• Title/Summary/Keyword: VML

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A Web Note using VML : MyNote (VML을 이용한 웹노트 : MyNote)

  • 박영목;유경종;정정욱;이부권;서영건
    • Journal of Korea Multimedia Society
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    • v.5 no.5
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    • pp.530-537
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    • 2002
  • Although a type of Web-based education has increased continuously, it has provided an environment that students use textbooks which are forms of homepage, make a note of lecture on Web browser, save the contents of note and use them again. Therefore, this thesis proposes a web note, MyNote, that students draw lines and write notes about the lecture using VML and DHTML on Web. Here, the contents of the note are saved in database with a form of text-based VML made dynamically using ASP. The document used with teaching material is downloaded from Web server to Web client and the content of VML is done from database. Using MyNote, students have their own libraries on Web. The content of note Is saved and printed on Web, and learners can relearn because they can review the content.

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The Web Note on the Web Browser Using VML (VML을 이용한 웹 기반 브라우저상의 웹 노트 구현)

  • Jeong, Jeong-Wook;Sim, Jong-Chae;Seo, Yeong-Geon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1193-1196
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    • 2001
  • 학교 교육 현장에 웹 기반의 교육의 형태가 늘어나는 추세지만 학생이 홈페이지 형태의 교재를 보면서 웹브라우저 상에 필기하고 저장하여 다시 그 내용을 볼 수 있는 환경은 아직 제공되고 있지 않다. 본 논문에서는 벡터 그래픽 기반의 VML과 DHTML를 이용하여 웹브라우저 상에서 수업 교재로서 제공된 문서에 줄을 긋거나 필기한 수 있는 환경을 제공한다. 필기된 내용은 동적으로 만들어진 VML 정식의 텍스트 기반으로 데이터 베이스에 저장된다. 교재로서의 웹문서는 웹서버에서 VML의 내용은 데이터 베이스에서 추출해서 웹문서와 VML의 내용이 웹 브라우저에서 함께 출력됨으로써 필기 내용을 다시 볼 수 있는 웹노트 시스템을 제안함으로써 전자 문서 표준화에 발맞춰 엄청난 교과서 제작 비용의 감소 효과와 교사의 교재와 칠판 필기 및 학생의 교과서와 노트가 오직 PC나 노트북만으로 해결 가능한 교육 현장 전반의 획기적인 전환이 예상된다.

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Design of VML-based Game System for Dynamic Load Balancing (동적 부하 분산을 위한 VML 기반 게임 시스템 설계)

  • Lee, Jeong-Jin;Won, Dong-Kee;Hwang, Ho-Jeon;Doo, Gil-Su;Kim, Beob-Kyun;An, Dong-Un;Chung, Seung-Jong
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.303-305
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    • 2005
  • In MMORPG, gamers can engage in a variety of activities with other players from all over the world. So, this kind of games has unprecedented heavy load. There are so many kind of method to balance the load of MMORPG. But. many of them are not adaptable to dynamic load variation. In this paper, we propose a dynamic map-partition method based on VML. By use of dynamic map-partition based on VML, we can easily adapt to dynamic load variation. And by changing VML. we can manage field servers within game system.

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Effect of visual marbling levels in pork loins on meat quality and Thai consumer acceptance and purchase intent

  • Noidad, Sawankamol;Limsupavanich, Rutcharin;Suwonsichon, Suntaree;Chaosap, Chanporn
    • Asian-Australasian Journal of Animal Sciences
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    • v.32 no.12
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    • pp.1923-1932
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    • 2019
  • Objective: We investigated visual marbling level (VML) influence on pork loin physicochemical traits, consumer palatability responses, VML liking, purchase intent, and their relationships. Methods: For each of five slaughtering dates, at 24-h postmortem, nine paired Duroc castrated male boneless Longissimus dorsi (LD) muscles were categorized into low (LM, score 1 to 2, n = 3), medium (MM, score 3 to 4, n = 3), and high (HM, score 5 to 6, n = 3) VML. Meat physicochemical quality traits and consumer responses (n = 389) on palatability and VML liking, and purchase intent were evaluated. The experiment was in randomized complete block design. Analysis of variance, Duncan's multiple mean comparisons, and correlation coefficients were determined. Results: VML correspond to crude fat (r = 0.91, p<0.01), but both were reversely related to moisture content (r = -0.75 and -0.91, p<0.01, respectively). As VML increased, ash (p<0.05) and protein (p = 0.072) decreased, pH and $b^{\star}$ increased (p<0.05), but drip, cooking (p<0.05) and thawing (p = 0.088) losses decreased. Among treatments, muscle fiber diameter, sarcomere length, total and insoluble collagen contents, $L^{\star}$, and $a^{\star}$ did not differ (p>0.05). Compared to the others, HM had lower collagen solubility percentage (p<0.05), but similar (p>0.05) Warner-Bratzler shear force (WBSF). No differences (p>0.05) were found in juiciness, overall flavor, oiliness, and overall acceptability, but HM was more tender (p<0.05) than the others. Based on VML, consumers preferred MM to HM (p<0.05), while LM was similar to MM and HM (p>0.05). Corresponding to VML preference (r = 0.45, p<0.01), consumers (83%) would (p<0.01) definitely and probably buy MM, over LM (74%), and HM (68%), respectively. Conclusion: Increasing VML in pork LD altered its chemical composition, slightly increased pH, and improved water holding capacity, thereby improving its tenderness acceptability. Marbling might reduce chewing resistance, as lower collagen solubility in HM did not impact tenderness acceptability and WBSF. While HM was rated as most tender, consumers visually preferred and would purchase MM.

