• Title/Summary/Keyword: transitive

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A New Low Power LFSR Architecture using a Transition Monitoring Window (천이 감시 윈도우를 이용한 새로운 저전력 LFSR 구조)

  • Kim Youbean;Yang Myung-Hoon;Lee Yong;Park Hyuntae;Kang Sungho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.8 s.338
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    • pp.7-14
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    • 2005
  • This paper presents a new low power BIST TPG scheme. It uses a transition monitoring window (TMW) that is comprised of a transition monitoring window block and a MUX. When random test patterns are generated by an LFSR, transitions of those patterns satisfy pseudo-random gaussian distribution. The Proposed technique represses transitions of patterns using a k-value which is a standard that is obtained from the distribution of U to observe over transitive patterns causing high power dissipation in a scan chain. Experimental results show that the Proposed BIST TPG schemes can reduce scan transition by about $60\%$ without performance loss in ISCAS'89 benchmark circuits that have large number scan inputs.

A Study on Converting the Theological Thesaurus to the Ontology by Using SKOS (SKOS를 이용한 신학 시소러스의 온톨로지로의 변환에 관한 연구)

  • Yoo, Yeong-Jun
    • Journal of Korean Library and Information Science Society
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    • v.43 no.3
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    • pp.143-163
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    • 2012
  • In order to convert a thesaurus described by a person to ontology, the first step is to translate the thesaurus to the ontology by using SKOS, which is suitable for conversion to ontology and was chose an international standard by W3C. SKOS is suitable for converting thesaurus or subject headings or classification system to ontology, but we need a web language to describe an ontology as RDF/XML. RDF/XML is so difficult to read and write that we can need RDFa embedded in HTML document or Turtle, which is more easily describable and readable. Along with description using SKOS, this research has experimentally constructed the ontology by using ontology construction program $Prot{\acute{e}}g{\acute{e}}$ 4.2. In addition to basic concept relationships of thesaurus like equivalent relationship, hierarchical relationships, association relationships transitive hierarchical relationships are included suggested by SKOS in this research.

BOUNDED MOVEMENT OF GROUP ACTIONS

  • Kim, Pan-Soo
    • Communications of Mathematical Education
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    • v.5
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    • pp.523-523
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    • 1997
  • Suppose that G is a group of permutations of a set ${\Omega}$. For a finite subset ${\gamma}$of${\Omega}$, the movement of ${\gamma}$ under the action of G is defined as move(${\gamma}$):=$max\limits_{g{\epsilon}G}|{\Gamma}^{g}{\backslash}{\Gamma}|$, and ${\gamma}$ will be said to have restricted movement if move(${\gamma}$)<|${\gamma}$|. Moreover if, for an infinite subset ${\gamma}$of${\Omega}$, the sets|{\Gamma}^{g}{\backslash}{\Gamma}| are finite and bounded as g runs over all elements of G, then we may define move(${\gamma}$)in the same way as for finite subsets. If move(${\gamma}$)${\leq}$m for all ${\gamma}$${\subseteq}$${\Omega}$, then G is said to have bounded movement and the movement of G move(G) is defined as the maximum of move(${\gamma}$) over all subsets ${\gamma}$ of ${\Omega}$. Having bounded movement is a very strong restriction on a group, but it is natural to ask just which permutation groups have bounded movement m. If move(G)=m then clearly we may assume that G has no fixed points is${\Omega}$, and with this assumption it was shown in [4, Theorem 1]that the number t of G=orbits is at most 2m-1, each G-orbit has length at most 3m, and moreover|${\Omega}$|${\leq}$3m+t-1${\leq}$5m-2. Moreover it has recently been shown by P. S. Kim, J. R. Cho and C. E. Praeger in [1] that essentially the only examples with as many as 2m-1 orbits are elementary abelian 2-groups, and by A. Gardiner, A. Mann and C. E. Praeger in [2,3]that essentially the only transitive examples in a set of maximal size, namely 3m, are groups of exponent 3. (The only exceptions to these general statements occur for small values of m and are known explicitly.) Motivated by these results, we would decide what role if any is played by primes other that 2 and 3 for describing the structure of groups of bounded movement.

