• Title/Summary/Keyword: Web-base

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User's Emotional Preference on PC OS GUI - Though Semantic Differential Method (PC OS GUI 의 사용자 감성에 관한 연구 - 의미분별 척도법을 활용한 사용자 감성 선호도 분석)

  • Moon, Hyun-Jung;Lee, Jung-Yeun
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.30-35
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    • 2008
  • The purpose of this study is to analyze and define user's emotional satisfaction factors to the PC OS GUI image. The study is to investigate the relationship between PC OS GUI Image and Sensitive Vocabula교 based on user's emotional preference. 47 user preferred sensitive words are collected by the initial survey. Through the similarity test, 47 words are narrowed down to 20 comprehend words. The semantic differential methods is used in the final survey with 5 step questionnaire. From this process, user preferred the GUI design that is vocabularized as Clear, Easy, Safety, Stability. Additionally, the result shows that the image of Clear is related to Safety and the image of Easy is related to Stability. The result of the study could be used in design PC OS GUI as base data.

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Prediction Model for Gas-Energy Consumption using Ontology-based Breakdown Structure of Multi-Family Housing Complex (온톨로지 기반 공동주택 분류체계를 활용한 가스에너지 사용량 예측 모델)

  • Hong, Tae-Hoon;Park, Sung-Ki;Koo, Choong-Wan;Kim, Hyun-Joong;Kim, Chun-Hag
    • Korean Journal of Construction Engineering and Management
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    • v.12 no.6
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    • pp.110-119
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    • 2011
  • Global warming caused by excessive greenhouse gas emission is causing climate change all over the world. In Korea, greenhouse gas emission from residential buildings accounts for about 10% of gross domestic emission. Also, the number of deteriorated multi-family housing complexes is increasing. Therefore, the goal of this research is to establish the bases to manage energy consumption continuously and methodically during MR&R period of multi-family housings. The research process and methodologies are as follows. First, research team collected the data on project characteristics and energy consumption of multi-family housing complexes in Seoul. Second, an ontology-based breakdown structure was established with some primary characteristics affecting the energy consumption, which were selected by statistical analysis. Finally, a predictive model of energy consumption was developed based on the ontology-based breakdown structure, with application of CBR, ANN, MRA and GA. In this research, PASW (Predictive Analytics SoftWare) Statistics 18, Microsoft EXCEL, Protege 4.1 were utilized for data analysis and prediction. In future research, the model will be more continuous and methodical by developing the web-base system. And it has facility manager of government or local government, or multi-family housing complex make a decision with definite references regarding moderate energy consumption.

2008 National Survey of Idiopathic Interstitial Pneumonia in Korea (2008년도 특발성 간질성 폐렴(IIP) 전국실태조사보고)

  • 대한결핵 및 호흡기학회 학술위원회
    • Tuberculosis and Respiratory Diseases
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    • v.66 no.2
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    • pp.141-151
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    • 2009
  • Background: There is limited data on the epidemiology and relative frequency of idiopathic interstitial pneumonia (IIP) worldwide. This survey was performed to assess the epidemiology and relative frequency of IIP in Korea. Methods: The patients with IIP and who were confirmed by lung biopsy, except those patients with idiopathic pulmonary fibrosis, (IPF) over a 5 year period (from Jan. $1^{st}$, 2003 to Dec. $31^{st}$, 2007) were registered by a web-base questionnaire. Results: A total of 3,156 cases were registered, but 970 cases were excluded due to duplicative registration, inadequate data and the unmet ATS/ERS diagnostic criteria. A total of 2,186 cases were analyzed. The male to female ratio was about 2 : 1 and their mean age was 65 (range: 11-94). The most frequent disease was IPF (77.1%), followed in decreasing order by nonspecific interstitial pneumonia (NSIP) (11.9%), cryptogenic organizing pneumonia (COP) (8.5%), acute interstitial pneumonia (AIP) (1.1%), desquamative interstitial pneumonia (DIP) (0.9%), respiratory bronchiolitis-interstitial lung disease (RB-ILD) (0.4%) and lymphocytic interstitial pneumonia (LIP) (0.1%). The mean age of the patients with IPF, NSIP and COP was 67.8, 57.1 and 57.7 years old, respectively. The most frequent symptom was dyspnea on exertion (69%) followed by coughing (61%) and sputum (33%) for the whole population. The three year survival rate was 62% for the patients with IPF and the five year survival rate was 85% in both the NSIP and COP patients. Conclusion: This survey provides helpful information for the management of IIP and to produce management guidelines for this illness in Korea.

