Journal of the Korean Society for information Management
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v.37
no.2
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pp.197-223
/
2020
The purpose of this study is to analyze the issues resulted from the process of grouping KORMARC records using FRBR WORK concept and to suggest a new method. The previous studies did not sufficiently address the criteria or processes for identifying representative authors of records and their derivatives. Therefore, our study focused on devising a method of identifying the representative author when there are multiple contributors in a work. The study developed a method of identifying representative authors using an author role dictionary constructed by extracting role-terms from the statement of responsibility field (245). We also designed another way to group records as a work by calculating similarity measures of authors and titles. The accuracy rate of WORK grouping was the highest when blank spaces, parentheses, and controling processes were removed from titles and the measured similarity rates of authors and titles were higher than 80 percent. This was an experiment study where we developed an author-role dictionary that can be utilized in selecting a representative author and measured the similarity rate of authors and titles in order to achieve effective WORK grouping of KORMARC records. The future study will attempt to devise a way to improve the similarity measure of titles, incorporate FRBR Group 1 entities such as expression, manifestation and item data into the algorithm, and a method of improving the algorithm by utilizing other forms of MARC data that are widely used in Korea.
The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless these algorithms can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL) as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. In this paper we use the AMMQL algorithn as a learning method for dynamic positioning of the robot soccer agent, and implement a robot soccer agent system called Cogitoniks.
Jo, Young-Tae;Park, Chong-Myung;Lee, Joa-Hyoung;Seo, Dong-Mahn;Lim, Dong-Sun;Jung, In-Bum
Journal of KIISE:Information Networking
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v.37
no.3
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pp.204-216
/
2010
Since Sensor nodes around a fixed sink have huge concentrated network traffic, the battery consumption of them is increased extremely. Therefore the lifetime of sensor networks is limited because of huge battery consumption. To address this problem, a mobile sink has been studied for load distribution among sensor nodes. Since a mobile sink changes its location in sensor networks continuously, the mobile sink has time limits to communicate with each sensor node and unstable signal strength from each sensor node. Therefore, a fair and stable data collection method between a mobile sink and sensor nodes is necessary in this environment. When some sensor nodes are not able to send data to the mobile sink, a real-time application in sensor networks cannot be provided. In this paper, the new scheduling method, FQMS (Fair Queuing for Mobile Sink), is proposed for fair and stable data collection for mobile sinks in sensor networks. The FQMS guarantees balanced data collecting between sensor nodes for a mobile sink. In out experiments, the FQMS receives more packets from sensor nodes than legacy scheduling methods and provides fair data collection, because moving speed of a mobile sink, distance between a mobile sink and sensor nodes and the number of sensor nodes are considered.
Journal of the Korea Academia-Industrial cooperation Society
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v.17
no.12
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pp.427-436
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2016
Due to disasters such as earthquakes and landslides in urban areas, persons have been buried inside collapsed buildings and structures. Rescuers have mainly utilized detection equipment by applying sound, video and electric waves, but these are expensive and due to the directional approaches onto the collapsed site, secondary collapse risk can arise. In addition, due to poor utilization of such equipment, new human detection technology with quick and high reliability has not been utilized. To address these issues, this study develops a wireless signal-based human detection module that can be loaded into an Unmanned Aerial Vehicle (UAV). The human detection module searches for the 3D location for buried persons by collecting Wi-Fi signal and barometer sensors data transmitted from the mobile phones. This module can gain diverse information from mobile phones for buried persons in real time. We present a development framework of the module that provides 3D location data with more reliable information by delivering the collected data into a local computer in the ground. This study verified the application feasibility of the developed module in a real collapsed area. Therefore, it is expected that these results can be used as a core technology for the quick detection of buried persons' location and for relieving them after disasters that induce building collapses.
With the structure of tilde-area computing system which Is specified by a researching team in Vrije University, Netherlands, lots of researchers and developers have been progressing the studies of global location and interconnection services of distributed objects existing in global sites. Most of them halve focused on binding services of only non-duplicated computational objects existing wide-area computing sites without any consideration of duplication problems. But all of objects existing on the earth rave the duplicated characteristics according to how to categorize their own names or properties. These objects with the same property can define as duplicated computational objects. Up to now, the existing naming or trading mechanism has not supported the binding services of duplicated objects, because of deficiency of independent location service. For this reason, we suggest a new model that can not only manages locations of duplicated objects In wide-area computing environments, but also provide minimum binding time by considering both the optimal selection of one of duplicated objects and load balance among distributed systems. Our model is functionally divided into 2 parts, one part to obtain an unique object handle of duplicated objects with same property as a naming and trading service, and the other to search one or more contact addresses by a node manager using a liven object handle, as a location service For location transparency, these services are independently executing each other. Based on our model, we described structure of wide-area integrated tree and algorithms for searching and updating contact address of distributed object on this tree. finally, we showed a federation structure that can globally bind distributed objects located on different regions from an arbitrary client object.
