• Title/Summary/Keyword: Implementation Patterns

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A Study on the Feasibility of Self-Organizing Net for the Pattern Recognition (패턴인식을 위한 자율조직망의 적용가능성에 관한 연구)

  • 정은호;김진구
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.16 no.5
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    • pp.403-412
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    • 1991
  • This paper proposes a type of self organizing neural network which recognizes arbitrary symbols as well as numerical or alphabetic characters. The proposed algorithm autonomically organizes and classifies similar patterns on the basis of the distribution types of characteristics in the input images. Thus it can be appliced for the recognition of arbitrary images when it is difficult to establish a learning rule. It performs a stale recognition process with in the limit of the memory capacity. The cheme was applied and tested to 50 different image patterns with increased noise level up to 44%(SNR 2dB). The implementation results demonstrate that the proposed algorithm successfully recognizes the image patterns changed due to the various noise levels and thus proves excellent antinoise characteristics.

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Design and Implementation of .NET Remoting Common Framework Applied Design Pattern (디자인 패턴을 적용한 닷넷 리모팅 공통 프레임워크 설계 및 구현)

  • Kang, Yun-Sung;Lee, Jun-Hwan;Cho, Han-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.36-47
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    • 2011
  • The main issue in the current software development is the development of a reusable and flexible software. Already many successful software development experiences have been proposed to extract patterns of common look, depending on the software environment or depending on the nature of the module you want to implement. Can develop the software quickly and accurately to select fit for the purpose of developing and reuse using experienced patterns. These developments are depending on the success and failure become a new experience and reuse again. Apply design pattern in software development is required, was not an option. In this paper, design and implement to a common framework applied design patterns for the development of reusable software using .NET Remoting in one of the technologies of distributed communication services.

Conditional Moment-based Classification of Patterns Using Spatial Information Based on Gibbs Random Fields (깁스확률장의 공간정보를 갖는 조건부 모멘트에 의한 패턴분류)

  • Kim, Ju-Sung;Yoon, Myoung-Young
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.6
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    • pp.1636-1645
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    • 1996
  • In this paper we proposed a new scheme for conditional two dimensional (2-D)moment-based classification of patterns on the basis of Gibbs random fields which are will suited for representing spatial continuity that is the characteristic of the most images. This implementation contains two parts: feature extraction and pattern classification. First of all, we extract feature vector which consists of conditional 2-D moments on the basis of estimated Gibbs parameter. Note that the extracted feature vectors are invariant under translation, rotation, size of patterns the corresponding template pattern. In order to evaluate the performance of the proposed scheme, classification experiments with training document sets of characters have been carried out on 486 66Mhz PC. Experiments reveal that the proposed scheme has high classification rate over 94%.

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Article Data Prefetching Policy using User Access Patterns in News-On-demand System (주문형 전자신문 시스템에서 사용자 접근패턴을 이용한 기사 프리패칭 기법)

  • Kim, Yeong-Ju;Choe, Tae-Uk
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.5
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    • pp.1189-1202
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    • 1999
  • As compared with VOD data, NOD article data has the following characteristics: it is created at any time, has a short life cycle, is selected as not one article but several articles by a user, and has high access locality in time. Because of these intrinsic features, user access patterns of NOD article data are different from those of VOD. Thus, building NOD system using the existing techniques of VOD system leads to poor performance. In this paper, we analysis the log file of a currently running electronic newspaper, show that the popularity distribution of NOD articles is different from Zipf distribution of VOD data, and suggest a new popularity model of NOD article data MS-Zipf(Multi-Selection Zipf) distribution and its approximate solution. Also we present a life cycle model of NOD article data, which shows changes of popularity over time. Using this life cycle model, we develop LLBF (Largest Life-cycle Based Frequency) prefetching algorithm and analysis he performance by simulation. The developed LLBF algorithm supports the similar level in hit-ratio to the other prefetching algorithms such as LRU(Least Recently Used) etc, while decreasing the number of data replacement in article prefetching and reducing the overhead of the prefetching in system performance. Using the accurate user access patterns of NOD article data, we could analysis correctly the performance of NOD server system and develop the efficient policies in the implementation of NOD server system.

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The Development of Gold Foil Using Floral Patterns of Embroidery of Baekje Excavated at Mireuksa Temple Site in Iksan (익산 미륵사지 출토 백제 초화문 자수 문양을 활용한 금박 개발)

  • Jeong Choi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1177-1192
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    • 2023
  • This study aims to expand the scope of use for relics by applying the patterns and characteristics of embroidered fabric pieces, such as gold foil, excavated from the Mireuksa Temple Site in Iksan for fashion products. The artifact was a ra decorated with flower and vine patterns, embroidery using gold and red thread, and the unique stitching of Baekje. The pattern was reconstructed, as the embroidery was not well-preserved. This study used two types of gold-foil techniques: laser-cut and stone-stamp gold foil. Considering practicality, the gloss, toughness, custom production possibility, and design implementation were emphasized. The form of the laser-cut gold foil could be transformed; however, a recognition problem with the machine increased the thickness of the stitching. It was used for half-finished goods and commercial casual fashion. The stone-stamp gold foil was finely implemented, but the design was difficult to change. It was used for half-finished silk fabric for making hanbok po and lattice-patterned silk skirts. Applying the developed gold foil to suitable clothing can further enhance the effect.

