• Title/Summary/Keyword: two dimensions

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2D-MELPP: A two dimensional matrix exponential based extension of locality preserving projections for dimensional reduction

  • Xiong, Zixun;Wan, Minghua;Xue, Rui;Yang, Guowei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.9
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    • pp.2991-3007
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    • 2022
  • Two dimensional locality preserving projections (2D-LPP) is an improved algorithm of 2D image to solve the small sample size (SSS) problems which locality preserving projections (LPP) meets. It's able to find the low dimension manifold mapping that not only preserves local information but also detects manifold embedded in original data spaces. However, 2D-LPP is simple and elegant. So, inspired by the comparison experiments between two dimensional linear discriminant analysis (2D-LDA) and linear discriminant analysis (LDA) which indicated that matrix based methods don't always perform better even when training samples are limited, we surmise 2D-LPP may meet the same limitation as 2D-LDA and propose a novel matrix exponential method to enhance the performance of 2D-LPP. 2D-MELPP is equivalent to employing distance diffusion mapping to transform original images into a new space, and margins between labels are broadened, which is beneficial for solving classification problems. Nonetheless, the computational time complexity of 2D-MELPP is extremely high. In this paper, we replace some of matrix multiplications with multiple multiplications to save the memory cost and provide an efficient way for solving 2D-MELPP. We test it on public databases: random 3D data set, ORL, AR face database and Polyu Palmprint database and compare it with other 2D methods like 2D-LDA, 2D-LPP and 1D methods like LPP and exponential locality preserving projections (ELPP), finding it outperforms than others in recognition accuracy. We also compare different dimensions of projection vector and record the cost time on the ORL, AR face database and Polyu Palmprint database. The experiment results above proves that our advanced algorithm has a better performance on 3 independent public databases.

A streamlined pipeline based on HmmUFOtu for microbial community profiling using 16S rRNA amplicon sequencing

  • Hyeonwoo Kim;Jiwon Kim;Ji Won Cho;Kwang-Sung Ahn;Dong-Il Park;Sangsoo Kim
    • Genomics & Informatics
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    • v.21 no.3
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    • pp.40.1-40.11
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    • 2023
  • Microbial community profiling using 16S rRNA amplicon sequencing allows for taxonomic characterization of diverse microorganisms. While amplicon sequence variant (ASV) methods are increasingly favored for their fine-grained resolution of sequence variants, they often discard substantial portions of sequencing reads during quality control, particularly in datasets with large number samples. We present a streamlined pipeline that integrates FastP for read trimming, HmmUFOtu for operational taxonomic units (OTU) clustering, Vsearch for chimera checking, and Kraken2 for taxonomic assignment. To assess the pipeline's performance, we reprocessed two published stool datasets of normal Korean populations: one with 890 and the other with 1,462 independent samples. In the first dataset, HmmUFOtu retained 93.2% of over 104 million read pairs after quality trimming, discarding chimeric or unclassifiable reads, while DADA2, a commonly used ASV method, retained only 44.6% of the reads. Nonetheless, both methods yielded qualitatively similar β-diversity plots. For the second dataset, HmmUFOtu retained 89.2% of read pairs, while DADA2 retained a mere 18.4% of the reads. HmmUFOtu, being a closed-reference clustering method, facilitates merging separately processed datasets, with shared OTUs between the two datasets exhibiting a correlation coefficient of 0.92 in total abundance (log scale). While the first two dimensions of the β-diversity plot exhibited a cohesive mixture of the two datasets, the third dimension revealed the presence of a batch effect. Our comparative evaluation of ASV and OTU methods within this streamlined pipeline provides valuable insights into their performance when processing large-scale microbial 16S rRNA amplicon sequencing data. The strengths of HmmUFOtu and its potential for dataset merging are highlighted.

