• Title/Summary/Keyword: shared object

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Determination of Object Similarity Closure Using Shared Neighborhood Connectivity

  • Radhakrishnan, Palanikumar;Arokiasamy, Clementking
    • Journal of the Korea Convergence Society
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    • v.5 no.3
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    • pp.41-44
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    • 2014
  • Sequential object analysis are playing vital role in real time application in computer vision and object detections.Measuring the similarity in two images are very important issue any authentication activities with how best to compare two independent images. Identification of similarities of two or more sequential images is also the important in respect to moving of neighborhoods pixels. In our study we introduce the morphological and shared near neighborhoods concept which produces a sufficient results of comparing the two images with objects. Considering the each pixel compare with 8-connectivity pixels of second image. For consider the pixels we expect the noise removed images are to be considered, so we apply the morphological transformations such as opening, closing with erosion and dilations. RGB of pixel values are compared for the two sequential images if it is similar we include the pixels in the resultant image otherwise ignore the pixels. All un-similar pixels are identified and ignored which produces the similarity of two independent images. The results are produced from the images with objects and gray levels. It produces the expected results from our process.

Object Picking and Concurrency for Solid Modeler in Collaborative Design System (협동설계시스템의 솔리드 모델러를 위한 오브젝트의 Picking과 Concurrency)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.4
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    • pp.723-729
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    • 2001
  • We are able to work on the shared virtual space in Web-based Collaborative Design System using only Internet and Web browser. The users connect to the Solid Modeler Server through m and they create 3D shape and manipulate them variously. Then the users will share 3D objects and two problems can arise. The users must be able to pick the objects effectively which they want to manipulate. When one of the users manipulates a particular object, others should not disturb with the same object. In this paper, picking is implemented not only by computing intersection of mouse pointer with the objects of the virtual world, but also by using capabilities and attributes of scene graph node, by setting bounds intersection testing instead of geometric intersection testing, by limiting the scope of the pick testing, using Java 3D. These methods can reduce the computation of picking and can pick 3D objects effectively and easily using the system of hierarchy. To have effective concurrency, we used shared lock and exclusive lock as the action in work space.

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A Sharing Scheme for Connection Mamagement Objects in Different Distributed Processing Environments (이기종 분산처리환경상에서 연결관리 객체의 정보공유)

  • 신영석;오현주
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.4
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    • pp.793-803
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    • 1997
  • Open networking architecture is required to support new multimedia services as integrated functions of network management and service architecture. In this paper, we propose the methodology of building block modeling using object grouping concepts and the sharing scheme of different distributed processing environments based on open networking architecture. The building block has the functions of object management, security object instance registry and object mapping in object group. It is necessary for the connection management information to be shared on the interworking between two domains. We implemented and validated connection management functions using computational object modeling and building block modeling in different distributed processing environments.

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Memory Allocation Scheme for Reducing False Sharing on Multiprocessor Systems (다중처리기 시스템에서 거짓 공유 완화를 위한 메모리 할당 기법)

  • Han, Boo-Hyung;Cho, Seong-Je
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.4
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    • pp.383-393
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    • 2000
  • In shared memory multiprocessor systems, false sharing occurs when several independent data objects, not shared but accessed by different processors, are allocated to the same coherency unit of memory. False sharing is one of the major factors that may degrade the performance of memory coherency protocols. This paper presents a new shared memory allocation scheme to reduce false sharing of parallel applications where master processor controls allocation of all the shared objects. Our scheme allocates the objects to temporary address space for the moment, and actually places each object in the address space of processor that first accesses the object later. Its goal is to allocate independent objects that may have different access patterns to different pages. We use execution-driven simulation of real parallel applications to evaluate the effectiveness of our scheme. Experimental results show that by using our scheme a considerable amount of false sharing faults can be reduced with low overhead.

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Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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Dynamic data Path Prediction in Network Virtual Environment

  • Jeoung, You-Sun;Ra, Sang-Dong
    • Journal of information and communication convergence engineering
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    • v.5 no.2
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    • pp.83-87
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    • 2007
  • This research studies real time interaction and dynamic data shared through 3D scenes in virtual network environments. In a distributed virtual environment of client-server structure, consistency is maintained by the static information exchange; as jerks occur by packet delay when updating messages of dynamic data exchanges are broadcasted disorderly, the network bottleneck is reduced by predicting the movement path by using the Dead-reckoning algorithm. In Dead-reckoning path prediction, the error between the estimated and the actual static values which is over the threshold based on the shared object location requires interpolation and multicasting of the previous location by the ESPDU of DIS. The shared dynamic data of the 3D virtual environment is implementation using the VRML.

