• Title/Summary/Keyword: data characters

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Variation of Plant Characters and Correlation Analysis of Its in Bupleurum falcatum L. (시호(柴胡) 생육형질(生育形質)의 개체간(個體間) 변이(變異) 및 상관(相關))

  • Kim, Kwan-Su;Seong, Nak-Sul;Chang, Yeong-Hee;Lee, Seoung-Tack;Lee, Jung-Il;Oak, Hyun-Chung;Chae, Young-Am
    • Korean Journal of Medicinal Crop Science
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    • v.3 no.1
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    • pp.71-76
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    • 1995
  • Variation of plant characters and correlation anlaysis of its in Bupleurum falcatum, medicinal plant, were investigated to find useful selection characters and to obtain fundamental data for breeding. The variation was generally high. In plants having high height and many branch, stem thickness was high and leaf and root weight were great. The group of short height and many branch showing low frequency was higher than that of medium height and branch showing high frequency. And the correlation between top and root characters were positively significant The major top characters correlated with root yield were stem thick-ness, branch number, node number, node position attached 1st branch(NPFB), and leaf area.

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Construction of Probability Identification Matrix and Selective Medium for Acidophilic Actinomycetes Using Numerical Classification Data

  • Seong, Chi-Nam;Park, Seok-Kyu;Michael Goodfellow;Kim, Seung-Bum;Hah, Yung-Chil
    • Journal of Microbiology
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    • v.33 no.2
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    • pp.95-102
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    • 1995
  • A probability identification matrix of acidophilic Streptomyces was constructed. The phenetic data of the strains were derived from numerical classification described by Seong et al. The minimum number of diagnostic characters was determined using computer programs for calculation of different separation indices. The resulting matrix consisted of 25 clusters versus 53 characters. Theoretical evaluation of this matrix was achieved by estimating the chuster overlap and the identification scores for the Hypothetical Median Organisms (HMO) and for the representatives of each cluster. Cluster overlap was found to be relatively small. Identification scores for the HMO and the randomly selected representatives of each cluster were satisfactory. The matrix was assessed practically by applying the matrix to the identification of unknown isolates. Of the unknown isolates, 71.9% were clearly identified to one of eight clusters. The numerical classification data was also used to design a selective isolation medium for antibiotic-producing organisms. Four chemical substances including 2 antibiotics were determined by the DLACHAR program as diagnostic for the isolation of target organisms which have antimicrobial activity against Micrococcus luteus. It was possible to detect the increased rate of selective isolation on the synthesized medium. Theresults show that the numerical phenetic data can be applied to a variety of purposes, such as construction of identification matrix and selective isolation medium for acidophilic antinomycetes.

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Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.79-87
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    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

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A Recognition of Handwritten English Characters Using Back Propagation Algorithm and Dictionary (역전파 알고리듬과 사전을 이용한 필기체 영문자 인식)

  • 김응성;조성환;이근영
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.18 no.2
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    • pp.157-168
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    • 1993
  • In this paper, it is shown that neural networks trained with back propagation algorithm and dictionary can be applied to recognize handwritten English characters. To eliminate the useless data part and to minimize the variety of characters from the scanned image file, various preprocessings : that is, segmentation, centering, noise filtering, sealing and thinning are performed. After these, characteristic features are derived from thinned character pattern. The neural network is trained by using the extracted features for sample data, and all test data are classified into English alphabets according to their features through the neural network. Finally, the ways of reducing learning time and improving recognition rate, and the relationship between learning time and hidden layer nodes are considered. As a result of this study, after successful training, a high recognition rate has been obtained with this system for the trained patterns and about 93% for test patterns. Using dictionary, the recognition rate was about 97% for test pattern.

