• Title/Summary/Keyword: reuse system

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Implementation of New Markup Language for Integrating of Motion Capture Data formats (모션 캡쳐 데이타 통합을 위한 새로운 마크업 언어의 구현)

  • 정현숙;이일병
    • Journal of KIISE:Software and Applications
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    • v.30 no.3_4
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    • pp.219-230
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    • 2003
  • Motion capture technology is widely used to make a realistic motion in these days. So, motion capture data is required to exchange between many animators in a work group. But different motion capture devices have different motion rapture data formats. Thus it is difficult that a animator reuse and exchange motion capture data in a storage. In this paper, we proposes a standard format for integrating a different motion capture data format. In addition, we proposes a framework of a system that manage motion capture data using our standard format. Our standard format is called MCML(Motion Capture Markup Language). It is a markup language for motion capture data and based on XML(extensable Markup Language). Our system to manage motion capture data consists of a several component - MCML Converter, MCML , MCML Editor, Motion Viewer.

A Technique of Applying Ontology for Service Customization of Android (안드로이드 서비스 커스터마이제이션을 위한 온톨로지 적용 기법)

  • Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.6
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    • pp.2707-2712
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    • 2012
  • Desktop-based computing environment is changed into mobile computing using smart phone and cloud computing providing common behavior and big data by network. Because of this transformation software development and operating environment is changed into heterogeneous distributed environment. As a result, dynamic service composition or changement is required. However, there is few research of techniques supporting service composition or changement dynamically in this situation. This paper suggests a technique for customizing services dynamically of mobile applications based on android platform. Especially we propose a customization technique of service by applying ontology technique to improve sharing and reuse of service. We applied proposed technique into meeting notification system, and obtain that it can be customized into various services such as email, sms, twitter service, and so on.

Vector Heuristic into Evolutionary Algorithms for Combinatorial Optimization Problems (진화 알고리즘에서의 벡터 휴리스틱을 이용한 조합 최적화 문제 해결에 관한 연구)

  • Ahn, Jong-Il;Jung, Kyung-Sook;Chung, Tae-Choong
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.6
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    • pp.1550-1556
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    • 1997
  • In this paper, we apply the evolutionary algorithm to the combinatorial optimization problem. Evolutionary algorithm useful for the optimization of the large space problem. This paper propose a method for the reuse of wastes of light water in atomic reactor system. These wastes contain several reusable elements, and they should be carefully selected and blended to satisfy requirements as an input material to the heavy water atomic reactor system. This problem belongs to an NP-hard like the 0/1 knapsack problem. Two evolutionary strategies are used as approximation algorithms in the highly constrained combinatorial optimization problem. One is the traditional strategy, using random operator with evaluation function, and the other is heuristic based search that uses the vector operator reducing between goal and current status. We also show the method which perform the feasible test and solution evaluation by using the vectored knowledge in problem domain. Finally, We compare the simulation results of using random operator and vector operator for such combinatorial optimization problems.

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A Design and Implementation of Intelligent Self-directed learning APP for Considering User Learning Level (학습 수준정보를 반영한 지능형 자기 주도 학습 앱 설계 및 구현)

  • Lee, Hyoun-Sup;Kim, Jin-Deog
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.55-62
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    • 2013
  • Most of the APP market today, it is biased in the field of games and entertainment. In contrast, market-share of the educational APP is very low. This phenomenon is due to two major problems. The first is a decrease in the reuse because of the test of simple pattern. The second is difficult to consider user-level range that was learned previously. In this case it is necessary for students to do additional effort. This paper, propose an educational intelligent educational APP to solve the problems described above and shows implementation results. This system analyzes the stored results that have been saved to determine the area of vulnerability. Time-based Re-validation module helps long-term memory of student. The proposed system in this way directly supports self-directed learning. Therefore, the students can be able to relearn weak area autonomously. It results in improved academic achievement.

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Performance of Spectrum Sensing for Cognitive Radio Systems with ITS Applications (지능형 교통 시스템 적용을 위한 인지무선시스템의 스펙트럼 센싱 성능분석)

  • Lee, So-Young;Kim, Eun-Cheol;Kim, Jin-Young
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.9 no.3
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    • pp.51-58
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    • 2010
  • According to dramatic increase of wireless communication demand, more spectrum resources are needed to support considerable and various wireless services, so cognitive radio(CR) was proposed to reuse unused frequency efficiently. Also, FCC revises its policies regarding the usage of the TV white spaces by unlicensed users. CR is an intelligent wireless communication system that is aware of the radio environment and is capable of adapting its operation to the statistical variations. Spectrum sensing is the key task of the CR systems. However, since spectrum sensing performance changes according to the received signal that is received various geography environment, regional characteristics are considered to estimate the path-loss. Therefore, for more accurate analysis and simulation, we demonstrate the spectrum sensing performance of CR system by various method applying Okumura-hata propagation model.

