• Title/Summary/Keyword: 상속

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The Knowledge Definition Language and Knowledge Creation for Knowledge Base Construction (지식베이스 구축을 위한 지실정의 언어와 지식생성)

  • 김창화;백두권
    • Journal of the Korean Operations Research and Management Science Society
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    • v.14 no.2
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    • pp.27-42
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    • 1989
  • REA (Restricted Entity Aspect) model is a knowledge representation model to classify the aspect type, the EA model component, into five aspects (IS-A-aspect, A-PART-OF aspect, attribute aspect, role aspect, and operation aspect). EATPS, the knowledge representation system, consists of user interface module, knowledge creation module, instance management module, schema management module, and integrity checking module. EATPS creates and manages interactively REA model based knowledge base. This paper shows the structure and functions of EATPS, the design and interactive construction of the knowledge definition language EAKDL, the functions and algorithm of class creation module, and the functions and algorithm of instance creation module to include inheritance inference mechanism.

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Role Graph Security Management Model based on Lattice (격자기반 역할그래프 보안 관리 모델)

  • Choi, Eun-Bok;Park, Ju-Gi;Kim, Jae-Hoon
    • Journal of Internet Computing and Services
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    • v.7 no.5
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    • pp.109-121
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    • 2006
  • In this paper, we suggest lattice based role graph security management model which changes security level in mandatory access control model as well as constraint and role hierarchy systematically in role base access control model. In this model, we solved privilege abuse of senior role that is role graph model's problem, and when produce conflict between privileges, we can keep integrity of information by reseting grade of subject through constraint. Also, we offer strong security function by doing to be controlled by subject's security level as well as privilege inheritance by role hierarchy, Finally, we present the role graph algorithms with logic to disallow roles that contain conflicting privileges.

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A Visualization Technique for Cyclic Queries in the Graphical Object Query Language OGQL (그래픽 객체 질의어 OGQL에서 순환적 질의의 시각적 표현 기법)

  • 정태성;안명상;조완섭
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.1
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    • pp.112-120
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    • 2003
  • We propose a graphical object query language called OGPL (Odysseus Graphical Query Language) for Odysseus object databases. By employing simple graphical notations, OGQL provides a user friendly database interface for object databases. OGQL provides a simple graphical notation for advanced features of the object queries such as path expressions including cycles (cyclic queries). Cyclic queries have not been handled in the previous graphical query languages because of their complexity and ambiguity in devising appropriate graphical notations. GOQL also provides a graphical notation for inheritance hierarchy. Since OGQL has been implemented in Java and JDBC standard interface, users can access the remote databases in a web environment and the system has platform-independent architecture.

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Multimedia data processing using object-orient theory (객체지향 이론을 적용한 멀티미디어 데이터 처리)

  • 김홍섭
    • Journal of the Korea Society of Computer and Information
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    • v.5 no.2
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    • pp.1-6
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    • 2000
  • According as the Internet has expanded. technology of multimedia has developed, information has been expressed and provided in many ways, and users have been faced with various forms of data. However, data process probable has many problems from the developer's point of view. The Problem of compatibility caused by the different data structure in the media and multimedia such as sound, image, video and so forth. Even if they have the same structure requires the more task to the developers, makes developer work more. The object oriented theory has recently come to the fore as the effectual solution to this problem. This paper provides how to Proceed multimedia data more effectively by using inheritance and polymorphism, which come from the main concept of object oriented theory, and shows the example of then applied to the development of a game program.

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Information Relation Abstraction Method of Objects for Component Modeling (컴포넌트 모델링을 위한 객체의 정보관계 추상화 방법)

  • Lim, Myung-Jae;Lee, Ki-Young;Kwon, Young-Man;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.75-81
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    • 2009
  • In this paper, we propose component modeling method using object-oriented design information. it will be supplied to simplify and specify the relationship between informations that to be developed technology based on clustering, encapsulation and inheritance concepts. Also, we propose abstraction method, it will be support to understanding information relation, and it can modeling on system level without particular domain through dividing common service by reuse unit. Thus It is possible reusability and scalability by this concept, and shorten development period and enhance quality.

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An XML Compiler Generator using Object Oriented Attribute Grammar and SML (객체지향 속성 문법과 SML을 이용한 XML 컴파일러 생성기)

  • Choi, Jong-Myung;Yoo, Chae-Woo
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.149-158
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    • 2004
  • XML as a standard for representing data and document structure is widely used in every area, and we have to write XML compilers which process the XML documents according to a user's intention. Because it takes time and costs to write XML compilers by hand, we need some generators that automatically generate XML compilers. In this paper, we introduce an XML compiler generator named XCC. It reads DTD and semantic rules, and it generates XML compiler and Java classes which correspond to the elements defined in the DTD.

