• Title/Summary/Keyword: Object-Oriented Approach

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War Game Simulation Using Parametric Behavior Modeling Method (파라미터 행위 모델링 기법을 이용한 전쟁게임 시뮬레이션)

  • Kim, Jae-Hyun;Kim, Tag-Gon;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.126-134
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    • 2006
  • The object oriented co-modeling methodology, previously introduced, employs a layered approach in war game models development in which an upper layer models abstract behavior of an object and a lower one models details of the object. Within the methodology military domain experts and simulation experts models an object at the upper and the lower layers, respectively in concurrent manner. This paper proposes a method of constructing a war game simulator using parametric behavior modeling technique, which provides a means for military domain experts/users to change model's detailed behavior with no knowledge on modeling semantics. The proposed simulator would support new algorithms or strategies with minimal cost and could be modified even by the users who are ignorant about modeling technique. To demonstrate the effectiveness of the proposed framework, a naval war game simulator is exemplified.

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A Noisy-Robust Approach for Facial Expression Recognition

  • Tong, Ying;Shen, Yuehong;Gao, Bin;Sun, Fenggang;Chen, Rui;Xu, Yefeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.4
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    • pp.2124-2148
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    • 2017
  • Accurate facial expression recognition (FER) requires reliable signal filtering and the effective feature extraction. Considering these requirements, this paper presents a novel approach for FER which is robust to noise. The main contributions of this work are: First, to preserve texture details in facial expression images and remove image noise, we improved the anisotropic diffusion filter by adjusting the diffusion coefficient according to two factors, namely, the gray value difference between the object and the background and the gradient magnitude of object. The improved filter can effectively distinguish facial muscle deformation and facial noise in face images. Second, to further improve robustness, we propose a new feature descriptor based on a combination of the Histogram of Oriented Gradients with the Canny operator (Canny-HOG) which can represent the precise deformation of eyes, eyebrows and lips for FER. Third, Canny-HOG's block and cell sizes are adjusted to reduce feature dimensionality and make the classifier less prone to overfitting. Our method was tested on images from the JAFFE and CK databases. Experimental results in L-O-Sam-O and L-O-Sub-O modes demonstrated the effectiveness of the proposed method. Meanwhile, the recognition rate of this method is not significantly affected in the presence of Gaussian noise and salt-and-pepper noise conditions.

Construction of Virtual Environment for a Vehicle Simulator (자동차 시뮬레이터의 가상환경 구성에 대한 연구)

  • Chang, Chea-Won;Son, Kwon;Choi, Kyung-Hyun
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.4
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    • pp.158-168
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    • 2000
  • Vehicle driving simulators can provide engineers with benefits on the development and modification of vehicle models. One of the most important factors to realistic simulations is the fidelity given by a motion system and a real-time visual image generation system. Virtual reality technology has been widely used to achieve high fidelity. In this paper the virtual environment including a visual system like a head-mounted display is developed for a vehicle driving simulator system by employing the virtual reality technique. virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Accordint to the object model a three dimensional graphic model is developed with CAD tools such as Rhino and Pro/E. For the real-time image generation the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. Compared with the single loop apprach the proposed methodology yields an acceptable image generation speed 20 frames/sec for the simulator.

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A Real-Time Graphic Driving Simulator Using Virtual Reality Technique (가상현실을 이용한 실시간 차량 그래픽 주행 시뮬레이터)

  • Jang, Jae-Won;Son, Kwon;Choi, Kyung-Hyun;Song, Nam-Yong
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.7
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    • pp.80-89
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    • 2000
  • Driving simulators provide engineers with a power tool in the development and modification stages of vehicle models. One of the most important factors to realistic simulations is the fidelity obtained by a motion bed and a real-time visual image generation algorithm. Virtual reality technology has been widely used to enhance the fidelity of vehicle simulators. This paper develops the virtual environment for such visual system as head-mounted display for a vehicle driving simulator. Virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Based on the object model, a three-dimensional graphic model is completed with CAD tools such as Rhino and Pro/ENGINEER. For real-time image generation, the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. The developed software for a virtual driving simulator offers an effective interface to virtual reality devices.

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Application of UML(Unified Modeling Language) Towards Object-oriented Analysis and Design of Geo-based Data Model (지질 데이터 모델의 객체지향 분석 및 설계를 위한 UML의 적용)

  • Lee, Ki-Won
    • Journal of the Korean earth science society
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    • v.21 no.6
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    • pp.719-733
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    • 2000
  • Normally, a digital geologic map can be defined as mappable one whose spatial information with geographic information details and geologic database attribute, recorded in a digital format that is readable by computer. It shows fundamentally two different conceptual perspectives: cartography for digital mapping and analysis for geo-data processing. While, as both aspects basically relate to natural entities and their interpretation of complex features fused with multi-sources, digital geo-data mapping or geologic mapping, it should be distinguished from digital mapping in engineering such as UIS(Urban Infomation System) and AM/FM(Automated Mapping/Facilities Management). Furthermore, according to short-cycled development of GIS(Geographic Information System) software architecture based on IT(Information Technology) and wide expansion of GIS applications' fields, the importance of domain analysis and application model is emphasized at digital geologic informatizaion. In this paper, first terms and concepts of geo-data model with general data modeling aspects are addressed, and then case histories for geo-data modeling and several approaches for data modeling in GIS application fields are discussed. Lastly, tentative conceptual geo-data modeling by using UML(Unified Modeling Language) of OO(Object-oriented) concepts with respect to USGS/AASG geo-data mode is attempted. Through this approach, the main benefits for standardization and implementation lineage with conceptual model in consideration to reusability are expected. Conclusively, it is expected that geo-information system and its architecture by UML is the new coming key approach for the GIS application in geo-sciences.

