• Title/Summary/Keyword: 계층모델링

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An Application of the Semantic Web for e-Business Integration (e-비즈니스 통합을 위한 시맨틱 웹의 활용)

  • Chang Tai-Woo;Shin Kitae;Park Jinwoo
    • The Journal of Society for e-Business Studies
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    • v.10 no.4
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    • pp.19-33
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    • 2005
  • In this study, we propose a methodology of mating it easy to integrate the heterogeneous and distributed information of e-Business environments with the semantic web components , knowledge representation, ontology and agents. It is based on a collaborative interoperable environment, which should be constructed by meta-modeling and employing agents , and the syntactic/semantic integration. We adopt OWL(Web Ontology Language) to specify ontology in a layered architecture for each agent to use, which is based on the IRDS (Information Resource Dictionary Standard) framework. And we give an illustrative example using the terms from PSL(Process Specification Language)-ontology. By defining, managing and sharing resources and business-processes on the proposed framework, it could be possible to get rid of the cause of redundancy and inconsistency.

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Simulation Analysis of RICH-DP for Real-time Service in Multi-Channel Networks (다중채널 무선망에서 실시간 서비스를 제공하기 위한 RICH-DP 시뮬레이션 분석)

  • 김철규;최덕규
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.05a
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    • pp.133-133
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    • 2001
  • 무선 근거리 지역망(Wireless LAN;WLAN) 환경에서 다중 채널을 이용하여 실시간 서비스를 제공하기 위한 매체 접근제어 계층에서의 채널의 사용 구간 할당 방법을 제안하고, 컴퓨터 모의 실험을 통하여 제한된 방식의 실시간 서비스 지원 성능과 채널의 사용 효율을 분석한다. 제안한 채널 사용 구간 할당 방안은 개선된 매체 접근 제어 프로토콜 RICH-DP (Receiver-Initiated Channel-Hopping with Dual Polling)를 바탕으로 한다. 무선 환경에서 RTS-CTS를 사용하는 프로토콜은 SRMA, MACA, MACAW, IEEE 802.11, FAMA 등이 있다. 최근에 단일 채널을 환경에서 RICH(Receiver Initiated Channel-Mopping) 프로토콜이 제안되었다. RICH는 충돌 회피를 위해서 경쟁 구간에서 충돌 감지(carrier sensing)을 사용한다. RICH는 제한된 어플케이션에 국한되는 단절이 있다. 반면에 RICH-DP는 다중 채널 환경에서 충돌 감지와 특별한 코드(spreading code) 할당 없이 일반화된 충돌 회피를 제공한다. 실시간 서비스를 이용하자 차는 단말들로 하여금 RICH-DP를 사용하여 서비스를 제공할 때, 대역폭에 대한 정보를 AP(Access Point)로 전송토록 함으로써 비경쟁 구간에서 뿐 아니라, 경쟁구간에서도 높은 채널 효율이 얻어질 수 있도록 하고 있다. 제한된 방안의 성능 평가를 위한 모의 실험은 OPNET를 이용하여 실시간 서비스 데이터를 7개의 상태 천이를 갖는 VBR 소스로 모델링하고 비동기 트래픽들은 Poisson 소스로 모델링하여 실시간 서비스 단발들의 이용 대역폭과 채널 처리율과 시스템 지연시간을 성능 평가 인자로 하여 수행하였다. 논문에서 제한된 방법을 적용한 개선된 RICH-DP을 모의 실험을 통하여 분석한 결과 기존의 제한된 RICH-DP는 실시간 서비스에 대한 처리율이 낮아지며 서비스 시간이 보장되지 못했다. 따라서 실시간 서비스에 대한 새로운 제안된 기법을 제안하고 성능 평가한 결과 기존의 RICH-DP보다 성능이 향상됨을 확인 할 수 있었다.

