• Title/Summary/Keyword: Virtual Cluster

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Study on the Application of Big Data Mining to Activate Physical Distribution Cooperation : Focusing AHP Technique (물류공동화 활성화를 위한 빅데이터 마이닝 적용 연구 : AHP 기법을 중심으로)

  • Young-Hyun Pak;Jae-Ho Lee;Kyeong-Woo Kim
    • Korea Trade Review
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    • v.46 no.5
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    • pp.65-81
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    • 2021
  • The technological development in the era of the 4th industrial revolution is changing the paradigm of various industries. Various technologies such as big data, cloud, artificial intelligence, virtual reality, and the Internet of Things are used, creating synergy effects with existing industries, creating radical development and value creation. Among them, the logistics sector has been greatly influenced by quantitative data from the past and has been continuously accumulating and managing data, so it is highly likely to be linked with big data analysis and has a high utilization effect. The modern advanced technology has developed together with the data mining technology to discover hidden patterns and new correlations in such big data, and through this, meaningful results are being derived. Therefore, data mining occupies an important part in big data analysis, and this study tried to analyze data mining techniques that can contribute to the logistics field and common logistics using these data mining technologies. Therefore, by using the AHP technique, it was attempted to derive priorities for each type of efficient data mining for logisticalization, and R program and R Studio were used as tools to analyze this. Criteria of AHP method set association analysis, cluster analysis, decision tree method, artificial neural network method, web mining, and opinion mining. For the alternatives, common transport and delivery, common logistics center, common logistics information system, and common logistics partnership were set as factors.

Analysis of Meta Fashion Meaning Structure using Big Data: Focusing on the keywords 'Metaverse' + 'Fashion design' (빅데이터를 활용한 메타패션 의미구조 분석에 관한 연구: '메타버스' + '패션디자인' 키워드를 중심으로)

  • Ji-Yeon Kim;Shin-Young Lee
    • Fashion & Textile Research Journal
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    • v.25 no.5
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    • pp.549-559
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    • 2023
  • Along with the transition to the fourth industrial revolution, the possibility of metaverse-based innovation in the fashion field has been confirmed, and various applications are being sought. Therefore, this study performs meaning structure analysis and discusses the prospects of meta fashion using big data. From 2020 to 2022, data including the keyword "metaverse + fashion design" were collected from portal sites (Naver, Daum, and Google), and the results of keyword frequency, N-gram, and TF-IDF analyses were derived using text mining. Furthermore, network visualization and CONCOR analysis were performed using Ucinet 6 to understand the interconnected structure between keywords and their essential meanings. The results were as follows: The main keywords appeared in the following order: fashion, metaverse, design, 3D, platform, apparel, and virtual. In the N-gram analysis, the density between fashion and metaverse words was high, and in the TF-IDF analysis results, the importance of content- and technology-related words such as 3D, apparel, platform, NFT, education, AI, avatar, MCM, and meta-fashion was confirmed. Through network visualization and CONCOR analysis using Ucinet 6, three cluster results were derived from the top emerging words: "metaverse fashion design and industry," "metaverse fashion design and education," and "metaverse fashion design platform." CONCOR analysis was also used to derive differentiated analysis results for middle and lower words. The results of this study provide useful information to strengthen competitiveness in the field of metaverse fashion design.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Point Cloud Video Codec using 3D DCT based Motion Estimation and Motion Compensation (3D DCT를 활용한 포인트 클라우드의 움직임 예측 및 보상 기법)

  • Lee, Minseok;Kim, Boyeun;Yoon, Sangeun;Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.680-691
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    • 2021
  • Due to the recent developments of attaining 3D contents by using devices such as 3D scanners, the diversity of the contents being used in AR(Augmented Reality)/VR(Virutal Reality) fields is significantly increasing. There are several ways to represent 3D data, and using point clouds is one of them. A point cloud is a cluster of points, having the advantage of being able to attain actual 3D data with high precision. However, in order to express 3D contents, much more data is required compared to that of 2D images. The size of data needed to represent dynamic 3D point cloud objects that consists of multiple frames is especially big, and that is why an efficient compression technology for this kind of data must be developed. In this paper, a motion estimation and compensation method for dynamic point cloud objects using 3D DCT is proposed. This will lead to switching the 3D video frames into I frames and P frames, which ensures higher compression ratio. Then, we confirm the compression efficiency of the proposed technology by comparing it with the anchor technology, an Intra-frame based compression method, and 2D-DCT based V-PCC.

