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Study of functional trend in japan's multi-family housing and comparison through nation's environmental certification standard, analyzed by CASBEE assessment result sheet (CASBEE 평가분석을 통한 일본 주요도시 집합주택의 성능 동향 및 국내 친환경 건축 인증기준과의 비교검토에 관한 연구)

  • Shim, Jae-Myung;Kim, Kang-Soo
    • KIEAE Journal
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    • v.13 no.2
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    • pp.113-122
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    • 2013
  • On July 2004, the brand new CASBEE for construction (Brief version) has completed while trying to highlight and improve major items adequate for each region's characteristics in Japan; at the same time, from the start of NAGOYA CITY (operated since April 2004) to the point of May 2011, it has been mandatory for specified size buildings in 23 regions by law. Evaluation sheet of CASBEE is published on each region's home page and various genre of information on building evaluation which is scheduled to be completed by 2016 and is for 5-6 years of quantity is accumulated until October 2012. It is good study resource to verify how new buildings being evaluated are closely match with CASBEE's original purport (eco-friendly, energy efficiency, publicity etc). Particularly, for Japan's multi-family housing where small sized mid to high level single housing type is majority in city, it is an important point that improved performance on eco-friendly buildings have more value in city rather than suburb. Categorized score through evaluation is a resource to confirm the latest trend of multi-family housing built in congested city; on the other hand, demand of the time can be recognized by the score focused on category. It is meaningful resource to determine the adequacy of evaluated items and the degree of reality.

Comparison of Correlation Coefficients and Intraclass Correlation Coefficients Between Two-way FSI Flow Velocity of Simulated Abdominal Aorta and Human 4D Flow MRI Flow Velocity (시뮬레이션 복부 대동맥의 양방향 FSI 유속과 인체 4D flow MRI 유속의 상관계수, 급내상관계수 비교)

  • Ahn, Hae Nam;Kim, Jung Hun;Park, Ji eun;Choi, Hyeun Woo;Lee, Jong Min
    • Journal of Biomedical Engineering Research
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    • v.42 no.4
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    • pp.143-149
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    • 2021
  • In order to predict and prevent the disease of the abdominal aorta, which is the largest artery in the human body and the most common aneurysm, the normal arterial blood flow operation should be considered. To this end, we are trying to solve problems that may arise in the future by executing FSI based on the data obtained from 4D flow MRI. However, to match the similarity between the 4D flow MRI flow and the FSI flow, correlation was used in previous papers, but the correlation did not show the degree of agreement. Therefore, in this paper, we analyzed the correlation between the 4D flow MRI flow velocity of the human abdominal aorta and the two-way FSI flow velocity in which the three physical properties used for the aortic FSI were added to the CT abdominal aorta 3D model and the interclass correlation coefficient. As a result, the physical property M2 showed the highest similarity in correlation and intraclass correlation coefficient, and this property is intended to be helpful in the future study of the abdominal aortic two-way FSI flow rate.

Appraisal Method for Similarity of Large File Transfer Software (대용량 파일 전송 소프트웨어의 동일성 감정 방법)

  • Chun, Byung-Tae
    • Journal of Software Assessment and Valuation
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    • v.17 no.1
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    • pp.11-16
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    • 2021
  • The importance of software is increasing due to the development of information and communication, and software copyright disputes are also increasing. In this paper, the source of the submitted programs and the files necessary for the execution of the program were taken as the scope of analysis. The large-capacity file transfer solution program to be analyzed provides additional functions such as confidentiality, integrity, user authentication, and non-repudiation functions through digital signature and encryption of data.In this paper, we analyze the program A, program B, and the program C. In order to calculate the program similarity rate, the following contents are analyzed. Analyze the similarity of the package structure, package name, source file name in each package, variable name in source file, function name, function implementation source code, and product environment variable information. It also calculates the overall similarity rate of the program. In order to check the degree of agreement between the package structure and the package name, the similarity was determined by comparing the folder structure. It also analyzes the extent to which the package structure and package name match and the extent to which the source file (class) name within each package matches.

Mutual Information-based Circular Template Matching for Image Registration (영상등록을 위한 Mutual Information 기반의 원형 템플릿 정합)

  • Ye, Chul-Soo
    • Korean Journal of Remote Sensing
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    • v.30 no.5
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    • pp.547-557
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    • 2014
  • This paper presents a method for designing circular template used in similarity measurement for image registration. Circular template has translation and rotation invariant property, which results in correct matching of control points for image registration under the condition of translation and rotation between reference and sensed images. Circular template consisting of the pixels located on the multiple circumferences of the circles whose radii vary from zero to a certain distance, is converted to two-dimensional Discrete Polar Coordinate Matrix (DPCM), whose elements are the pixels of the circular template. For sensed image, the same type of circular template and DPCM are created by rotating the circular template repeatedly by a certain degree in the range between 0 and 360 degrees and then similarity is calculated using mutual information of the two DPCMs. The best match is determined when the mutual information for each rotation angle at each pixel in search area is maximum. The proposed algorithm was tested using KOMPSAT-2 images acquired at two different times and the results indicate high accurate matching performance under image rotation.

