• Title/Summary/Keyword: interactive data exploration

Search Result 21, Processing Time 0.028 seconds

DQB (Dynamic Query Band): Dynamic Query Device for Efficient Exploration of Time-series Data (DQB (Dynamic Query Band): 시계열 데이터의 효율적인 탐색을 위한 동적 쿼리 장치)

  • Jo, Myeong-Su;Seo, Jin-Ok
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.715-718
    • /
    • 2009
  • Time series data is a sequence of data points, measured typically at successive, spaced at time intervals. Many devices for an efficient exploration is developed according as the items of time series data increase. Among these devices, there is a Timebox widget as a representative device of dynamic query for interactive data exploration. Timeboxes are rectangular query region of interest. The users can draw the region of interest using simple mouse manipulation and the query result sets is displayed. But there is a limitation to represent the concrete query region and Timeboxes visualize the query region inconsistent with the mental model of users. To resolve these problems, we propose a new device called DQB(Dynamic Query Band). DQB is a qeury region consisting of user defined polyline with a thickness on time series data. This device is possible to concretely specify the query region. Also, it provides a simple and convenient interface and a good conceptual model.

  • PDF

Seismic Data Analysis using the R (R을 이용한 지진자료 처리)

  • Chung, Tae-Woong;Lees, Jonathan M.;Yoon, Suk-Yung
    • Geophysics and Geophysical Exploration
    • /
    • v.11 no.4
    • /
    • pp.379-384
    • /
    • 2008
  • R is a free software for statical computing and graphics. It compiles and runs not only on UNIX platforms but MS Windows. The R commands are easy and offer interactive help. R is used in extensive field by implementing packages. RSEIS, the package of R, enable us to do easy graphic process of seismic data. Here we illustrate an example of the seismic data process using RSEIS.

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

  • U, Tak
    • 한국게임학회지
    • /
    • v.6 no.1
    • /
    • pp.70-72
    • /
    • 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.

  • PDF

Visual Analytics Approach for Performance Improvement of predicting youth physical growth model (청소년 신체 성장 예측 모델의 성능 향상을 위한 시각적 분석 방법)

  • Yeon, Hanbyul;Pi, Mingyu;Seo, Seongbum;Ha, Seoho;Oh, Byungjun;Jang, Yun
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.4
    • /
    • pp.21-29
    • /
    • 2017
  • Previous visual analytics researches has focused on reducing the uncertainty of predicted results using a variety of interactive visual data exploration techniques. The main purpose of the interactive search technique is to reduce the quality difference of the predicted results according to the level of the decision maker by understanding the relationship between the variables and choosing the appropriate model to predict the unknown variables. However, it is difficult to create a predictive model which forecast time series data whose overall trends is unknown such as youth physical growth data. In this paper, we pro pose a novel predictive analysis technique to forecast the physical growth value in small pieces of time series data with un certain trends. This model estimates the distribution of data at a particular point in time. We also propose a visual analytics system that minimizes the possible uncertainties in predictive modeling process.

Interactive analysis tools for the wide-angle seismic data for crustal structure study (Technical Report) (지각 구조 연구에서 광각 탄성파 자료를 위한 대화식 분석 방법들)

  • Fujie, Gou;Kasahara, Junzo;Murase, Kei;Mochizuki, Kimihiro;Kaneda, Yoshiyuki
    • Geophysics and Geophysical Exploration
    • /
    • v.11 no.1
    • /
    • pp.26-33
    • /
    • 2008
  • The analysis of wide-angle seismic reflection and refraction data plays an important role in lithospheric-scale crustal structure study. However, it is extremely difficult to develop an appropriate velocity structure model directly from the observed data, and we have to improve the structure model step by step, because the crustal structure analysis is an intrinsically non-linear problem. There are several subjective processes in wide-angle crustal structure modelling, such as phase identification and trial-and-error forward modelling. Because these subjective processes in wide-angle data analysis reduce the uniqueness and credibility of the resultant models, it is important to reduce subjectivity in the analysis procedure. From this point of view, we describe two software tools, PASTEUP and MODELING, to be used for developing crustal structure models. PASTEUP is an interactive application that facilitates the plotting of record sections, analysis of wide-angle seismic data, and picking of phases. PASTEUP is equipped with various filters and analysis functions to enhance signal-to-noise ratio and to help phase identification. MODELING is an interactive application for editing velocity models, and ray-tracing. Synthetic traveltimes computed by the MODELING application can be directly compared with the observed waveforms in the PASTEUP application. This reduces subjectivity in crustal structure modelling because traveltime picking, which is one of the most subjective process in the crustal structure analysis, is not required. MODELING can convert an editable layered structure model into two-way traveltimes which can be compared with time-sections of Multi Channel Seismic (MCS) reflection data. Direct comparison between the structure model of wide-angle data with the reflection data will give the model more credibility. In addition, both PASTEUP and MODELING are efficient tools for handling a large dataset. These software tools help us develop more plausible lithospheric-scale structure models using wide-angle seismic data.

