• Title/Summary/Keyword: PLACE

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Schedule Management on the BioPlace Collaborative System (BioPlace 협업지원 시스템에서의 일정관리)

  • 박희종;문남두;안건태;이명준
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.157-159
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    • 2003
  • BioPlace는 유전체 연구자에게 유전체 검색 시스템을 제공하고 특정 연구 분야의 연구자들 사이에 연구 관련 정보를 효율적으로 공유하고 교환하기 위한 웹기반 협업지원 환경이다. BioPlace 시스템에서 효과적인 공동작업을 수행하기 위해서는 개인 및 작업그룹간의 일정을 편리하게 관리할 수 있는 일정관리 도구가 필요하다. 본 논문에서는 BioPlace 시스템 상에서 개인 및 작업그룹의 일정을 편리하고 효율적으로 관리할 수 있는 도구를 JSP 및 EJB 컴포넌트 기술을 이용하여 개발하였다. 개발된 일정관리 컴포넌트는 일정보기, 일정추가, 일정수정, 일정삭제, 공지전달 등의 기능을 통하여 사용자들 간의 효율적인 공동작업을 수행할 수 있는 편리함을 제공한다.

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Condition-invariant Place Recognition Using Deep Convolutional Auto-encoder (Deep Convolutional Auto-encoder를 이용한 환경 변화에 강인한 장소 인식)

  • Oh, Junghyun;Lee, Beomhee
    • The Journal of Korea Robotics Society
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    • v.14 no.1
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    • pp.8-13
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    • 2019
  • Visual place recognition is widely researched area in robotics, as it is one of the elemental requirements for autonomous navigation, simultaneous localization and mapping for mobile robots. However, place recognition in changing environment is a challenging problem since a same place look different according to the time, weather, and seasons. This paper presents a feature extraction method using a deep convolutional auto-encoder to recognize places under severe appearance changes. Given database and query image sequences from different environments, the convolutional auto-encoder is trained to predict the images of the desired environment. The training process is performed by minimizing the loss function between the predicted image and the desired image. After finishing the training process, the encoding part of the structure transforms an input image to a low dimensional latent representation, and it can be used as a condition-invariant feature for recognizing places in changing environment. Experiments were conducted to prove the effective of the proposed method, and the results showed that our method outperformed than existing methods.

U-Commerce in Service Space : Business Model Analysis and Case Study (서비스 공간에서의 유비쿼터스 상거래 비즈니스 모델 분석 및 사례연구)

  • Lee, Hyun-Seok;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.14 no.2
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    • pp.45-61
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    • 2008
  • Previous U-Commerce researches have dealt with the business support systems for traditional commerce space such as real world shopping malls. This paper investigates U-Commerce business models in service space. The McDonald's Touch-Order case is analyzed from business model perspective and the Media-Embedded Place business model is introduced as a U-Commerce business model for value creation in service space. The media-embedded place business model attaches auto-identification tags to tables or billboards, triggers commercial transaction through the tags, and shares the revenues and the incentives among the place owners and commerce/content providers. This paper analyzes its scenario and applications and illustrates the profitability analysis using so-called 'tag evaluation model'.

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A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

Place Values of Urban Agriculture through applying the Concept of Creative Industry Convergence (창조적 산업융합 개념을 적용한 도시농업의 장소적 가치에 대한 고찰)

  • Lee, Seok-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.900-905
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    • 2012
  • The researches and discussion for regenerating the deprived urban residential areas are proceeding actively. But urban agriculture is regard as a simple tool for participation of resident and its value as primary industry is discussed in part. Now discussion about increasing the place capital is needed to overcome the existing urban development methods that maximizes the space capital as a new alternative. So this research is to give a theoretical basis for sustainable urban regeneration. It studies the place value improvement through urban agriculture which is applied creative industry convergence. For these, it indicates problems of the methods of existing urban development, reveal the strengths of urban agriculture applied creative industry convergence in the aspect of place value improvement, and suggests a new paradigm for urban regeneration.

SOME GENERALIZATION OF THE LANG'S EXISTENCE OF RATIONAL PLACE THEOREM

  • Cho, In-Ho;Lim, Jong-In
    • Bulletin of the Korean Mathematical Society
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    • v.22 no.2
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    • pp.83-85
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    • 1985
  • Let K be a real function field over a real closed field F. Then there exists an F-place .phi.:K.rarw.F.cup.{.inf.}. This is Lang's Existence of Rational Place Theorem (6). There is an equivalent version of Lang's Theorem in (4). That is, if K is a function field over a field F, then, for any ordering P$_{0}$ on F which extends to K, there exists an F-place .phi.: K.rarw.F'.cup.{.inf.} where F' is a real closure of (F, P$_{0}$). In [2], Knebusch pointed out the converse of the version of Lang's Theorem is also true. By a valuation theoretic approach to Lang's Theorem, we have found out the following generalization of Lang and Knebusch's Theorem. Let K be an arbitrary extension field of a field F. then an ordering P$_{0}$ on F can be extended to an ordering P on K if there exists an F-place of K into some real closed field R containing F. Of course R$^{2}$.cap.F=P$_{0}$. The restriction K being a function field of F is vanished, though the codomain of the F-place is slightly varied. Therefore our theorem is a generalization of Lang and Knebusch's theorem.

