• Title/Summary/Keyword: 이벤트-액션

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Design of the Monitoring and Controlling System on Middleware for u-Farm Service (u-Farm 서비스를 위한 미들웨어의 모니터링 및 제어 시스템 설계)

  • Ju, Hui-Dong;Kang, Hyun-Joong;Lee, Meong-Hun;Yoe, Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.7
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    • pp.1321-1328
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    • 2008
  • The monitoring and controlling systems on middleware for agriculture service instead of pigpen is focused on context-awareness and event-centric structure in this paper. By processing and monitoring context information which obtained from a sensor field, the u-Farm middleware is to promptly provide the response for various queries from agriculture's application service. It allows a device to provide optimal ubiquitous farm environment.

Automatic Contents Tracking on Closed-type OSP for Copyright Protection (저작권 보호를 위한 폐쇄형 OSP 콘텐츠 자동 검색 방법)

  • Park, Kyoung-Soo;Kim, Won-Gyum;Kim, Sang-Jin;Yu, Won-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.1449-1452
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    • 2011
  • 본 논문에서는 디지털 콘텐츠의 저작권 보호를 위해 인터넷상의 웹하드나 P2P와 같은 폐쇄형 OSP(Online Service Provider)에서 불법으로 유통되고 있는 콘텐츠를 자동으로 검색하고 다운로드 하는 방법을 제안한다. OSP의 웹 페이지를 파싱(Parsing)하여 태그(Tag)와 유일한(Unique)한 속성 정보를 이용하여 필요로 하는 콘텐츠의 게시 정보를 얻거나 액션을 취해 웹 페이지를 제어한다. 또한, IE(Internet Explorer) 이벤트(Event) 함수에 포함되는 URL 정보를 이용하여 각 제어 단계의 성공 여부를 판단한다. 윈도우 기반 어플리케이션은 해당 윈도우의 컨트롤ID 및 기타 윈도우 속성 정보를 이용하여 제어한다.

Pattern-based Analysis of Ubiquitous Process Design Based on Active Rules (능동형 규칙 기반 유비쿼터스 프로세스 설계의 워크플로우 패턴 분석)

  • Jung, Jae-Yoon;Park, Jong-Hun
    • The Journal of Society for e-Business Studies
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    • v.14 no.1
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    • pp.35-56
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    • 2009
  • Many process modeling techniques, such as Petri-net, UML Activity Diagram, and EPC, are used to design process models. In this paper, we analyze ubiquitous process design based on workflow patterns. In particular, we focus on process design using active rules that have the form of Event-Condition-Action, and deal with the WS-ECA language, which was devised for ubiquitous web services coordination. We first check whether workflow patterns can be designed with ECA rules, and we then provide WS-ECA representations for ECA rules of the patterns. The contribution of this paper is that ECA rule-based process models were presented based on workflow patterns and they can be a guideline for ubiquitous process modeling.

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Experience virtual reality on campus using Unity (유니티를 활용한 캠퍼스 가상현실 체험)

  • Jang, Eun-Gyeom;Youn, Sang-Min;Lim, Woo-Young;An, Daniel;Kim, Hee-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.131-132
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    • 2018
  • 본 프로젝트는 Unity3D Tool 기반의 가상 체험용 VR 프로젝트를 설계하고 개발하였다. 프로젝트의 핵심 기능 및 환경은 게임 제작용 툴인 Unity를 사용하여 웹과 모바일 앱에서 다양하게 접근할 수 있도록 제작하였다. 웹에서는 키보드와 마우스로 제어하고 모바일 앱에서는 자체 컨트롤러 기능을 활용하여 이동 및 제어 처리하였다. 그리고 VR 장치를 활용한 앱 컨트롤러는 시선으로 제어 할 수 있도록 하였다. 프로젝트 활용환경의 공통적인 기능으로는 화면 중앙에 위치한 이동 포인터를 액션 이미지에 일정 시간 올려놓으면 이벤트가 발생하는 레이케스트 기능을 사용하였다. 건물 내부를 표현한 파노라마 이미지는 해당하는 각 장소마다 360' 카메라를 사용하여 촬영하여 기능을 구현하였다. 본 프로젝트는 다양한 네트워크 및 컴퓨팅 환경에서 활용할 수 있는 가상 체험 프로젝트이다. 가상 체험을 통해 가상공간에서 거리, 공간, 시간에 구애받지 않고 학교 소개 및 홍보를 위한 마케팅 효과를 가질 것이다.

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Game-bot detection based on Clustering of asset-varied location coordinates (자산변동 좌표 클러스터링 기반 게임봇 탐지)

  • Song, Hyun Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1131-1141
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    • 2015
  • In this paper, we proposed a new approach of machine learning based method for detecting game-bots from normal players in MMORPG by inspecting the player's action log data especially in-game money increasing/decreasing event log data. DBSCAN (Density Based Spatial Clustering of Applications with Noise), an one of density based clustering algorithms, is used to extract the attributes of spatial characteristics of each players such as a number of clusters, a ratio of core points, member points and noise points. Most of all, even game-bot developers know principles of this detection system, they cannot avoid the system because moving a wide area to hunt the monster is very inefficient and unproductive. As the result, game-bots show definite differences from normal players in spatial characteristics such as very low ratio, less than 5%, of noise points while normal player's ratio of noise points is high. In experiments on real action log data of MMORPG, our game-bot detection system shows a good performance with high game-bot detection accuracy.

