• Title/Summary/Keyword: general language use

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Game Planning and Development IDE based on Script (스크립트 기반의 게임 기획 및 개발을 위한 통합 개발 환경)

  • Lee Don-Yang;Park Wee-Joon;Choi Han-Yong
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.133-140
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    • 2005
  • It is important matter to develop game that language should consider improving game development environment. It is hardly any language that is designed to develop a game. Most developer used general purpose programming language in these situations, and directly modeling with engine. For this reasons, developers cannot easily develop games and must programming on engine level. It is hard to develop a game in this environment that was not able to understand an engine well. Moreover, developer and planner want to use an abstracted high-level language on planner phase and are going to easily develop a game. It was not have communication tool between developer and planner. Therefore, we defined a script language for modeling based on abstract engine level. In addition, we did build IDE to develop game using abstracted high-level language. It was able to develop a game on high-speed development environment. Therefore, developer does not must develop with engine phase but can develop a game with planners. In addition, game planner and developer can use a communication tool because it is able to develop skeleton game.

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The Broad System of Ordering as a switching language (스위칭언어로서의 BSO(Broad System of Ordering))

  • 이경호
    • Journal of Korean Library and Information Science Society
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    • v.14
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    • pp.149-179
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    • 1987
  • The concept of a "switching language " between different indexing languages and information retrieval systems has been discussed since the mid-1960s. Some preliminary investigates into the feasibility of switching between mediating tool yielded positive results. The Broad system of ordering(BSO) , a general classification scheme for information exchange and switching, has been under development as a joint FID/UNESCO project since 1973. The purpose of this study is to find out the origin, development, definition, and principle of BSO. The results of the study can be summarized as follows: (1) BSO is a switching language for the purpose of interconnection of information system which is located different regions, or using different indexing languages. (2) BSO is in effect, fully faceted and broad classification system. (3) BSO is not only a subject code but also an ordering system. (4) BSO can be used information retrieval system because the notation of composite subjects is formed by combining notation. (5) BSO has to some extent sacrificed brevity by leaving large unused notational gap for future use. (6) The structure of the scheme is in no way dependent upon the notation. notation.

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A Study on the method of creates a realty 3D sign language gesture

  • Ku, Ja-Hyo;Jo, Nam-Chul;Yang, Seong-Bok
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.185-188
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    • 2008
  • The developments of digital and multimedia have been increasing the demand of humans desiring the acquisition of real and intuitive information and diversified expressions and the use of animation characters are continually increasing in mass media. With the development of graphic techniques, these expressions of animation characters have become enabled of real and smooth representations. Although, in general, even fine movements of the hair of characters can be expressed using diverse data input devices, the studies on the multimedia technologies for disabled persons are quite insufficient. In this paper, Directness it extracts the data which it move sign language and It propose the method which creates a realty 3D sign language gesture.

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Design and Construction of a NLP Based Knowledge Extraction Methodology in the Medical Domain Applied to Clinical Information

  • Moreno, Denis Cedeno;Vargas-Lombardo, Miguel
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.376-380
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    • 2018
  • Objectives: This research presents the design and development of a software architecture using natural language processing tools and the use of an ontology of knowledge as a knowledge base. Methods: The software extracts, manages and represents the knowledge of a text in natural language. A corpus of more than 200 medical domain documents from the general medicine and palliative care areas was validated, demonstrating relevant knowledge elements for physicians. Results: Indicators for precision, recall and F-measure were applied. An ontology was created called the knowledge elements of the medical domain to manipulate patient information, which can be read or accessed from any other software platform. Conclusions: The developed software architecture extracts the medical knowledge of the clinical histories of patients from two different corpora. The architecture was validated using the metrics of information extraction systems.

Generic ADL Definition based on UML2.0 (UML 2.0 기반의 Generic ADL 정의)

  • Roh Sunghwan;Kim Kyungrae;Jeon Taewoong;Yoon Seokjin
    • Journal of KIISE:Software and Applications
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    • v.33 no.2
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    • pp.167-185
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    • 2006
  • Software architecture, which is the high level model of a software system, should be specified with ADLs (Architecture Description Languages) for its clarity and preciseness. Most of ADLs such as ACME, however, have not come into extensive use in industries since ADL users should learn a distinct notation specific to architecture. On the other hand, UML is a do facto standard general modeling language for software developments. UML provides a consistent notation and various supporting tools during the whole software development cycle. UML, being a general modeling language, does not provide all concepts that are important to architecture description. UML should be extended in order to precisely model architecture. A number of researches on architecture modeling based on WML have been progressed. Ail of them, however, are based on the UML1.x. UML2.0 embraces much more concepts that are important to architecture modeling than UML1.x. In this paper. we defined an architecture modeling language based on UML2.0. We defined Generic ADL by extending UML2.0 and applied the defined Generic ADL to a restaurant reservation system.

A Study on The Korean Sign Language platform base on DirectX (DirectX 기반의 KSL 실행 플랫폼의 개발과 구현)

  • Ku, Ja-Hyo;Ryoo, Yun-Kyoo
    • Journal of the Korea society of information convergence
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    • v.1 no.1
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    • pp.25-32
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    • 2008
  • The developments of digital and multimedia have been increasing the demand of humans desiring the acquisition of real and intuitive information and diversified expressions and the use of animation characters are continually increasing in mass media. With the development of graphic techniques, these expressions of animation characters have become enabled of real and smooth representations. Although, in general, even fine movements of the hair of characters can be expressed using diverse data input devices, the studies on the multimedia technologies for disabled persons are quite insufficient. In this paper, Directness it extracts the data which it move sign language and It propose the method which creates a Korea sign language platform.

