• Title/Summary/Keyword: computing hierarchy

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Object Oriented Spatial Data Model using Geographic Relationship Role (지리 관계 역할을 이용한 객체 지향 공간 데이터 모델)

  • Lee, Hong-Ro
    • Journal of Internet Computing and Services
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    • v.1 no.1
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    • pp.47-62
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    • 2000
  • Geographic Information System(GIS) deal with data which can potentially be useful for a wida range of applications. However, the information needs of each application usually vary, specially in resolution, detail level, and representation style, as defined in the modeling phase of the geographic database design. To be able to deal with such diverse needs, the GIS must after features that allow multiple representations for each geographic entity of phenomenon. This paper addresses the problem of formal definition of the objects and their relationships on geographical information systems. The geographical data is divided in two main classes: geo-objects and geo-fields, which describe discrete and continuous representations of spatial reality. I will study the classes and the roles of relationships over geo-fields, geo-objects and nongeo-objects. Therefore, this paper will contribute the efficient design of geographical class hierarchy schema by means of formalizing attribute-domains of classes.

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Code Generation from the Statechart Based on XMI (XMI 기반 상태도의 소스코드 자동생성 엔진 구현)

  • Lim, Joa-Sang;Kim, Jin-Man
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.161-170
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    • 2011
  • Despite some practical confusion over the variations in the diagram which may be drawn differently depending upon the CASE, the statechart of UML has been widely used to show the dynamic behaviour of the systems. Prior research has employed either simple switch-case statement or the state design pattern to generate source code from the statechart, which may result in varying source codes. This paper made an attempt to formally define the statechart and generate source codes from it. Firstly we cleaned up the XMI which was generated from different CASEs. This XMI has been translated to the EHA to identify automata contained in it. Then the elements of the statechart metamodel were mapped to the java programs. We also verified the quality of source codes by measuring functionality and maintainability. The case employed in this study was the air conditioner. The reason was that the case includes various states and transitions of interest. It was found that XMI was well extracted by removing some legacy codes in the CASE and the source codes were then successfully generated with the concurrency and hierarchy of the statechart. Further research is required to validate it practical significance with a larger case.

A Comparison of Performance between STMP/MST and Existing Spatio-Temporal Moving Pattern Mining Methods (STMP/MST와 기존의 시공간 이동 패턴 탐사 기법들과의 성능 비교)

  • Lee, Yon-Sik;Kim, Eun-A
    • Journal of Internet Computing and Services
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    • v.10 no.5
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    • pp.49-63
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    • 2009
  • The performance of spatio-temporal moving pattern mining depends on how to analyze and process the huge set of spatio-temporal data due to the nature of it. The several method was presented in order to solve the problems in which existing spatio-temporal moving pattern mining methods[1-10] have, such as increasing execution time and required memory size during the pattern mining, but they did not solve properly yet. Thus, we proposed the STMP/MST method[11] as a preceding research in order to extract effectively sequential and/or periodical frequent occurrence moving patterns from the huge set of spatio-temporal moving data. The proposed method reduces patterns mining execution time, using the moving sequence tree based on hash tree. And also, to minimize the required memory space, it generalizes detailed historical data including spatio-temporal attributes into the real world scopes of space and time by using spatio-temporal concept hierarchy. In this paper, in order to verify the effectiveness of the STMP/MST method, we compared and analyzed performance with existing spatio-temporal moving pattern mining methods based on the quantity of mining data and minimum support factor.

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3D Image Coding Using DCT and Hierarchical Segmentation Vector Quantization (DCT와 계층 분할 벡터 양자화를 이용한 3차원 영상 부호화)

  • Cho Seong Hwan;Kim Eung Sung
    • Journal of Internet Computing and Services
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    • v.6 no.2
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    • pp.59-68
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    • 2005
  • In this paper, for compression and transmission of 3D image, we propose an algorithm which executes 3D discrete cosine transform(DCT) for 3D images, hierarchically segments 3D blocks of an image in comparison with the original image and executes finite-state vector quantization(FSVQ) for each 3D block. Using 3D DCT coefficient feature, a 3D image is segmented hierarchically into large smooth blocks and small edge blocks, then the block hierarchy informations are transmitted. The codebooks are constructed for each hierarchical blocks respectively, the encoder transmits codeword index using FSVQ for reducing encoded bit with hierarchical segmentation information. The new algorithm suggested in this paper shows that the quality of Small Lobster and Head image increased by 1,91 dB and 1.47 dB respectively compared with those of HFSVQ.

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Ant Colony Hierarchical Cluster Analysis (개미 군락 시스템을 이용한 계층적 클러스터 분석)

  • Kang, Mun-Su;Choi, Young-Sik
    • Journal of Internet Computing and Services
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    • v.15 no.5
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    • pp.95-105
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    • 2014
  • In this paper, we present a novel ant-based hierarchical clustering algorithm, where ants repeatedly hop from one node to another over a weighted directed graph of k-nearest neighborhood obtained from a given dataset. We introduce a notion of node pheromone, which is the summation of amount of pheromone on incoming arcs to a node. The node pheromone can be regarded as a relative density measure in a local region. After a finite number of ants' hopping, we remove nodes with a small amount of node pheromone from the directed graph, and obtain a group of strongly connected components as clusters. We iteratively do this removing process from a low value of threshold to a high value, yielding a hierarchy of clusters. We demonstrate the performance of the proposed algorithm with synthetic and real data sets, comparing with traditional clustering methods. Experimental results show the superiority of the proposed method to the traditional methods.