Federated learning-based client training acceleration method for personalized digital twins (개인화 디지털 트윈을 위한 연합학습 기반 클라이언트 훈련 가속 방식)

  • YoungHwan Jeong;Won-gi Choi;Hyoseon Kye;JeeHyeong Kim;Min-hwan Song;Sang-shin Lee
    • Journal of Internet Computing and Services
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    • v.25 no.4
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    • pp.23-37
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    • 2024
  • Digital twin is an M&S (Modeling and Simulation) technology designed to solve or optimize problems in the real world by replicating physical objects in the real world as virtual objects in the digital world and predicting phenomena that may occur in the future through simulation. Digital twins have been elaborately designed and utilized based on data collected to achieve specific purposes in large-scale environments such as cities and industrial facilities. In order to apply this digital twin technology to real life and expand it into user-customized service technology, practical but sensitive issues such as personal information protection and personalization of simulations must be resolved. To solve this problem, this paper proposes a federated learning-based accelerated client training method (FACTS) for personalized digital twins. The basic approach is to use a cluster-driven federated learning training procedure to protect personal information while simultaneously selecting a training model similar to the user and training it adaptively. As a result of experiments under various statistically heterogeneous conditions, FACTS was found to be superior to the existing FL method in terms of training speed and resource efficiency.

An Installation and Model Assessment of the UM, U.K. Earth System Model, in a Linux Cluster (U.K. 지구시스템모델 UM의 리눅스 클러스터 설치와 성능 평가)

  • Daeok Youn;Hyunggyu Song;Sungsu Park
    • Journal of the Korean earth science society
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    • v.43 no.6
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    • pp.691-711
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    • 2022
  • The state-of-the-art Earth system model as a virtual Earth is required for studies of current and future climate change or climate crises. This complex numerical model can account for almost all human activities and natural phenomena affecting the atmosphere of Earth. The Unified Model (UM) from the United Kingdom Meteorological Office (UK Met Office) is among the best Earth system models as a scientific tool for studying the atmosphere. However, owing to the expansive numerical integration cost and substantial output size required to maintain the UM, individual research groups have had to rely only on supercomputers. The limitations of computer resources, especially the computer environment being blocked from outside network connections, reduce the efficiency and effectiveness of conducting research using the model, as well as improving the component codes. Therefore, this study has presented detailed guidance for installing a new version of the UM on high-performance parallel computers (Linux clusters) owned by individual researchers, which would help researchers to easily work with the UM. The numerical integration performance of the UM on Linux clusters was also evaluated for two different model resolutions, namely N96L85 (1.875° ×1.25° with 85 vertical levels up to 85 km) and N48L70 (3.75° ×2.5° with 70 vertical levels up to 80 km). The one-month integration times using 256 cores for the AMIP and CMIP simulations of N96L85 resolution were 169 and 205 min, respectively. The one-month integration time for an N48L70 AMIP run using 252 cores was 33 min. Simulated results on 2-m surface temperature and precipitation intensity were compared with ERA5 re-analysis data. The spatial distributions of the simulated results were qualitatively compared to those of ERA5 in terms of spatial distribution, despite the quantitative differences caused by different resolutions and atmosphere-ocean coupling. In conclusion, this study has confirmed that UM can be successfully installed and used in high-performance Linux clusters.

A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.1-21
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    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

A Store Recommendation Procedure in Ubiquitous Market for User Privacy (U-마켓에서의 사용자 정보보호를 위한 매장 추천방법)