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Procedures of Transform the IDEF3 Process Model of Concurrent Design into CPM Precedence Network Model (동시공학적 설계의 IDEF3프로세스 모델을 CPM Network 모델로 변환하기 위한 절차)

  • 강동진
    • Journal of Korea Society of Industrial Information Systems
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    • v.4 no.2
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    • pp.73-80
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    • 1999
  • A major concern in Concurrent Engineering is the control and management of workload As a general rule, leveling the peak of workload in a period is difficult because concurrent processing is comprised of various processed, including overlapping, paralleling and looping and so on. Therefore workload management with resource constraints is so beneficial that effective methods to analyze design process are momentous. This paper presents a procedure to transform the IDEF3 process model into the precedence network model for more useful assessment of the process. This procedure is expected to facilitate resolving resource constrained scheduling problems more systematically in Concurrent Engineering environment.

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Modeling Traceability Between Software Product Line Requirements and Architecture (소프트웨어 제품 라인의 요구사항과 아키텍처 간 추적성 모델링)

  • Eom, Seokhwan;Kang, Sungwon;Kim, Jingyu;Lee, Seonah
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.11
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    • pp.487-498
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    • 2015
  • Traceability enables software developers to trace up the changes occurring in software artifacts. In software product line, traceability is more complex than traceability in a single product as commonality and variability should be considered. Modeling traceability between features and requirements has been proposed in the past. However, traceability between requirements and architecture has more factors to consider, including many-to-many mappings and hierarchical structure of architectures. This paper proposes a method of systematically constructing platform traceability between platform requirements and platform architecture. This paper also shows the efficacy of the proposed mechanism through case studies.

Clustering-based Hierarchical Scene Structure Construction for Movie Videos (영화 비디오를 위한 클러스터링 기반의 계층적 장면 구조 구축)

  • Choi, Ick-Won;Byun, Hye-Ran
    • Journal of KIISE:Software and Applications
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    • v.27 no.5
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    • pp.529-542
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    • 2000
  • Recent years, the use of multimedia information is rapidly increasing, and the video media is the most rising one than any others, and this field Integrates all the media into a single data stream. Though the availability of digital video is raised largely, it is very difficult for users to make the effective video access, due to its length and unstructured video format. Thus, the minimal interaction of users and the explicit definition of video structure is a key requirement in the lately developing image and video management systems. This paper defines the terms and hierarchical video structure, and presents the system, which construct the clustering-based video hierarchy, which facilitate users by browsing the summary and do a random access to the video content. Instead of using a single feature and domain-specific thresholds, we use multiple features that have complementary relationship for each other and clustering-based methods that use normalization so as to interact with users minimally. The stage of shot boundary detection extracts multiple features, performs the adaptive filtering process for each features to enhance the performance by eliminating the false factors, and does k-means clustering with two classes. The shot list of a result after the proposed procedure is represented as the video hierarchy by the intelligent unsupervised clustering technique. We experimented the static and the dynamic movie videos that represent characteristics of various video types. In the result of shot boundary detection, we had almost more than 95% good performance, and had also rood result in the video hierarchy.

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Sweep-based Free-Form Deformation (스윕기반 자유형상변형)