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An Automatic Graphic Drawing System by Software Development Approach based on Reusable Units (재사용 단위 기반 소프트웨어 개발 방법에 의한 설계 자동화 시스템)

  • Lee, Mi-Ra
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.5 s.43
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    • pp.149-156
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    • 2006
  • The demands for the development of large scale software systems are being increased. Various software development methods have been introduced to meet these demands. The unit size of the codes that are reused is increasing in the development methods. These units reflect the concept of software reusability and can be identified as the object, component, and module. Recent trend in the development or a large scale software systems treats a commercial program as a unit to be reused. This approach lies along the same line as the identification of above three types of units. This paper shows how the above four types of units for enhancing the software reusability can be applied to the development of automatic graphic drawing System for a metal production.

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Forming Shop Analysis with Adaptive Systems Approach (적응시스템 접근법을 이용한 조선소 가공공장 분석)

  • Dong-Hun Shin;Jong-Hun Woo;Jang-Hyun Lee;Jong-Gye Shin
    • Journal of the Society of Naval Architects of Korea
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    • v.39 no.3
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    • pp.75-80
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    • 2002
  • In these days of severe struggle for existence, the world has changed a great deal to global and digital oriented period. The enterprises try to introduce new management and production system to adapt such a change. But, if the only new technologies are applied to an enterprise without definite analysis about manufacturing, failure fellows as a logical consequence. Hence, enterprise must analyze manufacturing system definitely and needs new methodologies to mitigate risk. This study suggests that the new approach, which is systems approach for process improvement, is organized to systems analysis, systems diagnosis, and systems verification. Systems analysis analyzes manufacturing systems with object-oriented methodology-UML(Unified Modeling language) from a point of product, process, and resource view. Systems diagnosis identifies the constraints to optimize the system through scientific management or TOC(Theory of constraints). Systems verification shows the solution with virtual manufacturing technique applied to the core problem which emerged from systems diagnosis. This research shows the artifacts to improve the productivity with the above methodology applied to forming shop. UML provides the definite tool for analysis and re-usability to adapt itself to environment easily. The logical tree of TOC represents logical tool to optimize the forming shop. Discrete event simulator-QUEST suggests the tool for making a decision to verify the optimized forming shop.

A Study on Assembly Part Recognition Using Part-Based Superquadric Model (부품 기반한 수퍼쿼드릭 모델을 이용한 기계부품 인식에 관한 연구)

  • 이선호;홍현기;최종수
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.4B
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    • pp.734-742
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    • 2000
  • This paper presents a new volumetric approach to 3D object recognition by using PBSM (part-based superquadric model). The assembly part object can be constructed with the set of volumetric primitives and the relationships between them. We describe volumetric characteristics of the model object with superquadric parameters. In addition, our model base has the relationships between volumetric primitives as well as the surface information : the surface type, the junction type between neighboring surfaces. These surface properties and relationships between parts are effectively used in recognition process. Our integrated method is robust to recognition of the identity, position, and orientation of randomly oriented assembly parts. Furthermore, we can reduce the effects of self-occlusion and non-linear shape changes according to viewpoint. In this paper, we show that our integrated method is robust to recognition of the identity, position, and orientation of randomly oriented assembly parts through experimental results.

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The Effect of Athlete's Achievement Goal Orientation on Life Satisfaction (운동 성취목표 성향이 선수들의 삶의 만족에 미치는 영향)

  • Hwang, Sung-Geun
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.519-526
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    • 2016
  • This study aims to verify the relationship between achievement goal orientation and life satisfaction. It consists of 450 athletes from high school, university, and professional teams as an object. After examining reliability and validity on questionnaires, the data, based on gender, was evaluated by analysis of variance, correlation analysis, and multiple regression analysis. The result says that male athletes have higher scores in Mastery approach and Performance approach - two of the four achievement motivation factors - which means a meaningful difference between gender. Life satisfaction also shows that male players have more satisfaction and indicates a big difference between gender. Finally, according to the multiple regression analysis on the Athlete's achievement goal orientation and life satisfaction, Mastery approach affects statically but Mastery avoidance does negatively on athlete's life satisfaction. The gender-based relationship between Athlete's achievement goal orientation and life satisfaction reveals that mastery approach gives positive effects on life satisfaction for both genders, but mastery avoidance influences negatively on male and female life satisfaction.

Escape Analysis for Stack Allocation in Java (자바 객체의 스택 저장 가능성 판별을 위한 정적 분석 기법)

  • 조은선
    • Journal of KIISE:Software and Applications
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    • v.31 no.6
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    • pp.840-848
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    • 2004
  • Garbage collecting objects in Java makes memory management easier for the programmer, but it is time consuming. Stack allocation may be an alternative which identifies stack-allocatable objects before the execution, without performance degradation. We suggest an escaping analysis recording the interprocedural movement of the method, to detect an object the method of whose creation may have been already deactivated during the access. Our approach is different from prior works, enables us to handle some cases that are missed in the previous variable - oriented approach.