An elastic distributed parallel Hadoop system for bigdata platform and distributed inference engines (동적 분산병렬 하둡시스템 및 분산추론기에 응용한 서버가상화 빅데이터 플랫폼)

  • Song, Dong Ho;Shin, Ji Ae;In, Yean Jin;Lee, Wan Gon;Lee, Kang Se
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.5
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    • pp.1129-1139
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    • 2015
  • Inference process generates additional triples from knowledge represented in RDF triples of semantic web technology. Tens of million of triples as an initial big data and the additionally inferred triples become a knowledge base for applications such as QA(question&answer) system. The inference engine requires more computing resources to process the triples generated while inferencing. The additional computing resources supplied by underlying resource pool in cloud computing can shorten the execution time. This paper addresses an algorithm to allocate the number of computing nodes "elastically" at runtime on Hadoop, depending on the size of knowledge data fed. The model proposed in this paper is composed of the layered architecture: the top layer for applications, the middle layer for distributed parallel inference engine to process the triples, and lower layer for elastic Hadoop and server visualization. System algorithms and test data are analyzed and discussed in this paper. The model hast the benefit that rich legacy Hadoop applications can be run faster on this system without any modification.

Efficient Film Post Production Process using Metadata on the eXtensible Markup Language (eXtensible MarkUp Language (XML) 기반 메타데이터를 활용한 효율적인 영화 후반 제작과정)

  • Lim, Young-Hoon;Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.16 no.3
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    • pp.439-447
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    • 2011
  • In this paper, we present a novel method to use metadata based on the eXtensible Markup Language (XML) for efficient data transfer between visual effects (VFX) and film editing. For transferring data to the VFX process, image sequences such as Cineon DPX or TGA are currently used in Korean post productions. The use of image sequences tends to increase rendering time and the amount of data for repetitive file format conversions, and as a result causes inefficiency in the entire production process. On the other hand, the use of metadata on the XML can reduce time and data because the repetitive rendering processes are not needed. This method can also be used at a variety of editing and VFX programs, and provides content information for combining online contents. The development of XML-base methods on the web enables flexible combination with other types of media.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

Frequently Occurred Information Extraction from a Collection of Labeled Trees (라벨 트리 데이터의 빈번하게 발생하는 정보 추출)

  • Paik, Ju-Ryon;Nam, Jung-Hyun;Ahn, Sung-Joon;Kim, Ung-Mo
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.65-78
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    • 2009
  • The most commonly adopted approach to find valuable information from tree data is to extract frequently occurring subtree patterns from them. Because mining frequent tree patterns has a wide range of applications such as xml mining, web usage mining, bioinformatics, and network multicast routing, many algorithms have been recently proposed to find the patterns. However, existing tree mining algorithms suffer from several serious pitfalls in finding frequent tree patterns from massive tree datasets. Some of the major problems are due to (1) modeling data as hierarchical tree structure, (2) the computationally high cost of the candidate maintenance, (3) the repetitious input dataset scans, and (4) the high memory dependency. These problems stem from that most of these algorithms are based on the well-known apriori algorithm and have used anti-monotone property for candidate generation and frequency counting in their algorithms. To solve the problems, we base a pattern-growth approach rather than the apriori approach, and choose to extract maximal frequent subtree patterns instead of frequent subtree patterns. The proposed method not only gets rid of the process for infrequent subtrees pruning, but also totally eliminates the problem of generating candidate subtrees. Hence, it significantly improves the whole mining process.

