• Title/Summary/Keyword: Space Programming

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The Prediction of DEA based Efficiency Rating for Venture Business Using Multi-class SVM (다분류 SVM을 이용한 DEA기반 벤처기업 효율성등급 예측모형)

  • Park, Ji-Young;Hong, Tae-Ho
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.139-155
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    • 2009
  • For the last few decades, many studies have tried to explore and unveil venture companies' success factors and unique features in order to identify the sources of such companies' competitive advantages over their rivals. Such venture companies have shown tendency to give high returns for investors generally making the best use of information technology. For this reason, many venture companies are keen on attracting avid investors' attention. Investors generally make their investment decisions by carefully examining the evaluation criteria of the alternatives. To them, credit rating information provided by international rating agencies, such as Standard and Poor's, Moody's and Fitch is crucial source as to such pivotal concerns as companies stability, growth, and risk status. But these types of information are generated only for the companies issuing corporate bonds, not venture companies. Therefore, this study proposes a method for evaluating venture businesses by presenting our recent empirical results using financial data of Korean venture companies listed on KOSDAQ in Korea exchange. In addition, this paper used multi-class SVM for the prediction of DEA-based efficiency rating for venture businesses, which was derived from our proposed method. Our approach sheds light on ways to locate efficient companies generating high level of profits. Above all, in determining effective ways to evaluate a venture firm's efficiency, it is important to understand the major contributing factors of such efficiency. Therefore, this paper is constructed on the basis of following two ideas to classify which companies are more efficient venture companies: i) making DEA based multi-class rating for sample companies and ii) developing multi-class SVM-based efficiency prediction model for classifying all companies. First, the Data Envelopment Analysis(DEA) is a non-parametric multiple input-output efficiency technique that measures the relative efficiency of decision making units(DMUs) using a linear programming based model. It is non-parametric because it requires no assumption on the shape or parameters of the underlying production function. DEA has been already widely applied for evaluating the relative efficiency of DMUs. Recently, a number of DEA based studies have evaluated the efficiency of various types of companies, such as internet companies and venture companies. It has been also applied to corporate credit ratings. In this study we utilized DEA for sorting venture companies by efficiency based ratings. The Support Vector Machine(SVM), on the other hand, is a popular technique for solving data classification problems. In this paper, we employed SVM to classify the efficiency ratings in IT venture companies according to the results of DEA. The SVM method was first developed by Vapnik (1995). As one of many machine learning techniques, SVM is based on a statistical theory. Thus far, the method has shown good performances especially in generalizing capacity in classification tasks, resulting in numerous applications in many areas of business, SVM is basically the algorithm that finds the maximum margin hyperplane, which is the maximum separation between classes. According to this method, support vectors are the closest to the maximum margin hyperplane. If it is impossible to classify, we can use the kernel function. In the case of nonlinear class boundaries, we can transform the inputs into a high-dimensional feature space, This is the original input space and is mapped into a high-dimensional dot-product space. Many studies applied SVM to the prediction of bankruptcy, the forecast a financial time series, and the problem of estimating credit rating, In this study we employed SVM for developing data mining-based efficiency prediction model. We used the Gaussian radial function as a kernel function of SVM. In multi-class SVM, we adopted one-against-one approach between binary classification method and two all-together methods, proposed by Weston and Watkins(1999) and Crammer and Singer(2000), respectively. In this research, we used corporate information of 154 companies listed on KOSDAQ market in Korea exchange. We obtained companies' financial information of 2005 from the KIS(Korea Information Service, Inc.). Using this data, we made multi-class rating with DEA efficiency and built multi-class prediction model based data mining. Among three manners of multi-classification, the hit ratio of the Weston and Watkins method is the best in the test data set. In multi classification problems as efficiency ratings of venture business, it is very useful for investors to know the class with errors, one class difference, when it is difficult to find out the accurate class in the actual market. So we presented accuracy results within 1-class errors, and the Weston and Watkins method showed 85.7% accuracy in our test samples. We conclude that the DEA based multi-class approach in venture business generates more information than the binary classification problem, notwithstanding its efficiency level. We believe this model can help investors in decision making as it provides a reliably tool to evaluate venture companies in the financial domain. For the future research, we perceive the need to enhance such areas as the variable selection process, the parameter selection of kernel function, the generalization, and the sample size of multi-class.