Effect of Organizational Citizenship Behavior on Unethical Pro-organization Behavior Focused on the Moderating Effect of Machiavellism (조직시민행동이 비윤리적 친조직행동에 미치는 영향: 마키아벨리즘의 조절효과)

  • Gi-Ryung Song;Kyoung-Seok Kim
    • Asia-Pacific Journal of Business
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    • v.14 no.4
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    • pp.205-216
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    • 2023
  • Purpose - The purpose of this study was to examine the effect of organizational citizenship behavior on unethical pro-organization behavior considering two sub-dimensions of organizational citizenship behavior such as citizenship behavior for individual and citizenship behavior for organization. In addition to this, this study was to identify of the moderating effect of machiavellism. Design/methodology/approach - This study collected 269 sample questionnaires from employees who are working for Korean companies. To examine the hypotheses, this study used hierarchical regression analysis. Findings - First, results showed that there is a significant positive effect of citizenship behavior for organization on unethical pro-organization behavior, but citizenship behavior for individual did not have any significant effect on unethical pro-organization behavior. Second, same with the previous results, machiavellism only had its significant moderating effect on the relationship between citizenship behavior for organization and unethical pro-organizational behavior, not on citizenship behavior for individual. The moderating effect strengthened the positive relationship. Research implications or Originality - Although organizational citizenship behavior and unethical pro-organization behavior are studied many times, but there is no research examining the relationship between these two concepts. these two concepts share the figure that these behaviors are pro-organizational. The only differences between the two is ethical or not. So, this study identified the relationship and moderating effect of machiavellism. In doing so, this study provided novel implications for the researchers of this filed.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Person Perception in Cyber-space: Focused on Comparisons with Face-to-face Communication and Gender differences (가상공간에서의 대인지각: 면대면 조건과의 비교 및 성차를 중심으로)

  • Taeyun Jung;Jong-Dae Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.1
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    • pp.1-30
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    • 2004
  • Study 1 composed of three experiments examined differences in person perception between computer-mediated (or CMC) and face-to-face (or FTF) communications. In Experiment 1, each of 17 groups of 4-5 discussed a donation entrance system through CMC and a week later a college-based university system through FTF communication mode for half an hour. Then members of a given group rated each other along with self-ratings on five personality traits. Results indicated that in FTF than CMC condition, ratings of others were more positive and also self-peer agreement and meta-accuracy were larger in spite of no large difference in inter-judge agreement between two communication modes. In Experiment 2, 17 groups of 4 in each of the CMC and FTF condition discussed a college-based university system for an hour. Then group members rated each other on another five trait dimensions. Although ratings of others were more positive in FTF than CMC condition, there no systematic differences in two types of agreement and meta-accuracy between the two communication modes. In Experiment 3, 17 groups of 4 in each of the CMC and FTF condition discussed a donation entrance system for an hour and then group members rated each other on five trait dimensions different from those used in Experiment 1 and 2. The findings replicated Experiment 1. Study 2 examined gender differences in person perception in CMC. Fifteen dyads for each of the man-man, man-woman, and man-woman conditions communicated for an half hour in CMC and then rated each other along with self ratings on 25 personality trait dimensions. Results indicated that participants rated their partners more negatively for extorversion, agreeableness and culture factors, which was due mainly to woman's negative evaluations for their male partners. Also, self-peer agreement was the largest in the man-man communication condition. These findings were discussed in relation to differences between CMC and FTF communication modes.

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Comparison of Trajectory of Quality of Life in Patients with High Risk Breast Cancer Undergoing Adjuvant Chemotherapy and Autogenous Bone Marrow Transplantation (보조적 표준 항암 화학요법에 비한 자가조혈모세포 이식 유방암 환자 삶의 질 내용 비교)

