• Title/Summary/Keyword: Object Representation

검색결과 523건 처리시간 0.028초

게임 공간의 분류와 시나리오의 시간 및 공간 동기화 표현법 (The Classification of Game Spaces and the Notations for Spatio-Temporal Synchronization on a Scenario)

  • 하수철;성해경
    • 한국정보처리학회논문지
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    • 제6권10호
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    • pp.2630-2641
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    • 1999
  • Most of the previous game development has proceeded in the approaches of the temporal-oriented synchronization because of producing game objects by using general authoring tools, and ad hoc or trial and error methods has been devised for representation of spatial concept. This paper is a study on the unification notation for spatio-temporal synchronization to conquest this fault. First of all, we classify game space as temporal object, spatial object, absolute/relative spatio-temporal space. The spatio-temporal relationships are divided into temporal extent, temporal location, spatial extent, and spatial location. In the paper the temporal and spatial relationships of game scene are defined to represent the synchronization, and we propose new unification notation by temporal and spatial concept to represent two concepts putting emphasis on space. Their relationships are presented on 3D by creating time axis related with time in scene unit of the two dimensional plane in the pivot on space. The usability of this representation method are shown by applying examples of game scenario.

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Predictive Spatial Data Fusion Using Fuzzy Object Representation and Integration: Application to Landslide Hazard Assessment

  • Park, No-Wook;Chi, Kwang-Hoon;Chung, Chang-Jo;Kwon, Byung-Doo
    • 대한원격탐사학회지
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    • 제19권3호
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    • pp.233-246
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    • 2003
  • This paper presents a methodology to account for the partial or gradual changes of environmental phenomena in categorical map information for the fusion/integration of multiple spatial data. The fuzzy set based spatial data fusion scheme is applied in order to account for the fuzziness of boundaries in categorical information showing the partial or gradual environmental impacts. The fuzziness or uncertainty of boundary is represented as two kinds of fuzzy membership functions based on fuzzy object concept and the effects of them are quantitatively evaluated with the help of a cross validation procedure. A case study for landslide hazard assessment demonstrates the better performance of this scheme as compared to traditional crisp boundary representation.

객체지향 시스템 모델링 차원 : 이론 및 탐색적 평가 (A Study on the Dimensions of Object-oriented Systems Modeling : Theory and an Exploratory Evaluation)

  • 안준모
    • 정보기술과데이타베이스저널
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    • 제8권1호
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    • pp.41-65
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    • 2001
  • This study proposes evaluation dimensions of object-oriented systems modelling tools and activities available in object-oriented systems development practices. The dimensions ale developed based on previous research in cognitive psychology, information systems modeling study, and object-oriented systems analysis arid design areas. The proposed dimension is composed of two dimensions. The one dimension includes abstraction levels of modelling and the other includes process and representation in modeling activities. Experts on object-oriented modeling were selected to evaluate the practical validity of the proposed dimensions and applications of major object-oriented modeling tools during systems development project. Most of the tools were observed to be used for representing objects rather than for modeling the process of related objects. The proposed modeling dimension will be evaluated for acquiring general validity in future empirical research.

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Efficient Dynamic Slicing of Object-Oriented Program

  • 박순형
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2008년도 추계 공동 국제학술대회
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    • pp.651-655
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    • 2008
  • Traditional slicing techniques make slices through dependence graphs. They also improve the accuracy of slices. However, traditional slicing techniques require many vertices and edges in order to express a data communication links. Therefore the graph becomes complicated, and size of the slices is larger. We propose the representation of a dynamic object-oriented program dependence graph so as to process the slicing of object-oriented programs that is composed of related programs in order to process certain jobs. The efficiency of the proposed efficient dynamic object-oriented program dependence graph technique is also compared with the dependence graph techniques discussed previously. As a result, this is certifying that an efficient dynamic object-oriented program dependence graph is more efficient in comparison with the traditional dynamic object-oriented program dependence graph.

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LDI 평면 이동에 의한 이미지 기반 Surfel 복원 (Image-based Surfel Reconstruction by LDI Plane Sweeping)

  • 이정;김창헌
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제36권11호
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    • pp.947-954
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    • 2009
  • 본 논문은 입력받은 다수 이미지의 Visual Hull을 이용하여 Surfel 기반의 물체를 복원하는 새로운 방법을 제안한다. Sufel은 포인트 집합면을 효과적으로 근사하여 나타내는 포인트 표현 단위이다. LDC(Layered Depth Cube) Surfel 샘플링 방식에 입력 이미지로부터 근사되는 형상을 대표하는 Visual Hull의 개념을 연동하여 이미지로부터 물체의 Surfel 기하 정보를 생성할 수 있다. Surfel 표현 방식은 기존의 폴리곤 기반 방식에 비해 상대적으로 적은 메모리를 소모하고 LDC 해상도를 자유롭게 바꿀 수 있기 때문에, 대상 물체를 복원하는 품질을 조절 가능하며, 주어진 메모리 자원에 대해서 최대의 품질을 가진 결과를 얻을 수 있다.