Software Component Retrieval System for Version Control (버전제어를 위한 소프트웨어 구성요소의 검색 시스템)

  • O, Sang-Yeop;Kim, Heung-Jin;Jang, Deok-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.5
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    • pp.1093-1102
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    • 1996
  • For the reuse, configuration management, and version control of softwares, the composition of retrieval systems and library are most important matters, which makes it possible to retrieve the concerned software components. Retrieval systems, which is able to store many components, must make it possible to retrieve the concerned components with deadwoods in the fastest way. Based either on keyboards or the concept of inverted file on the part of content is usually used in the current retrieval systems. However, in this paper, new retrieval systems are suggested with using set and bag class with Smalltalk language, one of object- oriented programming language, based either on the keywords or on the part of content to find out the concerned components. This method is improved the function of user interface and its management, In this paper, library is also suggested along with the new retrieval systems, and user interface is designed and implemented for its management and control. The new retrial systems of this paper can be employed by interface in another language, and this system is to provide the concerned user with the appropriate retrieval systems and library for the version control.

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Optimal Teaching for a Spot Welding Robot Using CAD Data (CAD 데이타를 이용한 용접용 로보트의 최적 교시)

  • Yi, Soo-Yeong;Chung, Myung-Jin;Bien, Zeung-Nam
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.27 no.10
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    • pp.24-33
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    • 1990
  • Since a number of welding points are distributed in an automobile part, the number of welding points alloted to each robot are large. So, there is an increasing need of an optimal sequence planning to minimize the total welding time. In this paper, an off-line programming scheme for effective teaching of a spot welding robot is presented. A collision free, optimal welding sequence planning is done through applying the modified Traveling Salesman Problem algorithm. Also, a data extraction method from an existing general CAD system is presented for reuse of the existing exact model data produced by a model designer and easy constructing the world model data base. The result show that the proposed system could enhance the efficiency of spot welding robot in automobile industry.

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Development of an OpenGIS Server Supporting the OpenGIS CORBA Specification (OpenGIS CORBA 사양을 지원하는 OpenGIS 서버의 개발)

  • Zhang, Yan-Sheng;Yun, Jae-Kwan;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.2 no.1 s.3
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    • pp.5-16
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    • 2000
  • OGC(Open GIS Consortium) suggests the 'OpenGIS Simple Feature Specification for CORBA' which is the OpenGIS implementation specification for CORBA to specify standard interfaces for reuse and interoperation among distributed heterogeneous GIS resources in the CORBA distributed computing environment. An OpenGIS server that supports this implementation specification moat correctly implement all interfaces defined in the OpenGIS implementation specification to be interoperable with wrapped GISs efficiently. In this paper, we have designed and implemented an OpenGIS server based an object relational GIS, called GEUS that integrates GIS and database technologies to provide spatial data types and spatial operators from the DBMS engine level. In the CORBA distributed computing environment, clients can access geospatial data stored in GIS wrapped by the OpenGIS server through the standard interfaces defined in the OpenGIS implementation specification for CORBA. In addition, clients can use geospatial operation features provided by a back-end GIS and interoperate with other GISs.

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Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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A Study on an Inductive Motion Edit Methodology using a Uniform Posture Map (균등 자세 지도를 이용한 귀납적 동작 편집 기법에 관한 연구)

  • 이범로;정진현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.2C
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    • pp.162-171
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    • 2003
  • It is difficult to reuse the captured motion data, because the data has a difficulty in editing it. In this paper, a uniform posture mar (UPM) algorithm, one of unsupervised learning neural network is proposed to edit the captured motion data. Because it needs much less computational cost than other motion editing algorithms, it is adequate to apply in teal-time applications. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. Above of all, it complements the weakness of the existing algorithm where the calculation quantity increases in proportion to increase the number of restricted condition to solve the problems of high order articulated body. In this paper, it is shown two applications as a visible the application instance of UPM algorithm. One is a motion transition editing system, the other is a inductive inverse kinematics system. This method could be applied to produce 3D character animation based on key frame method, 3D game, and virtual reality, etc.