A Design and Implementation of Mobile Game Bumple Based on Windows Phone (Windows Phone 기반의 모바일 게임 Bumple 설계 및 구현)

  • Lee, Won-Joo;Hong, Jun-Ho;Kim, Jung-Woo;Jo, Min-Hyung;Park, Min-Ji;Choo, Ji-Hyun;So, Jin-Su;Kim, Ji-Eun;Lee, Ye-Ji
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.49-50
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    • 2014
  • 본 논문에서는 Windows Phone 기반의 모바일 게임 Bumple을 설계하고 구현한다. 이 게임은 XNA Framework를 사용하여 개발하기 때문에 상속받은 코드들을 자동으로 생성하고, 게임 개발 관련 콘텐트 리소스의 등록 및 게임 로직을 메소드로 구현한다. 이 게임의 특징은 슈팅(shooting), 이미지(image), 스토리(story) 등의 3개 요소를 고려하여 행성들의 다양한 특징을 살려 스토리를 구성한다. 또한 Planimal이라는 가상캐릭터를 도입하여 행성에 나타난 탐사로봇과 대적하여 스테이지를 클리어 한다.

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Determinants of the Demand for Cash-Value Life Insurance (저축성 보험 보유 및 보유액에 영향을 미치는 요인 분석)

  • Baek Eun-Young;Joung Soon-Hee
    • Journal of Families and Better Life
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    • v.23 no.3 s.75
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    • pp.217-230
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    • 2005
  • The purpose of this study was to examine factors related to the purchase of cash-value life insurance of households. Based on human capital and bequest motive theories of the demand for life insurance, this study developed a conceptual model of the demand for life insurance of households. In addition, in order to capture the beneficiaries' preference and expected lifetime utility, expected future financial needs were included in the conceptual model. Using Heckit analysis, the model was estimated by two stages. The results supported that human capital, bequest motives and expected future financial needs were significant factors on both decision to have insurance and the mont of insurance. Specifically, if the household's head expected to have a higher potential in the future, the household was more likely to have insurance. If a household had dependents, the household was more likely to have insurance. As income or monthly expenditure increased, the probability of haying insurance and the amount of the insurance increased However, savings or social insurance were positively related to the purchase of insurance.

A Comparative study on Caregiving and Inheritance patterns; Korea vs. U.S.A (비교문화적 관점에서 본 노부모부양과 재산상속의식: 한국과 미국의 비교)

  • 조병은
    • Journal of Families and Better Life
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    • v.15 no.4
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    • pp.125-136
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    • 1997
  • The present study compares motives for caregiving, actual caregiving provision, care expectation from children in old age, and the connections between caregiving and inheritance distribution patterns as perceived by caregiving daughters/daughters-in-law and their care-receiving mothers/mothers-in-law between Korea and the United States. The results indicated that there was no difference in caregiving motives between Korean and American children while American mothers/mothers-in-law perceived significantly lower obligatory caregiving motives than their Korean counterparts. Also, both Korean children and their mothers/mothers-in-law reported higher level of care provision than their counterparts. The level of caregiving expectation from their children in old age among Korean elders was significantly different from those of American elders while no differences were found between Korean and American children. Finally, both Korean children and their mothers/mothers-in-law were more likely to endorse distributing larger shares of inheritance to the child who cared for his/her mothers/mothers-in-law than American counterparts. On the other hand, American subjects were more likely to accept the notion of equal distribution of inheritance. Overall, this cross-cultural study showed the cultural differences in caregiving and inheritance patterns between Korean and American subjects exhibiting salient difference among the older generation.

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Neural -Q met,hod based on $\varepsilon$-SVR ($\varepsilon$-SVR을 이용한 Neural-Q 기법)

  • 조원희;김영일;박주영
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2002.12a
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    • pp.162-165
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    • 2002
  • Q-learning은 강화학습의 한 방법으로서, 여러 분야에 널리 응용되고 있는 기법이다. 최근에는 Linear Quadratic Regulation(이하 LQR) 문제에 성공적으로 적용된 바 있는데, 특히, 시스템모델의 파라미터에 대한 구체적인 정보가 없는 상태에서 적절한 입력과 출력만을 가지고 학습을 통해 문제를 해결할 수 있어서 상황에 따라서 매우 실용적인 대안이 될 수 있다. Neural Q-learning은 이러한 Q-learning의 Q-value를 MLP(multilayer perceptron) 신경망의 출력으로 대치시킴으로써, 비선형 시스템의 최적제어 문제를 다룰 수 있게 한 방법이다. 그러나, Neural Q방식은 신경망의 구조를 먼저 결정한 후 역전파 알고리즘을 이용하여 학습하는 절차를 취하기 때문에, 시행착오를 통하여 신경망 구조를 결정해야 한다는 점, 역전파 알고리즘의 적용으로 인해 신경망의 연결강도 값들이 지역적 최적해로 수렴한다는 점등의 문제점을 상속받는 한계가 있다. 따라서, 본 논문에서는 Neural-0 학습의 도구로, 역전파 알고리즘으로 학습되는 MLP 신경망을 사용하는 대신 최근 들어 여러 분야에서 그 성능을 인정받고 있는 서포트 벡터 학습법을 사용하는 방법을 택하여, $\varepsilon$-SVR(Epsilon Support Vector Regression)을 이용한 Q-value 근사 기법을 제안하고 관련 수식을 유도하였다. 그리고, 모의 실험을 통하여, 제안된 서포트 벡터학습 기반 Neural-Q 방법의 적용 가능성을 알아보았다.