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A Study of 3D Modeling of Compressed Urban LiDAR Data Using VRML (VRML을 이용한 도심지역 LiDAR 압축자료의 3차원 표현)

  • Jang, Young-Woon;Choi, Yun-Woong;Cho, Gi-Sung
    • Journal of Korean Society for Geospatial Information Science
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    • v.19 no.2
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    • pp.3-8
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    • 2011
  • Recently, the demand for enterprise for service map providing and portal site services of a 3D virtual city model for public users has been expanding. Also, accuracy of the data, transfer rate and the update for the update for the lapse of time emerge are considered as more impertant factors, by providing 3D information with the web or mobile devices. With the latest technology, we have seen various 3D data through the web. With the VRML progressing actively, because it can provide a virtual display of the world and all aspects of interaction with web. It offers installation of simple plug-in without extra cost on the web. LiDAR system can obtain spatial data easily and accurately, as supprted by numerous researches and applications. However, in general, LiDAR data is obtained in the form of an irregular point cloud. So, in case of using data without converting, high processor is needed for presenting 2D forms from point data composed of 3D data and the data increase. This study expresses urban LiDAR data in 3D, 2D raster data that was applied by compressing algorithm that was used for solving the problems of large storage space and processing. For expressing 3D, algorithm that converts compressed LiDAR data into code Suited to VRML was made. Finally, urban area was expressed in 3D with expressing ground and feature separately.

Research for the Element to Analyze the Performance of Modern-Web-Browser Based Applications (모던 웹 브라우저(Modern-Web-Browser) 기반 애플리케이션 성능분석을 위한 요소 연구)

  • Park, Jin-tae;Kim, Hyun-gook;Moon, Il-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.278-281
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    • 2018
  • The early Web technology was to show text information through a browser. However, as web technology advances, it is possible to show large amounts of multimedia data through browsers. Web technologies are being applied in a variety of fields such as sensor network, hardware control, and data collection and analysis for big data and AI services. As a result, the standard has been prepared for the Internet of Things, which typically controls a sensor via HTTP communication and provides information to users, by installing a web browser on the interface of the Internet of Things. In addition, the recent development of web-assembly enabled 3D objects, virtual/enhancing real-world content that could not be run in web browsers through a native language of C-class. Factors that evaluate the performance of existing Web applications include performance, network resources, and security. However, since there are many areas in which web applications are applied, it is time to revisit and review these factors. In this thesis, we will conduct an analysis of the factors that assess the performance of a web application. We intend to establish an indicator of the development of web-based applications by reviewing the analysis of each element, its main points, and its needs to be supplemented.

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Debelppment of C++ Compiler and Programming Environment (C++컴파일러 및 프로그래밍 환경 개발)

  • Jang, Cheon-Hyeon;O, Se-Man
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.3
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    • pp.831-845
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    • 1997
  • In this paper,we proposed and developed a compiler and interactive programming enviroments for C++ wich is mostly worth of nitice among the object -oriented languages.To develope the compiler for C++ we took front=end/back-end model using EM virtual machine.In develpoing Front-End,we formailized C++ gram-mar with the context semsitive tokens which must be manipulated by dexical scanner and designed a AST class li-brary which is the hierarchy of AST node class and well defined interface among them,In develpoing Bacik-End,we proposed model for three major components :code oprtimizer,code generator and run-time enviroments.We emphasized the retargatable back-end which can be systrmatically reconfigured to genrate code for a variety of distinct target computers.We also developed terr pattern matching algorithm and implemented target code gen-erator which produce SPARC code.We also proposed the theroy and model for construction interative pro-gramming enviroments. To represent language features we adopt AST as internal reprsentation and propose uncremental analysis algorithm and viseal digrams.We also studied unparsing scheme, visual diagram,graphical user interface to generate interactive environments automatically Results of our resarch will be very useful for developing a complier and programming environments, and also can be used in compilers for parallel and distributed enviroments.

