• Title/Summary/Keyword: Interactive Method

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A Logical Framework of Comparison Shopping Effectiveness and Comparison Challenge Methodology

  • Lee, Jae-Won
    • Proceedings of the CALSEC Conference
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    • 2005.03a
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    • pp.130-134
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    • 2005
  • This research describes the comparison broker's role and its effectiveness measurement using a developed logical framework of comparison shopping service. And verifies that seller-led comparison challenge method provide comparison information of products to buyers more efficiently. In electronic commerce, buyer's satisfaction of purchase (S) can be defined as an interactive function between seller's competitiveness vector (P) of products that supplied to the market, and buyer's informed level vector (B) of products that is known from a lot of sources. Then the buyer's informed level can be changed through the information analysis among products by transformation process using comparison matrix (C). So the role of comparison shopping is to construct a comparison matrix and to serve it to the buyers, and to change the buyer's informed level. The changed informed level influences a buyer's satisfaction, that improved satisfaction of purchase is defined as the effectiveness of comparison shopping. As a perfect provision and usage of comparison matrix is impossible cause of cognitive limit, the most efficient method for improving the comparison effectiveness is the comparison challenge that detects the comparison elements of the largest buyer's information efficiency, and then to be compared between elementary products selectively. This research verifies the substantial superiority of comparison challenge through television market data experiments.

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Min-Max Octree Generation Using CUDA (CUDA를 이용한 최대-최소 8진트리 생성 기법)

  • Lim, Jong-Hyeon;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.191-196
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    • 2009
  • Volume rendering is a method which extracts meaningful information from volume data and visualizes those information. In general, since the size of volume data gets larger, it is very important to devise acceleration methods for interactive rendering speed. Min-max octree is data structure for high-speed volume rendering, however, its creation time becomes long as the data size increases. In this paper, we propose acceleration method of min-max octree generation using CUDA. Firstly, we convert one-dimensional array from volume data using space filling curve. Then we make min-max octree structures from the sequential array and apply them to acceleration of volume ray casting.

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Optimal Design of Tire Sidewall Contours for Improving Maneuverability and Durability (조정성과 내구성 향상을 위한 타이어 측벽형상 최적설계)

  • Jo, Jin-Rae;Jeong, Hyeon-Seong;Lee, Hong-U;Kim, Nam-Jeon;Kim, Gi-Un
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.10
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    • pp.1636-1643
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    • 2001
  • Automobile maneuverability and tire durability are significantly influenced by the sidewall tire contour. In order to improve these tire performances, it is very important far one to determine a sidewall contour producing the ideal tension and strain-energy distributions. However, these requirements can nut be simultaneously achieved by conventional non-interactive multi-objective optimization methods based on mathematical programming, because these exhibit the conflicting behavior each other, with respect lo the sidewall contour. Therefore, we execute the tire contour optimization fur improving the maneuverability and the tire durability using satisficing trade-off method.

A Task Planning System of a Steward Robot with a State Partitioning Technique (상태 분할 기법을 이용한 집사 로봇의 작업 계획 시스템)

  • Kim, Yong-Hwi;Lee, Hyong-Euk;Kim, Heon-Hui;Park, Kwang-Hyun;Bien, Z. Zenn
    • The Journal of Korea Robotics Society
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    • v.3 no.1
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    • pp.23-32
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    • 2008
  • This paper presents a task planning system for a steward robot, which has been developed as an interactive intermediate agent between an end-user and a complex smart home environment called the ISH (Intelligent Sweet Home) at KAIST (Korea Advanced Institute of Science and Technology). The ISH is a large-scale robotic environment with various assistive robots and home appliances for independent living of the elderly and the people with disabilities. In particular, as an approach for achieving human-friendly human-robot interaction, we aim at 'simplification of task commands' by the user. In this sense, a task planning system has been proposed to generate a sequence of actions effectively for coordinating subtasks of the target subsystems from the given high-level task command. Basically, the task planning is performed under the framework of STRIPS (Stanford Research Institute Problem Solver) representation and the split planning method. In addition, we applied a state-partitioning technique to the backward split planning method to reduce computational time. By analyzing the obtained graph, the planning system decomposes an original planning problem into several independent sub-problems, and then, the planning system generates a proper sequence of actions. To show the effectiveness of the proposed system, we deal with a scenario of a planning problem in the ISH.