  • Yoon, Seung-Hyun;Kim, Myung-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.2
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    • pp.40-46
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    • 2005
  • 본 논문에서는 스윕곡면(sweep surface)을 기반으로 복잡한 3차원 물체의 형상을 변형하는 새로운 자유형상 변형(free-form deformation)기법을 제시한다. 본 논문에서 제시한 방법은 기존의 격자점(control lattices)을 조정하는 체적기반의 방법에 비해 스윕기반의 절차적 (procedural) 모델링 기법의 직관성을 활용하여 사용자에게 보다 효율적인 형상변형 기법을 제공한다. 3차원 물체의 정점들은 스윕곡면의 단면(cross-section)에 바인딩(binding) 되어 곡면의 변화에 따라 형상변형을 한다. 본 논문에서 제시한 스윕기반 형상변형 기법은 3차원 물체를 부분적으로 변형하는 기법과 계층구조를 기반으로 전반적인 형상을 변형하는 기법으로 구분된다. 부분적인 형상변형 기법은 스윕곡면을 구성하는 성분의 다단계(multi-level) 표현을 통하여 사용자에게 다중해상도(multi-resolution) 형상변형 기능을 제공한다. 계층구조에 기반한 형상변형 기법은 복잡한 3차원 물체를 위상구조에 따라 여러 계층으로 분할하고, 각 부분의 형상을 근사하는 스윕곡면들을 생성한다. 분할된 각 부분의 정점(vertices)들은 해당 스윕곡면에 바인딩 되어 스윕곡면의 단면의 변화를 따르게 된다. 이러한 상황하에서 스윕곡면들은 3차원 물체의 계층구조에 따라서 서로 상호작용(interaction)을 하게 되고, 결과적으로 3차원 물체의 각부분은 상호반응적 형상변형을 한다. 이러한 계층구조에 기반한 상호반응적 형상변형 기법은 사용자의 의도에 부합하는 보다 사실적이고 기능적인 형상변형을 가능하게 한다. 본 논문에서는 다양한 3차원 물체에 대한 실험을 통해 제시된 방법의 효율성을 입증한다. 결과 막성 사구체병증과 같은 신질환이 발견될 수 있으므로 신조직검사의 적응증에 합당한 경우 적극적인 신조직검사를 시행하여 원인 질환을 찾는 노력이 필요할 것으로 사료된다.. 남아가 75명으로 남녀비는 3.6:1을 보였다. 임상병리학적 분류상 일차성 신증후군이 89명(92.7%), 이차성 신증후군이 7명(7.3%)이었으며 일차성 신증후군에서 minimal change nephrotic syndrome이 71명으로 79.8%, focal segmental glomerulosclerosis 11.2%, mesangial proliferation 4.5%, membranoprolifrative glomeulonephritis 3.4%, membranous nephropathy 1명 1.1%이었으며 2차성 신증후군은 $Henoch-Sch\"{o}nlein$ nephritis가 3례로 가장 많았다. 미세변화 신증후군 71명 중 비재발군이 16명으로 22.5%, 비빈발 재발군 49.3%, 빈발 재발군 18.3%, 스테로이드 의존군 9.9%를 보였다. 결론 : 대전시에서의 신증후군 환아의 발생빈도는 15세이하 소아 10만명당 약 5명으로 추정되었으며 10여 년전과 비교하여 큰 변화를 보이지는 않았다. 또한 저자들의 임상병리학적 연구결과가 다른 문헌에서 보고된 소아 신증후군의 연구결과와 큰 차이를 보이지 않음을 알 수 있었다. 자극에 차이가 있지 않나 추측되며 이에 관한 추후 연구가 요망된다. 총대장통과시간의 단축은 결장 분절 모두에서 줄어들어 나타났으나 좌측결장 통과시간의 감소 및 이로 인한 이 부위의 통과시간 비율의 저하가 가장 주요하였다. 이러한 결과는 차가운 생수 섭취가 주로 결장 근위부를 자극하는

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Developing an XML Schema Design Methodology for Object-Relational Database Applications (객체-관계형 데이터베이스 응용을 위한 XML Schema 설계방법론 개발)

