• Title/Summary/Keyword: 표현능력

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Reconstruction of Standard Electronic Tax Invoices in XBRL (XBRL을 사용한 표준 전자세금계산서의 재구성)

  • Kim, Hyoung-Do
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.27-36
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    • 2009
  • Standard electronic tax invoice is a document standard for electronically exchanging tax invoices, which have been used in the form of paper for proofing business transactions. This standard focuses on the aspect of exchanging electronic documents between businesses and between businesses and NTS(National Tax Service), so it is limited in expressing semantics and contexts of financial information explicitly and economically for reusing them after their exchanges. Above all, it is needed to consider that they can be employed to various applications of businesses including financial reporting and auditing because they contain basic financial information about taxes and that they are reported to NTS. In this perspective, this paper compares and analyzes how to compose standard electronic tax invoice documents in XBRL with concrete examples, focused on the expressability and applicability, and discusses the possibility of XBRL-based standard electronic tax invoices.

Differences of Emotional Intelligence and Interpersonal Relationship Disposition according to the Internet Addiction Tendency in Adolescents (청소년의 인터넷 중독 수준에 따른 감성지능 및 대인관계성향 차이)

  • Lee, Man-Je
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.201-211
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    • 2009
  • The goal of this study is to examine the differences in emotional intelligence and interpersonal relationship disposition in Korean adolescents according to the internet addiction level. The results are as follows: First, Some significant differences in respondents' emotional intelligence are found according to the internet addiction level. Specifically, the internet addicted group have lower scores than the non-addicted group in various aspects such as emotional awareness, emotional expression, emotional control, and emotional application. Second, the internet addicted group show a tendency to have less independent-responsible, sympathetic-receptive, and sociable-friendly disposition than its counterparts in the respect of interpersonal relationship. Third, the internet addicted group are disposed to have more competitive-aggressive, and defiant-distrustful disposition than the respondents in the other group.

A Construction of The Multimedia Expert System For Wargame Su, pp.rt (워게임 지원용 멀티미디어 전문가시스템 구축)

  • 김화수;조문희;박홍규;박경원
    • Journal of Intelligence and Information Systems
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    • v.3 no.1
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    • pp.143-160
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    • 1997
  • 현재 우리 군에서는 첨단과학무기를 이용한 전투력을 신속히 집중, 전환시키고 효과적으로 통합 운용해야하는 각급 제대의 지휘관 및 참모의 지휘통제능력 향상을 위하여 첨단 컴퓨터장비를 이용하여 시뮬레이션 기법을 통한 워게임 모델을 개발하여 이를 이용한 훈련을 실시하고 있다. 이 워게임 모델중 지상전투의 가장 기본이 되는 근접전투 시뮬레이션은 미국에서 개발도입된 "COBRA" 시스템을 이용하고 있으나 한국실정에 맞는 시스템으로 확장 및 유지보수가 어렵고, 상위시스템의 서브시스템으로만 운영되고있어 자체 교육훈련 및 전투분석을 위한 단독시스템으로 운영이 어려운 실정이다. 본 논문에서는 이러한 문제점을 극복하고, 방대한 양의 지식을 효율적이고 효과적으로 표현할 수 있으며 시스템의 확장 및 유지보수가 용이하고 우리실정에 적합한 전투 훈련을 실시하도록 지원하는 워게임(근접전투) 지원용 멀티미디어 전문가시스템을 개발하였다. 본 논문에서 개발한 전문가시스템은 쌍방이 부대들의 근접전투를 실시할 때 실전에서 나타날 수 있는 가능한 모든 상황의 데이터를 이용하여 전투상황을 분석하며, 기존의 획일적이고 단순한 형태로 결과를 판정하던 것을 전투원의 사기, 체력, 전투한계 등 심리적 요소까지 고려함으로써 새로이 변화되는 전쟁양상에 쉽게 적응할 수 있는 확장성 및 유지보수가 용이하며 시스템 단독으로 운영하여 반복적으로 전투를 분석하고 교육훈련을 실시하도록 함으로써 실전적이고 실질적인 근접전투 워게임지원이 가능하다. 본 논문에서는 전문가 시스템을 개발함에 있어서 지식베이스 모듈, 추론엔진 모듈 및 설명 모듈은 전문가 시스템 개발도구인 Smart Elements를 이용하여 구축하였으며, 사용자 인터페이스 모듈은 멀티미디어 저적도구인 툴북 3.0을 이용하였으며, 마지막으로 전체적인 모듈은 API를 이용 통합하여 하나의 응용소프트웨어를 생성하였다.