Design and performance evaluation of deep learning-based unmanned medical systems for rehabilitation medical assistance (재활 의료 보조를 위한 딥러닝 기반 무인 의료 시스템의 설계 및 성능평가)

  • Choi, Donggyu;Jang, Jongwook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1949-1955
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    • 2021
  • With the recent COVID-19 situation, countries are seriously feeling the need for medical personnel and their technologies. PDepending on the aging society, the number of medical staff is actually decreasing, and in order to solve this problem, research is needed to replace the part that does not require high expertise among actual medical practices performed by doctors. This paper describes and proposes actual research methods related to unmanned medical systems that use various deep learning image processing-based technologies to check the recovery status applicable to rehabilitation areas where medical staff should face patients directly. The proposed method replaces passive calculations such as a protractor or a method of drawing a line in a photograph, which is the method used for actual motion comparison. Since it is performed in real time, it helps to diagnose quickly, and it is easy for medical staff to provide necessary information because data on the degree of match of motion performance can be checked.

Squash Athlete's Perception and Emotional Response on the Referee's Judgment (스쿼시 심판판정에 대한 선수들의 인식과 정서 반응)

  • Park, Kyoung-Shil;Kang, Ho-Seok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.497-511
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    • 2017
  • The purpose of this study was to explore players' perception and emotional reaction toward referee's judgment. The participants of this study were six players (three male and three female) in 2016 national team. The results of this study are as follows: First, the differences in referee judgement were dependant on referees' subjective view point, rapid judging capability, qualification and experience. Second, we found that the a referee's judgement less affected match's results. The countermeasures against the adverse referee judgment include excitement, appeal, flow interruption, thought conversion, and concentration. Third, there were many opinions that both the degree of influence of the referee's judgement and the countermeasures was such that athletes were "not affected". In conclusion, the major determinant of players' performance were game strategy and accuracy of skill although the referee's judgement affected player's emotional reaction both in positive and negative ways.

Development on e-Learning Standard Technology Frameworks of Digital Convergence for Smart Society (스마트사회의 디지털융복합 이러닝 표준기술 프레임워크 개발)

  • Han, Tae-In
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.159-166
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    • 2018
  • The ICT convergence and intelligence information technology has many influences on the whole smart society in the $4^{th}$ industrial revolution era. However, preparations degree of our country is not high as for the intelligence information technology. It is not easy to adopt a new technology on education for cultivating the creative future human resources to match a pace with intelligent smart society. In addition, it is hard work to find and derive the appropriate technology for education because proper and effective proof includes much difficulties. Therefore, this study develop the e-learning standard technology framework through the derivation of educational standard technology element and the suggestion of medium and long term standardization framework for the intelligence information society.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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A Study on the Types of Future Teaching-Learning and Space (미래 교수-학습 및 공간의 유형에 관한 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Hong, Sun-Joo;Ahn, Tae-Youn
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.1
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    • pp.13-24
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    • 2020
  • The purpose of this study is to analyze and match future teaching-learning methods with learning-space types as customized not only by school grade or grade groups, but also by learning modality. As a result, the following six teaching-learning methods were identified as future teaching-learning methods: flipped learning, deeper learning, collaborative learning, learning through immersive virtual reality, playful learning, and learning through OER(Open Educational Resources). There were also six learning-space types that were identified: playing and discovering space, a making and placement space, a presentation and sharing space, a space for independent study, space as a stage, and space as content(See Tables 8 and 11). Learning-space types and future teaching-learning methods were matched with 22 different types of learning modalities based on the presented degree of utilization by school grade or grade groups(See Table 13).

Similarity Measurement with Interestingness Weight for Improving the Accuracy of Web Transaction Clustering (웹 트랜잭션 클러스터링의 정확성을 높이기 위한 흥미가중치 적용 유사도 비교방법)

  • Kang, Tae-Ho;Min, Young-Soo;Yoo, Jae-Soo
    • The KIPS Transactions:PartD
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    • v.11D no.3
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    • pp.717-730
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    • 2004
  • Recently. many researches on the personalization of a web-site have been actively made. The web personalization predicts the sets of the most interesting URLs for each user through data mining approaches such as clustering techniques. Most existing methods using clustering techniques represented the web transactions as bit vectors that represent whether users visit a certain WRL or not to cluster web transactions. The similarity of the web transactions was decided according to the match degree of bit vectors. However, since the existing methods consider only whether users visit a certain URL or not, users' interestingness on the URL is excluded from clustering web transactions. That is, it is possible that the web transactions with different visit proposes or inclinations are classified into the same group. In this paper. we propose an enhanced transaction modeling with interestingness weight to solve such problems and a new similarity measuring method that exploits the proposed transaction modeling. It is shown through performance evaluation that our similarity measuring method improves the accuracy of the web transaction clustering over the existing method.