DEVELOPMENT OF IDEA HIERARCHY MODEL FOR IDEA GENERATION OF CONSTRUCTION VE

  • Jinkook Yang;Sungwoo Moon
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.504-509
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    • 2011
  • Recently, construction projects are very complicated and diverse such as high-rise buildings and big bridges, etc. These complicated projects call for a system which can effectively generate productive ideas and activities. Value Engineering (V.E.) activity within construction projects is a necessity for systematic design management and to improve construction ability. This need in the construction industry has required a regular implementation of VE into construction projects. For this reason; America, South Korea, and some other nations have adopted VE applications which control the baseline investments of the construction projects. The process of VE activity is a preferred system and a reasonable alternative. In particular, idea generation within these projects is an important stage in the VE job plan. In this study, VE idea patterns are extracted through best practice analysis from VE cases of road construction projects. Next, we suggest an idea hierarchy model to be used in conjunction with VE idea patterns. This model is supported by reasonable idea generation in VE activity of construction projects. Finally, this model could possibly be the outcome of successful VE results.

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Analysis of Skirt Block Patterns Developed through Draping and Drafting Methods Using the Dress Form Representing the Body Features of Korean Female Fashion Models (국내 여성 패션모델 체형 반영 인대를 활용한 입체재단 및 평면재단 스커트 원형 특성 분석)

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.22 no.4
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    • pp.30-46
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    • 2018
  • The purpose of the study was to suggest certain measurements of the skirt block pattern drafting process for the Korean female fashion models, with the aim to improve its fit. For this purpose, the study carried out an analysis of the lower body features of a dress form developed for the study. This form was representative of Korean female fashion models' body features. The study performed a cross-sectional analysis at waist and hip levels and measured the angles from the frontal and lateral silhouettes of the dress forms. The comparisons of the skirt block patterns developed through draping by the use of 2 types of the dress forms developed and existed and through drafting according to the current patternmaking method have led to noticeable findings in terms of implementation of the skirt block drafting process for the Korean female fashion models. The results of the study are as follows: (1) the vertical lengths between the levels at the front waist point and the side waist point in the patterns are 0.7cm; (2) the vertical length between the levels at the front waist point and the back waist point in the back panel is 0.7cm; (3) the horizontal lengths between the perpendicular line from the side hip point and the side waist point in patterns are within a range of 2.0 to 2.2cm; (4) the horizontal length between the original and the adjusted back waist points moved into the waist line, in a range of 0.0 to 1.0cm, differs whether the center back line would be folded or sewn.

Implementation of Biopharmaceutics Classification System Concepts in Developing Dissolution Tests (용출규격 설정을 위한 생물약제학적분류체계 개념 활용)

  • Sah, Hong-Kee;Lee, Kyung-Sin;Baek, Min-Sun
    • Journal of Pharmaceutical Investigation
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    • v.36 no.3
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    • pp.161-167
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    • 2006
  • The objective of this study was to investigate the dissolution patterns of variety of orally administered drug products available on the market. It aimed to understand their dissolution behaviors on the basis of the biopharmaceutics classification system (BCS) concept. On the tenets of BCS, several active pharmaceutical ingredients were selected: fluoxetine hydrochloride (class I), naproxen sodium (class ll), pyridostigmine bromide (class III), furosemide (class IV) and simvastatin (class IV). Typical dissolution media used in this study were pH 1.2, pH 4 & 6.8 phosphate buffers, and water. In cases, particular dissolution media specified in the KP and/or USP were used. Dissolution patterns of fluoxetine hydrochloride and pyridostigmine bromide products were characterized by their rapid release In addition, their dissolution characteristics were relatively unaffected by the type of a dissolution medium. Similar dissolution patterns were observed with pH 1.2, pH 4 & 6.8 phosphate buffers and water. By sharp contrast, poor dissolution patterns were noticed with naproxen sodium products, when pH 1.2 and pH 4 phosphate buffer were used. Improvements in its dissolution were achieved by switching the dissolution media to pH 6.8 phosphate buffer or water. Unsatisfactory dissolution data also were observed with a simvastatin product, when it was subject to dissolution tests by use of a surfactant-free pH 1.2, pH 4 & 6.8 phosphate buffers and water. All the release patterns reported in this study were best understood when BCS concepts were implemented. Our results demonstrated that a BCS-based drug classification should be considered first to choose a dissolution test/method and set up dissolution specification.

Design and Implementation of the Network Turn Game for API Using Design Patterns (디자인 패턴을 이용한 네트워크 턴 게임 API 설계 및 구현)

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1588-1596
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    • 2004
  • Developing a real time network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The area which is being studied to maximize the reusability of the existing design code is related to design patterns. If the developers are given various design techniques and application examples that use well defined design patterns, they will be able to make better game API(Application Programming Interface) and to invent a framework for game development based on this API as well. In this paper, the design patterns that the GoF(Gang of Four) proposed have been applied to develop and implement two kinds of network turn games. In the process, efficient design techniques will be proposed for the effective reuse of the existing game API.

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Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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