  • Kim, Jae-Kyeong;Chae, Kyung-Hee;Gu, Ja-Chul
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.123-145
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    • 2008
  • Recently, as the information communication technology develops, the discussion regarding the ubiquitous environment is occurring in diverse perspectives. Ubiquitous environment is an environment that could transfer data through networks regardless of the physical space, virtual space, time or location. In order to realize the ubiquitous environment, the Pervasive Sensing technology that enables the recognition of users' data without the border between physical and virtual space is required. In addition, the latest and diversified technologies such as Context-Awareness technology are necessary to construct the context around the user by sharing the data accessed through the Pervasive Sensing technology and linkage technology that is to prevent information loss through the wired, wireless networking and database. Especially, Pervasive Sensing technology is taken as an essential technology that enables user oriented services by recognizing the needs of the users even before the users inquire. There are lots of characteristics of ubiquitous environment through the technologies mentioned above such as ubiquity, abundance of data, mutuality, high information density, individualization and customization. Among them, information density directs the accessible amount and quality of the information and it is stored in bulk with ensured quality through Pervasive Sensing technology. Using this, in the companies, the personalized contents(or information) providing became possible for a target customer. Most of all, there are an increasing number of researches with respect to recommender systems that provide what customers need even when the customers do not explicitly ask something for their needs. Recommender systems are well renowned for its affirmative effect that enlarges the selling opportunities and reduces the searching cost of customers since it finds and provides information according to the customers' traits and preference in advance, in a commerce environment. Recommender systems have proved its usability through several methodologies and experiments conducted upon many different fields from the mid-1990s. Most of the researches related with the recommender systems until now take the products or information of internet or mobile context as its object, but there is not enough research concerned with recommending adequate store to customers in a ubiquitous environment. It is possible to track customers' behaviors in a ubiquitous environment, the same way it is implemented in an online market space even when customers are purchasing in an offline marketplace. Unlike existing internet space, in ubiquitous environment, the interest toward the stores is increasing that provides information according to the traffic line of the customers. In other words, the same product can be purchased in several different stores and the preferred store can be different from the customers by personal preference such as traffic line between stores, location, atmosphere, quality, and price. Krulwich(1997) has developed Lifestyle Finder which recommends a product and a store by using the demographical information and purchasing information generated in the internet commerce. Also, Fano(1998) has created a Shopper's Eye which is an information proving system. The information regarding the closest store from the customers' present location is shown when the customer has sent a to-buy list, Sadeh(2003) developed MyCampus that recommends appropriate information and a store in accordance with the schedule saved in a customers' mobile. Moreover, Keegan and O'Hare(2004) came up with EasiShop that provides the suitable tore information including price, after service, and accessibility after analyzing the to-buy list and the current location of customers. However, Krulwich(1997) does not indicate the characteristics of physical space based on the online commerce context and Keegan and O'Hare(2004) only provides information about store related to a product, while Fano(1998) does not fully consider the relationship between the preference toward the stores and the store itself. The most recent research by Sedah(2003), experimented on campus by suggesting recommender systems that reflect situation and preference information besides the characteristics of the physical space. Yet, there is a potential problem since the researches are based on location and preference information of customers which is connected to the invasion of privacy. The primary beginning point of controversy is an invasion of privacy and individual information in a ubiquitous environment according to researches conducted by Al-Muhtadi(2002), Beresford and Stajano(2003), and Ren(2006). Additionally, individuals want to be left anonymous to protect their own personal information, mentioned in Srivastava(2000). Therefore, in this paper, we suggest a methodology to recommend stores in U-market on the basis of ubiquitous environment not using personal information in order to protect individual information and privacy. The main idea behind our suggested methodology is based on Feature Matrices model (FM model, Shahabi and Banaei-Kashani, 2003) that uses clusters of customers' similar transaction data, which is similar to the Collaborative Filtering. However unlike Collaborative Filtering, this methodology overcomes the problems of personal information and privacy since it is not aware of the customer, exactly who they are, The methodology is compared with single trait model(vector model) such as visitor logs, while looking at the actual improvements of the recommendation when the context information is used. It is not easy to find real U-market data, so we experimented with factual data from a real department store with context information. The recommendation procedure of U-market proposed in this paper is divided into four major phases. First phase is collecting and preprocessing data for analysis of shopping patterns of customers. The traits of shopping patterns are expressed as feature matrices of N dimension. On second phase, the similar shopping patterns are grouped into clusters and the representative pattern of each cluster is derived. The distance between shopping patterns is calculated by Projected Pure Euclidean Distance (Shahabi and Banaei-Kashani, 2003). Third phase finds a representative pattern that is similar to a target customer, and at the same time, the shopping information of the customer is traced and saved dynamically. Fourth, the next store is recommended based on the physical distance between stores of representative patterns and the present location of target customer. In this research, we have evaluated the accuracy of recommendation method based on a factual data derived from a department store. There are technological difficulties of tracking on a real-time basis so we extracted purchasing related information and we added on context information on each transaction. As a result, recommendation based on FM model that applies purchasing and context information is more stable and accurate compared to that of vector model. Additionally, we could find more precise recommendation result as more shopping information is accumulated. Realistically, because of the limitation of ubiquitous environment realization, we were not able to reflect on all different kinds of context but more explicit analysis is expected to be attainable in the future after practical system is embodied.