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A Basic Study on the Exhibition Design of a Science Museum -Focus on the Case Study on Exhibition System & Prestutation Method of a Museum of Telecommunication- (이공계박물관의 전시디자인에 관한 기초적 연구 -정보통신 박물관의 전시체계와 연출방법에 관한 사례연구를 중심으로-)

  • 김종훈;임채진
    • Korean Institute of Interior Design Journal
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    • no.10
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    • pp.58-68
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    • 1997
  • The core of character and concept in an exhibition space of contemporary museum is that the place for relics and materials changes into the place for spectators, the static exhibition place changes into the dynamic exhibition place, and the place for learning naturally during amusement. In other words, it could convey the conceptual exhibition object which is not the material object called a relic, it could be a place where is to investigate, participate, experience and enjoy with easily method to general public, and ordinary people are supposed to experience with integrative the world of intellectual, cultural and artistic which is inconcionsly rising a dimensiov. In order to response positively the change of these exhibition concept itself, exhibition system will be established through the analysis of realistic exhibition objects with the visulatization of theme or thought of an exhibitiov. In process of conveying image, the effective and concrete exhibition method and technique should be measured in order to realize the communication between spectators and exhibition objects. The purpose of this study is to find the methodology which is enable to establish the exhibition theme and presentation system through the selection and analysis of exhibition objects in major cases of a musem of ecience and engneering, to find the process model till the methodology applies to the space scheme, and to find finally the designed indicators which is applicable to the progress of exhibition desigv.

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A Study on the Embodying the Sense of Place in Children's Libraries (어린이 도서관에 있어서 장소성 구현에 관한 연구)

  • Lee, Jeong-Mi;Kwack, Dong-Wha;Cheon, Hye-Sun
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.198-208
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    • 2010
  • The purpose of this study is to elicit the planning factors for the embodiment of sense of place in public library. This study analyzes qualitatively the good places where the children seek for and evaluate in children's library. The primary method of survey in this study is the caption evaluation. The survey is conducted in libraries of three types. In the caption evaluation, children take good places into photograph by themselves and are asked for reasons, features and physical characteristics for the pictures on good places. Through the study of the preceding studies, this study takes four analysis frames, Path, Occupancy Place, Edge and Mark. According to four analysis frames, the principal features, physical characteristics and the examples in libraries of domestic and foreign country are put in order. The meanings of this study are summarized as followings; presenting the method of user's positive evaluation, studying the sense of place in children's view point, and presenting the interrelation pattern for embodiment of the rich sense of place.

Place Recognition Method Using Quad Vocabulary Tree (쿼드 어휘 트리를 이용한 장소 인식 방법)

  • Park, Seoyeong;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.569-577
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    • 2016
  • Place recognition for LBS (Location Based Service) has been one of the important techniques for user-oriented service. FLANN (Fast Library for performing Approximate Nearest Neighbor) of place recognition with image features is fast, but it is affected much by environmental condition such as occlusions. This paper presents a place recognition method using quad vocabulary tree with SURF (Speeded Up Robust Features). In learning stage, an image is represented with spatial pyramid of three levels and vocabulary trees of their sub-regions are constructed. Query image is matched with the learned vocabulary trees in each level. The proposed method measures homography error of the matched features. By considering the number of inliers in sub-region, we can improve place recognition performance.

A Study on Design Guidelines for the Place Identity of Public Space (공공공간의 장소정체성을 위한 다자인가이드라인 방안 연구)

  • Chun, Mi-Hwa;Lee, Chan
    • Korean Institute of Interior Design Journal
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    • v.20 no.4
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    • pp.145-154
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    • 2011
  • Identity of the place where the physical location and time and spatial context, and is structured as socially agreed symbols to build a consistent image, while fraught with Differentiation can be achieved through integration. And discrimination and the practical and effective deployment of an integrated image to be useful as a guide for the top design 'Design Guidelines' are, The findings, where the identity used to establish guidelines for the design for the following conclusions can be drawn. First, of public space design guidelines agreed upon by the public and social identity as the basis to establish a new identity as a contemporary and practical plan for this is to provide guidance. Second, the design guidelines in principle, the physical elements and activities of the parent and the temporal and spatial context and meaning were overridden. Third, the horizontal axis with respect to the identity and principles to guide development in the detail, and the vertical axis as a place to build an image in order for the specific design items are listed. Fourth, the guidelines can set a specific motif, and coverage including identity of the place. Fifth, by applying image and schematic the identity can be Implemented effectively and clearly. Without interfering with the designer's creativity and implement new image of the place, Design guidelines should study how a reasonable instructions.