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Effectual Fuzzy Query Evaluation Method based on Fuzzy Linguistic Matrix in Information Retrieval (정보검색에서 퍼지 언어 매트릭스에 근거한 효율적인 퍼지 질의 평가 방법)

  • 최명복;김민구
    • Journal of the Korean Institute of Intelligent Systems
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    • v.10 no.3
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    • pp.218-227
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    • 2000
  • In this paper, we present a new fuzzy information retrieval method based on thesaurus. In the proposed method th thesaurus is represented by a fuzzy linguistic matrix, where the elements in fuzzy linguistic matrix represent a qualitative linguistic values between terms. In the fuzzy linguistic matrix, there are three kinds of fuzzy relationships between terms, i.e., similar relation, hierarchical relation, and associative relation. The implicit fuzzy relationships between terms are inferred by the transitive closure of the fuzzy linguistic matrix based on fuzzy theory. And the proposed method has the capability to deal with a qualitative linguistic weights in a query and in indexing of information items to reflect qualitative measure of human based on vague and uncertain decisions rather than a quantitiative measure. Therefore the proposed method is more flexible than the ones presented in papers[1-3]. Moreover our method is more effectual of time than the ones presented in papers[1-3] because we use a fuzzy linguistic matrix and AON (Associate Ordinary Number) values in query evaluation process. As a result, the proposed method allows the users to perform fuzzy queries in a more flexible and more intelligent manner.

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Digital Marketing in the Condition of Wartime Posture in Ukraine

  • Dubovyk, Tetiana;Buchatska, Iryna;Diachuk, Iryna;Zerkal, Anastasiia
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.206-212
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    • 2022
  • Strengthening global geopolitical instability in the world leads to an aggravation of international conflicts; it destabilizes the domestic political situation in countries, violates the rights and freedoms of man and citizen, and also activates economic crime. The full-scale invasion of the Russian Federation on the territory of Ukraine and the deployment of military operations in a large territory of a sovereign country have created a number of destabilizing factors in the development of digital technologies and negatively affect the state and trends of digital marketing, which allows establishing interaction with a wide audience and facilitating the search for new customers in various places. The purpose of the research lies in substantiating the theoretical and applied principles for studying the features of digital marketing in the conditions of wartime posture in Ukraine. In the course of the research, general and special methods of economic analysis have been used and applied, namely: analysis and synthesis; analogies and comparisons; generalization and systematization; graphic and tabular methods. Regarding the results of the research of digital marketing in the conditions of wartime posture in Ukraine, it has been established that the intensification of the development of digital marketing is caused by the crisis phenomena of social-economic, social-political and military nature, as well as exacerbated by the challenges of the COVID-19 pandemic. It has been proven that highly developed countries use innovative digital technologies more effectively in the field of marketing, which indicates the importance of the Multidimensional Index of Digitization (the USA - MID: 0,92-0,92; the UK - MID: 0,80-0,97; Japan - MID: 0,80-0,88; Canada - MID: 0,78-0,81; Germany - MID: 0,78-0,88; France - MID: 0,72-0,76), however, the developing countries record much lower values (Ukraine - MID: 0,22-0,48). Accordingly, the level of cybersecurity in highly developed countries is also significantly higher than in transitive countries, in particular, in the United States (GCI: 0,919-0,999); Great Britain (GCI: 0,783-0,995); Canada (GCI: 0,818-0,978) and in Ukraine (GCI: 0,501-0,661).

Analysis of Guidance Laws for Impact Angle Control Mission of Cooperative Missiles Based on Communication Structure (협업 유도탄 간 상대 충돌 각 제어 임무에서 통신 구조에 따른 유도기법의 영향 분석)

  • Hyosang Ko;Danil Lee;Myunghwa Lee;Hanlim Choi
    • Journal of Aerospace System Engineering
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    • v.18 no.2
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    • pp.1-11
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    • 2024
  • This paper applies a relative impact angle control guidance law to a communication-based multi-missile network system with uncertainties and disturbances. The multi-missile network system is represented as a transitive reduction directed acyclic graph. Furthermore, this paper introduces both centralized and decentralized guidance laws based on the graph's structure. The relationship between these guidance laws is analyzed by comparing them based on the communication structure and the presence of system noise. To analyze the effects of decentralized optimal cooperative guidance law, this paper assumes uncertainty in missile dynamics and predicted impact point information for the relative impact angle control mission. Monte Carlo simulations are conducted for various mission environments to analyze the impact of communication and its structure on the system.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Causal Effects Along Transitive Causal Routes: Reconsidering Two Concepts of Effects Founded on Structural Equation Model (이행적 인과 경로를 통한 원인 효과에 대한 해명: 구조 방정식에 토대한 인과 모형의 원인 효과 개념에 대한 평가와 대안)

