• Title/Summary/Keyword: Objects

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An Operation-Based Model of Version Storage and Consistency Management for Fine-Grained Software Objects (미세 단위 소프트웨어 객체를 위한 연산 기반 버전 및 일관성 관리 모델)

  • Rho, Jung-Kyu;Wu, Chi-Su
    • Journal of KIISE:Software and Applications
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    • v.27 no.7
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    • pp.691-701
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    • 2000
  • Software documents consists of a number of objects and relationships between them, and structure of documents can be changed frequently. In this paper, we propose a version storage and consistency management model for fine-grained software objects based on operations applied to edit software objects. An object has an interface and can be updated only through operations defined in its interface. Operations applied to objects are recorded in the operation history, which is used to retrieve versions of a document and manage consistency between documents. Because versions of an object are stored and retrieved using the operation delta, it is not needed to compare versions of a document to extract delta and it is easy to identify the changes between versions in order to propagate the changes. Consistencies between documents are managed using dependencies between objects and kinds of the operations applied to the objects. Therefore unnecessary version propagation can be avoided. This paper presents a formal model of version retrieval and consistency management at the fine-grained level based on operations applied to the objects.

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The Influence of Salient Objects on the Game Difficulties (셀리언시가 높은 물체가 게임 난이도에 미치는 영향)

  • Rhee, Chi-Hyoung;Lee, Chan-Gun;Lee, Chang-Ha
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.15-23
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    • 2010
  • In action games such as shooting games or platform games, dodging enemy objects is crucial since the player character dies or loses energy when it collides with any enemy object. In this paper, we investigates how the difficulty of these games changes according to the existence of salient objects. Since salient objects attract the player's attention, other non-salient objects may be unattended by the player, resulting in failing to dodge them. We experimented on the influence of salient objects on the difficulty of a game, and found out that the subjects who played the game without salient objects performed better than the subjects who played the game with salient objects. This paper investigates a human perceptual issue that could affect the game difficulty and suggest a potential guideline for game design and planning.

An Indexing Scheme for Predicting Future-time Positions of Moving Objects with Frequently Varying Velocities (속도 변화가 빈번한 이동 객체의 미래 시점 위치 추정에 적합한 색인 기법)

  • Lim, Sung-Chae
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.5
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    • pp.23-31
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    • 2010
  • With the advances in the information technology and mobile communications, we now face increasing demands for various services based on both of position tracking of moving objects and their efficient index scheme. Accordingly, the $TPR^*$-tree, which were proposed for efficiently tracking moving objects and predicting their positions in the future time, has drawn much intention. As the $TPR^*$-tree came from the R-tree that is suitable for indexing static objects, it does not support cheap update costs. Therefore, it seems to be very costly to index moving objects if there are frequent occurrences of node updates caused by continuously changing velocities and positions. If some moving objects with high velocities have node updates, in particular, then the $TPR^*$-tree may suffer from many unnecessary updates in the wide range of tree regions. To avoid such a problem, we propose a method that can keep fast-moving objects in the child nodes of the root node, thereby saving node update costs in the $TPR^*$-tree. To show our performance advantages and retaining $TPR^*$-tree features, we performed some performance experiments using a simulation technique.

Information extraction of the moving objects based on edge detection and optical flow (Edge 검출과 Optical flow 기반 이동물체의 정보 추출)

  • Chang, Min-Hyuk;Park, Jong-An
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.8A
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    • pp.822-828
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    • 2002
  • Optical flow estimation based on multi constraint approaches is frequently used for recognition of moving objects. However, the use have been confined because of OF estimation time as well as error problem. This paper shows a new method form effectively extracting movement information using the multi-constraint base approaches with sobel edge detection. The moving objects anr extraced in the input image sequence using edge detection and segmentation. Edge detection and difference of the two input image sequence gives us the moving objects in the images. The process of thresholding removes the moving objects detected due to noise. After thresholding the real moving objects, we applied the Combinatorial Hough Transform (CHT) and voting accumulation to find the optimal constraint lines for optical flow estimation. The moving objects found in the two consecutive images by using edge detection and segmentation greatly reduces the time for comutation of CHT. The voting based CHT avoids the errors associated with least squares methods. Calculation of a large number of points along the constraint line is also avoided by using the transformed slope-intercept parameter domain. The simulation results show that the proposed method is very effective for extracting optical flow vectors and hence recognizing moving objects in the images.

Applying Transformation to the Absolutely Positioned Object in SVE (SVE에서 절대위치를 갖는 오브젝트에 변형의 적용)

  • 정동현;이창섭;송창근
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.616-618
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    • 2004
  • The Simple Virtual Environment (SVE) library is the application programming interface fur creating the virtual environment easily. Even though it has a lot of efficient features, applying transformation to absolutely positioned objects is difficult. In this paper, we designed a simple method with which it is possible to rotate the absolutely positioned object freely. To test the method, we designed a simple virtual environment. The environment is designed with people, street and building objects. To reduce time consumption of displaying high-detailed people models, we only used texture-based objects. The person objects are modeled as quadric-shape and textured with front-view images of people. To make more realistic environment, objects always change its orientation themselves following to the user location. The result and the testing environment will be demonstrated.

