• Title/Summary/Keyword: 지-맵

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Preliminary Study of Modulization Construction Method on Concrete Structure for High-rise Building (고층 콘크리트 구조물 모듈화 시공 시스템 기초연구)

  • Koh, Min-Hyeok;Cho, Chang-Yeon;Shin, Tae-Hong;Kwon, Soon-Wook;Kim, Yea-Sang;Chin, Sang-Yoon
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.334-339
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    • 2008
  • Construction that over 70% of the structure consists of concrete gets bigger and higher gradually and the demand of that is increasing as well. However, it's not easy to supply young and skilled persons on construction site because of social avoidance phenomena about 3D occupation, so it causes serious problems like aging and shortage of technicians. To solve the problems, executives related to the construction field make a management effort in various ways such as construction period shortening, labor productivity improvement and good quality but recently, they have an increasing interest in the necessity of the modularization of the high-rise building and the automation of the engineering development for the strengthening of international competitive power as more active and long-term alternatives. Therefore, this study is to propose the roadmap in order to make lots of efforts in developing construction technologies of high-rise buildings by performing a foundation study, the strategy for 4-step research development, on modularized construction system of concrete structure of high-rise buildings through domestic and foreign preceding research analyses associated with optimal design modularization technique, module factory automation and assembly automation of modularized objects.

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Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.

Developing a Classification Matrix of Intelligent Geospatial Information Services (지능형 공간정보 서비스 분류 매트릭스)

  • Kim, Jung-Yeop;Lee, Yong-Ik;Park, Soo-Hong
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.157-168
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    • 2009
  • Geospatial information, which deeply has an effect on our life, have been evolved as intelligent geospatial information in Ubiquitous era. Also, Various services are introduced using the intelligent geospatial information. However, there is no classification system, for understanding the intelligent geospatial information services, considering any developers and users. It needs to be classification system to classify these services. In this paper, we introduced a concept of intelligent geospatial information and developed a service classification matrix regarding to the features of the services. This service classification matrix has three scales; service domain, service intelligent level, and geo-location accuracy. The propose of this matrix can be utilized in two aspects. First, the matrix can improve the reality that doesn't reflect actual demands for the services. Second, the matrix can present the goal of the new services or the development direction. The matrix can be utilized to the geospatial industry as creating the new blue ocean services. However, the service classification matrix needs to modify and complement to have no anything wrong when the various services are applied to the matrix. In the long run, the matrix has to be utilized as a material to make out a service roadmap or TRM(Technical Reference Model).

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Position Based Triangulation for High Performance Particle Based Fluid Simulation (위치 기반 삼각화를 이용한 입자 기반 유체 시뮬레이션 가속화 기법)

  • Hong, Manki;Im, Jaeho;Kim, Chang-Hun;Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.1
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    • pp.25-32
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    • 2017
  • This paper proposes a novel acceleration method for particle based large scale fluid simulation. Traditional particle-based fluid simulation has been implemented by interacting with physical quantities of neighbor particles through the Smoothed Particle Hydrodynamics(SPH) technique[1]. SPH method has the characteristic that there is no visible change compared to the computation amount in a part where the particle movement is small, such as a calm surface or inter-fluid. This becomes more prominent as the number of particles increases. Previous work has attempted to reduce the amount of spare computation by adaptively dividing each part of the fluid. In this paper, we propose a technique to calculate the motion of the entire particles by using the physical quantities of the near sampled particles by sampling the particles inside the fluid at regular intervals and using them as reference points of the fluid motion. We propose a technique to adaptively generate a triangle map based on the position of the sampled particles in order to efficiently search for nearby particles, and we have been able to interpolate the physical quantities of particles using the barycentric coordinate system. The proposed acceleration technique does not perform any additional correction for two classes of fluid particles. Our technique shows a large improvement in speed as the number of particles increases. The proposed technique also does not interfere with the fine movement of the fluid surface particles.

IoT Security Channel Design Using a Chaotic System Synchronized by Key Value (키값 동기된 혼돈계를 이용한 IoT의 보안채널 설계)

  • Yim, Geo-Su
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.981-986
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    • 2020
  • The Internet of Things refers to a space-of-things connection network configured to allow things with built-in sensors and communication functions to interact with people and other things, regardless of the restriction of place or time.IoT is a network developed for the purpose of services for human convenience, but the scope of its use is expanding across industries such as power transmission, energy management, and factory automation. However, the communication protocol of IoT, MQTT, is a lightweight message transmission protocol based on the push technology and has a security vulnerability, and this suggests that there are risks such as personal information infringement or industrial information leakage. To solve this problem, we designed a synchronous MQTT security channel that creates a secure channel by using the characteristic that different chaotic dynamical systems are synchronized with arbitrary values in the lightweight message transmission MQTT protocol. The communication channel we designed is a method of transmitting information to the noise channel by using characteristics such as random number similarity of chaotic signals, sensitivity to initial value, and reproducibility of signals. The encryption method synchronized with the proposed key value is a method optimized for the lightweight message transmission protocol, and if applied to the MQTT of IoT, it is believed to be effective in creating a secure channel.

Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.745-756
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    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

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Scalable RDFS Reasoning using Logic Programming Approach in a Single Machine (단일머신 환경에서의 논리적 프로그래밍 방식 기반 대용량 RDFS 추론 기법)

  • Jagvaral, Batselem;Kim, Jemin;Lee, Wan-Gon;Park, Young-Tack
    • Journal of KIISE
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    • v.41 no.10
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    • pp.762-773
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    • 2014
  • As the web of data is increasingly producing large RDFS datasets, it becomes essential in building scalable reasoning engines over large triples. There have been many researches used expensive distributed framework, such as Hadoop, to reason over large RDFS triples. However, in many cases we are required to handle millions of triples. In such cases, it is not necessary to deploy expensive distributed systems because logic program based reasoners in a single machine can produce similar reasoning performances with that of distributed reasoner using Hadoop. In this paper, we propose a scalable RDFS reasoner using logical programming methods in a single machine and compare our empirical results with that of distributed systems. We show that our logic programming based reasoner using a single machine performs as similar as expensive distributed reasoner does up to 200 million RDFS triples. In addition, we designed a meta data structure by decomposing the ontology triples into separate sectors. Instead of loading all the triples into a single model, we selected an appropriate subset of the triples for each ontology reasoning rule. Unification makes it easy to handle conjunctive queries for RDFS schema reasoning, therefore, we have designed and implemented RDFS axioms using logic programming unifications and efficient conjunctive query handling mechanisms. The throughputs of our approach reached to 166K Triples/sec over LUBM1500 with 200 million triples. It is comparable to that of WebPIE, distributed reasoner using Hadoop and Map Reduce, which performs 185K Triples/sec. We show that it is unnecessary to use the distributed system up to 200 million triples and the performance of logic programming based reasoner in a single machine becomes comparable with that of expensive distributed reasoner which employs Hadoop framework.

A Bit-Map Trie for the High-Speed Longest Prefix Search of IP Addresses (고속의 최장 IP 주소 프리픽스 검색을 위한 비트-맵 트라이)

  • 오승현;안종석
    • Journal of KIISE:Information Networking
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    • v.30 no.2
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    • pp.282-292
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    • 2003
  • This paper proposes an efficient data structure for forwarding IPv4 and IPv6 packets at the gigabit speed in backbone routers. The LPM(Longest Prefix Matching) search becomes a bottleneck of routers' performance since the LPM complexity grows in proportion to the forwarding table size and the address length. To speed up the forwarding process, this paper introduces a data structure named BMT(Bit-Map Tie) to minimize the frequent main memory accesses. All the necessary search computations in BMT are done over a small index table stored at cache. To build the small index table from the tie representation of the forwarding table, BMT represents a link pointer to the child node and a node pointer to the corresponding entry in the forwarding table with one bit respectively. To improve the poor performance of the conventional tries when their height becomes higher due to the increase of the address length, BMT adopts a binary search algorithm for determining the appropriate level of tries to start. The simulation experiments show that BMT compacts the IPv4 backbone routers' forwarding table into a small one less than 512-kbyte and achieves the average speed of 250ns/packet on Pentium II processors, which is almost the same performance as the fastest conventional lookup algorithms.

Effective Morphological Layer Segmentation Based on Edge Information for Screen Image Coding (스크린 이미지 부호화를 위한 에지 정보 기반의 효과적인 형태학적 레이어 분할)

  • Park, Sang-Hyo;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.38-47
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    • 2013
  • An image coding based on MRC model, a kind of multi-layer image model, first segments a screen image into foreground, mask, and background layers, and then compresses each layer using a codec that is suitable to the layer. The mask layer defines the position of foreground regions such as textual and graphical contents. The colour signal of the foreground (background) region is saved in the foreground (background) layer. The mask layer which contains the segmentation result of foreground and background regions is of importance since its accuracy directly affects the overall coding performance of the codec. This paper proposes a new layer segmentation algorithm for the MRC based image coding. The proposed method extracts text pixels from the background using morphological top hat filtering. The application of white or black top hat transformation to local blocks is controlled by the information of relative brightness of text compared to the background. In the proposed method, the boundary information of text that is extracted from the edge map of the block is used for the robust decision on the relative brightness of text. Simulation results show that the proposed method is superior to the conventional methods.

Digital Camera Identification Based on Interpolation Pattern Used Lens Distortion Correction (디지털 카메라의 렌즈 왜곡 보정에 사용된 보간 패턴 추출을 통한 카메라 식별 방법)

  • Hwang, Min-Gu;Kim, Dong-Min;Har, Dong-Hwan
    • Journal of Internet Computing and Services
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    • v.13 no.3
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    • pp.49-59
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    • 2012
  • Throughout developing digital technology, reproduction of image is growing better day by day. And at the same time, diverse image editing softwares are developed to manage images easily. In the process of editing images, those programs could delete or modify EXIF files which have the original image information; therefore images without the origin source are widely spread on the web site after editing. This matter could affect analysis of images due to the distortion of originality. Especially in the court of law, the source of evidence should be expressed clearly; therefore digital image EXIF file without deletion or distortion could not be the objective evidence. In this research, we try to trace the identification of a digital camera in order to solve digital images originality, and also we focus on lens distortion correction algorism which is used in digital image processing. Lens distortion correction uses mapping algorism, and at this moment it also uses interpolation algorism to prevent aliasing artifact and reconstruction artifact. At this point interpolation shows the similar mapping pattern; therefore we want to find out the interpolation evidence. We propose a minimum filter algorism in order to detect interpolation pattern and adjust the same minimum filter coefficient in two areas; one has interpolation and the second has no interpolation. Throughout DFT, we confirm frequency character between each area. Based on this result, we make the final detection map by using differences between two areas. In other words, thereby the area which has the interpolation caused by mapping is adjusted using minimum filter for detection algorism; the second area which has no interpolation tends to different frequency character.