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A DEVS-based Modeling & Simulation Methodology of Enabling Node Mobility for Ad Hoc Network (노드 이동성을 고려한 애드 혹 네트워크의 이산 사건 시스템 기반 모델링 및 시뮬레이션 방법론)

  • Song, Sang-Bok;Lee, Kyou-Ho
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.127-136
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    • 2009
  • Modeling and Simulation, especially in mobile ad hoc network(MANET), are the most effective way to analyze performance or optimize system parameters without establishing real network environment. Focusing mainly on overall network behaviors in MANET concerns dynamics of network transport operations, which can efficiently be characterized with event based system states rather than execution details of protocols. We thus consider the network as a discrete event system to analyze dynamics of network transport performance. Zeigler's set-theoretic DEVS(Discrete Event Systems Specification) formalism can support specification of a discrete event system in hierarchical, modular manner. The DEVSim++ simulation environment can not only provide a rigorous modeling methodology based on the DEVS formalism but also support modelers to develop discrete event models using the hierarchical composition methodology in object-orientation. This environment however hardly supports to specify connection paths of network nodes, which are continuously altered due to mobility of nodes. This paper proposes a DEVS-based modeling and simulation methodology of enabling node mobility, and develops DEVS models for the mobile ad hoc network. We also simulate developed models with the DEVSim++ engine to verify the proposal.

Adaptive Row Major Order: a Performance Optimization Method of the Transform-space View Join (적응형 행 기준 순서: 변환공간 뷰 조인의 성능 최적화 방법)

  • Lee Min-Jae;Han Wook-Shin;Whang Kyu-Young
    • Journal of KIISE:Databases
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    • v.32 no.4
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    • pp.345-361
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    • 2005
  • A transform-space index indexes objects represented as points in the transform space An advantage of a transform-space index is that optimization of join algorithms using these indexes becomes relatively simple. However, the disadvantage is that these algorithms cannot be applied to original-space indexes such as the R-tree. As a way of overcoming this disadvantages, the authors earlier proposed the transform-space view join algorithm that joins two original- space indexes in the transform space through the notion of the transform-space view. A transform-space view is a virtual transform-space index that allows us to perform join in the transform space using original-space indexes. In a transform-space view join algorithm, the order of accessing disk pages -for which various space filling curves could be used -makes a significant impact on the performance of joins. In this paper, we Propose a new space filling curve called the adaptive row major order (ARM order). The ARM order adaptively controls the order of accessing pages and significantly reduces the one-pass buffer size (the minimum buffer size required for guaranteeing one disk access per page) and the number of disk accesses for a given buffer size. Through analysis and experiments, we verify the excellence of the ARM order when used with the transform-space view join. The transform-space view join with the ARM order always outperforms existing ones in terms of both measures used: the one-pass buffer size and the number of disk accesses for a given buffer size. Compared to other conventional space filling curves used with the transform-space view join, it reduces the one-pass buffer size by up to 21.3 times and the number of disk accesses by up to $74.6\%$. In addition, compared to existing spatial join algorithms that use R-trees in the original space, it reduces the one-pass buffer size by up to 15.7 times and the number of disk accesses by up to $65.3\%$.

A Relative Study of 3D Digital Record Results on Buried Cultural Properties (매장문화재 자료에 대한 3D 디지털 기록 결과 비교연구)

  • KIM, Soohyun;LEE, Seungyeon;LEE, Jeongwon;AHN, Hyoungki
    • Korean Journal of Heritage: History & Science
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    • v.55 no.1
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    • pp.175-198
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    • 2022
  • With the development of technology, the methods of digitally converting various forms of analog information have become common. As a result, the concept of recording, building, and reproducing data in a virtual space, such as digital heritage and digital reconstruction, has been actively used in the preservation and research of various cultural heritages. However, there are few existing research results that suggest optimal scanners for small and medium-sized relics. In addition, scanner prices are not cheap for researchers to use, so there are not many related studies. The 3D scanner specifications have a great influence on the quality of the 3D model. In particular, since the state of light reflected on the surface of the object varies depending on the type of light source used in the scanner, using a scanner suitable for the characteristics of the object is the way to increase the efficiency of the work. Therefore, this paper conducted a study on nine small and medium-sized buried cultural properties of various materials, including earthenware and porcelain, by period, to examine the differences in quality of the four types of 3D scanners. As a result of the study, optical scanners and small and medium-sized object scanners were the most suitable digital records of the small and medium-sized relics. Optical scanners are excellent in both mesh and texture but have the disadvantage of being very expensive and not portable. The handheld method had the advantage of excellent portability and speed. When considering the results compared to the price, the small and medium-sized object scanner was the best. It was the photo room measurement that was able to obtain the 3D model at the lowest cost. 3D scanning technology can be largely used to produce digital drawings of relics, restore and duplicate cultural properties, and build databases. This study is meaningful in that it contributed to the use of scanners most suitable for buried cultural properties by material and period for the active use of 3D scanning technology in cultural heritage.