• 제목/요약/키워드: World model approach

검색결과 413건 처리시간 0.026초

다수의 마켓 세그먼트 하에서 품질기능전개 시(時) 기술특성들의 최적 값을 결정하기 위한 혼합정수계획모형 (Mixed Integer Linear Programming Model to Determine the Optimal Levels of Technical Attributes in QFD under Multi-Segment Market)

  • 양재영;유재욱
    • 경영과학
    • /
    • 제33권2호
    • /
    • pp.75-87
    • /
    • 2016
  • Quality function deployment (QFD) is a widely adopted customer-oriented product development methodology by analyzing customer requirements. It is a main activity in QFD planning process to determine the optimal values of the technical attributes (TAs) so as to achieve the customer requirements (CRs) from the House of Quality (HoQ). In most of the previous research, all the TAs in QFD are assumed to have either continuous or discrete values. In the real world applications, the continuous TAs and the discrete TAs are often mixed in QFD. In this paper, a mixed integer linear programming model is formulated to obtain the optimal values for the continuous TAs and the discrete TAs in QFD planning as well as Branch and Bound (B and B) algorithm is proposed as the solution approach. Finally, the proposed model and solution approach are illustrated with an office chair under multi-segment market, and the sensitivity analysis is performed to study how the proposed model and its solutions respond to the variation for the two elements which are budget and CRs' weights.

Transformation Approach to Model Online Gaming Traffic

  • Shin, Kwang-Sik;Kim, Jin-Hyuk;Sohn, Kang-Min;Park, Chang-Joon;Choi, Sang-Bang
    • ETRI Journal
    • /
    • 제33권2호
    • /
    • pp.219-229
    • /
    • 2011
  • In this paper, we propose a transformation scheme used to analyze online gaming traffic properties and develop a traffic model. We analyze the packet size and the inter departure time distributions of a popular first-person shooter game (Left 4 Dead) and a massively multiplayer online role-playing game (World of Warcraft) in order to compare them to the existing scheme. Recent online gaming traffic is erratically distributed, so it is very difficult to analyze. Therefore, our research focuses on a transformation scheme to obtain new smooth patterns from a messy dataset. It extracts relatively heavy-weighted density data and then transforms them into a corresponding dataset domain to obtain a simplified graph. We compare the analytical model histogram, the chi-square statistic, and the quantile-quantile plot of the proposed scheme to an existing scheme. The results show that the proposed scheme demonstrates a good fit in all parts. The chi-square statistic of our scheme for the Left 4 Dead packet size distribution is less than one ninth of the existing one when dealing with erratic traffic.

A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • 대한원격탐사학회지
    • /
    • 제23권5호
    • /
    • pp.401-408
    • /
    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.

Predicting Session Conversion on E-commerce: A Deep Learning-based Multimodal Fusion Approach

  • Minsu Kim;Woosik Shin;SeongBeom Kim;Hee-Woong Kim
    • Asia pacific journal of information systems
    • /
    • 제33권3호
    • /
    • pp.737-767
    • /
    • 2023
  • With the availability of big customer data and advances in machine learning techniques, the prediction of customer behavior at the session-level has attracted considerable attention from marketing practitioners and scholars. This study aims to predict customer purchase conversion at the session-level by employing customer profile, transaction, and clickstream data. For this purpose, we develop a multimodal deep learning fusion model with dynamic and static features (i.e., DS-fusion). Specifically, we base page views within focal visist and recency, frequency, monetary value, and clumpiness (RFMC) for dynamic and static features, respectively, to comprehensively capture customer characteristics for buying behaviors. Our model with deep learning architectures combines these features for conversion prediction. We validate the proposed model using real-world e-commerce data. The experimental results reveal that our model outperforms unimodal classifiers with each feature and the classical machine learning models with dynamic and static features, including random forest and logistic regression. In this regard, this study sheds light on the promise of the machine learning approach with the complementary method for different modalities in predicting customer behaviors.