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The research of new multimedia design development on Internet - Focus on the color - (인터넷에서의 뉴멀티미디어 디자인 개발에 관한 연구 - 색채를 중심으로 -)

  • 류성현;신계옥;이은주;이현주
    • Archives of design research
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    • v.11 no.1
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    • pp.143-152
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    • 1998
  • Recently, rapidly increa~ing internet Websites are providing us with the new kinds of multimedia infonnations without borders acting as the center for exchanging informations. Such new media infonnations through the internet passes infonnations via light on the monitor and provides the various infonnations, with the differentiation from the traditional printing media, it can be searched with electronic commands in limited space. In the process of adapting the new technologies, new media has successfully responded to the fast change and the development of its needs by experiencing the trials and errors, steadily establishing the stable position with its new infonnation transferring and exchanging methods. The representative hompage of websites of information lransfonnations means the first page containing no lower directories and consist of titles, icons, symbols and addresses and can design them in consideration of graphical process, planning, contents and others. Such hompages are very important since the graphical images shows its visual expressions deciding the total meanings of the hompages. In this research, we have analyzed the relationships between its overall colors and text colors from randomly picked hompages of websites in the internets of various areas. Generally, the homepages are designed with graphical expressions in personal way and the feedbacks and responses of such may differs, but this can be used as reference materials for the analysis of new media in objective way. Also, it can be used as the base informations for arrangement and planning of designs with the characteristics of graphics and Graphical User Intertilces in the backhlfound which are implemented over internet.

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Design of a Marine Leisure Information Retrieval Agent for Mobile Terminal Support of WIPI Environment (WIPI 환경의 모바일 단말기 지원을 위한 해양 레저 정보 탐색 에이전트의 설계)

  • Choi, Hong-Seok;Jung, Sung-Hun;Lim, Jae-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.171-174
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    • 2005
  • According as marine leisure industry has developed and the demand of leisure culture has increased rapidly, a desire about service which supply marine safety and connect marine information is enlarging. The performance of personal mobile device has improved and been evolved by composition terminal. So, it became possible that storage and expression of multimedia information as well as simple communication facility. Domestic wireless internet has given development strain to developer and contents Provider(CP) because of different platform. And this has become hindrance factor of wireless internet activation. But, recently, the use of WIPI(Wireless Internet Platform for Interoperability), the wireless internet standard platform, could use different wireless application programs and also guarantee the independency for hardware. We wish to develop contents of download form that supply geographic information of Electronic Navigational Chart(ENC) in the marine that is digitalized to carrying along terminal of WIPI base and various informations for marine leisure. For this, DB that offer ENC and additional information should be constructed. Also, we need server (CPS; Contents provider Server) that offer required contents. In this paper, we design web retrieval agent which store request information to database. When consumer required necessary information through personal mobile device, CPS can inform that by real time. So, we wish to develop agent component that parse informations in various World Wide Webs, and store to database.

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The research regarding the WBI application for a discretionary activity improvement (재량활동 개선을 위한 WBI 활용에 관한 연구)

  • Wi Seon-Jung;Jung Kyu-Cheol;Lee Jin-Kwan;Jang Hae-Suk;Park Ki-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.668-671
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    • 2006
  • High speed internet and web was rapid grow up. There was much influence our society and education field. The growth which the superhigh speed internet is quick leads in the education which is the possibility of confront in information society the educational reform it propels. It is included in the 7th curriculum which emphasizes the ability cultivation it will can dispose in the information society and information education and education information it dos the many enterprise from national dimension. But with the clear vision which is accurate against information education the education contents against hereupon is not presented from the elementary school not to be, the computer education is become accomplished at one part of discretionary activity and the level star education of the resonable information education relation teaching materials and the elementary students does not become accomplished net to be and well information education which becomes does not become accomplished is the actual condition. This research which it use teach - studying of home page base and the student studies self lead and oneself it provides the chance it will be able to evaluate the result regarding studying and also it will provide the paradigm which is the possibility of doing level star studying, it does.

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