• 제목/요약/키워드: Interactive approach

검색결과 399건 처리시간 0.022초

Interactive Fuzzy Linear Programming with Two-Phase Approach

  • Lee Jong-Hwan
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제6권3호
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    • pp.232-239
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    • 2006
  • This paper is for applying interactive fuzzy linear programming for the problem of product mix planning, which is one of the aggregate planning problem. We developed a modified algorithm, which has two-phase approach for interactive fuzzy linear programming to get a better solution. Adding two-phase method, we expect to obtain not only the highest membership degree, but also a better utilization of each constrained resource.

A Study on IFGP Model for Solving Multiobjective Quality Management under Fuzzy Condition

  • Cheong, Jong Shik;Pak, Pyong Ki
    • 품질경영학회지
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    • 제21권2호
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    • pp.194-214
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    • 1993
  • This paper purports to study on interactive fuzzy goal programming model which leads to the compromise solution which the decision maker satisfies through the interactive approach. We also attempted to calculate local proxy preference function from utility function of sum-of-logarithms in connection with marginal rate of substitution and interactive approach for the purpose of applying weight of multiobjective function. In an attempt to grasp compromise solution from fuzzy efficient solution, we decided to take the interactive method and presented stopping rule for this.

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Multiobjective Optimization of Three-Stage Spur Gear Reduction Units Using Interactive Physical Programming

  • Huang Hong Zhong;Tian Zhi Gang;Zuo Ming J.
    • Journal of Mechanical Science and Technology
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    • 제19권5호
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    • pp.1080-1086
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    • 2005
  • The preliminary design optimization of multi-stage spur gear reduction units has been a subject of considerable interest, since many high-performance power transmission applications (e.g., automotive and aerospace) require high-performance gear reduction units. There are multiple objectives in the optimal design of multi-stage spur gear reduction unit, such as minimizing the volume and maximizing the surface fatigue life. It is reasonable to formulate the design of spur gear reduction unit as a multi-objective optimization problem, and find an appropriate approach to solve it. In this paper an interactive physical programming approach is developed to place physical programming into an interactive framework in a natural way. Class functions, which are used to represent the designer's preferences on design objectives, are fixed during the interactive physical programming procedure. After a Pareto solution is generated, a preference offset is added into the class function of each objective based on whether the designer would like to improve this objective or sacrifice the objective so as to improve other objectives. The preference offsets are adjusted during the interactive physical programming procedure, and an optimal solution that satisfies the designer's preferences is supposed to be obtained by the end of the procedure. An optimization problem of three-stage spur gear reduction unit is given to illustrate the effectiveness of the proposed approach.

다중반응최적화를 위한 상호교호적 접근법 (An Interactive Approach to Multiple Response Optimization)

  • 이평수;박경삼
    • 한국경영과학회지
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    • 제40권3호
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    • pp.49-61
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    • 2015
  • We study the problem of multiple response optimization (MRO) and focus on the selection of input levels which will produce desirable output quality. We propose an interactive multiple objective optimization approach to the input design. The earlier interactive methods utilized for MRO communicate with the decision maker only using the response variable values, in order to improve the current response values, thereby resulting in the corresponding design solution automatically. In their interaction steps of preference articulation, no account is taken of any active changes in design variable values. On the contrary, our approach permits the decision maker to change the design variable values in its interaction stage, which makes possible the consideration of the preference or economics of the design variable side. Using some typical value functions, we also demonstrate that our method converges reasonably well to the known optimal solutions.

대화식 절차를 활용한 공정능력지수 기반 다중반응표면 최적화 (An Interactive Process Capability-Based Approach to Multi-Response Surface Optimization)

  • 정인준
    • 품질경영학회지
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    • 제45권2호
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    • pp.191-207
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    • 2017
  • Purpose: To develop an interactive version of the conventional process capability-based approach, called 'Interactive Process Capability-Based Approach (IPCA)' in multi-response surface optimization to obtain a satisfactory compromise which incorporates a decision maker(DM)'s preference information precisely. Methods: The proposed IPCA consists of 4 steps. Step 1 is to obtain the estimated process capability indices and initialize the parameters. Step 2 is to maximize the overall process capability index. Step 3 is to evaluate the optimization results. If all the responses are satisfactory, the procedure stops with the most preferred compromise solution. Otherwise, it moves to Step 4. Step 4 is to adjust the preference parameters. The adjustment can be made in two modes: relaxation and tightening. The relaxation is to make the importance of one of the satisfactory responses lower, which is implemented by decreasing its weight. The tightening is to make the importance of one of the unsatisfactory responses higher, which is implemented by increasing its weight. Then, the procedure goes back to Step 2. If there is no response to be adjusted, it stops with the unsatisfactory compromise solution. Results: The proposed IPCA was illustrated through a multi-response surface problem, colloidal gas aphrons problem. The illustration shows that it can generate a satisfactory compromise through an interactive procedure which enables the DM to provide his or her preference information conveniently. Conclusion: The proposed IPCA has two major advantages. One is to obtain a satisfactory compromise which is faithful to the DM preference structure. The other is to make the DM's participation in the interactive procedure easier by using the process capability index in judging satisfaction/unsatisfaction. The process capability index is very familiar with quality practitioners as well as indicates the process performance levels numerically.

