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Mention Detection with Pointer Networks (포인터 네트워크를 이용한 멘션탐지)

  • Park, Cheoneum;Lee, Changki
    • Journal of KIISE
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    • v.44 no.8
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    • pp.774-781
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    • 2017
  • Mention detection systems use nouns or noun phrases as a head and construct a chunk of text that defines any meaning, including a modifier. The term "mention detection" relates to the extraction of mentions in a document. In the mentions, a coreference resolution pertains to finding out if various mentions have the same meaning to each other. A pointer network is a model based on a recurrent neural network (RNN) encoder-decoder, and outputs a list of elements that correspond to input sequence. In this paper, we propose the use of mention detection using pointer networks. Our proposed model can solve the problem of overlapped mention detection, an issue that could not be solved by sequence labeling when applying the pointer network to the mention detection. As a result of this experiment, performance of the proposed mention detection model showed an F1 of 80.07%, a 7.65%p higher than rule-based mention detection; a co-reference resolution performance using this mention detection model showed a CoNLL F1 of 52.67% (mention boundary), and a CoNLL F1 of 60.11% (head boundary) that is high, 7.68%p, or 1.5%p more than coreference resolution using rule-based mention detection.

An Acceleration Technique of Terrain Rendering using GPU-based Chunk LOD (GPU 기반의 묶음 LOD 기법을 이용한 지형 렌더링의 가속화 기법)

  • Kim, Tae-Gwon;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Multimedia Society
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    • v.17 no.1
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    • pp.69-76
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    • 2014
  • It is hard to represent massive terrain data in real-time even using recent graphics hardware. In order to process massive terrain data, mesh simplification method such as continuous Level-of-Detail is commonly used. However, existing GPU-based methods using quad-tree structure such as geometry splitting, produce lots of vertices to traverse the quad-tree and retransmit those vertices back to the GPU in each tree traversal. Also they have disadvantage of increase of tree size since they construct the tree structure using texture. To solve the problem, we proposed GPU-base chunked LOD technique for real-time terrain rendering. We restrict depth of tree search and generate chunks with tessellator in GPU. By using our method, we can efficiently render the terrain by generating the chunks on GPU and reduce the computing time for tree traversal.

Accuracy Improvement of RTT Measurement on the Alternate Path in SCTP (SCTP에서 대체 경로의 RTT 정확도 향상)

  • Kim, Ye-Na;Park, Woo-Ram;Kim, Jong-Hyuk;Park, Tae-Keun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.5B
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    • pp.509-516
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    • 2009
  • The Stream Control Transmission Protocol(SCTP) is a reliable transport layer protocol that provides several features. Multihoming is the one of the features and allows an association(SCTP's term for a connection) between two endpoints to use multiple paths. One of the paths, called a primary path, is used for initial data transmission and in the case of retransmission an alternate path is used. SCTP's current retransmission policy attempts to improve the chance of success by sending all retransmissions to an alternate destination address. However, SCTP's current retransmission policy has been shown to actually degrade performance in many circumstances. It is because that, due to Karn's algorithm, successful retransmissions on the alternate path cannot be used to update RTT(Round-Trip Time) estimation for the alternate path. In this paper we propose a scheme to avoid such performance degradation. We utilize 2bits which is not used in the flag field of DATA and SACK chunks to disambiguate original transmissions from retransmissions and to keep RTT and RTO(Retransmission Time-Out) values more accurate.

Ohmic Thawing of a Frozen Meat Chunk (Ohmic Heating을 이용한 동결육의 해동)

  • Yun, Cheol-Goo;Lee, Do-Hyun;Park, Ji-Yong
    • Korean Journal of Food Science and Technology
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    • v.30 no.4
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    • pp.842-847
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    • 1998
  • Ohmic thawing in combination with conventional water immersion thawing was investigated. Frozen meat chunks $(10{\times}10{\times}10{\;}cm)$ were immersed in a water reservoir $(12{\times}12{\times}12{\;}cm)$ which temperature was maintained at $10^{\circ}C{\;}or{\;}20^{\circ}C$, and were positioned between two stainless-steel electrodes $(10{\times}10{\;}cm)$ having no direct contact with the samples. Alternating current $(60{\;}V{\sim}210{\;}V)$ at various frequency $(60{\;}Hz{\sim}60{\;}kHz)$ was used to generate internal heat by the electrical resistance. When the frequency was fixed to 60Hz, thawing time was reduced as the voltage increased. Frequency changes gave no significant effect on thawing time. Ohmically-thawed samples treated with lower voltage showed lower drip loss and higher water holding capacity.

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Large Storage Performance and Optimization Study using blockwrite (blockwrite를 이용한 대형 스토리지 성능 측정 및 최적화 연구)

  • Kim, Hyo-Ryoung;Song, Min-Gyu;Kang, Yong-Woo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1145-1152
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    • 2021
  • In order to optimize the performance of 1.4P large storage, the characteristics of each chunk mode were investigated, and the chunk 512K mode was selected in terms of I/O speed. NVME storage system was configured and used to measure data server performance of large storage. By measuring the change in throughput according to the number of threads of the 1.4P large storage, the characteristics of the large storage system were identified, and it was confirmed that the performance was up to 133Gbps with a block size of 32KB. As a result of data transmission/reception experiment using globus-url-copy of GridFTP, it was found that this large storage has a throughput of 33Gbps.

