• Title/Summary/Keyword: Materialize

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ASVMRT: Materialized View Selection Algorithm in Data Warehouse

  • Yang, Jin-Hyuk;Chung, In-Jeong
    • Journal of Information Processing Systems
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    • v.2 no.2
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    • pp.67-75
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    • 2006
  • In order to acquire a precise and quick response to an analytical query, proper selection of the views to materialize in the data warehouse is crucial. In traditional view selection algorithms, all relations are considered for selection as materialized views. However, materializing all relations rather than a part results in much worse performance in terms of time and space costs. Therefore, we present an improved algorithm for selection of views to materialize using the clustering method to overcome the problem resulting from conventional view selection algorithms. In the presented algorithm, ASVMRT (Algorithm for Selection of Views to Materialize using Reduced Table), we first generate reduced tables in the data warehouse using clustering based on attribute-values density, and then we consider the combination of reduced tables as materialized views instead of a combination of the original base relations. For the justification of the proposed algorithm, we reveal the experimental results in which both time and space costs are approximately 1.8 times better than conventional algorithms.

Materialized View Selection Algorithm using Clustering Technique in Data Warehouse (데이터 웨어하우스에서 클러스터링 기법을 이용한 실체화 뷰 선택 알고리즘)

  • Yang, Jin-Hyuk;Chung, In-Jeong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.04a
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    • pp.28-35
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    • 2000
  • In order to acquire the precise and fast response for an analytical query, proper selection of the views to materialize in data warehouse is very crucial. In traditional algorithms, the whole relation is considered to be selected as materialized views. However, materializing the whole relation rather than a part of relation results in much worse performance in terms of time and space cost. Therefore, we present a new algorithm for selection of views to materialize using clustering method in order to improve the performance of data warehouse including this problem. In the presented algorithm, ASVMR(Algorithm for Selection of Views to Materialize using Reduced table), we first generate reduced tables in data warehouse using automatic clustering based on attribute-values density, then we consider the combination of reduced tables as materialized views instead of the combination of the original base relations. We also show the experimental results in which both time and space cost are approximately 1.8 times better than the conventional algorithms.

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21st century Female's Ideal Beauty & Formative Characteristics of Fashion Design (21세기의 이상적 여성미와 패션디자인의 조형적 특성)

  • Lee, Kwan-Yi
    • Fashion & Textile Research Journal
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    • v.14 no.3
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    • pp.371-380
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    • 2012
  • Based on results using factor analysis, Women's definition of "Ideal beauty" can be materialize into four key factors, "Confident beauty", "Graceful beauty", "Lively beauty", and "Genuine beauty". Factor analysis was conducted to materialize Women's definition of "Ideal beauty"and the above four factors were representative of 56.31% of total variance. "Ideal beauty" defined by age category was also found significant difference, indicating existence of different "Ideal beauty "definition for age groups. Itemized age category's "Ideal beauty" definitions are as follows, 18-22 years, bright and lively, 23-27 years, cute and confident, 28-32 years, sensible and confident 33-37 years, hard-working, 38-42 years, ability and composure, 43-47 years, casual and graceful, 48-52 years, refined and noble, 53 years and above, healthy and proper as "Ideal beauty" definitions. The defined "ideal beauty" was steadily shifted with age group. Women 38 years and younger were defined external attributes to "Ideal beauty", as women 38 years and older were defined inner attributes to "Ideal beauty". Women's definition of "Ideal beauty" can materialize into four key factors, "Confident beauty", "Graceful beauty", "Lively beauty", and "Genuine beauty".

A Study on Non-Verbal Expressions for the Realization of Narrative Visualization -Focusing on a 3D Cat Character, "Puss" (내러티브 시각화 구현을 위한 비언어적 표현 연구-3D 고양이 캐릭터 "Puss"를 중심으로)

  • Lee, Young-Suk;Kim, Sang-Nam
    • Journal of Korea Multimedia Society
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    • v.19 no.3
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    • pp.659-672
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    • 2016
  • In animated films, characters materialize narratives through acting. The narrative is an element to materialize accurate delivery of lines and emotions. The non-verbal actions should express lots of emotions and lines in scenes, and also they can be used as a way of empathy. This study analyzed the visualization factors of narrative focusing on a cat character frequently shown in animated films. For this, the visualization factors of non-verbal actions expressed in characters' personal space and dynamic space were extracted. Based on this, it aims to suggest the emotion expressing method of characters to realize effective narrative visualization. In the future, it aims to be used as reference data in case when producing non-verbal communication for 3D characters.

A Study on the Energy-Power Management System for Self-Sustaining Sensor Node System (자기유지 시스템용 효율적인 에너지 사용을 위한 에너지 전력 관리 시스템 연구)

  • Hwang, Ji-Hun;Kim, Jong-Hong;Kim, Hyun-Woong;Roh, Hyoung-Hwan;Oh, Ha-Ryoung;Seong, Yeong-Rak;Park, Jun-Seok
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.349-352
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    • 2009
  • WBAN/USN systems are applied from the various environment. Therefore, it is coming to be important efficient use power and communication method. The present paper materialize Slave node system which get power from light energy. Also, it materialize Wake-up module and self-power-off circuit which use S-R Flip Flop for efficient using power. This system can be efficient using power at Slave node system. Also, it can be possible application of Self sustaining system by performance verification Wake-up module which determine system "on" without power and Self-power-off circuit.

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A Study on the Selective Materialization of Spatial Data Cube (공간 데이타 큐브의 선택적 실체화에 관한 연구)

  • 이기영
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.4
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    • pp.69-76
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    • 1999
  • Recently, it has been studied the methods to materialize and precompute the query results for complexed spatial aggregation queries with high response time and the popular use in spatial data warehouse. In this paper, we propose extended selective materialization algorithm and present the way to materialize selectively which is considered access frequency and computation time of spatial operation according to spatial measures of spatial views for improvement of existing selective materialization algorithms.

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Materialized View Selection Algorithm using Clustering Technique in Data Warehouse (데이터 웨어하우스에서 클러스터링 기법을 이용한 실체화 뷰 선택 알고리즘)

  • Yang, Jin-Hyuk;Chung, In-Jeong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.8
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    • pp.2273-2286
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    • 2000
  • In order to acquire the precise and fast response for an analytical query, proper selection of the views to materialize in data warehouse is very crucial. In traditional view selection algorithms, the whole relations are considered to be selected as materialized views. However, materializing the whole relations rather than a part of relations results in much worse performance in terms of time and space cost. Therefore, we present an improved algorithm for selection of views to materialize using clustering method to overcome the problem resulted from conventional view selection algorithms. In the presented algorithm, ASVMRT(Algorithm for Selection of Views to daterialize using Iteduced Table). we first generate reduced tables in clata warehouse using automatic clustering based on attrihute-values density, then we consider the combination of reduced tables as materialized views instead of the combination of the original hase relations. For the justification of the proposecl algorithm. we show the experimental results in which both time and space cost are approximately 1.8 times better than the conventional algorithms.

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A Study for necessity that console game machines materialize high frames per second (콘솔 게임기에서 고 프레임 구현 필요성에 관한 고찰)

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.533-535
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    • 2014
  • As technology advances, console game machines have developed the abilities to materialize high frames per second. And that have enabled console games machines to implement more active and natural moving. In general moving pictures, 30 frames per second is enough for people to enjoy motion contents. But In the game field, the need for implementation of more than 60 frames are being raised, and there is the controversial that is necessary or not. This paper will analyze that high frames per second (E.g. more 30fps) is really necessary or not in the console game machines, and that is efficient in game playing.

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