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Story-based Information Retrieval (스토리 기반의 정보 검색 연구)

  • You, Eun-Soon;Park, Seung-Bo
    • Journal of Intelligence and Information Systems
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    • v.19 no.4
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    • pp.81-96
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    • 2013
  • Video information retrieval has become a very important issue because of the explosive increase in video data from Web content development. Meanwhile, content-based video analysis using visual features has been the main source for video information retrieval and browsing. Content in video can be represented with content-based analysis techniques, which can extract various features from audio-visual data such as frames, shots, colors, texture, or shape. Moreover, similarity between videos can be measured through content-based analysis. However, a movie that is one of typical types of video data is organized by story as well as audio-visual data. This causes a semantic gap between significant information recognized by people and information resulting from content-based analysis, when content-based video analysis using only audio-visual data of low level is applied to information retrieval of movie. The reason for this semantic gap is that the story line for a movie is high level information, with relationships in the content that changes as the movie progresses. Information retrieval related to the story line of a movie cannot be executed by only content-based analysis techniques. A formal model is needed, which can determine relationships among movie contents, or track meaning changes, in order to accurately retrieve the story information. Recently, story-based video analysis techniques have emerged using a social network concept for story information retrieval. These approaches represent a story by using the relationships between characters in a movie, but these approaches have problems. First, they do not express dynamic changes in relationships between characters according to story development. Second, they miss profound information, such as emotions indicating the identities and psychological states of the characters. Emotion is essential to understanding a character's motivation, conflict, and resolution. Third, they do not take account of events and background that contribute to the story. As a result, this paper reviews the importance and weaknesses of previous video analysis methods ranging from content-based approaches to story analysis based on social network. Also, we suggest necessary elements, such as character, background, and events, based on narrative structures introduced in the literature. We extract characters' emotional words from the script of the movie Pretty Woman by using the hierarchical attribute of WordNet, which is an extensive English thesaurus. WordNet offers relationships between words (e.g., synonyms, hypernyms, hyponyms, antonyms). We present a method to visualize the emotional pattern of a character over time. Second, a character's inner nature must be predetermined in order to model a character arc that can depict the character's growth and development. To this end, we analyze the amount of the character's dialogue in the script and track the character's inner nature using social network concepts, such as in-degree (incoming links) and out-degree (outgoing links). Additionally, we propose a method that can track a character's inner nature by tracing indices such as degree, in-degree, and out-degree of the character network in a movie through its progression. Finally, the spatial background where characters meet and where events take place is an important element in the story. We take advantage of the movie script to extracting significant spatial background and suggest a scene map describing spatial arrangements and distances in the movie. Important places where main characters first meet or where they stay during long periods of time can be extracted through this scene map. In view of the aforementioned three elements (character, event, background), we extract a variety of information related to the story and evaluate the performance of the proposed method. We can track story information extracted over time and detect a change in the character's emotion or inner nature, spatial movement, and conflicts and resolutions in the story.

A Study of character and dungeon size correlation in MMORPG game (MMO RPG 게임에서 캐릭터와 던젼과의 크기에 대한 상호관계의 연구)

  • Kim, Do-Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.53-60
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    • 2009
  • This paper is focusing on the optimal size of internal space in which various functions are expressed by means of analogizing appropriate size of passage fitted to characters and reverse-calculating it in comparison with preexisting games, and thus increase the objectivity of data. To this end, the work of making the data objective was conducted in advance, and the experiment proceeded in the way that specially-designed Dungeon can make its way through the passage and in the situation where small-scale combats take place. In addition, the efforts were made to standardize the outcome of experiments by restricting the types of game graphics to MMO RPG. Further, the enhance the objectivity of size of the characters, the game types were limited to RPG games, and it is also adjusted to the character's face size based on the graphic designer's preference. The size of shoulders and arms of characters, inter alia, was selected as distinguishing points to be adjusted to the passage. By analyzing these data, the size of passage was re-organized according to the main characters in the MMO RPG games. Four experimental data was utilized by the 200 game experts in order to select the optimal size of passage in the game. As a consequence, the proportional correlation between character and passage movement was evaluated as successful in terms of emotional recognition.

Quantitative Linguistic Analysis on Literary Works

  • Choi, Kyung-Ho
    • Journal of the Korean Data and Information Science Society
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    • v.18 no.4
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    • pp.1057-1064
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    • 2007
  • From the view of natural language process, quantitative linguistic analysis is a linguistic study relying on statistical methods, and is a mathematical linguistics in an attempt to discover various linguistic characters by interpreting linguistic facts quantitatively through statistical methods. In this study, I would like to introduce a quantitative linguistic analysis method utilizing a computer and statistical methods on literary works. I also try to introduce a use of SynKDP, a synthesized Korean data process, and show the relations between distribution of linguistic unit elements which are used by the hero in a novel #Sassinamjunggi# and theme analysis on literary works.