Journal of the Korea Society of Computer and Information
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v.25
no.11
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pp.277-286
/
2020
In this paper, we propose a new educational approach to help learners form concepts by identifying the properties of programming concepts targeting a group of experts in programming education. Therefore, we confirmed the typical properties of concepts by programming education experts for programming learning elements through conceptual metaphor analysis, which is a qualitative research method, and confirmed the validity through the delphi method. As a result of this study, we identified 17 typical properties of programming concepts that learners should form in programming education. The conclusions of this study are that need to compose the educational content more specifically for the conceptualization of learners' programming as follows: 1)the concept of a variable is to understand how to store data, how to set a name, what an address has, how to change a value, various types of variables, and the meaning of the size of a variable, 2)the concept of operator is to understand how to operate the four rules, how to deal with it logically, how to connect according to priority, meaning of operation symbols, and how to compare, 3)the concept of the control structure is to understand how to control the execution flow, how to make a logical judgment, how to set an execution rule, meaning of sequential execution, and how to repeat executing.
Journal of the Korea Society of Computer and Information
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v.10
no.1
s.33
/
pp.93-100
/
2005
This study is to desist and implement an efficient microbial medical image retrieval system based on knowledge and content of them which can make use of more accurate decision on colony as doll as efficient education for new techicians. For this. re first address overall inference to set up flexible search path using rule-base in order U redure time required original microbial identification by searching the fastest path of microbial identification phase based on heuristics knowledge. Next, we propose a color ffature gfraction mtU, which is able to extract color feature vectors of visual contents from a inn microbial image based on especially bacteria image using HSV color model. In addition, for better retrieval performance based on large microbial databases, we present an integrated indexing technique that combines with B+-tree for indexing simple attributes, inverted file structure for text medical keywords list, and scan-based filtering method for high dimensional color feature vectors. Finally. the implemented system shows the possibility to manage and retrieve the complex microbial images using knowledge and visual contents itself effectively. We expect to decrease rapidly Loaming time for elementary technicians by tell organizing knowledge of clinical fields through proposed system.
Journal of Korea Society of Industrial Information Systems
/
v.21
no.4
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pp.67-78
/
2016
Recently many countries around the world are actively promoting smart city projects to address various urban problems such as traffic congestion, housing shortage, and energy scarcity. Due to development of the Internet of Things (IoT), the development of a smart city with sustainability, convenience, and environment-friendliness was enabled through the effective control and reuse of urban resources. The purpose of this study is to analyze the technical trends of IoT and present a development plan for smart city which is one of the applications of the IoT. To this end, the news articles of the Electronic Times between 2013 and 2015were analyzed using the text mining technique and smart city development cases of other countries were investigated. The analysis results revealed the close relationships of big data, cloud, platforms, and sensors with smart city. For the successful development of a smart city, first, all the interested parties in the city must work together to create new values throughout the entire process of value chain. Second, they must utilize big data and disclose public data more actively than they are doing now. This study has made academic contribution in that it has presented a big data analysis method and stimulated follow-up studies. For the practical contribution, the results of this study provided useful data for the policy making of local governments and administrative agencies for smart city development. This study may have limitations in the incorporation of the total trends because only the news articles of the Electronic Times were selected to analyze the technical trends of the IoT.
Journal of the Korean Institute of Landscape Architecture
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v.18
no.3
s.39
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pp.171-190
/
1990
It is the purpose of this study to address how to manage the urban vegitation using the concept of Urban Forestry which is relatively new to Korea. When we consider the Urban Forestry as a science, We should understand it interdisciplinary subject which includes Forestry, Horticulture, Urban Planning, Landscape Design, Landuse Planning, Business and Humanities. It may say that people and tree are the fundermental components of Urban Forestry. So there are two ways of Urban Forestry Applications-How people care for trees and How trees care for People-. For the application, this study places the focus on the monetary valuation, tree inventory system and traditional forestry application to urban forest management. Pubic Relation, Communication, Ordinances and Budget are also mentioned as a part of Urban Forestry Policy. Monetary valuation of trees and forests is very important for the proper cognition of their real value. So that, they may be equated and weighed against conflicting uses which would cause to be removed or severely mutilated. A tree inventory system which is the essential part of urban tree management can provide the pertinent information about the present condition of urban tree resource. It may aid in reducing the subjectivity of tree management decisions and stimulate them to be made rapidly and can help reduce potential municipal liability by identifying serious problems in time for corrective maintenance practices to be applied for the maximize community benefits and minimimize public nuisances or hazards. Managers can derive the information from the inventory and use it for the various management plan. When we see the structure of tree inventory system as one of the data base management system, Computer is the best equipment for the efficient management plan. Public relation and communication is also important factors to care the people for urban vegetation management. Volunteer management system is a good example for the public relation and communication. Those skills are need to develop for using the priceless, valuable human resources. Budget holds the key to the execution of Urban Forestry. Good inventory can provide for efficient budgeting stratiges through it's scientific analysis for the way of maximum benefits and minimum costs. Forest can be play a vital role for the aesthetic improvement and recreation in the city. This study suggests that the traditional sivicultural application not only improve the quality of scenic beauty and recreation but also the products of timber. So it is more needed to study for strong and scientific application to urban forest management.
Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
Journal of the Institute of Electronics Engineers of Korea CI
/
v.42
no.3
s.303
/
pp.17-28
/
2005
Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.
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