  • Lee, Eun-Ok
    • Asian Oncology Nursing
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    • v.1 no.1
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    • pp.5-17
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    • 2001
  • It is known that aggressive treatment of chemotherapy, radiation and autogenous stem cell transplantation is effective for prevention of recurrence in the high-risk breast cancer patients. It was assumed that this procedure takes a longer time and decreases the quality of life more than the standard adjuvant chemotherapy. However, there are few studies comparing the quality of life of patients having bone marrow transplantation and adjuvant chemotherapy. Most of the studies were focused on the quality of life in one point of time, such as only during the early treatment stage, only overall quality of life rather than specific dimensions of the quality of life. The purposes of this study are 1) to identify the difference of the quality of life between two different treatment patterns, adjuvant chemotherapy and autogenous stem cell transplantation: 2) to identify the mostly affected dimension and the periods of time affected by the treatment patterns; and 3) to identify the trajectories of quality of life in each treatment pattern. This is a time series design that measures 4 different points of times. At the beginning of the study, 19 patients were placed in the chemotherapy group and 12 in the group of auto-peripheral blood stem cell transplantation. The inclusion criterion was the advanced disease stage of 3 or over with metastasis of more than 5 lymph nodes. The exclusion criteria were 1) anyone who has metastasis to other organ; 2) anyone who had psychological problems. Ferrell's Quality of Life Scale for Cancer Survivors 41 items on a 10 point scale was used. The QOL-CS includes 4 dimensions, which were labeled physical, psychological, social, and spiritual. The Cronbach‘s alpha of this scale was 0.89. Mann-Whitney U test and Friedman test were used to test each hypothesis. In comparison of the two groups, the quality of life of the bone marrow transplantation group dramatically increased at the 3rd and 6th month after transplantation, while the chemotherapy groups results stayed lower. The most affected dimension of the quality of life at the end of the treatment was the physical dimension. However, it and increased along with time, while the psychological dimension values remained low over the long-term period. Intensive nursing care is needed during the entire period of chemotherapy in all patients having chemotherapy, and is also required for right after cases of bone marrow transplantation.

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The Development and Application of the New Model of Moon Phases (새로운 달 위상 모형의 개발과 그 적용)

  • Chae, Dong-Hyun
    • Journal of Korean Elementary Science Education
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    • v.27 no.4
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    • pp.385-398
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    • 2008
  • The purpose of this study is to understand the effect of The Model of Phases of the Moon on conception changes for preservice teachers. The researcher interviewed two preservice teachers under the agreement with them on their participation in the research just before he performed a class using The New Model of Phases of the Moon. The post-interview with the same content as the pre-interview was preformed one month later. The main content of the interview is as follows; 'Explain the shape of the Moon by drawing it.', 'Explain the relative different position among the Sun, Earth, and Moon depending on phases of the Moon by drawing them.', 'What do you think of the cause of phases of the Moon?', 'Draw a picture to explain why we always see only one side of the moon.' The results of the research are as follows. First, the class with New Model of Phases of the Moon was able to perceive the relationship of Sun, Earth, and Moon in three-dimensions rather than in two-dimensions and it helped to change their misconception that the Moon's shadow causes the Moon's shape. Secondly, the class with New Model of Phases of the Moon helped preservice teachers understand better the different positional relationships among the Sun, Earth, and Moon depending on the Moon shapes. Third, the class adopting the New Model of Phases of the Moon help preservice teachers form scientific conceptions on the causes of phase change of the Moon. Fourth, the class with the New Model of Phases of the Moon is not appropriate for explaining the reason why only one face of the Moon is seen. Based upon the results above, the researcher realized the limitation of this model and suggested that this model would help learners understand phase change of the Moon and increase space perception ability.

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Toward Developing An Enterprise Architecture Orientation Model: Mapping the Present and Future Enterprise Architecture from the Alignment and Integration Perspective (엔터프라이즈 아키텍처 지향 모델 개발: 연계와 통합 관점에서 본 엔터프라이즈 현재와 미래 아키텍처 사상)

  • Son, Jeong-Son;Juhn, Sung-Hyun
    • Information Systems Review
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    • v.12 no.2
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    • pp.1-23
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    • 2010
  • Most enterprise information systems today are silo systems in that they are not properly aligned nor integrated with one another. Such silo systems result because enterprises lack an architectural perspective in the planning and development of the systems. This paper proposes an Enterprise Architecture Orientation Model as a framework for the analysis, planning and design of the architectural quality of enterprise information systems. The model decomposes enterprise architecture into two dimensions-alignment and integration, and specifies for each dimension the general development and evolution stages enterprises may traverse. The alignment dimension represents the vertical strategic alignment of the systems with the vision, mission, strategy and goals of the enterprise, and is analyzed in terms of the performance, capability, and strategy of the enterprise. The integration dimension, on the other hand, represents the horizontal and functional integration among the systems that span organizational functions and boundaries, and is analyzed in terms of such technological components as IT infrastructure, data, application, and business processes. The model combines the alignment and integration dimensions to form a two-dimensional conceptual space for mapping the architectural quality of the enterprise. It is proposed that an enterprise use the model to identify and understand its position now and in the future in the architectural quality of the enterprise information systems. It is also proposed that the model provides a tool for the planning and design of the transition from one stage to the next in the alignment and integration of the systems to reach an architectural maturity. At the end, the paper discusses how the model can be applied differently according to the strategic orientation of the enterprise. An example of the usage of the model is presented.