Optimization of the Truss Structures Using Member Stress Approximate method (응력근사해법(應力近似解法)을 이용한 평면(平面)트러스구조물(構造物)의 형상최적화(形狀最適化)에 관한 연구(研究))

  • Lee, Gyu Won;You, Hee Jung
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.13 no.2
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    • pp.73-84
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    • 1993
  • In this research, configuration design optimization of plane truss structure has been tested by using decomposition technique. In the first level, the problem of transferring the nonlinear programming problem to linear programming problem has been effectively solved and the number of the structural analysis necessary for doing the sensitivity analysis can be decreased by developing stress constraint into member stress approximation according to the design space approach which has been proved to be efficient to the sensitivity analysis. And the weight function has been adopted as cost function in order to minimize structures. For the design constraint, allowable stress, buckling stress, displacement constraint under multi-condition and upper and lower constraints of the design variable are considered. In the second level, the nodal point coordinates of the truss structure are used as coordinating variable and the objective function has been taken as the weight function. By treating the nodal point coordinates as design variable, unconstrained optimal design problems are easy to solve. The decomposition method which optimize the section areas in the first level and optimize configuration variables in the second level was applied to the plane truss structures. The numerical comparisons with results which are obtained from numerical test for several truss structures with various shapes and any design criteria show that convergence rate is very fast regardless of constraint types and configuration of truss structures. And the optimal configuration of the truss structures obtained in this study is almost the identical one from other results. The total weight couldbe decreased by 5.4% - 15.4% when optimal configuration was accomplished, though there is some difference.

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Simulation and Post-representation: a study of Algorithmic Art (시뮬라시옹과 포스트-재현 - 알고리즘 아트를 중심으로)

  • Lee, Soojin
    • 기호학연구
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    • no.56
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    • pp.45-70
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    • 2018
  • Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.

Making 2.5D with Vanishing Point in Photoshop (Photoshop Vanishing Point를 이용한 2.5D 제작에 관한연구)

  • Yoon, Young-Doo;Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.146-153
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    • 2009
  • Thanks to computer graphic technology development, graphic design programming is easily accessible by any home computer user today since it is free from the burdens of complicated 알고리듬 or the expensive graphic tools that were required in the past. The term 알고리듬 2.5 is commonly used by computer graphic designers to refer to 2D, a form of pseudo-3D. In this study, by using 2.5D, which was previously utilized for strengthening visual effects and engine efficiency, together with Adobe Photoshop along with After Effects, I will incorporate these into motion graphics. Today, motion graphics dominate the advertisement and image markets. Since viewers have developed higher expectations, a more dynamic 3D space graphic technology is preferred over the outdated 2D basis. In this study, I will produce a 2.5D image which is generated through a vanishing point filter of Adobe Photoshop and After Effects based on still image information and captured at an angle of Axonometric Projection. Also, I will compare the effectiveness of the production process and camera angle flexibility between the previous 3D process and new 2.5 D process.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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Practical visualization of discontinuity distribution in subsurface using borehole image analysis (시추공영상분석을 이용한 지하 불연속면 분포의 가시화 실용연구)

  • 송무영;박찬석
    • The Journal of Engineering Geology
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    • v.12 no.1
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    • pp.23-34
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    • 2002
  • Borehole image analysis has been carried out to obtain the detailed geological data by approach of direct observation. Direct application of borehole image analysis inevitably gives rise to a few of restriction of data acquisition due to the limited information within narrow borehole space. Considering the apparent dip of discontinuity surface depending upon the direction, the visualized program of two-dimensional subsurface discontinuities is coded. Borehole image analysis can compensate the distribution of subsurface discontinuity extending into the expected area of investigation. In order to draw subsurface profile in the proposed area of subsurface construction, visualized program is coded as a window GUI (Graphic User Interface) using Fortran and Visual Basic Programming languages. It is to open publicly for the usage of whoever is in want. Discontinuity distribution map is visualized along the Proposed line of tunnel in the Janggye-ri area, Jangsu-gun. Using the visualized program, the limited information from borehole spatially applies into analysis of overall subsurface structures, and the distributional characteristics of discontinuity anticipate at the proposed area. In addition, spacing and extension of joint and depth of discontinuity effecting tunnel safety can be visualized along the direction of the proposed tunnel. These lines of visualization apply design and construction of fundanmental structures.

