• Title/Summary/Keyword: part-based representation

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Analogy-based Reuse of Object Model (아날로지를 기반으로 한 객체모델의 재사용)

  • Bae, Je-Min
    • The KIPS Transactions:PartD
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    • v.14D no.6
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    • pp.665-674
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    • 2007
  • Code reuse in software reuse has several limitations such as difficulties of understanding and retrieval of the reuse code written by other developers. To overcome these problems, it should be possible to reuse the analysis/design information than source code itself. Therefore, this paper present analogical matching techniques for the reuse of object models and patterns. And this paper have suggested the object model and the design patterns as reusable components and the representation techniques to store them. Namely, the contents of the paper are as follows. Analogical matching functions to retrieve analogous components from reusable libraries. And the representation of reusable components to be stored in the library in order to support the analogical matching.

Visualizing sphere-contacting areas on automobile parts for ECE inspection

  • Inui, Masatomo;Umezun, Nobuyuki;Kitamura, Yuuki
    • Journal of Computational Design and Engineering
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    • v.2 no.1
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    • pp.55-66
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    • 2015
  • To satisfy safety regulations of Economic Commission for Europe (ECE), the surface regions of automobile parts must have a sufficient degree of roundness if there is any chance that they could contact a sphere of 50.0 mm radius (exterior parts) or 82.5 mm radius (interior parts). In this paper, a new offset-based method is developed to automatically detect the possible sphere-contacting shape of such parts. A polyhedral model that precisely approximates the part shape is given as input, and the offset shape of the model is obtained as the Boolean union of the expanded shapes of all surface triangles. We adopt a triple-dexel representation of the 3D model to enable stable and precise Boolean union computations. To accelerate the dexel operations in these Boolean computations, a new parallel processing method with a pseudo-list structure and axis-aligned bounding box is developed. The possible sphere-contacting shape of the part surface is then extracted from the offset shape as a set of points or a set of polygons.

Comparative Study On Frame And Mise-en-Scene in Animation, Live-Action Movies & Digital Cinema (애니메이션, 실사영화, 디지털영화의 프레임과 미장센 특성 비교연구)

  • Kum, Bo-Sang
    • Cartoon and Animation Studies
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    • s.11
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    • pp.41-53
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    • 2007
  • Due to the development of digital cinema, Animations are no longer a peripheral part of movies and become major role in making films, including live action movies. This kind of change makes the distinctive line between animations and live action movies vague. In order to prevent such side-effect, this study is aimed at building solid territory again between the two by reviewing the difference and, based on it, looking for effective cinematic techniques to produce synthesized and digitalized images. First of all, consideration on mise-en-scene is crucially required to tell this line. The mise-en-scene is a director's own unique style in making films. In other words, it is a symbol expressed by him/her. With the mise-en-scene, competitive directors explore huge possibility of image expression and know how to use it audiences can understand. Therefore, I look into a set of studies on the mise-en-scene and methodological problems because it is thought that the mise-en-scene is an important element to distinguish way of expression in animations, live action movies and digital cinema. In addition, owing to these fundamental differences, both movies have their own limitation on representation even though they imitate it each other. Synthesized images produced by both representation may not overcome that limitation and even worse bring up the lack of expression and the increase on unfamiliarity, which reduce audiences' interest. But ironically speaking, digital cinema accept each representation. And it serves as hindrance to narrative's delivery not to balance each of it. Therefore, digital cinema that integrate animations and live action movies should keep an eye on the overuse of images and pursue balanced mise-en-scene.

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A Double-Ended Priority Queue with O(1) Insertion Amortized Time (상수 삽입 전이 시간을 가지는 양단 우선순위 큐)

  • Jung, Hae-Jae
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.217-222
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    • 2009
  • Priority queues can be used in applications such as scheduling, sorting, retrival based on a priority like gene searching, shortest paths computation. This paper proposes a data structure using array representation for double-ended priority queue in which insertion and deletion takes O(1) amortized time and O(logn) time, respectively. To the author's knowledge, all the published array-based data structures for double ended priority queue support O(logn) time insertion and deletion operations.

Generation of Control Signals in High-Level Synthesis from SDL Specification

  • Kwak, Sang-Hoon;Kim, Eui-Seok;Lee, Dong-IK;Baek, Young-Seok;Park, In-Hak
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.410-413
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    • 2000
  • This paper suggests a methodology in which control signals for high-level synthesis are generated from SDL specification. SDL is based on EFSM(Extended Finite State Machine) model. Data path and control part are partitioned into representing data operations in the from of scheduled data flow graph and process behavior of an SDL code in forms of an abstract FSM. Resource allocation is performed based on the suggested architecture model and local control signals to drive allocated functional blocks are incorporated into an abstract FSM extracted from an SDL process specification. Data path and global controller acquired through suggested methodology are combined into structural VHDL representation and correctness of behavior for final circuit is verified through waveform simulation.

