• Title/Summary/Keyword: 평가객체

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Pattern Analysis for Safety Evaluation System of Groundwater Well Based on Object Oriented Spatial Model (객체지향 공간 모델에 기반한 지하수 관정 안전도 평가 시스템을 위한 유형적 분석)

  • Lee, Jae-Bong;Kwak, Hoon-Sung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.893-900
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    • 2004
  • This paper is to define the method that develops the software In proper to application areas of Geographic Information Systems and design patterns according to functions and roles that implement the system for safety evaluation of the groundwater well based on an object oriented spatial model. In order to design the user interface of the groundwater well, this paper proposes the framework that should classify only requisite components adaptable to various application areas. By specifying De pattern appropriate to the application domain and designing the analysis pattern using the UML based on the object oriented methodology. this paper shah contribute to enhance the reuse of components that can develop and distribute a .large scale open system.

Development of polygon object set matching algorithm between heterogeneous digital maps - using the genetic algorithm based on the shape similarities (형상 유사도 기반의 유전 알고리즘을 활용한 이종 수치지도 간의 면 객체 집합 정합 알고리즘 개발)

  • Huh, Yong;Lee, Jeabin
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.1
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    • pp.1-9
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    • 2013
  • This paper proposes a matching algorithm to find corresponding polygon feature sets between heterogeneous digital maps. The algorithm finds corresponding sets in terms of optimizing their shape similarities based on the assumption that the feature sets describing the same entities in the real world are represented in similar shapes. Then, by using a binary code, it is represented that a polygon feature is chosen for constituting a corresponding set or not. These codes are combined into a binary string as a candidate solution of the matching problem. Starting from initial candidate solutions, a genetic algorithm iteratively optimizes the candidate solutions until it meets a termination condition. Finally, it presents the solution with the highest similarity. The proposed method is applied for the topographical and cadastral maps of an urban region in Suwon, Korea to find corresponding polygon feature sets for block areas, and the results show its feasibility. The results were assessed with manual detection results, and showed overall accuracy of 0.946.

DTV Interactive Advertisement Authoring Tool Using Sketch Input and Evaluation Function (사용자 스케치 입력과 평가 함수를 이용한 디지털방송용 양방향광고 생성 도구)

  • Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.39-50
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    • 2010
  • Interactive broadcasting service using wired/wireless Internet return channel has strong ripple effect. It allows the audiences to participate actively to the program they are watching, and communicating. This paper develops an authoring tool that makes an object-formed interactive advertisement from extracted areas of the advertising object the user specified in TV programs. In the authoring tool, the advertisement producer specifies the target object subjectively and the selected object keeps moving here and there repeatedly. Therefore, it is hard to make an object-formed interactive advertisement with existing tools. This paper suggests sketch-based interface technique for extracting advertising objects, and also provide evaluation functions to correct any sketch error. This paper also converts the area of object into MPEG-4 BIFS codes for authoring the object-formed interactive advertisement.

Implementation and Performance Analysis of Pointer Swizzling Method for Effective Access to Complex Objects (복합 객체의 효율적인 접근을 위한 포인터 스위즐링 방법의 구현 및 성능 분석)

