• Title/Summary/Keyword: 지도 엔진 모듈

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Implementation of Distributed Image Filter Engine By CORBA (CORBA를 사용한 이미지 필터 분산 엔진의 개발)

  • 정명진
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04a
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    • pp.748-750
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    • 2002
  • 본 논문에서는 이미지 필터 모듈을 CORBA를 사용하여 분산 엔진으로 구현하는 방법에 대한 연구를 수행하였다. 이미지 필터 모듈들은 영상 처리 과정에서 기본적으로 응용되는 전처리 모듈로서 원 영상을 목적에 따라 변형시키는 기능을 수행하며, 다양한 어플리케이션에서 여러 플렛폼으로 빈번하게 구현되곤 한다. 이 연구에서는 각각 독립 적으로 구현된 이미 지 필터 모듈을 CORBA를 사용한 분산 서버로 구축함으로서 , 다양한 종류의 플랫폼에서 구현된 여러 어플리케이션들이 이미지 필터 기본 모듈들을 별도의 구현 없이 쉽게 사용할 수 있도록 하였다.00

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A Dynamic Update Engine of IPS for a DoS Attack Prevention of VoIP (VoIP의 DoS공격 차단을 위한 IPS의 동적 업데이트엔진)

  • Cheon, Jae-Hong;Park, Dea-Woo
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.6 s.44
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    • pp.165-174
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    • 2006
  • This paper attacked the unknown DoS which mixed a DoS attack, Worm and the Trojan horse which used IP Source Address Spoofing and Smurf through the SYN Flooding way that UDP, ICMP, Echo, TCP Syn packet operated, the applications that used TCP/UDP in VoIP service networks. Define necessity of a Dynamic Update Engine for a prevention, and measure Miss traffic at RT statistics of inbound and outbound parts in case of designs of an engine at IPS regarding an Self-learning module and a statistical attack spread, and design a logic engine module. Three engines judge attack grades (Attack, Suspicious, Normal), and keep the most suitable filtering engine state through AND or OR algorithms at Footprint Lookup modules. A Real-Time Dynamic Engine and Filter updated protected VoIP service from DoS attacks, and strengthened Ubiquitous Security anger, and were turned out to be.

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Objective Mobile GIS Engine Using R-tree (모바일 GIS 엔진을 이용한 목적형 지도 서비스)

  • Kang, Dong-Woo;Park, Su-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.589-590
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    • 2010
  • Recently, as various smart phones released smart phones are becoming popular.Accordingly, the growing interest in mobile information service or advertising serviece, and attention has been concentrated in the mobile environment. These servieces should be carried out smoothly in the all situation (cannot access mobile Wi-Fi networks and 3G services), and should have the uniqueness that is fit for purpose. In this papaer, module for a particular purpose of the foundation of specialized location-based map services was implemented using a Packing R-tree by using a GIS engine based on Microsoft Window Mobile and Android operating system without communication device like 3G or Wi-Fi.

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A Impact of Technological Regime of Game Engine upon Game Development Performance (게임 엔진의 기술 체제에 따른 게임 개발 성과 차이에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.79-91
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    • 2010
  • The research empirically analyzes the impact of technological regime of game engine upon game development performance. The results indicate that, first, technological regime of game engine determines game's genre distribution. Secondly, user friendly game engine regime(modular, generic and integrated API engine) induces higher genre diversity and lower genre concentration ratios. Thirdly, user friendly game engine regime(modular, generic and integrated API engine) is becoming more applied recently. Fourthly, innovation types and price types of game engine do not influence upon game engine trades. Those results point out that game engine's technological regime influences directly game development application and user friendly regime is increasingly more standardized.