Automatic Parking Enforcement of Electric Kickboards Based on Deep Learning Technique (딥러닝 기반의 전동킥보드 자동 주차 단속)

  • Park, Jisu;So, Sun Sup;Eun, Seongbae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.326-328
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    • 2021
  • The use of shared electric kickboards that can move quickly within a short distance at a relatively low price is increasing significantly. In this paper, we propose a system for recognizing incorrect parking of an abandoned shared kickboard by applying deep learning-based object recognition technology. In this paper, a model similar to CNN was created separately considering the characteristics of the experimental data, and it was shown that a recognition rate of 60% was obtained through the experiment.

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How is the inner contour of objects encoded in visual working memory: evidence from holes (물체 내부 윤곽선의 시각 작업기억 표상: 구멍이 있는 물체를 중심으로)

  • Kim, Sung-Ho
    • Korean Journal of Cognitive Science
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    • v.27 no.3
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    • pp.355-376
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    • 2016
  • We used holes defined by color similarity (Experiment 1) and binocular disparity (Experiment 2) to study how the inner contour of an object (i.e., boundary of a hole in it) is encoded in visual working memory. Many studies in VWM have shown that an object's boundary properties can be integrated with its surface properties via their shared spatial location, yielding an object-based encoding benefit. However, encoding of the hole contours has rarely been tested. We presented objects (squares or circles) containing a bar under a change detection paradigm, and relevant features to be remembered were the color of objects and the orientation of bars (or holes). If the contour of a hole belongs to the surrounding object rather than to the hole itself, the object-based feature binding hypothesis predicts that the shape of it can be integrated with color of an outer object, via their shared spatial location. Thus, in the hole display, change detection performance was expected to better than in the conjunction display where orientation and color features to be remembered were assigned to different parts of a conjunction object, and comparable to that in a single bar display where both orientation and color were assigned into a single bar. However, the results revealed that performance in the hole display did not differ from that in the conjunction display. This suggests that the shape of holes is not automatically encoded together with the surface properties of the outer object via object-based feature binding, but encoded independently from the surrounding object.

A Design of the Active Web Server Supporting Synchronous Collaboration in the Web-Based Groupware Systems (동기화된 협동을 지원하기 위한 능동형 웹 서버 설계)

  • 허순영;배경일
    • Journal of the Korean Operations Research and Management Science Society
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    • v.24 no.4
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    • pp.157-170
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    • 1999
  • The web-based groupware systems hold many possibilities for system developers and users. Especially, web-based group collaborative systems are emerging as enterprise-wide information systems. Since data in group collaborative systems are apt to be shared among multiple concurrent users and modified simutaneously by them, the web-based group collaborative systems must support synchronous collaboration in order to provide users with synchronized and consistent views of shared data. However, current web technologies have limitations in supporting this, largely because the existing Hypertext Transfer Protocol(HTTP) is unidirectional and does not allow web servers to send messages to their web browsers without first receiving requests from them. This paper proposes an active web server that can overcome such limitations and facilitate synchronous collaboration in web-based group collaborative systems. To accomplish such goals, the active web server manages dependency relationships beween shared data and web browsers referencing them and actively propagates changing details of the shared data to all web browsers referencing them. And, this paper examines usefulness and effectiveness of the active web server to apply it to the ball-bearing design example of concurrent engineering design systems. The prototype system of the active web server is developed on a commercial Object-oriented Database Management System(0DBMS) called OBJECTSTERE using the C++ programming language.

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A Recovery Method of External Symbol Information in Statically-Linked ELF Files (정적 링크된 ELF 파일에서의 외부 심볼 정보 복구 기법)

  • Kim, Jung-In
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.161-170
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    • 2010
  • ELF, an abbreviation for Executable and Linkable Format, is the basic file format for shared libraries and executable files used in the Linux system, whereas 'Linker' copies the symbol information of static shared libraries into the symbol table in the target file generated by way of static linking. At this time, the symbol table keeps various pieces of debugging-related information including function names provided by the shared libraries, and it can be deleted to avoid debugging for security reasons by utilizing the fact that it does not directly affect the program execution. This paper proposes a method for restoring the symbol information of static shared libraries from the ELF object file in which the symbol table is deleted, and confirms that the symbol information is restored by conducting practical experiments.