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1.
VISMiner:一个交互式可视化数据挖掘原型系统   总被引:6,自引:0,他引:6  
交互式可视化数据挖掘是利用可视化技术进行联机数据挖掘的技术。基于SOM的交互式可视化数据挖掘原型系统VISMiner的主要目的是将数据挖掘与数据可视化及OLAP进行集成,允许用户以交互的方式从SOM的标记图或距离图中选定感兴趣区域加以深入分析。  相似文献   

2.
VisualDM:一个灵活的可视化数据挖掘系统   总被引:2,自引:0,他引:2  
如果要建造一个健壮的数据挖掘系统,仅仅依靠挖掘算法是不够的。目前的挖掘算法还没有完全“智能”化,所以挖掘有用的信息常常不是很有效。不过可视化技术给了我们很大的帮助,我们将挖掘算法和可视化技术结合起来,从而实现了数据挖掘系统VisualDM。  相似文献   

3.
可视化数据挖掘技术是可视化技术和数据挖掘技术的有机结合,是数据挖掘技术发展的必然,它涉及到计算机图形学、图像处理、计算机辅助设计、计算机视觉及人机交互技术等多个领域:数据挖掘的可视化已由单纯的模型可视化发展到数据可视化与数据挖掘过程和结果的可视化;本文着重讨论了可视化数据挖掘的分类和相关技术,最后提出了未来的研究方向。  相似文献   

4.
一个基于OLAM的可视化数据挖掘系统原型   总被引:2,自引:0,他引:2  
基于OLAM的可视化数据挖掘系统将可视化工具和数据挖掘工具融为一体,它与一般的数据挖掘系统不同,充分利用了OLAM模型沿着多个维进行挖掘,并以智能的方式与用户进行交互,可以在多维数据库的不同部位和不同的抽象级别交互地执行挖掘,以图形的方式输出结果。  相似文献   

5.
数据挖掘技术的快速发展,能帮助用户更换的挖掘数据库中隐藏的丰富知识,而受挖掘技术复杂性影响,一些用户很难挖掘完整的数据,对数据的理解和掌握也比较吃力。采用图形和图像的形式,能帮助用户理解和掌握数据挖掘的结果,可视化数据挖掘技术便应运而生。  相似文献   

6.
数据挖掘中可视化技术综述   总被引:11,自引:0,他引:11  
阐述了可视化技术在数据挖掘中的应用及发展前景。  相似文献   

7.
可视化数据挖掘技术研究   总被引:6,自引:1,他引:6  
总结了目前数据挖掘领域中可视化方法的研究状况。结合国外先进的数据挖掘工具,分析了当前可视化数据挖掘技术的应用现状。基于可视化数据挖掘的任务和目标,阐述了可视化数据挖掘技术的发展趋势。  相似文献   

8.
本文讨论了数据挖掘和可视化的关键技术,提出了运用在油田数据库中的一种可视化模型的设计方法。取出油田数据库的一个数据截面进行可视化,可以直观清晰的看到数据库中的频繁与例外异常模式,对提高决策的效率具有重大现实意义。  相似文献   

9.
DMVisualMiner:一个可视化数据挖掘分析平台   总被引:1,自引:0,他引:1  
DMVisualMiner是将可视化技术应用于数据挖掘领域而开发的一个数据分析平台.可视化数据挖掘主要应用在4个方面数据准备阶段的可视化、模型生成阶段的可视化、结果呈现阶段的可视化、数据挖掘流程的可视化.实现了对数据挖掘各个方面的可视化,同时DMVisualMiner采用构件的设计方法,利用插件的概念增强了系统的可扩展性,设计并实现了基于XML的模型表示方法,使得DMVisualMiner能够和预言模型系统集成,并能在网络环境下发布.  相似文献   

10.
随着社会的不断发展和科学技术的不断进步,大数据时代的到来衍生了很多新技术。其中,可视化数据挖掘技术是较为先进的一种技术,是信息化时代发展的产物。近年来,这一技术被广泛应用于各个领域,为各行各业的发展提供了便利,提高了工作效率。笔者主要阐述了可视化数据挖掘技术的相关概述,分析了可视化技术在数据挖掘技术中的应用,研究了可视化数据挖掘技术存在的问题和未来的发展趋势,以期为技术的进步提供数据支持。  相似文献   

11.
介绍了电信企业VoIP业务分析系统的要求、内容及其重要性.在此基础上提出了基于数据仓库的VoIP业务分析系统框架,重点描述了建立数据仓库系统的数据提取、转换和装载,多维数据模型建立,数据挖掘应用等关键问题.  相似文献   

12.
随着计算机网络以及数据库技术的深入发展,分布式数据挖掘成为了当今的一大研究热点。然而数据分布除了存储的物理分散性,还有具有背景异质性。本文先介绍分布式数据挖掘和其面临的一些问题,然后由此引出数据背景的异质性,最后用实例研究来说明数据背景异质性对分布式数据挖掘算法的影响。  相似文献   

13.
信息时代的到来,数据作为信息的载体其重要性也愈加突出,随着人们对不确定数据研究的深入,代价敏感数据挖掘技术被应用于不确定数据挖掘中。本文介绍了不确定数据,分析了现有不确定数据挖掘方法,在介绍代价敏感学习的基础上,介绍了一种针对不确定数据的代价敏感决策树算法,并通过实验验证了这一算法的合理可行。  相似文献   

14.
    
