• Title/Summary/Keyword: 설계규칙

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An XML Structure Translation System using Schema Structure Data Mapping (스키마 구조 데이타 매핑을 이용한 XML 구조변환 시스템)

  • 송종철;김창수;정회경
    • Journal of KIISE:Computing Practices and Letters
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    • v.10 no.5
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    • pp.406-418
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    • 2004
  • Last days, various kinds of applications and system were individually introduced into specific groups or enterprises by different objective without considering interoperability among those. However, the environment for data processing is changing rapidly in these days. And now the necessity is growing to integrate and couple applications and system in the process dimension for more flexible and quicker data processing on these application programs and system. When integrating these application programs or system, an integration based on XML is recommended as it is one of good methods which will the additional cost and satisfy the requirements of the integration. This is because the XML is not only device-independent data type which can be used any platform, but also it uses XSLT, the document conversion standard established by W3C, which allows easy data conversion from one to another type on occasion of demands. This paper studies a design and implementation of system to convert XML structure. This system shows the structure of source- side providing data and destination-side processing data with using XML schema that defines structural information of a XML document. And this system defines the structure relationship of desired form as mapping structural information and data. This system creates the XSLT document that defines conversion rule between two structures based information which is defined. The XSLT document which is created as described above will convert data to be appropriate to the structure of the destination- side. By implementing this system, it is able to apply a document into various kinds of structure without considering specific system or platform and it is able to construct XSLT document to which meaning of desired form can be given. This paper aims to offer a process conversion between documents and to improve interoperability and scalability, so that we can contribute to build XML document processing environment

Effects of Pilots' Flight Skill and Self-Esteem on Risk Taking in the Context of Social Comparison (조종사의 비행수행 능력과 자존감이 비행비교상황에서 위험행동에 미치는 영향)

  • Jang, Song-Chul;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.365-374
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    • 2008
  • Using flight simulator tasks with 48 air force cadets, this research examined the effects of pilots' flight skill and self-esteem on risk-taking behavior in the context of social comparison with their cohorts. Flight skill and self-esteem were assessed for individual cadets and three conditions of social comparison (upward-, downward-, and no-comparison) were devised. Flight simulator situations inappropriate for further approach or landing were designed to assess pilots' risk-taking behavior. Weather conditions in the simulator were inadequate to make a landing and the recommended strategy was to break off the approach and attempt a go-around. In this experiment, pilots' risk taking was measured in terms of their approach altitudes; the lower approach altitudes indicative of the higher risk-taking. Our results showed interaction effects of flight skill, self-esteem, and social comparison on risk-taking behaviors. For pilots who were either high or low in both self-esteem and flight skill, social comparison had no effect on risk-taking behavior. However, pilots with high self-esteem but low flight skill showed more risk-taking behaviors in social comparison conditions. And, pilots with low self-esteem but high flight skill showed risk-aversive behaviors in the downward-comparison condition.

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Design and Implementation of a BPEL Engine for Dynamic Function using Aspect-Oriented Programming (동적 기능 추가를 위하여 관점지향 프로그래밍 기법을 이용한 BPEL 엔진의 설계와 구현)

  • Kwak, Dong-Gyu;Choi, Jae-Young
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.4
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    • pp.205-214
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    • 2010
  • BPEL is a standard workflow language, which interacts with Web Services and is used in various applications. But it is difficult to use BPEL for specific applications which require additional functions. In this paper, we present a system which can add new functions to BPEL based on an aspect-oriented programming (AOP) technique. In order to add new functions to BPEL, we define a JWX document format that can describe new functions to apply to BPEL. JWX is XML-oriented document that can code the corresponding Java program in order to dynamically add new functions to BPEL documents. It is possible for BPEL workflow to add new functions without modifying the existing programs using the AOP technique, which guarantees low degree of coupling between key and additional requirements. Additionally this systems weaves based on new functions of Java program and JWX document by expanding BPEL engine called B2J based on AOP and execute them. Therefore it is possible to develop a new BPEL engine with additional functions easily and with low cost. The new system can execute additional conditions that the current BPEL engine doesn’t provide. The new system using functions of BPEL supplied by B2J. The new system can be used to add a new rule engine, which isn't currently provided.