Economic Impact of HEMOS-Cloud Services for M&S Support (M&S 지원을 위한 HEMOS-Cloud 서비스의 경제적 효과)

  • Jung, Dae Yong;Seo, Dong Woo;Hwang, Jae Soon;Park, Sung Uk;Kim, Myung Il
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.10
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    • pp.261-268
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    • 2021
  • Cloud computing is a computing paradigm in which users can utilize computing resources in a pay-as-you-go manner. In a cloud system, resources can be dynamically scaled up and down to the user's on-demand so that the total cost of ownership can be reduced. The Modeling and Simulation (M&S) technology is a renowned simulation-based method to obtain engineering analysis and results through CAE software without actual experimental action. In general, M&S technology is utilized in Finite Element Analysis (FEA), Computational Fluid Dynamics (CFD), Multibody dynamics (MBD), and optimization fields. The work procedure through M&S is divided into pre-processing, analysis, and post-processing steps. The pre/post-processing are GPU-intensive job that consists of 3D modeling jobs via CAE software, whereas analysis is CPU or GPU intensive. Because a general-purpose desktop needs plenty of time to analyze complicated 3D models, CAE software requires a high-end CPU and GPU-based workstation that can work fluently. In other words, for executing M&S, it is absolutely required to utilize high-performance computing resources. To mitigate the cost issue from equipping such tremendous computing resources, we propose HEMOS-Cloud service, an integrated cloud and cluster computing environment. The HEMOS-Cloud service provides CAE software and computing resources to users who want to experience M&S in business sectors or academics. In this paper, the economic ripple effect of HEMOS-Cloud service was analyzed by using industry-related analysis. The estimated results of using the experts-guided coefficients are the production inducement effect of KRW 7.4 billion, the value-added effect of KRW 4.1 billion, and the employment-inducing effect of 50 persons per KRW 1 billion.

Exploring Changes in Science PCK Characteristics through a Family Resemblance Approach (가족유사성 접근을 통한 과학 PCK 변화 탐색)

  • Kwak, Youngsun
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.235-248
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    • 2022
  • With the changes in the future educational environment, such as the rapid decline of the school-age population and the expansion of students' choice of curriculum, changes are also required in PCK, the expertise of science teachers. In other words, the categories constituting the existing 'consensus-PCK' and the characteristics of 'science PCK' are not fixed, so more categories and characteristics can be added. The purpose of this study is to explore the potential area of science PCK required to cope with changes in the future educational environment in the form of 'Family Resemblance Science PCK (Family Resemblance-PCK, hereafter)' through Wittgenstein's family resemblance approach. For this purpose, in-depth interviews were conducted with three focus groups. In the focus group in-depth interview, participants discussed how the science PCK required for science teachers in future schools in 2030-2045 will change due to changes in the future society and educational environment. Qualitative analysis was performed based on the in-depth interview, and semantic network analysis was performed on the in-depth interview text to analyze the characteristics of 'Family Resemblance-PCK' differentiated from the existing 'consensus-PCK'. In results, the characteristics of Family Resemblance-PCK, which are newly requested along with changes in role expectations of science teachers, were examined by PCK area. As a result of semantic network analysis of Family Resemblance-PCK, it was found that Family Resemblance-PCK expands its boundaries from the existing consensus-PCK, which is the starting point, and new PCK elements were added. Looking at the aspects of Family Resemblance-PCK, [AI-Convergence Knowledge-Contents-Digital], [Community-Network-Human Resources-Relationships], [Technology-Exploration-Virtual Reality-Research], [Self-Directed Learning-Collaboration-Community], etc., form a distinct network cluster, and it is expected that future science teacher expertise will be formed and strengthened around these PCK areas. Based on the research results, changes in the professionalism of science teachers in future schools and countermeasures were proposed as a conclusion.