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Evaluation of Interpretability for Generated Rules from ANFIS (ANFIS에서 생성된 규칙의 해석용이성 평가)

  • Song, Hee-Seok;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.15 no.4
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    • pp.123-140
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    • 2009
  • Fuzzy neural network is an integrated model of artificial neural network and fuzzy system and it has been successfully applied in control and forecasting area. Recently ANFIS(Adaptive Network-based Fuzzy Inference System) has been noticed widely among various fuzzy neural network models because of outstanding performance of control and forecasting accuracy. ANFIS has capability to refine its fuzzy rules interactively with human expert. In particular, when we use initial rule structure for machine learning which is generated from human expert, it is highly probable to reach global optimum solution as well as shorten time to convergence. We propose metrics to evaluate interpretability of generated rules as a means of acquiring domain knowledge and compare level of interpretability of ANFIS fuzzy rules to those of C5.0 classification rules. The proposed metrics also can be used to evaluate capability of rule generation for the various machine learning methods.

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A Study on Design of Object-oriented Database using UML - IPCS(Intergrated Production Control System) Construction - (UML를 이용한 객체지향 데이터베이스 설계에 관한 연구 - 통합생산관리시스템 구축을 중심으로 -)

  • 이승범;주기세
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.05a
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    • pp.163-167
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    • 1999
  • The relational data model can't be applied to CAD/CAM, CE, and CIM since it can't support the semantic model concept such as complex object, random data definition, manipulation, version control, generalization, aggregation and so on. In this paper, the IPCS(Integrated Production Control System) for hand-rail of ship is parted into several module according to process function. further more, the object oriented data model is designed with UML(Unified Modeling Language). UML is the object oriented design methodology of industrial standard that combines the Booch's methodology, the Rumbaugh's On(Object Modeling Technique), and the Jacobson's OOSE(Object-Oriented Software Engineering) methodology. The efficient management is expected with object-oriented data model construction, since this developed system can achieve efficient process control, system maintenance, repair and extension.

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The Education Program Model for the Thinking Extension Ability of the Gifted in Information Based on Game Tree (게임 트리에 기반한 정보영재의 사고력 신장을 위한 교육 프로그램 모형)

  • Jung, Deok-Gil;Kim, Byung-Joe
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.310-314
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    • 2007
  • In this paper, we develop the thinking extension education program for the gifted students of information, and prove the validity and effectiveness of the proposed model by presenting the Tic-tac-toe problem as the practical example of the information-gifted students. This model consists of four phases which has the game tree as data structure and the search of game tree as control structure. And the search of game tree becomes the basis of the thinking extension education program. This model gives the help for students to learn representing the problem as tree structure and solving the problem of tree structure using the search method of game tree. The internal ability of the information-gifted for thinking extension of this education program contains the fluency, perceptiveness, originality, power of concentration, imaginative power, analyzing skills, pattern recognition, space sense, synthesizing, problem-solving.

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Real-time Volume Rendering using Point-Primitive (포인트 프리미티브를 이용한 실시간 볼륨 렌더링 기법)

  • Kang, Dong-Soo;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1229-1237
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    • 2011
  • The volume ray-casting method is one of the direct volume rendering methods that produces high-quality images as well as manipulates semi-transparent object. Although the volume ray-casting method produces high-quality image by sampling in the region of interest, its rendering speed is slow since the color acquisition process is complicated for repetitive memory reference and accumulation of sample values. Recently, the GPU-based acceleration techniques are introduced. However, they require pre-processing or additional memory. In this paper, we propose efficient point-primitive based method to overcome complicated computation of GPU ray-casting. It presents semi-transparent objects, however it does not require preprocessing and additional memory. Our method is fast since it generates point-primitives from volume dataset during sampling process and it projects the primitives onto the image plane. Also, our method can easily cope with OTF change because we can add or delete point-primitive in real-time.