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Speech Synthesis System for Detected Objects by Smart Phone (스마트폰으로 검출된 객체의 음성합성 시스템)

  • Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.469-478
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    • 2016
  • This paper designs an application for detecting various objects using a smart phone with camera sensor, then implements the application that detects the number of faces in front of a user by using the Face API provided by android and generates a speech to the user. For implementing the application, the GoF strategy pattern is applied to design the application. It provides some advantages; first, the algorithm development schedule can separate the whole application development schedule; next, it makes easier to add the algorithm. For example, another detecting algorithm for the other objects (character, motion detection) that may be developed in the future, or it may be replaced by a more high-performance algorithm. With the propose method, a general smart phone can make some advantages that can provide information of various objects (such as moving people and objects, and detected character from signboards) to the person who is visually impaired.

Extracting roof edges of specular polyhedra (경면 다면체의 모서리 추출)

  • 박원식;조형석
    • 제어로봇시스템학회:학술대회논문집
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    • 1997.10a
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    • pp.379-382
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    • 1997
  • This paper introduces a new vision technique for extracting roof edges of polyhedra having specularly reflecting surfaces. There have been many previous works on object recognition using edge information. But they can not be applied to specular objects since it is hard to acquire reliable camera images of specular objects. If there is a method which can extract the edges of specular objects, it is possible to apply edge-based recognition algorithms to specular objects. To acquire the reliable edge images of specular objects, scanned double pass retroreflection method is proposed, whose main physical characteristic is curvature-sensitive. This utility of the physical characteristic is motivated by the idea that roof edges can be characterized as local surfaces of high curvature. In this paper, the optical characteristics of double pass retroreflection are discussed and a series of simulation studies are performed to verify and analyze the sensor characteristics. The results from a series of simulations show the effectiveness of the proposed method.

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The Design and Implementation of Implicit Object Classes for Geometric Modeling System (형상 모델링을 위한 음함수 객체의 설계 및 구현)

  • Park, Sang-Kun;Chung, Seong-Youb
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.3
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    • pp.187-199
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    • 2008
  • This paper describes a C++ class hierarchy of implicit objects for geometry modeling and processing. This class structure provides a software kernel for integrating many various models and methods found in current implicit modeling areas. The software kernel includes primitive objects playing a role of unit element in creating a complex shape, and operator objects used to construct more complex shape of implicit object formed with the primitive objects and other operators. In this paper, class descriptions of these objects are provided to better understand the details of the algorithm or implementation, and its instance examples to show the capabilities of the object classes for constructive shape geometry. In addition, solid modeling system shown as an application example demonstrates that the proposed implicit object classes allow us to carry out modern solid modeling techniques, which means they have the capabilities to extend to various applications.

Content-based Video Information Retrieval and Streaming System using Viewpoint Invariant Regions

  • Park, Jong-an
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.1
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    • pp.43-50
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    • 2009
  • This paper caters the need of acquiring the principal objects, characters, and scenes from a video in order to entertain the image based query. The movie frames are divided into frames with 2D representative images called "key frames". Various regions in a key frame are marked as key objects according to their textures and shapes. These key objects serve as a catalogue of regions to be searched and matched from rest of the movie, using viewpoint invariant regions calculation, providing the location, size, and orientation of all the objects occurring in the movie in the form of a set of structures collaborating as video profile. The profile provides information about occurrences of every single key object from every frame of the movie it exists in. This information can further ease streaming of objects over various network-based viewing qualities. Hence, the method provides an effective reduced profiling approach of automatic logging and viewing information through query by example (QBE) procedure, and deals with video streaming issues at the same time.

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Determining 3D-shape of specular objects by using an encoded grid pattern light source

  • Ye, Xiongying;Fujimura, Sadao
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10b
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    • pp.1758-1763
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    • 1991
  • This paper describes a new method to determine the 3D-shape of objects consisting of specular planar surfaces. This method exploits a light source which is made of a diffuse plane with a grid pattern encoded in an M-sequence and uses a single image of the light source reflected by the objects to acquiring orientations and positions of the surfaces of the objects. When grid lines of the light source are reflected by a specular planar surface and perspectively projected on an image plane, a set of lines vanishing at a point are obtained on the image plane. The orientation of the specular planar surface is determined by using the vanishing point, and the position is determined by using the correspondence between lines on the image and lines on the light source, which is obtained by employing a characteristic regularity of the M-sequence. Before the vanishing points are calculated, the lines on the image are classified and correlated with the surfaces of objects by using slopes and positions of the lines and the regularity of the M-sequence. This method requires only a single image.

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