Serialized Multitasking Code Generation from Dataflow Specification (데이타 플로우 명세로부터 직렬화된 멀티태스킹 코드 생성)

  • Kwon, Seong-Nam;Ha, Soon-Hoi
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.9_10
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    • pp.429-440
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    • 2008
  • As embedded system becomes more complex, software development becomes more important in the entire design process. Most embedded applications consist of multi -tasks, that are executed in parallel. So, dataflow model that expresses concurrency naturally is preferred than sequential programming language to develop multitask software. For the execution of multitasking codes, operating system is essential to schedule multi-tasks and to deal with the communication between tasks. But, it is needed to execute multitasking code without as when the target hardware platform cannot execute as or target platforms are candidates of design space exploration, because it is very costly to port as for all candidate platforms of DSE. For this reason, we propose the serialized multitasking code generation technique from dataflow specification. In the proposed technique, a task is specified with dataflow model, and generated as a C code. Code generation consists of two steps: First, a block in a task is generated as a separate function. Second, generated functions are scheduled by a multitasking scheduler that is also generated automatically. To make it easy to write customized scheduler manually, the data structure and information of each task are defined. With the preliminary experiment of DivX player, it is confirmed that the generated code from the proposed framework is efficiently and correctly executed on the target system.

Analytical Determination of Optimal Transit Stop Spacing (최적 정류장 간격의 해석적 연구)

  • Park, Jun-Sik;Go, Seung-Yeong;Lee, Cheong-Won;Kim, Jeom-San
    • Journal of Korean Society of Transportation
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    • v.25 no.3
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    • pp.145-154
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    • 2007
  • Determining stop spacing is a very important process in transit system planning. This study is involved in an analytical approach to decide the transit stop spacing. Transit stop spacing should be longer as 1) user access speed, 2) user travel time, and 3) dwell time increase, and shorter as 1) passengers (boardings and alightings) and 2) headway increase. In this study, a methodology is proposed to determine transit stop spacing to minimize total cost (user cost plus operator cost) with irregular passenger distribution (boardings and alightings) Without considering in-vehicle passengers, the transit stop spacing should be shorter in the concentrated sections of the passenger distribution than in others to minimize total cost. Through the conceptual analysis, it is verified that the transit stop spacing could be longer as the in-vehicle passengers increase in certain sections. This study proposes a simple practical method to determine transit stop spacing and locations instead of a dynamic programming method which generally includes a complex and difficult calculation. If the space axis is changed to a time axis. the methodology of this study could be expanded to analyze a solution for the transit service (or headway) schedule problem.

A Component-Based Framework for Structural Embedding of Mobile Agent System (모바일 에이전트 시스템의 구성적 임베딩을 위한 컴포넌트 기반의 프레임워크)

  • Chung, Wonho;Kang, Namhi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.33-42
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    • 2012
  • Rapid evolution of wired and wireless technologies results in various types of embedded systems, and the software to be embedded into those devices now needs the flexibility rather than the fixedness which was well-known property for the embedded software in the past. Mobile agent is one of the useful distributed technologies of reducing network load and latency because of its disconnected operations and high asynchrony. In this paper, a component-based mobile agent framework, called EmHUMAN, is designed and implemented for structural embedding into the devices showing different functions and resource constraints. It consists of 3 layers of components. Based on those components, a structural embedding, considering resource constraints of required functions, amount of storage space, computing power, network bandwidth, ${\ldots} $ etc can be performed. The components in each layer can be extended with addition of new components, removing some components and modifying components. EmHUMAN plays the role of a framework for developing mobile agent based distributed systems. It is also a mobile agent system by itself. EmHUMAN provides several utilities as built-in API's, and thus high effectiveness in programming mobile agents can be achieved.

TYME: Interactive Typography for a poetic expression in Multimedia Environment (TYME: 멀티미디어 환경에서 시적 표현을 위한 인터랙티브 타이포그래피)

  • Hwang, Sh-Mong
    • Archives of design research
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    • v.19 no.6 s.68
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    • pp.27-32
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    • 2006
  • TYME is an interactive typography program based on the ephemeral nature of time. It is a text based poetic tool, built with Processing. This project is presented as a performance that utilizes a computer with a display screen, a projector, and speakers. As the user types, white characters appear, flow on the score on the screen and trigger jazz sounds, then characters disappear into black space in several seconds on the screen like smoke. Typography from this invented instrument is evocative and wistful, and allows the user to associate with ephemeral time. While typing the characters as though playing an instrument at intervals of time, the user can freeze the motion and print out or save otherwise fleeting moment with a button. I intend to contain both characteristics: the amorphous shape of smoke and the elusive attribute of smoke for the expression of intangible and ephemeral time. Every alphabetic shape is derived from the video dips that I shot of smoke. The resulting alphabetic images are then programmed using the Processing scripting language and which can then be typed on the screen with a keyboard. TYME could be a model as a project that reflects the unfixed quality of digital typography, and as a design approach for interactive expressive typography by scripting code. This project also represents the characteristics of typographic play, which can be realized in an computational environment like this model.

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