  • Kim, Joonsung
    • Korean Journal of Logic
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    • v.18 no.1
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    • pp.83-133
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    • 2015
  • In this paper, I pose a problem for Hitchcock's arguments for two concepts of effects that are intended to explicate double causal effects, and put forth a theory that is intended not just to meet the problem but also to accommodate Hitchcock's theory and Eells' theory both. First, I introduce an example of dual causal effects, and examine the accounts of Otte(1985) and Eells(1987) on how to explicate the dual effects. I show that their accounts of the dual effects help us understand the problem of dual effects and see how different it is for Cartwright(1979, 1989, 1995), Eells(1991, 1995), and Hitchcock(2001a) to meet the problem. Second, I introduce two concepts of effects on Hitchcock(2001a), that is, net effect and component effect that are allegedly analogous to two effects of structural equation model. Third, I reveal the significance of homogeneous subpopulation and causal interaction regarding the problem of dual effects while examining Cartwright's theory and Elles' theory. Fourth, I critically examine the two concepts of effects on Hitchcock and argue against Hitchcock's criticism of Eells' theory. Fifth, I take a moderator variable of structural equation model and a moderator effect into the probabilistic theory of causality, and formally generalize causal interaction due to the dual effects in terms of disjunctive relation and counterfactual conditionals. I expect my account of disjunctive relation and counterfactual conditionals to contribute not just to several problems the received theories of causal modelling confront but also to the structural equation models many people exploit as a promising statistical methodology.

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An Analysis of the Probability Unit in the Middle School Textbook 8-B in the Aspect of Information Analysis and Utilization (정보 분석 및 활용 측면에서의 중학교 2학년 확률 단원 분석)

  • Lee, Young-Ha;Kwon, Se-Lim
    • School Mathematics
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    • v.11 no.3
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    • pp.389-413
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    • 2009
  • This thesis assumes that the teaching objective of the Probability unit of the 8th grade textbook under the 7th National Curriculum is to enhance the ability to analyze and utilize informations. And we examine them if this point of view is fully reflected. Based on the analysis of the textbook analysis, followings are found. 1) It is necessary to emphasize more enumerating all possible cases and to induce formulae counting the number of possible cases through organizing them 2) The probability is to be decribed more clearly as a likelihood of events and to be introduced and followed through various students' experiences and the relative frequencies. Less emphasis on probability computations, while more emphasis on probability comparisons of events are recommended. 3) The term "influential events"(a kind of stochastic correlation) is ambiguous. It is necessary to make clear what it means at tile level of the 8th grade or to discard it for it is to be learned at the 10th grade again. Especially, contingency table has been introduced at the 9th grade under the 7th National Curriculum. 4) Uses of the likelihood principle in making a decision and in learning the reliability of it should be encouraged. And students are to team the hazard of transitive inferences in probability comparisons. As a consequence of above, we feel that textbook authors and related stakeholder are to be more serious about the behavioral changes of students that may come along with the didactics of specific contents of school mathematics.

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The Design and Implementation of Ontology for Simulation based Architecture Framework (ONT-AF) in Military Domain (SBA AF의 구축을 지원하는 온톨로지의 설계 및 구현(ONT-SAF))

  • Kwon, Youngmin;Sohn, Mye;Lee, Wookey
    • Journal of Information Technology and Architecture
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    • v.9 no.3
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    • pp.233-241
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    • 2012
  • Architecture framework (AF) is a guideline to define components needed to develop and operate enterprise architecture (EA), and to define relationships among the components. There are many architecture frameworks to operate EA of governments and businesses such as Zachman framework, DoDAF, TOGAF, FEAF, and TEAF. DoDAF is the most representative AF to support the development of the EA in the military domain. DoDAF is composed of eight viewpoints and 40 views that are affiliated with the viewpoints. To develop an AF for a specific goal, system architects decide a set of views. Furthermore, they determine data that are needed for a view modeling. However, views and data in DoDAF are structurally inter-related explicitly and/or implicitly. So, developing an AF for a specific goal is going to be a project to be carried out over a long haul. To reduce the burden of its development, in this paper, we develop ONT-SAF (Ontology for DoDAF) that can infer inter-relationships like referential and transitive relationships and the sequences among the views. Furthermore, to promote reusability and consistency of the views and the data within an AF, we adopt the view-data separation strategy. ONT-DAT contains classes like 'viewpoint', 'view', 'data', 'expression method', and 'reference model', and 11 properties including 'hasView.' To prove the effectiveness of ONT-SAF, we perform a case study.