MAO 모델을 사용한 관계 데이타베이스의 논리적 설계방법론 (A Logical Design Methodology for Relational Databases Using the MAO (Multiple Aspects-based Object) Model)

  • 조동영;백두선;황종선
    • 한국경영과학회지
    • /
    • 제16권2호
    • /
    • pp.49-64
    • /
    • 1991
  • In this paper, we present a stepwise design methodology for relational databases using a new conceptual data model, the MAO(Multiple Aspects-based Object) model. Our methodology consists two steps : first, data requirements are conceptualized using the MAO model with concepts such as objects types and aspect types : second, the MAO model is transformed into the third normal form inn the relational model supported by commercial DBMs. A top-down approach is used for the MAO modelling in the first, step, and the transformation process in the second step can be automated. Our methodology supports easier and more database design of real world than other methodologies using existing data models.

  • PDF

온라인리뷰의 랭킹모델링을 위한 양과 질의 인과모형 분석 (Causal model analysis between quantity and quality for deriving ranking model of Online reviews)

  • 이창용;김근형
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제28권1호
    • /
    • pp.1-16
    • /
    • 2019
  • Purpose The purpose of this study is to analyze causal relationship between quantity and quality for deriving ranking model of Online reviews. Thus, we propose implications for deriving the ranking model for retrieving Online reviews more effectively. Design/methodology/approach We collected Online review from Tripadvisor web sites which might be a kind of world-famous tourism web sites. We transformed the natural text reviews to quantified data which consists of quantified positive opinions, quantified negative opinions, quantified modification opinions, reviews lengths and grade scores by using opinion mining technologies in R package. We executed corelation and regression analysis about the data. Findings According to the empirical analysis result, this study confirmed that the review length influenced positive opinion, negative opinion and modification opinion. We also confirmed that negative opinion and modification opinion influenced the grade score.

생태계 보호지역 평가에서 생태공학 도입과 활용 (Application of An Ecological Engineering Approach in Evaluating Protected Area at Local Scales)

  • 구경아
    • 환경영향평가
    • /
    • 제29권2호
    • /
    • pp.144-155
    • /
    • 2020
  • 본 연구에서는 다양한 생태계의 보전 및 생물다양성 보전과 증진을 통한 생태계의 지속가능한 이용을 위하여 우리나라 생태계 보호지역 확대를 위한 평가기법과 이의 정책적 활용 방향을 제시하였다. 이를 위하여 첫째, 생태계 보호지역 평가기법 활용 현황을 분석하였고, 둘째, 생태공학 기법을 기반으로 지역 규모의 생태계 보호지역 평가를 위한 개념 모형을 제시하였으며, 셋째, 이러한 분석 결과의 활용 방안을 제언하였다. 국외에서 보호지역 지정 시 다양한 분석 모형을 활용하고 있는 것과 달리, 우리나라의 경우 장기 생태계 모니터링 및 생태연구 자료가 부족하여 보호지역 지정 분석기법의 개발 및 적용이 미흡한 상태이다. 특히 미소 규모나 지역 규모보다는 국가 규모의 분석에 기반한 보호지역 지정이 주를 이루고 있어 지역 규모의 다양한 생태계가 반영되지 못하고 있다. 보호지역의 합리적인 지정과 효과적인 관리를 위해서는 다양한 인자들과 인자들 간의 상호작용을 고려한 지역 규모의 종합분석이 필요하며, 이를 위하여 본 연구에서는 생태공학 기법을 토대로 한 보호지역 분석의 개념 모형을 제시하였다. 본 연구에서 제시한 생태계 보호지역 분석은 다양한 생물 인자 및 비생물 인자, 그리고 이들의 상호작용 및 미래 환경변화를 고려한 각 지역 생태계의 특성을 반영하기 때문에 현재 우수한 생태계뿐만 아니라 앞으로 중요하게 보호해야 할 생태계를 보호지역으로 편입할 수 있는 근거를 제시하였다. 그러나 본 연구에서 제시한 분석 기법의 충분한 활용을 위해서는 각 지표항목과 지표항목에 속하는 인자들에 대한 개별 생태연구 자료 및 공간자료가 필요하다. 이러한 분석의 한계를 해결하기 위해서는 장기간의 생태자료와 종별 서식지 환경조건에 대한 연구 자료가 필요하며 서식지 모형, 생태모형, hybrid 모형 등 경관생태모형을 활용한 분석이 필요하다.