Content-based Chunking for Incremental Computation and Possible Hazards (Incremental Computation를 위한 Content-based Chunking 기법과 발생 가능한 위험요소 분석)

  • Joo, Young-Hyun;Kim, Jee-Hong;Eom, Young-Ik
    • Proceedings of the Korean Information Science Society Conference
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    • 2012.06a
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    • pp.27-29
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    • 2012
  • 최근 온라인 상에는 분산 처리 환경을 바탕으로 대량의 데이터들이 생성, 수정 및 삭제가 되고 있다. 이러한 환경에서의 효율적인 데이터 처리를 위해 많은 연구들이 진행되고 있으며, 특히 데이터의 입력을 컨텐츠 단위의 청크(content-based chunk)로 분할하고, 이에 MapReduce를 적용하여 효율적으로 데이터 처리를 하는 incremental computation에 관한 연구가 주목 받고 있다. 본 논문에서는 위와 같은 연구에서 주로 이용되는 content-based chunking 기법에 대해 분석하고, 이러한 기법에서 발생 할 수 있는 위험요소에 대해서 기술한다.

Development of Modeling and control Methods for Multi-DOF dielectric polymer actuator

  • Jung, M.Y.;Jung, K.M.;Koo, J.C.;Choi, H.R.;Nam, J.D.;Lee, Y.K.
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1225-1228
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    • 2004
  • Principles and mechanism of energy transduction of dielectric polymer materials are well known from the various smart material related publications. However their introduction to industrial actuator applications is limited mainly due to difficulties guarantee controllability and reliability. Most of the previous publications have elaborates energy transduction physics of chunk of polymer while development of construction methods for feasible actuators made of the material is rarely proposed. In the present article, a conceptual design of multi-DOF linear polymer actuator construction that is to be controllable with moderate level of control work os introduced. In addition, numerical models that are developed with a unified energy based approach are presented not only for basic working mechanism analysis of the polymetric soft actuator but for providing analytical foundation to expend the concept toward design of multi-DOF actuator controls.

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A CPU-GPGPU Based Multithread File Chunking System (CPU-GPGPU 를 기반으로 멀티스레드 파일청킹 시스템)

  • Tang, Zhi;Won, You-Jip
    • Proceedings of the Korean Information Science Society Conference
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    • 2011.06b
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    • pp.336-337
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    • 2011
  • The popularity of general purpose GPU(GPGPU)makes the CPU-GPGPU heterogeneous architecture normal. Therefore, tradeoff the usage of CPU and GPGPU becomes a way to improve performance of programs. In this work, we exploit the properties of the CPU-GPGPU heterogeneous architecture and use them to accelerate the content based chunking operation of deduplication. We built a prototype system which is able to coordinate CPU and GPGPU to chunk file and has been proven to have a better performance compared to using either CPU or GPGPU alone.

Robust Syntactic Annotation of Corpora and Memory-Based Parsing

  • Hinrichs, Erhard W.
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2002.02a
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    • pp.1-1
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    • 2002
  • This talk provides an overview of current work in my research group on the syntactic annotation of the T bingen corpus of spoken German and of the German Reference Corpus (Deutsches Referenzkorpus: DEREKO) of written texts. Morpho-syntactic and syntactic annotation as well as annotation of function-argument structure for these corpora is performed automatically by a hybrid architecture that combines robust symbolic parsing with finite-state methods ("chunk parsing" in the sense Abney) with memory-based parsing (in the sense of Daelemans). The resulting robust annotations can be used by theoretical linguists, who lire interested in large-scale, empirical data, and by computational linguists, who are in need of training material for a wide range of language technology applications. To aid retrieval of annotated trees from the treebank, a query tool VIQTORYA with a graphical user interface and a logic-based query language has been developed. VIQTORYA allows users to query the treebanks for linguistic structures at the word level, at the level of individual phrases, and at the clausal level.

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Design of Mobile Interact ive Language (모바일 환경을 위한 대화형 언어의 정의)

  • Yun, Min-Hong;Ryu, Eun-Seok;Yoo, Chunk
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.612-614
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    • 2003
  • SMIL (Synchronized Multimedia Integration Language)은 멀티미디어(multimedia) 객체(object)간의 동기화를 목표로 만들어진 markup language 이다. SMIL 은 시간과 사용자의 동작 포함한 많은 것들을 사건(event)으로 정의하여 사건의 발생에 따라 멀티미디어 객체들의 배열과 상영시간을 결정한다. 그렇지만 SMIL의 최대 목표는 동기화(synchronization)에 있기 때문에 대화형 언어(interactive language)에는 부족한 면이 있다. 본 논문에서는 SMIL 에 대해서 간략히 살펴보고 SMIL을 기반으로 모바일(mobil) 환경을 위한 대화형 언어를 정의한다.

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