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Frequent Patten Tree based XML Stream Mining (빈발 패턴 트리 기반 XML 스트림 마이닝)

  • Hwang, Jeong-Hee
    • The KIPS Transactions:PartD
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    • v.16D no.5
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    • pp.673-682
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    • 2009
  • XML data are widely used for data representation and exchange on the Web and the data type is an continuous stream in ubiquitous environment. Therefore there are some mining researches related to the extracting of frequent structures and the efficient query processing of XML stream data. In this paper, we propose a mining method to extract frequent structures of XML stream data in recent window based on the sliding window. XML stream data are modeled as a tree set, called XFP_tree and we quickly extract the frequent structures over recent XML data in the XFP_tree.

Ontology Representation of Pulse-Diagnosis Data and an Inference System for the Diagnosis Service (맥진 데이터의 온톨로지 표현과 진단 서비스 추론 시스템)

  • Yang, Dong-Il;Park, Sun-Hee;Lim, Hwa-Jung;Yang, Hae-Sool;Choi, Hyung-Jin
    • The KIPS Transactions:PartB
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    • v.15B no.3
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    • pp.237-244
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    • 2008
  • In this paper, an infra-structure using the ontology based on the pulse information is proposed for the context-aware service of medical information system in ubiquitous computing environment. An diagnosis service inference system that represents the pulse data which was generated by the pulse-diagnosis with wearable signal, temperature, humidity, time, and other factors as ontology with artificial intelligence methods and describes the service scenario based on the ontology is designed and implemented.

An XML-Based Analysis Tool for Gene Prediction Results (XML기반의 유전자 예측결과 분석도구)

  • Kim Jin-Hong;Byun Sang-Hee;Lee Myung-Joon;Park Yang-Su
    • The KIPS Transactions:PartD
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    • v.12D no.5 s.101
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    • pp.755-764
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    • 2005
  • Recently, as it is considered more important to identify the function of ail unknown genes in living things, many tools for gene prediction have been developed to identify genes in the DNA sequences. Unfortunately, most of those tools use their own schemes to represent their programs results, requiring researchers to make additional efforts to understand the result generated by them So, it is desirable to provide a standardized method of representing predicted gene information, which makes it possible to automatically produce the predicted results for a given set of gene data In this paper, we describe an effective U representation for various predicted gene information, and present an XML-based analysis tool for gene predication results based on this representation. The developed system helps users of gene prediction tools to conveniently analyze the predicted results and to automatically produce the statistical results of the prediction. To show the usefulness of the tool, we applied our programs to the results generated by GenScan and GeneID, which are widely used gene prediction systems.

A Representation Method of Game Mechanics Using UML Notations in Game Design (UML 표기법을 활용한 게임메카닉스 설계내용 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.47-53
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    • 2006
  • In the game development differently with general software development, game planers, programers, and graphic designers, the specialists of the various fields, accomplished one team and they are advanced all to their goal. So it is very difficult for the development participants to communicate each other accurately and efficiently. For successful game development, all development participants should understand accurately the contents of the game design document. Specially the game mechanics as a major part of game design, requires the no-error contents, the no-error expression, and the no-error readings to all development participants because it contains almost game-play logic. It becomes more difficult for the development participants to understand accurately the game mechanics which becomes larger and complicated as the size of game development becomes larger. And configuration management of the game mechanics becomes more complicated and inefficient. In this paper, we propose a new representation method of game mechanics using UML notations for solving this problem. The proposed method satisfies the visual expression and the logical expression simultaneous for the requirements of the game mechanics because of UML notations. And the proposed method could be an efficient management of configuration because the management is based on the UML model management. The proposed representation of game mechanics of "Capture The Dude" game, shows good visual expression and good logical expression.

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Shape-Based Leaf Image Retrieval System (모양 기반의 식물 잎 이미지 검색 시스템)

  • Nam Yun-Young;Hwang Een-Jun
    • The KIPS Transactions:PartD
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    • v.13D no.1 s.104
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    • pp.29-36
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    • 2006
  • In this paper, we present a leaf image retrieval system that represents and retrieves leaf images based on their shape. For more effective representation of leaf images, we improved an existing MPP algorithm. Also, in order to reduce the response time, we proposed a new dynamic matching algorithm at basically revises the Nearest Neighbor search. The system provides users with an interface for uploading query images or tools to generate queries based on shape features and retrieves images based on their similarity. For convenience, users are allowed to easily query images by sketching leaf shape or leaf arrangement on the web. In the experiment, we constructed an image database of Korean native plants and measured the system performance by counting the number of similar images retrieved for queries.