Design and Implementation of Engine to Control Characters By Using Machine Learning Techniques (기계학습 기법을 사용한 캐릭터 제어 엔진의 설계 및 구현)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.79-87
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    • 2006
  • This paper proposes the design and implementation of engine to control characters by using machine teaming techniques. Because the proposed engine uses the context data in the rum time as the knowledge data, there is a merit which the player can not easily recognize the behavior pattern of the intelligent character. To do this, the paper proposes to develop the module which gathers and trains the context data and the module which tests to decide the optimal context control for the given context data. The developed engine is ported to FEAR and run with Quake2 and experimented far the correctness of the development and its efficiency. The experiments show that the developed engine is operated well and efficiently within the limited time.

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One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.

A Workflow Determinacy Decision Mechanism (워크플로우 결정성 판단 메커니즘)

  • Chung, Woo-Jin;Kim, Kwang-Hoon
    • Journal of Internet Computing and Services
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    • v.10 no.3
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    • pp.1-8
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    • 2009
  • The primary tasks of a workflow management system specify workflow models with respect to resource, control-flow, data-flow, functional, and operational perspectives, and to enact their workcases (workflow instances). In terms of enacting workflow models, the essential criterion grading the quality of the system is "how much is the system able to guarantee the correctness of workflow models' enactment?". Particularly, the workflow determinacy problem, which may be caused by the interference of the control-flow and the data-flow specifications, is the most challenging issue in guaranteeing the correctness of the system. We are able to solve the problem by either of the following two approaches-analysis of workflow model and verification of workflow enactment. In the paper, we propose a technique that guarantee the system's correctness through verifying workflow enactment. In other words, the technique is able to detect the conflicts of control-flow and data-flow enactments existing on a workflow model, which causes the system to be non-determinant in enacting workflow models. Finally, by applying the technique to the e-Chautauque workflow management system developed by the authors' research group, we prove that the technique is a feasible solution for the workflow determinacy problem.

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Technological regime, innovation of game engine as market transaction factors (시장 거래의 요인으로서 게임엔진의 기술체제와 기술혁신)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.59-68
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    • 2009
  • This study empirically analyzes game engine supplier's licensing strategy connected with supplier's technological regime and technological innovation. The results show that game engine supplier's technological regime is heterogeneously differentiated and it's user friendliness increases. "User Friendliness" of supplier's technological regime enables supplier's efficient technological transfer and increases supporting capability. Technological knowledge factors such as modularity of game engine structure, generic capability, codifiability of tacit game engine knowledge and degree of innovation turn incomplete technological market into efficient technological market by increasing supporting capability and by reducing transaction cost.

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A Case Study on the Development for P2P Network Connection Module by using Virtools Engine (Virtools 엔진을 이용한 P2P 네트워크 접속 모듈 개발에 관한 사례 고찰)

  • Chae, Heon-Joo;Kyung, Byung-Pyo;Ryu, Seuc-Ho
    • Journal of Korea Game Society
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    • v.6 no.1
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    • pp.11-20
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    • 2006
  • It is necessary that the developer has advanced programming skill for development of network or online game. It takes a lot of time and effort to learn the professional knowledge and program for network communication. We show the case analysis for development for network or online game by developing P2P connection module based on the Virtools engine. It should profitable to reduce the development time and cost.

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A study on Interaction of IKE protocol engine in IPsec System (IPsec 시스템에서 IKE 프로토콜 엔진의 연동에 관한 연구)

  • 이형규;나재훈;손승원
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.12 no.5
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    • pp.27-35
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    • 2002
  • In this paper, we present the structure and interaction flow between IKE server and the other modules for our IPsec System's efficiency. Our IPsec systems have several components for IP-based end-to-end security services. They are IKE, SADB and SPDB and so on, not to speak of IPsec Protocol Engine. Therefore the efficient interaction structure between them has an much influence on total system efficiency. Especially, in case of IPsec engine integrated with kernel, it is very important how IPsec engine can refer to SPDB and SADB entries efficiently according to the location of the implementation of SPDB and SADB. To solve the above problem, we use the SPI generated by IKE. Finally, we propose the interaction structure between IKE server and the other modules according to the optimization for referring to SPDB and SADB entries.