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Development of User-customized Device Intelligent Character using IoT-based Lifelog data in Hyper-Connected Society (초연결사회에서 IoT 기반의 라이프로그 데이터를 활용한 사용자 맞춤형 디바이스 지능형 캐릭터 개발)

  • Seong, Ki Hun;Kim, Jung Woo;Sul, Sang Hun;Kang, Sung Pil;Choi, Jae Boong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.21-31
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    • 2018
  • In Hyper-Connected Society, IoT-based Lifelog data is used throughout the Internet and is an important component of customized services that reflect user requirements. Also, Users are using social network services to easily express their interests and feelings, and various life log data are being accumulated. In this paper, Intelligent characters using IoT based lifelog data have been developed and qualitative/quantitative data are collected and analyzed in order to systematically grasp emotions of users. For this, qualitative data through the social network service used by the user and quantitative data through the wearable device are collected. The collected data is verified for reliability by comparison with the persona through esnography. In the future, more intelligent characters will be developed to collect more user life log data to ensure data reliability and reduce errors in the analysis process to provide personalized services.

Learning Algorithm using a LVQ and ADALINE (LVQ와 ADALINE을 이용한 학습 알고리듬)

  • 윤석환;민준영;신용백
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.19 no.39
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    • pp.47-61
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    • 1996
  • We propose a parallel neural network model in which patterns are clustered and patterns in a cluster are studied in a parallel neural network. The learning algorithm used in this paper is based on LVQ algorithm of Kohonen(1990) for clustering and ADALINE(Adaptive Linear Neuron) network of Widrow and Hoff(1990) for parallel learning. The proposed algorithm consists of two parts. First, N patterns to be learned are categorized into C clusters by LVQ clustering algorithm. Second, C patterns that was selected from each cluster of C are learned as input pattern of ADALINE(Adaptive Linear Neuron). Data used in this paper consists of 250 patterns of ASCII characters normalized into $8\times16$ and 1124. The proposed algorithm consists of two parts. First, N patterns to be learned are categorized into C clusters by LVQ clustering algorithm. Second, C patterns that was selected from each cluster of C are learned as input pattern of ADALINE(Adaptive Linear Neuron). Data used in this paper consists 250 patterns of ASCII characters normalized into $8\times16$ and 1124 samples acquired from signals generated from 9 car models that passed Inductive Loop Detector(ILD) at 10 points. In ASCII character experiment, 191(179) out of 250 patterns are recognized with 3%(5%) noise and with 1124 car model data. 807 car models were recognized showing 71.8% recognition ratio. This result is 10.2% improvement over backpropagation algorithm.

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Based on morphology and molecular data, Palisada rigida comb. nov. and Laurencia decussata comb. et stat. nov. (Rhodophyta, Rhodomelaceae) are proposed

  • Metti, Yola
    • ALGAE
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    • v.37 no.1
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    • pp.15-32
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    • 2022
  • Inspecting herbaria collections of Laurencia rigida highlighted frequent misidentifications between L. rigida and L. heteroclada f. decussata, two poorly studied taxa from Australia. Recent collections of DNA material, including from topotype material, allowed for re-examination of these two taxa using molecular techniques. Detailed morphological and molecular analyses based on two markers (rbcL and COI-5P) strongly supported these two taxa as being distinct from each other and requiring nomenclatural changes. Comprehensive morphological analyses highlighted features useful for accurate identifications. Interestingly, L. rigida was found to belong to the genus Palisada with evidence from both the morphology and molecular data. Therefore, this study proposed recognizing L. rigida as Palisada rigida comb. nov. Molecular data for L. heteroclada f. decussata on the other hand supported its separation from L. heteroclada, with too great a molecular distance to be considered a variety. Morphological characters that best separated P. rigida from L. decussata included seven characters; number of pericentral cells per vegetative axial segment, the presence of secondary pit connections, the presence of lenticular thickenings, tetrasporangia alignment, the presence of corps en cerise, holdfast morphology, and overall plant shape. Morphologically, L. heteroclada f. decussata was also separated from L. heteroclada, particularly by the following characteristics; ultimate branchlets morphologies, lower order branch lengths, primary axis and holdfast morphologies. Therefore, it was proposed that L. heteroclada f. decussata is recognized at a species level as L. decussata comb. et stat. nov.