  • Min, Jun-Gi;Gang, Heum-Geun;Lee, Seong-Jin;Jeong, Jin-Wan
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.395-404
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    • 1999
  • 포인터 스위즐링 기법은 포인터 스위즐링과 언스위즐링으로 이루어지며, 포인터 스위즐링은 객체 접근 시 객체 식별자를 해당 객체의 메모리 주소로 교체하는 것을 말하며, 언스위즐링은 객체 교체 또는 객체 저장 시에 스위즐링된 포인터를 원래의 객체 식별자로 환원하는 것을 말한다. 본 연구에서는 시스템 버퍼 구조에 따라 여러 포인터 스위즐링 기법을 분류하여 장단점을 분석하였으며, 이중 버퍼 구조 상에서 적극/소극, 직접/간접 스위즐링, 언스위즐링 모듈을 설계, 구현하였다. 또한 제한된 크기의 객체 버퍼 상에서 각 포인터 스위즐링 모듈의 성능을 평가하였다. 이 성능 평가의 결과로는 사용하지 않는 포인터는 스위즐링하지 않으며 언스위즐링 부담이 적은 소극 간접 스위즐링 기법이 일반적으로 뛰어난 성능을 나타냄을 알 수 있게 되었다.Abstract The pointer swizzling methods consist of pointer swizzling and unswizzling. Pointer swizzling replaces the OID of a object to the memory address of the object at object access time and unswizzling replaces the swizzling pointer of the OID at object replacement time or object save time. In this research, the different techniques for pointer swizzling are classified according to the system buffer structure and analyzed the pros and cons. In addition, eager/lazy, direct/indirect swizzling, unswizzling modules are designed and implemented on a dual buffering structure. Also, we evaluate the performance of pointer swizzling modules on the restricted object buffer size. The results of performance evaluation show that the performance of lazy indirect pointer swizzling technique is generally good because unused pointers are not swizzled, and unswizzling overhead is minimized.

Automatic Object Extraction from Electronic Documents Using Deep Neural Network (심층 신경망을 활용한 전자문서 내 객체의 자동 추출 방법 연구)

  • Jang, Heejin;Chae, Yeonghun;Lee, Sangwon;Jo, Jinyong
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.11
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    • pp.411-418
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    • 2018
  • With the proliferation of artificial intelligence technology, it is becoming important to obtain, store, and utilize scientific data in research and science sectors. A number of methods for extracting meaningful objects such as graphs and tables from research articles have been proposed to eventually obtain scientific data. Existing extraction methods using heuristic approaches are hardly applicable to electronic documents having heterogeneous manuscript formats because they are designed to work properly for some targeted manuscripts. This paper proposes a prototype of an object extraction system which exploits a recent deep-learning technology so as to overcome the inflexibility of the heuristic approaches. We implemented our trained model, based on the Faster R-CNN algorithm, using the Google TensorFlow Object Detection API and also composed an annotated data set from 100 research articles for training and evaluation. Finally, a performance evaluation shows that the proposed system outperforms a comparator adopting heuristic approaches by 5.2%.

Explosion Casting: An Efficient Selection Method for Overlapped Virtual Objects in Immersive Virtual Environments (몰입 가상현실 환경에서 겹쳐진 가상객체들의 효율적인 선택을 위한 펼침 시각화를 통한 객체 선택 방법)

  • Oh, JuYoung;Lee, Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.11-18
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    • 2018
  • To interact with a virtual object in immersive virtual environment, the target object should be selected quickly and accurately. Conventional 3D ray casting method using a direction of user's hand or head allows the user to select an object quickly. However, accuracy problem occurs when selecting an object using conventional methods among occlusion of objects. In this paper, we propose a region of interest based selection method that enables to select an object among occlusion of objects using a combination of gaze tracking and hand gesture recognition. When a user looks at a group of occlusion of objects, the proposed method recognizes user's gaze input, and then region of interest is set by gaze input. If the user wants to select an object among them, the user gives an activation hand gesture. Then, the proposed system relocates and visualizes all objects on a virtual active window. The user can select an object by a selecting hand gesture. Our experiment verified that the user can select an object correctly and accurately.

A Metrics-Based Approach to the Reorganization of Class Hierarchy Structures (클래스계층구조의 품질평가척도를 기반으로 하는 재구성기법)

  • Hwang, Sun-Hyung;Yang, Hea-Sool;Hwang, Young-Sub
    • The KIPS Transactions:PartD
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    • v.10D no.5
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    • pp.859-872
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    • 2003
  • Class hierarchies often constitute the backbone of object-oriented software. Their quality is therefore quite crucial. Building class hierarchies with good qualify is a very important and common tasks on the object oriented software development, but such hierarchies are not so easy to build. Moreover, the class hierarchy structure under construction is frequently restructured and refined until it becomes suitable for the requirement on the iterative and incremental development lifecycle. Therefore, there has been renewal of interest in all methodologies and tools to assist the object oriented developers in this task. In this paper, we define a set of quantitative metrics which provide a wav of capturing features of a rough estimation of complexity of class hierarchy structure. In addition to, we suggest a set of algorithms that transform a original class hierarchy structure into reorganized one based on the proposed metrics for class hierarchy structure. Furthermore, we also prove that each algorithm is "object-preserving". That is, we prove that the set of objects are never changed before and after applying the algorithm on a class hierarchy. The technique presented in this paper can be used as a guidelines of the construction, restructuring and refinement of class hierarchies. Moreover, the proposed set of algorithms based on metrics can be helpful for developers as an useful instrument for the object-oriented software development.velopment.