A Study onImproving the Transferring Efficiency of Information in the Object-oriented Development Notation Methodologies Based on Cognitive Theory (인지이론에 기초한 객체지향 개발 표기법들의 정보전달 효율 제공 관한 연구)

  • Kim, Won-Yeong;Kim, Chi-Su
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.1
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    • pp.83-89
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    • 1999
  • For the object-oriented development methods authorized by OMG a number of official methodologies such as Booch, Coad/Yourdon methods are used in the development of the object-oriented soft ware and each methodology represents its process of analysis and design using different symbols. Between those notation methodologies there exist some differences as a matter of development, information for transfer, accordingly they act on the transfer of the information in the object-oriented development as obstacle and give rise to they natural outcome of error. The aim of this study is in the presentation of ideas that decrease the probability of errors by means of verify8ing the transferring ability of information which the existing diagrammatic notation methodologies have had on the basis of cognitive science, minimizing the cognitive load from the object-oriented development through enhancing symbols in each obstacles to transferring information and removing them.

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Usability and Accessibility Evaluation of South Korean and American Health-Related Websites for the Elderly (노인들을 위한 건강관련 웹사이트의 사용성과 접근성 평가)

  • Park, Eun-Jun;Ko, Ji-Woon
    • Journal of Korean Academy of Nursing Administration
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    • v.16 no.4
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    • pp.475-487
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    • 2010
  • 연구목적: 노인을 위한 건강정보 웹사이트들이 사용성과 접근성을 높이기 위해 지켜야 할 디자인 요소를 어떻게 반영하고 있는지 평가·비교함으로써 개선 방향을 제언하고자 하였다. 연구방법: 국내 및 미국에서 개발된 노인 대상의 건강정보 웹사이트를 각각 9개씩 선정하였다. 근거 기반의 웹디자인 지침서인 Make Your Website Senior Friendly: Checklist와 Research-based Web Design & Usability Guideline을 통합 수정하여 얻은 4개 영역의 평가 항목 48개를 적용해 두 명의 평가자가 선정된 총 18개 웹사이트를 평가하였다. 연구결과: '가독성' 영역 중 서체 선택, 줄 간격, 배경색과 글자색 선택 등은 양호하였으나 국내 웹사이트들 중에는 글자 크기가 조절되지 않는 경우가 빈번하였다. '정보의 표현과 구성' 영역에서 다수의 웹사이트들은 정보 배치 등이 우수하고 소비자 용어를 사용하는 노력을 보였다. 그러나 일부 국내 웹사이트들은 프린트 기능을 제공하지 않거나, 노인들의 저하된 인지 능력을 배려하려는 노력이 부족하였다. '미디어 사용' 영역에서 국내 웹사이트들은 글자 외에 다른 매체를 사용하는 빈도가 미국 웹사이트들에 비해 낮았고, 시청각 매체를 사용할 때는 동일한 내용을 문자로도 볼 수 있도록 하라는 권고안을 준수하지 않았다. '내비게이션과 검색의 용이성'에서는 메뉴나 링크의 명칭이 명확하며, 이용 중에도 쉽게 홈페이지로 돌아갈 수 있도록 구성되었다. 그러나 다수의 국내 사이트들이 사이트맵을 제공하지 않거나, 검색어의 철자오류 등에 대한 배려가 부족하였다. 결론: 국내 웹사이트들은 미국 웹사이트들에 비해 노인들의 사용성과 접근성을 높이는 것으로 밝혀진 연구 근거들을 제대로 반영하지 못하고 있었다. 노인 대상의 인터넷과 웹을 활용한 교육이 지속적으로 증가할 것이므로, 그 효과성을 높이기 위해 간호사들은 정보의 질 뿐만 아니라 디자인 측면의 중요성을 인식하고 실천할 수 있어야겠다.

Automatic Selection of Similar Sentences for Teaching Writing in Elementary School (초등 글쓰기 교육을 위한 유사 문장 자동 선별)

  • Park, Youngki
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.333-340
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    • 2016
  • When elementary students write their own sentences, it is often educationally beneficial to compare them with other people's similar sentences. However, it is impractical for use in most classrooms, because it is burdensome for teachers to look up all of the sentences written by students. To cope with this problem, we propose a novel approach for automatic selection of similar sentences based on a three-step process: 1) extracting the subword units from the word-level sentences, 2) training the model with the encoder-decoder architecture, and 3) using the approximate k-nearest neighbor search algorithm to find the similar sentences. Experimental results show that the proposed approach achieves the accuracy of 75% for our test data.