Game Programming of Digital Television Using OSD Middleware (OSD를 이용한 DTV용 게임 설계 및 구현)

  • Kim, Se-Young;Kim, Jang-Hyeon;Kim, Dae-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.249-256
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    • 2011
  • Since various applications is converged in digital televisions, playing game on DTV will be available in the immediate future. Game programming of DTV is more difficult than that of PC in a viewpoint of game development. Since TV use very simple remote controller as user interface, mapping type, choice type, and one-button type are used among mobile game user interfaces. In addition, we suggest to use text class, numeral class, bitmap class, and shape class of DTV OSD middleware which is proven software, instead of developing new DTV-oriented game engine. The proposed interfaces can be applied in various game situations and allow intuitive and fast operations. By using OSD middleware, game actions can be subdivided into state structures, OSD objects can be used as game objects, and events and actions of remote controller keys are easily defined.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Active Network Management System with Automatic Generation of Network Management Program using Triggers (트리거를 이용한 네트워크관리프로그램 자동생성 기능을 가진 능동적인 네트워크 관리 시스템)

  • Shin, Moon-Sun;Lee, Myong-Jin
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.19-31
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    • 2009
  • Network management involves configuring and operating various network elements in a suitable manner. Generally, a network management system can perform basic functionalities such as configuration management, performance management, and fault management. Due to the open structure of the Internet, the volume of network traffic and the network equipment used have increased in size and complexity. Therefore, it is expensive and time consuming to develop a network management program for heterogeneous network equipment in an SNMP.based network. In order to facilitate the management of network environments and the control of heterogeneous devices in an efficient manner, we propose an Active Network Management System (ANMS) comprising an automatic generator that uses triggers to generate a network management program. The concept of triggers can be represented through event condition action rules performed in response to a change in the status of a network environment. The proposed ANMS comprises basic components for real time network management and also includes an automatic generator (AG). When the ANMS is monitoring network elements that are newly added or changed, a trigger rule is activated and these components are then able to collaborate and automatically generate a new network management program by using the information provided along with the SNMP libraries. Our method is useful for expanding the network structure and replacing network equipment. Through experiments, we have proved that our ANMS is useful when new network objects are added or changed in the network environment to expand the network structure. Further, we have verified that our ANMS system reduces the time and cost required to develop a network management program as compared to the manual method used in existing network management systems.

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Pedestrian Multi-Agent Model in College Town Streets (대학촌 가로의 보행환경 개선을 위한 보행자 멀티에이전트(Pedestrian Multi-Agent) 모델링)

  • Moon, Tae-Heon;Han, Soo-Chel;Sung, Han-Uk;Jeong, Kyeong-Seok
    • Journal of the Korean Association of Geographic Information Studies
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    • v.9 no.2
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    • pp.194-205
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    • 2006
  • The purpose of this study is to develop a pedestrian multi-agent model and simulation system using multi-agent theory, which may be utilized as a planning support system for building a comfort and safe environment of pedestrian street. Differing from existing pedestrian models, however, every single pedestrian was regarded as an individual agent in the model. Multiple agents like multiple pedestrians in the street then maintain their own characteristics and respond to surrounding environment. In addition their moving behavior are made by their own decision rules that they have or had acquired through the interactive communications or learning between agents like real world. After verifying the model validation, as the $R^2$ between the predicted value and observed value was up to 0.781, the developed model was applied to Gazwa district within Gyeongsang university village. The simulation system was developed by Flash MX action scripts and the physical environment of the streets was configured with the digital map and ArcGis within computer virtual space. The attribute data of buildings such as type and size of commercial business were collected through the field survey and combined with physical features. Then the effect of the variation of building attractiveness and the occurrence of street events to pedestrian environment were simulated. Through the experiments this study could make suggestions to improve pedestrian environment.

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Features of Korean Webtoons through the Statistical Analysis (웹툰 통계 분석을 통한 한국 웹툰의 특징)

  • Yoon, Ki-Heon;Jung, Kiu-Ha;Choi, In-Soo;Choi, Hae-Sol
    • Cartoon and Animation Studies
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    • s.38
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    • pp.177-194
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    • 2015
  • This study that had been conducted two months by a research team of Pusan National University at the request of Korea Manwha Contents Agency in Dec. 2013 is about the statistical analysis on 'Korean Webtoon DB and its Flow Report' which resulted from the complete survey of Korean webtoons which had been published with payment in official media from early 2000 to 2013. Webtoon which means the cartoons published on web has become a typical type of Korean cartoons and has developed into a main industry since 2000s when traditional published cartoons had declined and social environments had changed. Today, it represents cultural contents in Korea. This study collected the webtoons officially published in media with payment, among Korean webtoons having been published from the early 2000s to Jan. Based on the collected data, it analyzed the general characteristics of webtoons, including cartoonists, the number of cartoons, distribution chart of each media, genre, and publication cycle. According to the data analysis and statistics, a great deal of Korean webtoons are still published in main portal websites, but their platform is being diversified and a webtoon's publication cycle tends to be shortened. In terms of genre, traditional popular genres, such as drama, comic, fantasy, and action, are still popular, and the genres of history, sports, and food are on the rise along with a social trend. Regarding webtoon application, such events as relay webtoon and brand webtoon, and a new type of webtoon featuring PPL commercialism appear. Such phenomena can realize the common profits of cartoonists, media, and ordering bodies, and are various trials to test the possibility of webtoons. In addition, what needs to pay attention on in the expansion of webtoons is increasing webtoons for adults. The study subjects are the webtoons published with payment, excluding free webtoons. However, this study failed to collect the webtoons published on the online websites already closed, and the lost information on cartoonists and their lost webtoons, and it is necessary to conduct a complete survey on all webtoons including free ones. Despite the limitations, this study is meaningful in the points that it categorized and analyzed Korean webtoons accoridng to official media, webtoons, cartoonists, and genres and that it provided a fundamental material to understand the current conditions of webtoons. It is expected that this study will be able to contribute to activating more research on webtoons and producing more supplementary data which will be used for the Korean cartoon industry and academia.