3D Audio Rendering Method based on 3D Video Information for 3DTV (3DTV 향 3D 영상 정보를 이용한 3D 오디오 원근감 재현 기술)

  • Kim, Sunmin;Lee, Young Woo;Kim, SeungHun;Lee, SeungSu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.204-207
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    • 2011
  • 본 논문에서는 3DTV 의 입체감 향상을 위한 3D 음향의 원근감 재현 기술을 제안한다. 먼저, 3D 영상 객체의 깊이를 추출하고 영상 객체의 깊이에 따라 오디오 객체의 거리감을 조절한다. 오디오 거리감 재현을 위해 필요한 오디오 깊이 인자는 3D 영상의 좌/우 이미지의 차이 정보로부터 오디오에 맞도록 비선형 변환을 통해 구해진다. 3D 오디오 재현 알고리즘은 기존의 서라운드 입체음향 기술과 원근감 재현 기술로 구성된다. 원근감 재현 기술은 추정된 오디오 깊이 인자에 따라 신호크기, 초기 반사음, 근거리 머리전달함수, 위상 제어를 통해서 구현된다. 특히, 3D 영상 객체가 화면 앞으로 튀어 나올 때 소리도 튀어나오도록 함으로써 3D 영상 객체와 연동되는 입체 음향을 효과를 통해 3D 방송 시청 시 오디오/비디오 입체감을 향상시켜준다. 상용화된 3DTV 를 활용하여 음질 평가 전문가들의 주관 청취 평가를 통해 제안한 원근감 재현 기술이 3D 방송 시청에 적합함을 검증한다.

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Practical Datasets for Similarity Measures and Their Threshold Values (유사도 측정 데이터 셋과 쓰레숄드)

  • Yang, Byoungju;Shim, Junho
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.97-105
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    • 2013
  • In the e-business domain where data objects are quantitatively large, measuring similarity to find the same or similar objects is important. It basically requires comparing and computing the features of objects in pairs, and therefore takes longer time as the amount of data becomes bigger. Recent studies have shown various algorithms to efficiently perform it. Most of them show their performance superiority by empirical tests over some sets of data. In this paper, we introduce those data sets, present their characteristics and the meaningful threshold values that each of data sets contain in nature. The analysis on practical data sets with respect to their threshold values may serve as a referential baseline to the future experiments of newly developed algorithms.

Indexing of Interval Data of RFID Tag Objects (RFID태그 객체의 간격 데이터 색인)

  • 이기형;반재훈;김동현;홍봉희
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.82-84
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    • 2004
  • 최근 유비쿼터스 환경에서 객체에 태그를 장착하여 위치를 추적하는 응용분야가 늘어가고 있는 추세이며, 이러한 응용에서 빈번히 사용되는 질의는 객체의 위치를 찾는 find와 특정 위치의 객체를 찾는 look질의가 있다. 두 질의에서 처리되는 데이터는 시간과 공간을 포함한 다차원 대용량 데이터이며 과거 및 현재 상태의 검색을 지원해야 하므로 효율적인 질의 처리를 위해서는 태그 객체를 위한 새로운 데이터 모델과 색인이 필요하다. 본 논문에서는 태그 객체를 간격 데이터로 정의하고 과거 및 현재 데이터에서 find와 look질의를 처리할 수 있는 색인 구조를 제안한다. 제안하는 색인에서 노드에 오버플로우가 발생할 경우 새로운 단말 노드 분할 정책을 사용하여 분할하며 성능 평가를 통해서 기존 정책보다 우수함을 증명한다.

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