An Inversion Package for Interpretation of Microgravity Data (고정밀 중력탐사 자료 역산 패키지)

  • Park, Yeong-Sue;Rim, Hyoungrea;Lim, Mutaek;Chung, Hojoon
    • Geophysics and Geophysical Exploration
    • /
    • v.20 no.4
    • /
    • pp.226-231
    • /
    • 2017
  • Since microgravity survey aims to delineate subsurface density structures in small scale, it requires inversion method, which is able to resolve small scale structures. It can be achieved by adopting a stabilizing functional which separates density boundary distinctly, which is different concept from general inversion routines. We composed Matlab-based interactive two-dimensional microgravity data inversion package containing several kinds of inversion routines with different stabilizing functional, for handling various geologic conditions and survey purposes. Different kinds of inversion routines in the package were verified and examined with representative synthetic data sets generated by numerical modeling. In addition, we applied the developed package to a real microgravity survey data.

P-wave velocity analysis around BSR depth using surface and ocean bottom seismic data (탄성파 자료를 이용한 BSR 부근의 속도 분석)

  • Kim, Byoung-Yeop;Koo, Nam-Hyung;Yoo, Dong-Geun
    • 한국지구물리탐사학회:학술대회논문집
    • /
    • 2007.06a
    • /
    • pp.151-156
    • /
    • 2007
  • In December 2006, 2D surface streamer and Ocean Bottom Seismometer (OBS) data were acquired in the Ulleung basin in Korea where strong Bottom Simulating Reflectors (BSR) were shown as a result of 2D and 3D multichannel (MCS) reflection survey. The aim of this study is to provide another reliable source for estimating P wave velocity around BSR depth using OBS data in addition to velocity information from 2D surface seismic data. Four OBSs were deployed and four 20-km shot lines which pass two OBSs respectively were designed. To derive P wave velocity profile, interactive interval velocity analysis using ${\tau}$-p trajectory matching method (Kumar, 2005) was used for OBS data and semblance analysis was used for surface data. The seismic profiles cross the OBS instruments in two different directions yield recordings for four different azimuths. This raised the confidence for the results. All velocity profiles in the vicinity of BSR depth of four OBS sites show almost definite velocity changes which we could consider as upper BSR and free gas layer. Making comparison between velocity from OBS and that from 2D seismic semblance velocity analysis gives consistency in result.

  • PDF

The Intellectual Structure of Business Analytics by Author Co-citation Analysis : 2002 ~ 2020 (저자동시인용분석에 의한 Business Analytics 분야의 지적 구조 분석: 2002 ~ 2020)

  • Lim, Hyae Jung;Suh, Chang Kyo
    • The Journal of Information Systems
    • /
    • v.30 no.1
    • /
    • pp.21-44
    • /
    • 2021
  • Purpose The opportunities and approaches to big data have grown in various ways in the digital era. Business analytics is nowadays an inevitable strategy for organizations to earn a competitive advantage in order to survive in the challenged environments. The purpose of this study is to analyze the intellectual structure of business analytics literature to have a better insight for the organizations to the field. Design/methodology/approach This research analyzed with the data extracted from the database Web of Science. Total of 427 documents and 23,760 references are inserted into the analysis program CiteSpace. Author co-citation analysis is used to analyze the intellectual structure of the business analytics. We performed clustering analysis, burst detection and timeline analysis with the data. Findings We identified seven sub- areas of business analytics field. The top four sub-areas are "Big Data Analytics Infrastructure", "Performance Management System", "Interactive Exploration", and "Supply Chain Management". We also identified the top 5 references with the strongest citation bursts including Trkman et al.(2010) and Davenport(2006). Through timeline analysis we interpret the clusters that are expected to be the trend subjects in the future. Lastly, limitation and further research suggestion are discussed as concluding remarks.

An Iterative, Interactive and Unified Seismic Velocity Analysis (반복적 대화식 통합 탄성파 속도분석)

