• 제목/요약/키워드: configurable process model

검색결과 4건 처리시간 0.019초

Extended Inductive Miner to Discover Semantic Annotated Process Model: A Variability-Based Approach

  • Aicha Khannat;Hanae Sbai;Laila Kjiri
    • Journal of Information Science Theory and Practice
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    • 제12권4호
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    • pp.36-49
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    • 2024
  • In recent years, the concept of a configurable process model has made many contributions, with the need for generic and reusable models. The high demand for this type of generic model is accompanied by quality requirements, as these models must be as comprehensive as possible to facilitate the task of customization. Many approaches exist to deal with configurable process models, especially in the field of process mining, including its three types of techniques: discovery, conformance, and enhancement. However, there is a lack of semantic representation in the resulting models. In this study, we propose a novel automated approach based on the extension of the Inductive Miner algorithm used to discover business process models. This method discovers a semantically annotated configurable process model using two ontologies: variability ontology and domain ontology-related concepts, which will improve and facilitate the configurable process model customization.

DWDM 차세대 인터넷 백본망에서 DMS 모델 기반의 차등화된 파장할당 및 LSP 설정 (Differentiated Lambda Establishment and Wavelength Assignment based on DMS model for QoS guarantees in DWDM Next Generation Internet Backbone Networks)

  • Kim, Sung-Un;Lee, Jun-Won
    • 한국통신학회논문지
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    • 제28권9B호
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    • pp.760-773
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    • 2003
  • 최선형 서비스에 기반을 둔 현재의 인터넷은 점차 새로운 멀티미디어 서비스 응용을 제공하기 위해 QoS를 보장하는 통합서비스 또는 차등화된 서비스 제공 형태로 잔화되어 가고 있다. 다가오는 시대의 멀티미디어 서비스별 QoS 요구 및 서비스별 높은 bandwidth 보장에 대한 요구는 IP/MPLS 기반의 제어 plane과 DWDM 광 네트워크 기술이 결합되어 미래의 re-configurable 전송망 실현에 대한 가장 설득력 있는 대안으로 떠오르고 있다. 본 논문에서는 이러한 차세대 DWDM 광 인터넷 백본망에서 멀티미디어 서비스 제공에 대한 QoS 보장을 위해 차등화된 MPLS 서비스(DMS)에 기반을 둔 차등화된 파장할당 과정을 제시한다. 또한 광 링크상의 파장 별 QoS 특성과 DWDM 차세대 인터넷 백본망 상에서 사용되는 OXC 노드의 종류에 따른 QoS recovery를 고려한 차등화된 파장할당 방안을 제시한다.

자바 프로그램의 재사용을 위한 자바 빈즈 컴포넌트의 추출 및 명세화 기법 (Extraction and Specification Technique of Java Components for Reuse of Java Programs)

  • 이성은;김영익;류성열
    • 한국정보처리학회논문지
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    • 제7권5호
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    • pp.1388-1400
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    • 2000
  • An important technical issue in recent software development is to make needed software by the composition of components that are assemblable, and configurable, and independently extracted. The main advantage of component-based software development is reducing development time and cost. It is more cost-effective in development time to use components that are already developed than developing from scratch. There are two ways of component-based software development: one is to compose self-developed components, and the other is to by the components developed by third-parties and compose them. In the second case, existing non component programs must can be used for reuse in the component development. In this paper, we approach two methods for increase of reusability of Java program. First, we suggest the technique of extracting the elements suitable for the Beans component model from Java program, and then we show a process and a guideline of converting the extract elements into the Beans component model. Second, we suggest a technique of automatically extracting component information from the Java Beans component, expressing them in XML, its is possible to reuse the efficient component environment.

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Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.