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Interactive Virtual Anthroscopy Using Isosurface Raycasting Based on Min-Max Map (최대-최소맵 기반 등위면 광선투사법을 이용한 대화식 가상 관절경)

  • 임석현;신병석
    • Journal of Biomedical Engineering Research
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    • v.25 no.2
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    • pp.103-109
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    • 2004
  • A virtual arthroscopy is a simulation of optical arthroscopy that reconstructs anatomical structures from tomographic images in joint region such as a knee, a shoulder and a wrist. In this paper, we propose a virtual arthroscopy based on isosurface raycasting, which is a kind of volume rendering methods for generating 3D images within a short time. Our method exploits a spatial data structure called min-max map to produce high-quality images in near real-time. Also we devise a physically-based camera control model using potential field. So a virtual camera can fly through in articular cavity without restriction. Using the high-speed rendering method and realistic camera control model, we developed a virtual arthroscopy system.

Tourism Destination Recommender System for the Cold Start Problem

  • Zheng, Xiaoyao;Luo, Yonglong;Xu, Zhiyun;Yu, Qingying;Lu, Lin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.7
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    • pp.3192-3212
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    • 2016
  • With the advent and popularity of e-commerce, an increasing number of consumers prefer to order tourism products online. A recommender system can help these users contend with information overload; however, such a system is affected by the cold start problem. Online tourism destination searching is a more difficult task than others on account of its more restrictive factors. In this paper, we therefore propose a tourism destination recommender system that employs opinion-mining technology to refine user preferences and item opinion reputations. These elements are then fused into a hybrid collaborative filtering method by combining user- and item-based collaborative filtering approaches. Meanwhile, we embed an artificial interactive module in our recommender system to alleviate the cold start problem. Compared with several well-known cold start recommendation approaches, our method provides improved recommendation accuracy and quality. A series of experimental evaluations using a publicly available dataset demonstrate that the proposed recommender system outperforms existing recommender systems in addressing the cold start problem.

Gender Differences in Learning Middle School functional Mathematization (중학교 함수의 수학화 과정에서의 성차 연구)

  • Ko, Ho-Kyoung;Choi-Koh, Sang-Sook
    • The Mathematical Education
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    • v.47 no.3
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    • pp.273-290
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    • 2008
  • This article provides how to implement the use of Realistic Mathematics Education (RME) in a teaching a function at a school to improve the equity based on the gender in students' mathematization for their mathematical thinking using technology. This study was planed to get research results using the mixed methodology with qualitative and quantitative methodologies. 120 middle school students participated in the study to bring us data about their mathematical achievement. Through the data analysis used by ANCOVA for the qualitative method, the students with the experiment of the mathematization based on technology excelled the other groups of students who were not provided with technology or both of them. Through the data analysis used by the constant comparative method for the qualitative data, the technology environment had helped the female students manipulate learning trends easily, strong construction on horizontal mathematization, depending on discussion with peers, and more reflexive thinking using a calculator. This means that teachers can put careful assignment on each category of mathematization regarding the gender. The study results in a lot of resources for teachers to use into their teaching mathematics for improving students' equity in interactive technology environment.

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A Study on Real-Time Lightning Simulation for Smart Device (스마트기기 게임에 적합한 실시간 번개 시뮬레이션 연구)

  • Park, SungBae;Oh, GyuHwan
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.35-46
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    • 2013
  • In this paper, we show a real-time lightning simulation for smart device game. Our proposed method uses physically based Dielectric Breakdown Model to similar real world lightning path and we simplify the algorithm for real-time simulation in smart device. In addition, the rendering process can render multiple lightning and can real-time render in smart device. Finally, our lightning can support interactive with user. The simulation method will be effectively useful for a game that needs a real-time simulation as its game element in smart device environment.

A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

A Study on Magnetic Cure System Depending on Dominant Direction of Meridian using Heating Diagnosis Method

  • Kim, Byoung-Hwa;Lee, Hie-Soung;Lee, Woo-Cheol;Han, Gueon-Sang;Won, You-Seub;Sagong, Seok-Jin;Ahn, Hyun-Sik;Kim, Do-Hyun
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1776-1779
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    • 2002
  • In this paper, we measured the heating time on the key measuring point of the meridian of the human body's left and right by using heating machine. Then, based on the fuzzy theory, this study diagnosed the each meridian's strength and weakness, After that, both the strengthening and weakening stimulus of magnetic field was applied to the dominant direction to find out how the degree of strength and weakness of the meridian changed. Ultimately, the magnetic therapy that can stimulate the magnetic field at the time of diagnosis and thereby balancing the interactive of a five system has been materialized. For the stimulation of magnetic field, a stimulating device which can change the direction and time on a specific part of the key measuring points has been developed and used. The therapeutic method is as follows. first, the strength and weakness of the meridian has been determined. Second, both the extremely weak meridian of Yin(Shade) and Yang(Shine), and the extremely strong meridian of Yin and Yang were adjusted by applying appropriate ascending and descending stimuli respectively.

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