  • Suh Sayng-Yong;Chung Bu-Heung;Jang Seong-Hyung
    • Geophysics and Geophysical Exploration
    • /
    • v.2 no.1
    • /
    • pp.26-32
    • /
    • 1999
  • Among the various seismic data processing sequences, the velocity analysis is the most time consuming and man-hour intensive processing steps. For the production seismic data processing, a good velocity analysis tool as well as the high performance computer is required. The tool must give fast and accurate velocity analysis. There are two different approches in the velocity analysis, batch and interactive. In the batch processing, a velocity plot is made at every analysis point. Generally, the plot consisted of a semblance contour, super gather, and a stack pannel. The interpreter chooses the velocity function by analyzing the velocity plot. The technique is highly dependent on the interpreters skill and requires human efforts. As the high speed graphic workstations are becoming more popular, various interactive velocity analysis programs are developed. Although, the programs enabled faster picking of the velocity nodes using mouse, the main improvement of these programs is simply the replacement of the paper plot by the graphic screen. The velocity spectrum is highly sensitive to the presence of the noise, especially the coherent noise often found in the shallow region of the marine seismic data. For the accurate velocity analysis, these noise must be removed before the spectrum is computed. Also, the velocity analysis must be carried out by carefully choosing the location of the analysis point and accuarate computation of the spectrum. The analyzed velocity function must be verified by the mute and stack, and the sequence must be repeated most time. Therefore an iterative, interactive, and unified velocity analysis tool is highly required. An interactive velocity analysis program, xva(X-Window based Velocity Analysis) was invented. The program handles all processes required in the velocity analysis such as composing the super gather, computing the velocity spectrum, NMO correction, mute, and stack. Most of the parameter changes give the final stack via a few mouse clicks thereby enabling the iterative and interactive processing. A simple trace indexing scheme is introduced and a program to nike the index of the Geobit seismic disk file was invented. The index is used to reference the original input, i.e., CDP sort, directly A transformation techinique of the mute function between the T-X domain and NMOC domain is introduced and adopted to the program. The result of the transform is simliar to the remove-NMO technique in suppressing the shallow noise such as direct wave and refracted wave. However, it has two improvements, i.e., no interpolation error and very high speed computing time. By the introduction of the technique, the mute times can be easily designed from the NMOC domain and applied to the super gather in the T-X domain, thereby producing more accurate velocity spectrum interactively. The xva program consists of 28 files, 12,029 lines, 34,990 words and 304,073 characters. The program references Geobit utility libraries and can be installed under Geobit preinstalled environment. The program runs on X-Window/Motif environment. The program menu is designed according to the Motif style guide. A brief usage of the program has been discussed. The program allows fast and accurate seismic velocity analysis, which is necessary computing the AVO (Amplitude Versus Offset) based DHI (Direct Hydrocarn Indicator), and making the high quality seismic sections.

  • PDF

Interactive Navigational Structures

  • Czaplewski, Krzysztof;Wisniewski, Zbigniew
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
    • /
    • v.1
    • /
    • pp.495-500
    • /
    • 2006
  • Satellite systems for objects positioning appeared indispensable for performing basic tasks of maritime navigation. Navigation, understood as safe and effective conducting a vehicle from one point to another, within a specific physical-geographical environment. [Kopacz, $Urba{\acute{n}}ski$, 1998]. However, the systems have not solved the problem of accessibility to reliable and highly accurate information about a position of an object, especially if surveyed toward on-shore navigational signs or in sea depth. And it's of considerable significance for many navigational tasks, carried out within the frameworks of special works performance and submarine navigation. In addition, positioning precisely the objects other than vessels, while executing hydrographical works, is not always possible with a use of any satellite system. Difficulties with GPS application show up also while positioning such off-lying dangers as wrecks, underwater and aquatic rocks also other naturaland artificial obstacles. It is caused by impossibility of surveyors approaching directly any such object while its positioning. Moreover, determination of vessels positions mutually (mutual geometrical relations) by teams carrying out one common tasks at sea, demands applying the navigational techniques other than the satellite ones. Vessels'staying precisely on specified positions is of special importance in, among the others, the cases as follows: - surveying vessels while carrying out bathymetric works, wire dragging; - special tasks watercraft in course of carrying out scientific research, sea bottom exploration etc. The problems are essential for maritime economy and the Country defence readiness. Resolving them requires applying not only the satellite navigation methods, but also the terrestrial ones. The condition for implementation of the geo-navigation methods is at present the methods development both: in aspects of their techniques and technologies as well as survey data evaluation. Now, the classical geo-navigation comprises procedures, which meet out-of-date accuracy standards. To enable meeting the present-day requirements, the methods should refer to well-recognised and still developed methods of contemporary geodesy. Moreover, in a time of computerization and automation of calculating, it is feasible to create also such software, which could be applied in the integrated navigational systems, allowing carrying out navigation, provided with combinatory systems as well as with the new positioning methods. Whereas, as regards data evaluation, there should be applied the most advanced achievements in that subject; first of all the newest, although theoretically well-recognised estimation methods, including estimation [Hampel et al. 1986; $Wi{\acute{s}}niewski$ 2005; Yang 1997; Yang et al. 1999]. Such approach to the problem consisting in positioning a vehicle in motion and solid objects under observation enables an opportunity of creating dynamic and interactive navigational structures. The main subject of the theoretical suggested in this paper is the Interactive Navigational Structure. In this paper, the Structure will stand for the existing navigational signs systems, any observed solid objects and also vehicles, carrying out navigation (submarines inclusive), which, owing to mutual dependencies, (geometrical and physical) allow to determine coordinates of this new Structure's elements and to correct the already known coordinates of other elements.

  • PDF