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Zero-anaphora resolution in Korean based on deep language representation model: BERT

  • Kim, Youngtae;Ra, Dongyul;Lim, Soojong
    • ETRI Journal
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    • v.43 no.2
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    • pp.299-312
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    • 2021
  • It is necessary to achieve high performance in the task of zero anaphora resolution (ZAR) for completely understanding the texts in Korean, Japanese, Chinese, and various other languages. Deep-learning-based models are being employed for building ZAR systems, owing to the success of deep learning in the recent years. However, the objective of building a high-quality ZAR system is far from being achieved even using these models. To enhance the current ZAR techniques, we fine-tuned a pretrained bidirectional encoder representations from transformers (BERT). Notably, BERT is a general language representation model that enables systems to utilize deep bidirectional contextual information in a natural language text. It extensively exploits the attention mechanism based upon the sequence-transduction model Transformer. In our model, classification is simultaneously performed for all the words in the input word sequence to decide whether each word can be an antecedent. We seek end-to-end learning by disallowing any use of hand-crafted or dependency-parsing features. Experimental results show that compared with other models, our approach can significantly improve the performance of ZAR.

영어, 독일어 그리고 한국어의 강화사 (INTENSIFIERS) -머리에 묶이지 않은 용법 (NON-HEAD-BOUND-USE)을 중심으로

  • 최규련
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2001.06a
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    • pp.199-225
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    • 2001
  • The main goal of this paper is to investigate and compare English, German and Korean non-head-bound-intensifiers such as English ‘x-self’, German ‘selbst’, and Korean ‘susulo, casin’. That is, this paper is mainly concerned with the semantic domain where the respective contributions of the expressions in question overlap. The phenomenon under discussion with the label “intensifiers” is regarded as universal, which provides the ground of the comparative/contrastive or semi-cross-linguistic study of this paper. Not only the semantic concept of intensification by these expressions but also the combination of grammatical features or syntactic behaviours thereof seem to have highly invariant common denominators among the wide varieties of languages, even if they come from apparently different language families. In comparing English, German and Korean intensifiers, this paper is interested in the more general features of the expressions in question rather than some language-specific idiocyncracies. Intensifiers work similarly not only in English and German, but also in Korean. Each of three languages under investigation provides some sort of a safegard against confusing instances and misleading judgements on the issues under discussion. Morphologically, however, English expressions in question agree with their rele-vant NP in number, gender and person. Whereas German and Korean counterparts do not have such specific morphological properties. Intensifiers in their non-head-bound-use are subject-oriented, just as in their head-bound use. Non-head-bound-intensifiers differ from head-bound-intensifiers mostly in their syntactic behaviours or distributional properties, whereas they share the semantic domain “intensification” regarding relevant subject-NP. They introduce an ordering and distinguish center and periphery, and ‘self-involvement (directness of involvement)’seems a additional possible characterisation of the relevant dimension of these intensifiers in common. An assertion of identity also can be reg

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A Study on the Use of the Word "Kyoung" of Choi Nam-Sun (일본 식민지시대의 경관개념어 연구 -육당의 [조선의 산수]에 나타 난 경을 중심으로-)

  • 정하광
    • Journal of the Korean Institute of Landscape Architecture
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    • v.20 no.1
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    • pp.18-28
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    • 1992
  • A purpose of this study is to identify the concept formation and classify the diverse concepts which related to Kyoung(景) of Chio Nam-Sun at Korea under Japanese colonial rule (a turning point in the korean history). The cultural policy of th Japanese Government-General was aimed at the destruction of Korean nationalism and racial consciousness and the rapid Japanizatio of the Koreans. In the name of assimilation, Korean language instruction was first simply discouraged while the movement for the use of Japanese was stepped up, the use of the Japanese language was forced upon the Koreans, and textbook revision was carried out in order to develop Shinto nationalism and loyalty to the emperor and the state. The results were as follows; The type of landscape concept was 10 types and had the following frequencies in order; Pung-Kuoung(風景)(42), Kyoung-Chi(景致)(21), Koang-Kyoung(光景)(8), Kyoung-Sung(景勝)(7), Kyoung-Gae(景槪)(5), Kyoung-Goan(景觀)(2), Sung-Kyoung(勝景)(2), Kyoung(景)(2), Sil-Kyoung(實景)(1), Pung-Kyoung-Goan(風景觀)(1). Types of landscape concepts in critical periods were classified into 10 according to the many characteristics; personal situations, cultural policy and education policy of Japanese.

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APPLICATION OF VISUALLISP PROGRAMMING LANGUAGE TO 3D SLUICE MODELING

  • Nguyen Thi Lan Truc;Po-Han Chen
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.337-345
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    • 2007
  • Nowadays, it is convenient to use 3D modeling tools for general planning before construction. Normally, a 3D model is built with 3D CAD such as 3D Studio Max, Maya, etc. or simply with AutoCAD. All these software packages are effective in building 3D models but difficult to use, because many provided functions and tools require prior knowledge to build both 2D and 3D designs. Moreover, the traditional method of building 3D models is most time-consuming as experienced operators and manual input are required. Therefore, how to minimize the building time of 3D models and provide easy-to-use functions for users who are not familiar with 3D modeling becomes important. In this paper, the VisualLISP programming language is used to create a convenient tool for efficient generation of 3D components for the AutoCAD environment. This tool will be demonstrated with the generation of a 3D sluice, an artificial passage for water fitted with a valve or gate to stop or regulate water flow. With the tool, users only need to enter the parameters of a sluice in the edit box and the 3D model will be automatically generated in a few seconds. By changing parameters in the edit box and pressing the "OK" button, a new 3D sluice model will be generated in a short while.

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