Object Picking and Concurrency for Solid Modeler in Collaborative Design System (협동설계시스템의 솔리드 모델러를 위한 오브젝트의 Picking과 Concurrency)

  • 윤보열;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.4
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    • pp.723-729
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    • 2001
  • We are able to work on the shared virtual space in Web-based Collaborative Design System using only Internet and Web browser. The users connect to the Solid Modeler Server through m and they create 3D shape and manipulate them variously. Then the users will share 3D objects and two problems can arise. The users must be able to pick the objects effectively which they want to manipulate. When one of the users manipulates a particular object, others should not disturb with the same object. In this paper, picking is implemented not only by computing intersection of mouse pointer with the objects of the virtual world, but also by using capabilities and attributes of scene graph node, by setting bounds intersection testing instead of geometric intersection testing, by limiting the scope of the pick testing, using Java 3D. These methods can reduce the computation of picking and can pick 3D objects effectively and easily using the system of hierarchy. To have effective concurrency, we used shared lock and exclusive lock as the action in work space.

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Extracting the hierarchical learning elements for the 'Algorithms and Programming' Area of the 2022 Revised Secondary Informatics Curriculum (2022 개정 중등 정보과 교육과정의 '알고리즘과 프로그래밍' 영역의 단계별 학습 요소 추출)

  • JaMee Kim
    • Journal of Internet Computing and Services
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    • v.25 no.2
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    • pp.123-132
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    • 2024
  • The purpose of this study was to extract hierarchical learning elements in the area of 'Algorithms and Programming' in the 2022 revised secondary informatics curriculum. Intrinsic validity was secured by considering the core ideas presented in the curriculum and the content elements of 'knowledge/understanding', 'process/skills', and 'values/attitudes', and extrinsic validity of the learning elements was obtained through FGI and CVR with 25 experts. The learning elements derived from this study are 7 in the first stage, 18 in the second stage, and 26 in the third stage for middle schools, and 8 in the first stage, 23 in the second stage, and 27 in the third stage for high schools. Although the scope and size of knowledge in each stage may differ, the hierarchy of knowledge in the first stage, which is materialized in the second and third stages, provides direction on how knowledge should be taught. This study is expected to contribute to the implementation of the new curriculum in schools and to improve teachers' understanding of the curriculum.

Object Tracking for Elimination using LOD Edge Maps Generated from Canny Edge Maps (캐니 에지 맵을 LOD로 변환한 맵을 이용하여 객체 소거를 위한 추적)

  • Jang, Young-Dae;Park, Ji-Hun
    • Annual Conference of KIPS
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    • 2007.05a
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    • pp.333-336
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    • 2007
  • We propose a simple method for tracking a nonparameterized subject contour in a single video stream with a moving camera and changing background. Then we present a method to eliminate the tracked contour object by replacing with the background scene we get from other frame. Our method consists of two parts: first we track the object using LOD (Level-of-Detail) canny edge maps, then we generate background of each image frame and replace the tracked object in a scene by a background image from other frame that is not occluded by the tracked object. Our tracking method is based on level-of-detail (LOD) modified Canny edge maps and graph-based routing operations on the LOD maps. To reduce side-effects because of irrelevant edges, we start our basic tracking by using strong Canny edges generated from large image intensity gradients of an input image. We get more edge pixels along LOD hierarchy. LOD Canny edge pixels become nodes in routing, and LOD values of adjacent edge pixels determine routing costs between the nodes. We find the best route to follow Canny edge pixels favoring stronger Canny edge pixels. Our accurate tracking is based on reducing effects from irrelevant edges by selecting the stronger edge pixels, thereby relying on the current frame edge pixel as much as possible. This approach is based on computing camera motion. Our experimental results show that our method works nice for moderate camera movement with small object shape changes.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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A Study on the Development Strategy of Smart Learning for Public Education (스마트러닝의 공교육 정착을 위한 성공전략 연구)

  • Kim, Taisiya;Cho, Ji Yeon;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.16 no.6
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    • pp.123-131
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    • 2015
  • Recently the development of ICT has a big impact on education field, and diffusion of smart devices has brought new education paradigm. Since people has an opportunity to use various contents anytime and communicate in an interactive way, the method of learning has changing. In 2011, Korean government has established the smart education promotion plan to be a first mover in the paradigm shift from e-learning to smart learning. Especially, government aimed to improve the quality of learning materials and method in public schools, and also to decrease the high expenditure on private education. However, the achievement of smart education policy has not emerged yet, and the refinement of smart learning policy and strategy is essential at this moment. Therefore, the purpose of this study is to propose the successful strategies for smart learning in public education. First, this study explores the status of public education and smart learning environment in Korea. Then, it derives the key success factors through SWOT(Strength, Weakness, Opportunity, Threat) analysis, and suggests strategic priorities through AHP(Analytic Hierarchy Priority) method. The interview and survey were conducted with total 20 teachers, who works in public schools. As a results, focusing on weakness-threat(WT) strategy is the most prior goal for public education, to activate the smart learning. As sub-factors, promoting the education programs for teachers($W_2$), which is still a weakness, appeared as the most important factor to be improved. The second sub-factor with high priority was an efficient optimizing the capability of new learning method($S_4$), which is a strength of systematic public education environment. The third sub-factor with high priority was the extension of limited government support($T_4$), which could be a threat to other public schools with no financial support. In other words, the results implicate that government institution factors should be considered with high priority to make invisible achievement in smart learning. This study is significant as an initial approach with strategic perspective for public education. While the limitation of this study is that survey and interview were conducted with only teachers. Accordingly, the future study needs to be analyzed in effectiveness and feasibility, by considering perspectives from field experts and policy makers.