• Title/Summary/Keyword: Object-Oriented Technology

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Network Model for Managing Interior Space in Real-Time (실시간 실내 공간관리를 위한 네트워크 모델)

  • Oh, Jung-Woo;Kim, Kyung-Hwan;Lee, Yoon-Sun;Kim, Byeong-Su;Kim, Whoi-Yul;Kim, Jae-Jun
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.840-843
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    • 2007
  • There is a tremendous need for an effective indoor facility management since the building are tend to be built taller and bigger due to latest technology, Also, information that is continuously used and transferred during the design and construction phase is emerging due to 3D object-oriented CAD. Therefore, a system that will use such information for facility management should be developed. In this study, we present the methodology for definition the process that generates the Space Network Model automatically and examine the effective value of it.

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Design and Implementation of a Distributed Object Programming Language supporting Peer Replicated Object Model (대등관계 복제객체 모델을 지원하는 분산 객체 프로그래밍 언어의 설계 및 구현)

  • Sin, Beom-Ju;Lee, Dong-Hyeon
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.449-456
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    • 1999
  • 본 논문은 C++에 분산 객체 프로그래밍 기능을 추가한 D++ 언어를 제안한다. 대등관계 복제객체 모델을 지원하는 D++는 분산 클래스의 정의, 멤버 함수의 일치성 제어 정의 기능, 그리고 영구 객체 이름에 기반한 분산 객체를 정의할 수 있는 언어 구조를 제공한다. D++ 프로그램에서 새로이 생성되는 분산 객체는 생성 시에 제공되는 객체의 영구 이름과 동일한 영구 이름을 갖는 분산 객체가 존재할 경우 해당 객체들과 복제 관계를 유지함으로써 정보를 공유한다. 각 복제 객체들은 서로 간에 대등한 관계를 가지며, 멤버 함수 정의 시에 기술되는 특성에 따라 일치성이 유지된다. 이 같은 D++의 분산 객체 모델은 실시간 그룹웨어의 기본 요구 사항인 분산 환경에서의 정보 공유 및 사건 공지 기능을 자연스럽게 해결해 주기 때문에 실시간 그룹웨어의 개발을 효율적으로 지원할 수 있을 것으로 기대한다. Abstract This paper proposes D++ programming language that is an extension of C++ for distributed object oriented programming. The D++, which supports peer-to-peer object model, provides new language constructs for the definition of distributed classes, the definition of the consistency control of the member function and the definition of distributed object variables with the persistent name. In D++, when the persistent name of a newly created distributed object is same as that of an existing distributed object, the new distributed object replicates object state of the existing distributed object and thus they share the object state. The replicas have peer relation and the consistency among them is maintained according to the characteristic described on the definition of designated member functions. It is expected that D++ language increases efficiency in development of real-time groupware because the distributed object model of D++ naturally supports the information sharing and event notification that are the basic functions required when building real-time groupware.

Design and Implementation of OLE-Container for an Object-Oriented CASE Tool, OODesigner (객체 지향 CASE 도구 OODesigner에 대한 OLE-Container 기능의 설계 및 구현)

  • Choi, Gil-Rim;Kim, Tae-Gyun
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.575-585
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    • 2005
  • Research and development projects, in the past decade, has shown that object-oriented(OO) technology could importantly contribute in productivity and reusability improvement. There are various research areas related to OO technology. Two of major research fields in this areas are concerned in issues for CASE tools and component-based technologies. This paper discusses an example of applying component-based technology to a CASE tool. This paper proposes the research experience gained while we have incrementally developing OODesigner, an OO CASE tool, with compound document support functionality based on COM/OLE technology. As OODesigner with OLE container functionality has interoperability with other application programs of Windows system which can be run as a OLE server, it can provide more powerful documentation environment than other CASE tools. OODesigner can be used not only to design UML diagrams, but also to make documentation cooperatively with various kinds of OLE- enabled software like Recoder and Excel. Therefore we can conduct powerful and consistent documentation with the tool.