Distributed Table Join for Scalable RDFS Reasoning on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 대용량 RDFS 추론을 위한 분산 테이블 조인 기법)

  • Lee, Wan-Gon;Kim, Je-Min;Park, Young-Tack
    • Journal of KIISE
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    • v.41 no.9
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    • pp.674-685
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    • 2014
  • The Knowledge service system needs to infer a new knowledge from indicated knowledge to provide its effective service. Most of the Knowledge service system is expressed in terms of ontology. The volume of knowledge information in a real world is getting massive, so effective technique for massive data of ontology is drawing attention. This paper is to provide the method to infer massive data-ontology to the extent of RDFS, based on cloud computing environment, and evaluate its capability. RDFS inference suggested in this paper is focused on both the method applying MapReduce based on RDFS meta table, and the method of single use of cloud computing memory without using MapReduce under distributed file computing environment. Therefore, this paper explains basically the inference system structure of each technique, the meta table set-up according to RDFS inference rule, and the algorithm of inference strategy. In order to evaluate suggested method in this paper, we perform experiment with LUBM set which is formal data to evaluate ontology inference and search speed. In case LUBM6000, the RDFS inference technique based on meta table had required 13.75 minutes(inferring 1,042 triples per second) to conduct total inference, whereas the method applying the cloud computing memory had needed 7.24 minutes(inferring 1,979 triples per second) showing its speed twice faster.

COBie-based Building Information Exchange System Framework for Building Facility Management (건축물 유지관리를 위한 COBie기반 건축정보교환체계 프레임웍 연구)

  • Kang, Tae-Wook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.370-378
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    • 2020
  • The Construction Operations Building Information Exchange (COBie) collects and documents a large amount of information from different paths in one place during design and construction projects. This documented information is readily available as a means of continuously transferring data to the facility management systems used by building engineers. In this process, the COBie Worksheet, an open standard form, is used to input the information by simplifying the list required by the user. As a result, COBie was developed to improve dramatically how relevant information is obtained and updated to support operations, maintenance, and asset management at the design and construction stages. On the other hand, to use COBie, a great deal of manual work is required for information linkage and quality inspection with heterogeneous data models. These issues become obstacles to COBie-based facility management system development. This study analyzed the COBie information system and defined the framework for simpler operating maintenance information from BIM (Building Information Modeling). Moreover, the rules for facility management information submission, quality inspection, role definition of framework components, and information linkage were derived. COBie DB schema and support data linkages could be generated effectively based on the proposed framework in prototype development.

Improving a Korean Spell/Grammar Checker for the Web-Based Language Learning System (웹기반 언어 학습시스템을 위한 한국어 철자/문법 검사기의 성능 향상)

  • 남현숙;김광영;권혁철
    • Korean Journal of Cognitive Science
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    • v.12 no.3
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    • pp.1-18
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    • 2001
  • The goal of this paper is the pedagogical application of a Korean Spell/Grammar Checker to the web-based language learning system for Korean writing. To maximize the efficient instruction of our learning system \\`Urimal Baeumteo\\` we have to improve our Korean Spell/Grammar Checker. Today the NLP system\\`s performance defends on its semantic processing capability. In our Korean Spell/Grammar Checker. the tasks accomplished in the semantic level are: the detection and correction of misused derived and compound nouns in a Korean spell-checking device and the detection and correction of syntactic and semantic errors in a Korean grammars-checking device. We describe a common approach to the partial parsing using collocation rules based on the dependency grammar. To provide more detailed semantic rules. we classified nouns according to their concepts. and subcategorized verbs referring to their syntactic and semantic features. Improving a Korean Spell/Gl-Grammar Checker makes our learning system active and intelligent in a web-based environment. We acknowledge the flaws in our system: the classification of nouns based on their meanings and concepts is a time consuming task. the analytic unit of this study is principally limited to the phrases in a sentence therefore the accurate parsing of embedded sentences remains a difficult problem to solve. Concerning the web-based language learning system. it is critically important to consider its interface design and structure of its contents.