증강현실 기반 상호작용과 시뮬레이션을 이용한 휴대용 전자제품의 설계품평 (Design Evaluation of Portable Electronic Products Using AR-Based Interaction and Simulation)

  • 박형준;문희철
    • 한국CDE학회논문집
    • /
    • 제13권3호
    • /
    • pp.209-216
    • /
    • 2008
  • This paper presents a novel approach to design evaluation of portable consumer electronic (PCE) products using augmented reality (AR) based tangible interaction and functional behavior simulation. In the approach, the realistic visualization is acquired by overlaying the rendered image of a PCE product on the real world environment in real-time using computer vision based augmented reality. For tangible user interaction in an AR environment, the user creates input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. For functional behavior simulation, we adopt state transition methodology to capture the functional behavior of the product into a markup language-based information model, and build a finite state machine (FSM) to controls the transition between states of the product based on the information model. The FSM is combined with AR-based tangible objects whose operation in the AR environment facilitates the realistic visualization and functional simulation of the product, and thus realizes faster product design and development. Based on the proposed approach, a product design evaluation system has been developed and applied for the design evaluation of various PCE products with highly encouraging feedbacks from users.

핀테크 사용의도에 영향을 미치는 요인에 관한 연구 (A Study of the Factors Influencing on the Intention to Use Fintech)

  • 김은정;김주현;김종원
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제26권1호
    • /
    • pp.75-91
    • /
    • 2017
  • Purpose Fintech has been recently drawing extensive attention all over the world as the innovative trend that will change the future of the global financial industry. However, fintech has been mostly focusing on the payment service in the embryonic stage in Korea. This paper will investigate the approach to increase the intention to use for those who do not use fintech at present. Design/methodology/approach This paper empirically analyzes the impact of innovation of users and the perceived ease-of-use and security on the intention to use through the perceived usefulness and confidence. The 255 survey responses were used to verify research hypotheses through covariate structural equation model. Findings According to the analysis results, it was found that innovation had a significant impact on the perceived usefulness, but had no significant impact on confidence. The perceived usefulness had a significant impact on perceived usefulness and confidence. Moreover, the perceived usefulness and confidence had a significant impact on the intention to use. Meanwhile, it was identified that the security perceived by those who do not use fintech had a negative impact on perceived usefulness, confidence, and intention to use related to fintech. Accordingly, fintech service providers need to determine an approach to help customers to have a positive perception on the security of fintech.

A Hierarchical Hybrid Meta-Heuristic Approach to Coping with Large Practical Multi-Depot VRP

  • Shimizu, Yoshiaki;Sakaguchi, Tatsuhiko
    • Industrial Engineering and Management Systems
    • /
    • 제13권2호
    • /
    • pp.163-171
    • /
    • 2014
  • Under amazing increase in markets and certain demand on qualified service in the delivery system, global logistic optimization is becoming a keen interest to provide an essential infrastructure coping with modern competitive prospects. As a key technology for such deployment, we have been engaged in the practical studies on vehicle routing problem (VRP) in terms of Weber model, and developed a hybrid approach of meta-heuristic methods and the graph algorithm of minimum cost flow problem. This paper extends such idea to multi-depot VRP so that we can give a more general framework available for various real world applications including those in green or low carbon logistics. We show the developed procedure can handle various types of problem, i.e., delivery, direct pickup, and drop by pickup problems in a common framework. Numerical experiments have been carried out to validate the effectiveness of the proposed method. Moreover, to enhance usability of the method, Google Maps API is applied to retrieve real distance data and visualize the numerical result on the map.