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Design of Remote management System Using Mobile Agents (이동에이전트를 이용한 원격관리 시스템 설계)

  • Hong, Seong-Pyo;Song, Gi-Beom;Park, Chan-Mo;Lee, Joon;Oh, Moo-Song
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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    • pp.368-371
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    • 2000
  • The distributed object computing is possible to distributed computing on same or heterogeneous machine environment with growth of distributed computing and object-oriented technology. The typical of model, CORBA is int solved the interoperability in heterogeneous machine environment over the network But, the CORBA has a problem that the server is can't rely on request of client occurs network overhead by extinction of network A plan was on the rise to solve the problem that is combination of mobile agent and distributed computing technology.

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Recognizing a polyhedron by network constraint analysis

  • Ishikawa, Seiji;Kubota, Mayumi;Nishimura, Hiroshi;Kato, Kiyoshi
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10b
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    • pp.1591-1596
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    • 1991
  • The present paper describes a method of recognizing a polyhedron employing the notion of network constraint analysis. Typical difficulties in three-dimensional object recognition, other than shading, reflection, and hidden line problems, include the case where appearances of an object vary according to observation points and the case where an object to be recognized is occluded by other objects placed in its front, resulting in incomplete information on the object shape. These difficulties can, however, be solved to a large extent, by taking account of certain local constraints defined on a polyhedral shape. The present paper assumes a model-based vision employing an appearance-oriented model of a polyhedron which is provided by placing it at the origin of a large sphere and observing it from various positions on the surface of the sphere. The model is actually represented by the sets of adjacent faces pairs of the polyhedron observed from those positions. Since the shape of a projected face gives constraint to that of its adjacent face, this results in a local constraint relation between these faces. Each projected face of an unknown polyhedron on an acquired image is examined its match with those faces in the model, producing network constraint relations between faces in the image and faces in the model. Taking adjacency of faces into consideration, these network constraint relations are analyzed. And if the analysis finally provides a solution telling existence of one to one match of the faces between the unknown polyhedron and the model, the unknown polyhedron is understood to be one of those memorized models placed in a certain posture. In the performed experiment, a polyhedron was observed from 320 regularly arranged points on a sphere to provide its appearance model and a polyhedron with arbitrarily postured, occluded, or imposed another difficulty was successfully recognized.

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Design of Architecture of Programmable Stack-based Video Processor with VHDL (VHDL을 이용한 프로그램 가능한 스택 기반 영상 프로세서 구조 설계)

  • 박주현;김영민
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.36C no.4
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    • pp.31-43
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    • 1999
  • The main goal of this paper is to design a high performance SVP(Stack based Video Processor) for network applications. The SVP is a comprehensive scheme; 'better' in the sense that it is an optimal selection of previously proposed enhancements of a stack machine and a video processor. This can process effectively object-based video data using a S-RISC(Stack-based Reduced Instruction Set Computer) with a semi -general-purpose architecture having a stack buffer for OOP(Object-Oriented Programming) with many small procedures at running programs. And it includes a vector processor that can improve the MPEG coding speed. The vector processor in the SVP can execute advanced mode motion compensation, motion prediction by half pixel and SA-DCT(Shape Adaptive-Discrete Cosine Transform) of MPEG-4. Absolutors and halfers in the vector processor make this architecture extensive to a encoder. We also designed a VLSI stack-oriented video processor using the proposed architecture of stack-oriented video decoding. It was designed with O.5$\mu\textrm{m}$ 3LM standard-cell technology, and has 110K logic gates and 12 Kbits SRAM internal buffer. The operating frequency is 50MHz. This executes algorithms of video decoding for QCIF 15fps(frame per second), maximum rate of VLBV(Very Low Bitrate Video) in MPEG-4.

