• Title/Summary/Keyword: 명령어 객체 모델

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Efficient Implementation of the rank Function for Succinct Representation (Succinct 표현을 위한 rank 함수의 효율적인 구현)

  • 김지은;김동규
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10a
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    • pp.715-717
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    • 2004
  • 컴퓨터 상에서 집합, 트리, 그래프 등의 이산 객체(discrete object)는 메모리 주소와 같은 정수 값으로 표현되어 왔다. Succinct 표현(succinct representation)은 이산 객체를 이진화 하여 표현하는 방법으로, 정수 값으로 표현된 이산객체보다 적은 공간에 저장된다. Succinct 표현의 데이터는 이산 객체의 개별적 저장 위치를 파악하기 위해서rank와 select함수가 기본적으로 필요하다. rant와 select함수를 MBRAM 모델 상에서 O(1)시간에 계산하는 알고리즘이 제시되었다. MBRAM 모델은 비트연산을 unit cost로 수행하는 모델이다. 그러나 범용 컴퓨터는 바이트 단위의 기본 명령어를 제공하므로 비트연산을 unit cost에 수행할 수 없다. 본 논문은 범용 컴퓨터에서 효율적으로 rank함수를 구현하는 방법을 제시한다. rank함수의 효율적인 구현은 FM-index 등의 패턴 검색에 유용하다.

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An Interface Technique for Avatar-Object Behavior Control using Layered Behavior Script Representation (계층적 행위 스크립트 표현을 통한 아바타-객체 행위 제어를 위한 인터페이스 기법)

  • Choi Seung-Hyuk;Kim Jae-Kyung;Lim Soon-Bum;Choy Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.33 no.9
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    • pp.751-775
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    • 2006
  • In this paper, we suggested an avatar control technique using the high-level behavior. We separated behaviors into three levels according to level of abstraction and defined layered scripts. Layered scripts provide the user with the control over the avatar behaviors at the abstract level and the reusability of scripts. As the 3D environment gets complicated, the number of required avatar behaviors increases accordingly and thus controlling the avatar-object behaviors gets even more challenging. To solve this problem, we embed avatar behaviors into each environment object, which informs how the avatar can interact with the object. Even with a large number of environment objects, our system can manage avatar-object interactions in an object-oriented manner Finally, we suggest an easy-to-use user interface technique that allows the user to control avatars based on context menus. Using the avatar behavior information that is embedded into the object, the system can analyze the object state and filter the behaviors. As a result, context menu shows the behaviors that the avatar can do. In this paper, we made the virtual presentation environment and applied our model to the system. In this paper, we suggested the technique that we controling an the avatar control technique using the high-level behavior. We separated behaviors into three levels byaccording to level of abstract levelion and defined multi-levellayered script. Multi-leveILayered script offers that the user can control avatar behavior at the abstract level and reuses script easily. We suggested object models for avatar-object interaction. Because, TtThe 3D environment is getting more complicated very quickly, so that the numberss of avatar behaviors are getting more variableincreased. Therefore, controlling avatar-object behavior is getting complex and difficultWe need tough processing for handling avatar-object interaction. To solve this problem, we suggested object models that embedded avatar behaviors into object for avatar-object interaction. insert embedded ail avatar behaviors into object. Even though the numbers of objects areis large bigger, it can manage avatar-object interactions by very efficientlyobject-oriented manner. Finally Wewe suggested context menu for ease ordering. User can control avatar throughusing not avatar but the object-oriented interfaces. To do this, Oobject model is suggested by analyzeing object state and filtering the behavior, behavior and context menu shows the behaviors that avatar can do. The user doesn't care about the object or avatar state through the related object.

Network Security Modeling and Cyber Attack Simulation Using the SES/MB Framework (SES/MB 프레임워크를 이용한 네트워크 보안 모델링 및 사이버 공격 시뮬레이션)

  • 정기찬;이장세;김환국;정정례;박종서;지승도
    • Proceedings of the Korea Society for Simulation Conference
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    • 2000.11a
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    • pp.118-124
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    • 2000
  • 본 논문은 계층 구조적이고 모듈화 된 모델링 및 시뮬레이션 프레임워크를 이용한 네트워크 보안 모델링과 사이버 공격에 대한 시뮬레이션 기법의 연구를 주목적으로 한다. 단순한 네트워크 모델에서의 원인-결과 모델을 대상으로 시뮬레이션 하는 기존의 접근방법과는 달리, 복잡한 네트워크 보안 모델과 모델 기반의 사이버 공격에 대한 시뮬레이션 기법은 아직까지 시도된 바가 없는 실정이다. 따라서, 본 논문에서는 첫째, System Entity Structure/Model Base(SES/MB)을 통하여 계층 구조적, 모듈화, 객체지향적 설계를 하였고 둘째, 해킹 행위의 상세분석을 위해 취약성을 고려한 명령어 수준의 네트워크 보안 모델링 및 시뮬레이션 방법론을 제안하였다. 마지막으로, 사이버 공격 시나리오를 이용한 사례연구를 통하여 타당성을 검증하였다.

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A Context-aware Workflow System for URC Services (URC 서비스를 위한 상황인지 기반의 워크플로우 시스템)

  • Choi, Jong-Sun;Kwak, Dong-Gyu;Choi, Jae-Young;Cho, Yong-Yun
    • Journal of KIISE:Software and Applications
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    • v.37 no.9
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    • pp.676-686
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    • 2010
  • An URC (Ubiquitous Robot Companion) is aimed for providing the best service according to situational information that it recognizes. In order to offer human-friendly and intelligent services, a robot middleware requires the technique to automate and control URC service processes, which are based on context-awareness. In this paper, we propose a context-aware workflow system to provide web services based URC services according to situational information. The proposed system offers a platform-independent command object model to control heterogeneous URCs, and supports web services based context-aware URC services. Therefore, the proposed system can increase the reliability of URC services in ubiquitous network environment, on which the diverse URC robots and platforms exist. And it can enhance the flexibility and adaptability of the functional and structural changes of URC systems.

Development of a Korean Speech Recognition Platform (ECHOS) (한국어 음성인식 플랫폼 (ECHOS) 개발)

  • Kwon Oh-Wook;Kwon Sukbong;Jang Gyucheol;Yun Sungrack;Kim Yong-Rae;Jang Kwang-Dong;Kim Hoi-Rin;Yoo Changdong;Kim Bong-Wan;Lee Yong-Ju
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.8
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    • pp.498-504
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    • 2005
  • We introduce a Korean speech recognition platform (ECHOS) developed for education and research Purposes. ECHOS lowers the entry barrier to speech recognition research and can be used as a reference engine by providing elementary speech recognition modules. It has an easy simple object-oriented architecture, implemented in the C++ language with the standard template library. The input of the ECHOS is digital speech data sampled at 8 or 16 kHz. Its output is the 1-best recognition result. N-best recognition results, and a word graph. The recognition engine is composed of MFCC/PLP feature extraction, HMM-based acoustic modeling, n-gram language modeling, finite state network (FSN)- and lexical tree-based search algorithms. It can handle various tasks from isolated word recognition to large vocabulary continuous speech recognition. We compare the performance of ECHOS and hidden Markov model toolkit (HTK) for validation. In an FSN-based task. ECHOS shows similar word accuracy while the recognition time is doubled because of object-oriented implementation. For a 8000-word continuous speech recognition task, using the lexical tree search algorithm different from the algorithm used in HTK, it increases the word error rate by $40\%$ relatively but reduces the recognition time to half.