인터렉티브 스토리텔링 연구: 영화 <안티크라이스트>를 중심으로 (A Cinematographic Approach in Interactive Storytelling: An Analysis of the Film )

  • 김진형
    • 한국콘텐츠학회논문지
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    • 제11권5호
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    • pp.172-184
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    • 2011
  • 본 논의는 영화의 인터렉티브 스토리텔링 구축의 접근 가능성을 모색하는 것에 목적이 있다. 이는 영화<안티크라이스트>의 분석을 통해 자세히 살펴보자 한다. 이 작품은 성경의 창세기와 인간의 원죄에 대한 알레고리를 담고 있다. 그러나 전달되는 이미지에 대한 관객들의 적극적인 개입 없이는 완벽한 서사의 구축이 불가능하다. 영화의 서사는 결정론적이기보다는 상호작용적이며 창발적으로 생성된다. 따라서 본 논문에서는 관객들의 참여를 돕는 인터페이스에 관한 분석을 통해 이들이 어떻게 영화의 인터렉티브 스토리텔링을 가능케 하는지에 대해 살펴볼 것이다. 이를 통해 본 연구는 영화의 서사를 인터렉티브 스토리텔링의 구조로 확대할 수 있는 가능성을 보여주고자 한다.

상호작용 다목적 최적화 방법론을 이용한 전시 탄약 할당 모형 (Ammunition Allocation Model using an Interactive Multi-objective Optimization(MOO) Method)

  • 정민섭;박명섭
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2006년도 추계학술대회
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    • pp.513-524
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    • 2006
  • The ammunition allocation problem is a Multi-objective optimization(MOO) problem, maximizing fill-rate of multiple user troops and minimizing transportation time. Recent studies attempted to solve this problem by the prior preference articulation approach such as goal programming. They require that all the preference information of decision makers(DM) should be extracted prior to solving the problem. However, the prior preference information is difficult to implement properly in a rapidly changing state of war. Moreover they have some limitations such as heavy cognitive effort required to DM. This paper proposes a new ammunition allocation model based on more reasonable assumptions and uses an interactive MOO method to the ammunition allocation problem to overcome the limitations mentioned above. In particular, this article uses the GDF procedure, one of the well-known interactive optimization methods in the MOO liter-ature, in solving the ammunition allocation problem.

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Interactive lens through smartphones for supporting level-of-detailed views in a public display

  • Kim, Minseok;Lee, Jae Yeol
    • Journal of Computational Design and Engineering
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    • 제2권2호
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    • pp.73-78
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    • 2015
  • In this paper, we propose a new approach to providing interactive and collaborative lens among multi-users for supporting level-of-detailed views using smartphones in a public display. In order to provide smartphone-based lens capability, the locations of smartphones are effectively detected and tracked using Kinect, which provides RGB data and depth data (RGB-D). In particular, human skeleton information is extracted from the Kinect 3D depth data to calculate the smartphone location more efficiently and correctly with respect to the public display and to support head tracking for easy target selection and adaptive view generation. The suggested interactive and collaborative lens using smartphones not only can explore local spaces of the shared display but also can provide various kinds of activities such as LOD viewing and collaborative interaction. Implementation results are given to show the advantage and effectiveness of the proposed approach.

수준별 교과운영에 따른 기존 중학교의 시설 변화에 대한 연구 (A Study on the Change Face of Middle School Facilities Responding to Individualized Interactive Learning Approach(IILA))

  • 이화룡
    • 교육녹색환경연구
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    • 제1권1호
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    • pp.44-58
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    • 2001
  • This study aims to establish new architectural agenda for the existing middle school facilities responding to individualized interactive learning approach(IILA). First, it investigates the mechanism of new teaching methods and contents proposed in the national level curriculum and the province guidances. Secondly, it suggests the Quality and Quantity of new (multi-purpose) classrooms that should be built for operating new curriculum in the existing middle schools. Finally, it finally emphasizes the educational specification that should be prepared prior to planning school buildings.

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양방향 온라인 수업의 문제 지점과 개선 방안 연구 (A study on pain points and improvement plans for interactive online classes)

  • 이지은
    • 한국인터넷방송통신학회논문지
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    • 제20권6호
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    • pp.137-144
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    • 2020
  • 코로나 19의 확산으로 온라인 수업에 대한 수요가 증가하고 있다. 이에 대학들은 다양한 형태의 온라인 강의를 도입하고 있으나 현장에서는 여러가지 문제들이 발생하고 있다. 학습자들은 강의와 시스템 품질에 대한 불만을 제기하고 있으며, 교수들은 온라인 수업 준비 및 진행에 대한 어려움을 호소하고 있다. 본 연구에서는 양방향 온라인 강의의 수업 상황을 분석하고, 수업 상황에서 교수자가 느끼는 불편함을 유형화 하였다. 연구자는 이러한 문제를 해결하기 위한 방안을 시스템과 행정적 요소로 나누어 제안하였다. 양방향 온라인 강의의 안정적 정착은 대학의 디지털 전환을 촉진할 것이다.