An Empirical Study on Service Quality and Patient Satisfaction in Specialty and General Hospitals (전문병원과 일반병원의 서비스의 질과 환자만족도에 관한 실증적 분석)

  • Kim, Mi-Sun;Park, Ha-Young
    • Korea Journal of Hospital Management
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    • v.11 no.1
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    • pp.31-53
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    • 2006
  • The objective of this study is to examine the effectiveness of the strategy of hospital specialization by analyzing the differences in expected and perceived services, perceived service quality, satisfaction, and intentions to revisit and recommend the hospital to others between general and specialty hospitals. Data were collected using self-administered questionnaire from patients admitted to four study hospitals: two speciality and two general hospitals. The questionnaire was developed based on SERVQUAL to measure five dimensions of service quality. Four hundreds questionnaires were distributed to inpatients or their guardians and 282 returned questionnaires were used in the analyses. The significance of the differences in study variables between specialty and general hospitals were tested by t-test and $x^2$-test. The factor analysis result confirmed the construct validity of 28 questions asked to measure service quality and resulted in four dimensions of service quality: reliability, assurance, tangible and empathy/responsiveness. Cronbach's Alpha ranged from .9013 to .9358, that confirmed the internal consistency of answers. The study results indicated that patients who used specialty hospitals had higher levels of expected and perceived service, a higher level of perceived service quality, and higher levels of service satisfaction than patients who used general hospitals. Percents of patients who had the intention to revisit the hospital and to recommend the hospital to others were higher among patients in specialty hospitals. The most frequent reason to choose the hospital was the excellence of doctors in both general(29.9%) and specialty(43.8%) hospitals, that was followed by convenient transportation(15.3%) and someone know works at the hospital(15.3%) in general hospitals and other's recommendation(14.6%), and nice amenities(13.1%) in specialty hospitals. Although there were no significant differences in clinical department, age, and sex of patients between general and specialty hospitals, patients who visited speciality hospitals had higher levels of education and income than their counter part in general hospitals. These results suggested that specialty hospitals performed better than general hospitals. Specialization could be a viable strategy to tide over recent financial difficulties experienced by hospitals, particularly small- and medium-sized hospitals.

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A Human Sensibility Ergonomic Design for Developing Aesthetically and Emotionally Affecting Glass Panels of Changing Colors

  • Kim, Sang Ho;Kim, Sun Ah;Shin, Jong Kyu;Ahn, Jeong Yoon
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.535-550
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    • 2016
  • Objective: To enhance user experience of the product by using "wow" materials and parts, a framework for participatory emotional design and evaluation was proposed and validated through a case study in this paper. Background: Customers in recent days value a product which provides new feeling and images they want to get while interacting with it beyond its function, quality, and usability. Since the product consists of various parts and materials, "wow" materials and parts which can affect the customer's feeling and emotions are the essential components for changing the user experience. Method: A framework for participatory and human sensibility ergonomic design was considered and applied on developing the aesthetically and emotionally affecting glass panels of changing colors. Design experts defined a target market for this multicolor glass panels and modified the existing designing goal. Constraints for this design modification were identified by market trend research and consulting with the company which owns the technology for checking out its feasibility. The company developed and provided prototype samples as well as their competing materials. Quantitative and qualitative evaluation of the emotional quality was conducted to validate whether the design goal was achieved successfully. Results: The target market for the developing materials was defined as finishing for the buildings. The designing goal was set as to feed new visual sensation of clean and colorful images. The emotional quality of two different types of multicolor glass panels and an ordinary unicolor panel were evaluated quantitatively with semantic differential method. Results showed that the emotion of the subjects for the multicolor glass panels can be abstracted into two dimensions; named 'colorfulness' and 'harmony'. It was found that the developed samples got higher scores in emotional quality for both dimensions compared to the ordinary one. Age was found to be a significant factor for evaluating the emotional quality of colorfulness. Conclusion and Applications: The proposed framework is a valid approach for enhancing the user experience of the product by participatory design of emotional materials and parts. This framework can be applied easily on the emotional design and evaluation of different materials and components.