim, Hyunwoo;Kim, Junmo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.1
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    • pp.7-15
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    • 2014
  • Image retrieval has become a huge part of computer vision and data mining. Although commercial image retrieval systems such as Google show great performances, the improvement on the performances are constantly on demand because of the rapid growth of data on web space. To satisfy the demand, many re-ranking methods, which enhance the performances by reordering retrieved results with independent algorithms, has been proposed. Conventional re-ranking algorithms are based on the assumption that visual patterns are not used on initial image retrieval stage. However, image search engines in present have begun to use the visual and the assumption is required to be reconsidered. Also, though it is possible to suspect that integration of multiple retrieval systems can improve the overall performance, the research on the topic has not been done sufficiently. In this paper, we made the condition that other manner than cooperation cannot improve the ranking result. We evaluate the algorithm on toy model and show that propose module can improve the retrieval results.