  • Choi Mun-Young;Joo Kyung-Soo
    • Journal of Korea Multimedia Society
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    • v.7 no.9
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    • pp.1208-1218
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    • 2004
  • Nowadays the information exchange based on XML such as B2B electronic commerce is spreading. Therefore a systematic and stable management mechanism for storing the exchanged information is needed. For this goal there are many research activities for centering on relational databases the connection between XML application and databases. But when XML data which has hierarchical structure is stored as relational databases which are expressed as relational information, a set of 2-dimensional table, there is a limitation essentially. Accordingly the modeling methodology for storing such structured information in the form of object-relational databases is needed. In order to build good quality application systems, modeling is an important first step. In 1997, the OMG adopted the UML as its standard modeling language. Since industry has warmly embraced UML, its popularity should become more important in the future. So a design methodology based on UML is needed to develop efficient XML applications. In this paper, we propose a unified design methodology for XML applications based on object-relational database using UML. To reach these goals, first we propose a systematic three step methodology to extract UML, second we introduce a XML modeling methodology to design W3C XML schema using UML and third we propose a data modeling methodology for object-relational database schema to store exchanging XML data efficiently.

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A Cognitive Modeling Approach for Successful Adoption of e-business in the Port-Logistics Industry (인지모델링 기법을 활용한 항만물류산업의 성공적인 e-비즈니스 도입방안에 관한 연구)

  • Lee Hong-Girl;Chu Bong-Sung;Chang Jae-Gon;Lee Cheol-Yeong
    • Journal of Navigation and Port Research
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    • v.30 no.1 s.107
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    • pp.61-66
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    • 2006
  • In order to promote e-business in port-logistics area, many studies have been conducted since then However, despite those studies related to e-business in this area, prominent achievements have not been presented, and moreover, research in academic side has been very rare, comparing to that cf practical side. In this paper, we focus on factors affecting adoption of e-business in the field of port-logistics industry. The purpose of this study is to find the factors which affect adoption of e-business in port logistics industry, and establish its structure, based on a cognitive modeling. To achieve the aim of this research, we framed a cognitive map with empirical data collected from port-logistics firms. And from the results of analysis, some critical points for successful adoption cf e-business in port-logistics industry were suggested.

Realistic and Real-Time Modeling of Numerous Trees Using Growing Environment (성장 환경을 활용한 다수의 나무에 대한 사실적인 실시간 모델링 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.398-407
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    • 2012
  • We propose a tree modeling method of expressing realistically and efficiently numerous trees distributed on a broad terrain. This method combines and simplifies the recursive hierarchy of tree branch and branch generation process through self-organizing from buds, allowing users to generate trees that can be used more intuitively and efficiently. With the generation process the leveled structure and the appearance such as branch length, distribution and direction can be controlled interactively by user. In addition, we introduce an environment-adaptive model that allows to grow a number of trees variously by controlling at the same time and we propose an efficient application method of growing environment. For the real-time rendering of the complex tree models distributed on a broad terrain, the rendering process, the LOD(level of detail) for the branch surfaces, and shader instancing are introduced through the GPU(Graphics Processing Unit). Whether the numerous trees are expressed realistically and efficiently on wide terrain by proposed models are confirmed through simulation.

Structured DEVS Formalism: A Structural Modelling Method of Discrete Event Systems (Structured DEVS Formalism: 이산사건 시스템의 구조적 모델링 기법)

  • Song, Hae-Sang
    • Journal of the Korea Society for Simulation
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    • v.21 no.2
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    • pp.19-30
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    • 2012
  • In recent decades, it has been known that the Discrete Event System Specification, or DEVS, formalism provides sound semantics to design a modular and hierarchical model of a discrete event system. In spite of this benefit, practitioners have difficulties in applying the semantics to real-world systems modeling because DEVS needs to specify a large size of sets of events and/or states in an unstructured form. To resolve the difficulties, this paper proposes an extension of the DEVS formalism, called the Structured DEVS formalism, with an associated graphical representation, called the DEVS diagram, by means of structural representation of such sets based on closure property of set theory. The proposed formalism is proved to be equivalent to the original DEVS formalism in their model specification, yet the new formalism specifies sets in a structured form with a concept of phases, variables and ports. A simplified example of the structured DEVS with the DEVS diagram shows the effectiveness of the proposed formalism which can be easily implemented in an objected-oriented simulation environment.