We will consider the following problem in this paper: Assume that there are numerical data (like salaries of individuals) stored in a database and some subsums of these numbers are made public or just available for persons not eligible to learn the original data. Our motivating question is: At most how many of these subsums may be disclosed such that none of the numbers can be uniquely determined from these sums. These types of problems arise in the cases when certain tasks concerning a database are done by subcontractors who are not eligible to learn the elements of the database, but naturally should be given some data to fulfill there task. In database theory such examples are called statistical databases as they are used for statistical purposes and no individual data are supposed to be obtained using a restricted list of SUM queries. This problem was originally introduced by [1], originally solved by Miller et al. [7] and revisited by Griggs [4, 5]. It was shown in [7] that no more than subsums of a given set of secure data may be disclosed without disclosing at least one of the data, which upper bound is sharp as well. To calculate a subsum, it might need some operations whose number is limited. This is why it is natural to assume that the disclosed subsums of the original elements of the database will contain only a limited number of elements, say at most . The goal of the present paper is to determine the maximum number of subsums of size at most which can be disclosed without making possible to calculate any of the individual data . The maximum is exactly determined for the case when the number of data is much larger than the size restriction .  相似文献   

15.
生物信息学中基因数据可视化   总被引:1,自引:0,他引:1  
科学可视化技术是进行生物数据挖掘的重要手段。本文综合介绍了主要的基因数据可视化技术 :各种基因调控网、层次树显示、信息壁技术、语义镜  相似文献   

16.
在信息时代,“交互”一词频繁出现,在不同的语境中有不同的解释。具体到Flash动画,人们对于交互性的定义也还没有一个明晰的概念,因此Flash动画交互性设计就成为值得探究的问题。本文从Flash动画交互性的外在表现入手,探讨Flash动画中交互性的设计原则,提出Flash动画交互性的设计方法,对Flash动画的交互性设计具有指向性的意义。  相似文献   

17.
    
To identify the most effective way for medical students to interact with a browser-based learning module on the symptoms and neurological underpinnings of stroke syndromes, this study manipulated the way in which subjects interacted with a graphical model of the brain and examined the impact of functional changes on learning outcomes. It was hypothesized that behavioral interactions that were behaviorally more engaging and which required deeper consideration of the model would result in heightened cognitive interaction and better learning than those whose manipulation required less deliberate behavioral and cognitive processing. One hundred forty four students were randomly assigned to four conditions whose model controls incorporated features that required different levels of behavioral and cognitive interaction: Movie (low behavioral/low cognitive, n = 40), Slider (high behavioral/low cognitive, n = 36), Click (low behavioral/high cognitive, n = 30), and Drag (high behavioral/high cognitive, n = 38). Analysis of Covariates (ANCOVA) showed that students who received the treatments associated with lower cognitive interactivity (Movie and Slider) performed better on a transfer task than those receiving the module associated with high cognitive interactivity (Click and Drag, partial eta squared = .03). In addition, the students in the high cognitive interactivity conditions spent significantly more time on the stroke locator activity than other conditions (partial eta squared = .36). The results suggest that interaction with controls that were tightly coupled with the model and whose manipulation required deliberate consideration of the model's features may have overtaxed subjects' cognitive resources. Cognitive effort that facilitated manipulation of content, though directed at the model, may have resulted in extraneous cognitive load, impeding subjects in recognizing the deeper, global relationships in the materials. Instructional designers must, therefore, keep in mind that the way in which functional affordances are integrated with the content can shape both behavioral and cognitive processing, and has significant cognitive load implications.  相似文献   

18.
给出分布式游戏服务器中一种基于智能体的消息处理结构,提出一种公平的消息处理方法,使不同用户在不同网络时延的条件下,不需要用户和服务器之间的时间同步,就能够从游戏中获得一个相对公平的游戏效果,用户通过选择较近的服务器可以获得更好的公平性。实验结果表明,用户和服务器之间的时延抖动越小,消息的公平率越高。  相似文献   

19.
    
We present an interactive technique for generating realistic lightning. Our method captures the main characteristics of the dielectric breakdown model, a physical model for lightning formation. Our algorithm uses a distance‐based approximation to quickly compute the electric potentials of different charge types. In particular, we use a rational function in lieu of summed potentials to better produce interesting lightning patterns. We also propose to use the waypoints commonly available in many game scenes to guide lightning shapes in complex scenes. We found that our algorithm is 2 times faster than the state‐of‐the art method with better controls on lighting shapes, and can generate realistic lightning shapes interactively.  相似文献   

20.
基于神经网络预测模型输入参数配置方法的实现   总被引:1,自引:1,他引:1  
基于数据挖掘中的关联概念,提出了一种针对神经网络预测模型训练参数的选择方法,有效地提高了神经网络模型在毛纺工艺中对纱线断头率的预测精度;该方法通过生产中的训练参数记录进行关联规则的提取,可快速的排除产生负面影响的训练参数,迅速选择可以提高预测精度的训练参数,从而达到提高神经网络模型预测性能的目的;实验证明,利用关联算法进行参数配置,可以有效提高神经网络输入模型的预测精度.  相似文献   

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