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Design of A Graphic Game Engine Using Object Oriented Technology (객체지향기법을 이용한 게임 그랙픽엔진 설계)

  • 조승욱;하수철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.647-650
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    • 2003
  • 게임이 대중화되고 발전함에 따라 게임을 개발하는 방법 또한 발전하고 있다. 특히 게임엔진은 이제 게임을 개발할 때 필수적인 요소로 등장한다. 게임 엔진이란, 게임을 개발할 때 게임의 하부에서 처리할 수 있는 모든 일을 처리하는 API의 모임이라고 말할 수 있다. 본 논문에서는 구조의 파악이 쉬운 잘 설계된 엔진을 제작하기 위한 방법으로서 클래스 기반의 객체 지향 기법을 이용해 설계하는 방법을 제안한다. 게임엔진에 포함되는 가장 기본적인 그래픽 엔진을 소프트웨어 설계 있어서 현재 가장 강력하고 가장 많이 사용되는 모델링 도구인 UML을 이용해서 학습이 쉽고 구조파악이 쉬운 엔진을 설계한다.

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Retrieval of Object-Oriented Component using Enhanced Spreading Activation (개선된 Spreading Activation을 이용한 객체지향 컴포넌트의 검색)

  • Kim, Gui-Jug
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.1949-1952
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    • 2002
  • 본 연구는 객체지향 컴포넌트 검색을 위해서 개선된 Spreading Activation 방법을 이용하여 다중 패싯 분류된 컴포넌트를 효율적으로 검색할 수 있는 방법을 제안하였다. 객체지향 코드 기반의 관계정의를 위해 특성과 컨텍스트 간에 연관관계를 설정하고, 컨덱스트의 자동 추출을 위한 Spreading Activation 방법의 초기 활성값을 정의하였다. 쿼리에 대해 자동 검색된 컨텍스트에 의해 후보컴포넌트가 선정되고, 쿼리와 컴포넌트 간의 신뢰도가 계산됨으로써 컴포넌트가 검색될 수 있도록 하였다. 본 연구는 다중 패싯 분류된 객체지향 컴포넌트의 검색에 효율적이며, 사용자 수작업의 부담을 최대한 감소시켜 컴포넌트의 재사용성을 높일 수 있도록 하였다.

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A Study on the real-time technology for the object-oriented distributed system (객체지향 분산 시스템에서 실시간성을 위한 연구)

  • 정부금;장형규;차영준;김은숙;김영만
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.197-199
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    • 1999
  • OMG에 의해 제안된 CORBA는 현재 분산 컴퓨팅 환경의 표준으로 자리 매김을 하고 있다. 이에 따라 실시간 환경에서도 CORBA에 대한 관심이 증가하고 있다. 실시간 분산처리에서는 핵심요소인 시간관리(time management), QoS, 스케쥴링, 병행성(concurrency), 장애감내(fault tolerance), 그리고 성능(performance)에 대한 인터페이스와 시스템 사양을 명시할 수 있는 특화된 실시간 CORBA 서비스의 제공이 필요하다. 본 논문에서는 장애감내성과 병행성을 동시에 제공하는 객체 서비스 구조를 제안한다.

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Development of a software based calibration system for automobile assembly system oriented AR (자동차 조립시스템 지향 AR을 위한 소프트웨어 기반의 캘리브레이션 시스템 개발)

  • Park, Jin-Woo;Park, Hong-Seok
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.1
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    • pp.35-44
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    • 2012
  • Many automobile manufacturers are doing experiment on manufacturing environments by using an augmented reality technology. However, system layout and process simulation by using the virtual reality technology have been performed actively more than by using the augmented reality technology in practical use so far. Existing automobile assembly by using the augmented reality requires the precise calibrating work after setting the robot because the existing augmented reality system for the automobile assembly system configuration does not include the end tip deflection and the robot joints deflection due to the heavy weight of product and gripper. Because the robot is used mostly at the automobile assembly, the deflection problem of the robot joint and the product in the existing augmented reality system need to be improved. Moreover camera lens calibration has to be performed precisely to use augmented reality. In order to improve this problem, this paper introduces a method of the software based calibration to apply the augmented reality effectively to the automobile assembly system. On the other hand, the camera lens calibration module and the direct compensation module of the virtual object displacement for the augmented reality were designed and implemented. Furthermore, the developed automobile assembly system oriented AR-system was verified by the practical test.