지리-객체와 지리-필드에서 기하 속성과 공간관계 역할에 기반한 객체 지향 공간 데이터 모델 (An Object Oriented Spatial Data Model Based on Geometric attributes and the Role of Spatial Relationships in Geo-objects and Geo-fields)

  • 이홍로
    • 정보처리학회논문지D
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    • 제8D권5호
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    • pp.516-572
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    • 2001
  • 지리정보시스템은 다양한 분야에서 응용할 수 있는 자료를 다루고 있다. 각 용용 분야를 위한 필요한 정보는 지리정보의 설계 단계에서 지리영역의 응용관점에 따라 다르게 표현될 수 있다. 그러므로 지리정보시스템은 지리현상에서 발생하는 각 객체의 독립성과 동질성 여부에 따라 표현해야 한다. 이 논문은 지리-객체, 지리-필드와 비지리-객체 상에서 속성과 관계 역할에 대한 정의와 정리를 통한 형식화에 대해 연구되었다. 이를 위해 지리-객체는 지리-필드와 비지리-객체의 관계역할에 대한 형식화 관점에서 재구성되었다. 이 연구 결과 이 논문은 공간 클래스의 정적상태 특성인 속성-영역 관계를 공간 관계 역할로 표현하고, 형식화함으로써 기하 속성과 공간 관계 역할에 기반한 지리정보시스템의 효율적 설계의 방법을 제시하였다.

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PC용 객체지향 구조해석 프로그램의 개발 (Development of Object-Oriented Structural Analysis Program for PC)

  • 신영식;서진국;최희욱;박영식
    • 전산구조공학
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    • 제5권4호
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    • pp.125-132
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    • 1992
  • 본 연구에서는 C++언어를 이용한 객체지향 프로그래밍 기법으로 매트릭스 연산과 평면뼈대 구조물의 해석이 가능한 PC용 구조해석 프로그램을 개발하였다. 객체지향 프로그래밍에서의 주요 개념인 객체, 클래스, 처리방식, 상속성 및 다형성을 도식화하여 설명하였으며, 매트릭스 연산과 평면뼈대 구조해석에 대한 예제 해석 결과는 이 프로그램의 효율성과 타당성을 보여 주었다. 따라서 본 연구는 객체지향 프로그래밍기법의 특징인 프로그램의 확장성과 재사용성 및 다양한 GUI의 구현가능성을 이용하여 앞으로의 객체지향 유한요소 프로그램 개발에 활용될 것이다.

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유사한 색상과 질감영역을 이용한 객체기반 영상검색 (Object-Based Image Search Using Color and Texture Homogeneous Regions)

  • 유헌우;장동식;서광규
    • 제어로봇시스템학회논문지
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    • 제8권6호
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    • pp.455-461
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    • 2002
  • Object-based image retrieval method is addressed. A new image segmentation algorithm and image comparing method between segmented objects are proposed. For image segmentation, color and texture features are extracted from each pixel in the image. These features we used as inputs into VQ (Vector Quantization) clustering method, which yields homogeneous objects in terns of color and texture. In this procedure, colors are quantized into a few dominant colors for simple representation and efficient retrieval. In retrieval case, two comparing schemes are proposed. Comparing between one query object and multi objects of a database image and comparing between multi query objects and multi objects of a database image are proposed. For fast retrieval, dominant object colors are key-indexed into database.

물체 탐지기와 위치 사전 확률 지도를 이용한 효율적인 3차원 장면 레이블링 (Efficient 3D Scene Labeling using Object Detectors & Location Prior Maps)

  • 김주희;김인철
    • 제어로봇시스템학회논문지
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    • 제21권11호
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    • pp.996-1002
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    • 2015
  • In this paper, we present an effective system for the 3D scene labeling of objects from RGB-D videos. Our system uses a Markov Random Field (MRF) over a voxel representation of the 3D scene. In order to estimate the correct label of each voxel, the probabilistic graphical model integrates both scores from sliding window-based object detectors and also from object location prior maps. Both the object detectors and the location prior maps are pre-trained from manually labeled RGB-D images. Additionally, the model integrates the scores from considering the geometric constraints between adjacent voxels in the label estimation. We show excellent experimental results for the RGB-D Scenes Dataset built by the University of Washington, in which each indoor scene contains tabletop objects.