The high-rate brittle microplane concrete model: Part I: bounding curves and quasi-static fit to material property data

  • Adley, Mark D.;Frank, Andreas O.;Danielson, Kent T.
    • Computers and Concrete
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    • v.9 no.4
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    • pp.293-310
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    • 2012
  • This paper discusses a new constitutive model called the high-rate brittle microplane (HRBM) model and also presents the details of a new software package called the Virtual Materials Laboratory (VML). The VML software package was developed to address the challenges of fitting complex material models such as the HRBM model to material property test data and to study the behavior of those models under a wide variety of stress- and strain-paths. VML employs Continuous Evolutionary Algorithms (CEA) in conjunction with gradient search methods to create automatic fitting algorithms to determine constitutive model parameters. The VML code is used to fit the new HRBM model to a well-characterized conventional strength concrete called WES5000. Finally, the ability of the new HRBM model to provide high-fidelity simulations of material property experiments is demonstrated by comparing HRBM simulations to laboratory material property data.

Dynamic Local-Partition Using VML in MMORPG (MMORPG에서 VML를 이용한 동적 지역분할)

  • Lee, Jeong-Jin;Won, Dong-Ki;Kim, Beob-Kyun;Doo, Gil-Soo;Ann, Dong-Un;Chung, Seung-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.1487-1490
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    • 2005
  • 오늘날의 MMORPG 환경에서 수만~수십만 명의 유저들이 동시 접속하여 게임을 즐기고 있다. 수많은 인원이 같은 맵 상에서 활동하기 때문에 최근의 게임시스템들은 맵의 영역에 따라 유저를 분할하여 처리하고 있다. 이를 위해 맵 분할 시스템에 대한 연구가 다양하게 이루어지고 있으나 기존 맵 분할 시스템은 유동적인 유저들에 대해 대처하기엔 문제점을 가지고 있다. 본 논문에서는 기존 맵 분할 방법들에 대한 구조적 단점을 보완하고, 부하에 능동적으로 대처할 수 있도록 VML를 이용한 동적 맵 분할 방법을 제안한다.

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A study on the Application of XML based Annotation for National Base Digital Map (XML기반 국가공간데이터의 주석 활용에 관한 연구)

  • Kwon, Gu-Ho;Seok, Hyun-Jeong;Kim, Young-Sup
    • Journal of Korea Spatial Information System Society
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    • v.4 no.1 s.7
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    • pp.15-25
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    • 2002
  • The OGC(OpenGIS Consortium), which is standardization organization of geographic data, have been studied standard for geographic data such as GML and GML based annotation for image and map. Annotation for map is applicable in various ways, understanding about geographic data, decision making and exchange of communication. For instance, Map annotation can be used for highlighting tour-course as symbols or explaining it as text on a map in tourism. This study suggests some annotation methodology for national digital map and presents a simple implementation of it. Firstly, this study suggests a way of updating OGC annotation schema which corresponds with DXF format and creating a GML application schema using the updated OGC annotation schema. Also it suggest a way of converting instance documents of annotated map to VML document with XSLT and VML for display. Later, it is needed to study for supporting another formats as well as DXF format. In addition, it is needed to study for managing the history of updated map entity with annotation in Local governments UIS(Urban Information System) in practical aspects.

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A Dynamic Map Partition for Load Balancing of MMORPG based on Virtual Area Information (MMORPG에서의 부하 분산을 위한 가상 영역 정보 기반 동적 지역 분할)

  • Kim Beob-Kyun;An Dong-Un;Chung Seung-Jong
    • The KIPS Transactions:PartA
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    • v.13A no.3 s.100
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    • pp.223-230
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    • 2006
  • A MMORPG(Massively Multiplayer Online Role-Playing Game) is an online role-playing game in which a large number of players can interact with each other in the same world at the same time. Most of them require significant hardware requirements(e.g., servers and bandwidth), and dedicated support staff. Despite the efforts of developers, users often cite overpopulation, lag, and poor support as problems of games. In this paper, a dynamic load balancing method for MMORPGS is proposed. It tries to adapt to dynamic change of population by using dynamic map-partition method with VML(Virtual Map Layer) which consists of fields, sector groups, sectors, and cells. From the experimental results, our approach achieves about $23^{\sim}67%$ lower loads for each field server. By the modification to Virtual Area Layer, we can easily manage problems that come from changes of map data, resources' status, and users' behavior pattern.

Design and Implementation of On-Board Control System (위성 운용을 위한 On-Board Control System 설계 및 구현)

  • Shin, Hyun-Kyu
    • Aerospace Engineering and Technology
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    • v.13 no.1
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    • pp.86-95
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    • 2014
  • For the accomplishment of satellite's own missions, complicated control procedures and commands are required. Although absolute-Time Command and Command Sequences have been applied for controlling satellite and its operation historically, these command system only has a capability to manage sequential control process and has a limitation that cannot deal with decision and branch for corresponding to the condition of the time. To resolve above limitation, KARI has designed RTCSC which is mainly based on the existing RTCS but adopts a one-byte Op Code for supporting decision making and conditional branch. This paper introduces the design and implementation of RTCSC as On-Board Control System like OBCP, VML and IP.

An Algorithm to generate SMIL Documents from Temporal Scripts of Animation Component (애니메이션 컴포넌트의 시간적 스크립트로부터 SMIL 문서 생성 알고리즘)

  • Ha, Yan
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.111-118
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    • 2003
  • The SMIL specification that is recently approved by the W3C and is meant to help deliver multimedia content to the Web, is widely used in these days and they have continuously emerged tools or softwares related with that. In this paper, I propose an algorithm to convert temporal scripts of RASP that is an experimental toolkit for computer animation that promotes interaction-based programming over time into a SMIL document. For making better use of SMIL documents, we can improve reusability of animation components. And, main contribution of this paper is that it verifies the sequence diagram generated for synchronization of documents by reconverting SMIL from UML sequence diagram.