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Design of ATM Switch-based on a Priority Control Algorithm (우선순위 알고리즘을 적용한 상호연결 망 구조의 ATM 스위치 설계)

  • Cho Tae-Kyung;Cho Dong-Uook;Park Byoung-Soo
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.189-196
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    • 2004
  • Most of the recent researches for ATM switches have been based on multistage interconnection network known as regularity and self-routing property. These networks can switch packets simultaneously and in parallel. However, they are blocking networks in the sense that packet is capable of collision with each other Mainly Banyan network have been used for structure. There are several ways to reduce the blocking or to increase the throughput of banyan-type switches: increasing the internal link speeds, placing buffers in each switching node, using multiple path, distributing the load evenly in front of the banyan network and so on. Therefore, this paper proposes the use of recirculating shuffle-exchange network to reduce the blocking and to improve hardware complexity. This structures are recirculating shuffle-exchange network as simplified in hardware complexity and Rank network with tree structure which send only a packet with highest priority to the next network, and recirculate the others to the previous network. after it decides priority number on the Packets transferred to the same destination, The transferred Packets into banyan network use the function of self routing through decomposition and composition algorithm and all they arrive at final destinations. To analyze throughput, waiting time and packet loss ratio according to the size of buffer, the probabilities are modeled by a binomial distribution of packet arrival. If it is 50 percentage of load, the size of buffer is more than 15. It means the acceptable packet loss ratio. Therefore, this paper simplify the hardware complexity as use of recirculating shuffle-exchange network instead of bitonic sorter.

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A Strategy for Developing New Road Projects (경관도로 등 신개념의 도로사업 개발에 관한 연구)

  • Kim, Eung-Cheol
    • International Journal of Highway Engineering
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    • v.9 no.2 s.32
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    • pp.115-127
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    • 2007
  • Developed countries, especially in road construction and management fields, introduce new road porjects such as National Scenic Byways Program(NSBP program) in USA and the Eco-road project in Japan. This study develops a conceptual model for deploying new road projects in Korea. The four step approach is suggested to create new road projects, including foundation of an act based on the existing Road Act, creation of new road project ideas, development of evaluation process and guidelines, and enhancement of an administrative scheme. To create new road projects, three different ways are devised; (1) designation of national roads having uniqueness in overall spectrum, (2) designation of roads having intrinsic values in a different aspect, (3) designation of single structures of engineering outcomes such as bridges, tunnels, new design techniques, considerable Value Engineering output, and well analyzed Life Cycle Cost Analysis practices. For the evaluation process, NSBP program of USA and/or Sustainable City Award program of Korea would be recommended. An administrative scheme and integrated funding process for the new road projects are also suggested based on evaluation of tasks of each team or division of Korea Ministry of Construction and Transportation.

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An Implementation of Neural Networks Intelligent Characters for Fighting Action Games (대전 액션 게임을 위한 신경망 지능 캐릭터의 구현)

  • Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.383-389
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    • 2004
  • This paper proposes a method to provide intelligence for characters in fighting action games by using a neural network. Each action takes several time units in general fighting action games. Thus the results of a character's action are not exposed immediately but some time units later. To design a suitable neural network for such characters, it is very important to decide when the neural network is taught and which values are used to teach the neural network. The fitness of a character's action is determined according to the scores. For learning, the decision causing the score is identified, and then the neural network is taught by using the score change, the previous input and output values which were applied when the decision was fixed. To evaluate the performance of the proposed algorithm, many experiments are executed on a simple action game (but very similar to the actual fighting action games) environment. The results show that the intelligent character trained by the proposed algorithm outperforms random characters by 3.6 times at most. Thus we can conclude that the intelligent character properly reacts against the action of the opponent. The proposed method can be applied to various games in which characters confront each other, e.g. massively multiple online games.

Numerical Analysis of Added Resistance and Vertical Ship Motions in Waves for KVLCC2 (KVLCC2에 대한 파랑 중 부가저항과 수직운동에 대한 수치해석)

  • Kim, Mingyu;Park, Dong-Woo
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.22 no.5
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    • pp.564-575
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    • 2016
  • The present study provides numerical simulations to predict the added resistance and ship motion of the KVLCC2 in regular waves using the unsteady Reynolds-Averaged Navier-Stokes (URANS) and 3-D potential methods. This numerical analysis is focused on added resistance and vertical ship motions (heave and pitch) under a wide range of wave conditions at three ship speeds (design, operating and zero speeds). Firstly, the characteristics of the CFD and 3-D potential flow methods are presented to predict added resistance and ship motions in regular waves taking into account various wave conditions at design speed to provide a validation study as well as at operating and zero speeds. Secondly, analyses of added resistance and ship motion with unsteady wave patterns and time history results as simulated by CFD were performed at each ship speed. Systematic validation and verifications of the numerical computations in this study were made against available Experimental Fluid Dynamics (EFD) data including grid convergence tests to demonstrate that reliable numerical results were obtained for the prediction of added resistance and ship motion in waves. Relationships between added resistance, vertical motion and changes in ship speeds were also found.