• Title/Summary/Keyword: goal programming

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A Dynamic Path Computation Database Model in Mobile LBS System (모바일 LBS 시스템에서 동적 경로 계산 데이터베이스 모델)

  • Joo, Yong-Jin
    • Spatial Information Research
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    • v.19 no.3
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    • pp.43-52
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    • 2011
  • Recently, interest in location-based service (LBS) which utilizes a DBMS in mobile system environment has been increasing, and it is expected to overcome the existing file-based system's limitation in advanced in-vehicle system by utilizing DBMS's advantages such as efficient storage, transaction management, modelling and spatial queries etc. In particular, the road network data corresponds to the most essential domain in a route planning system, which needs efficient management and maintenance. Accordingly, this study aims to develop an efficient graph-based geodata model for topological network data and to support dynamic path computation algorithm based on heuristic approach in mobile LBS system. To achieve this goal, we design a data model for supporting the hierarchy of network, and implement a path planning system to evaluate its performance in mobile LBS system. Last but not least, we find out that the designed path computation algorithm with hierarchical graph model reduced the number of nodes used for finding and improved the efficiency of memory.

Development of a Navigation Control Algorithm for Mobile Robots Using D* Search and Fuzzy Algorithm (D* 서치와 퍼지 알고리즘을 이용한 모바일 로봇의 충돌회피 주행제어 알고리즘 설계)

  • Jung, Yun-Ha;Park, Hyo-Woon;Lee, Sang-Jin;Won, Moon-Cheol
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.34 no.8
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    • pp.971-980
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    • 2010
  • In this paper, we present a navigation control algorithm for mobile robots that move in environments having static and moving obstacles. The algorithm includes a global and a local path-planning algorithm that uses $D^*$ search algorithm, a fuzzy logic for determining the immediate level of danger due to collision, and a fuzzy logic for evaluating the required wheel velocities of the mobile robot. To apply the $D^*$ search algorithm, the two-dimensional space that the robot moves in is decomposed into small rectangular cells. The algorithm is verified by performing simulations using the Python programming language as well as by using the dynamic equations for a two-wheeled mobile robot. The simulation results show that the algorithm can be used to move the robot successfully to reach the goal position, while avoiding moving and unknown static obstacles.

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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Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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The Design of Automated System for Ubiquitous Healthcare Examination (유비쿼터스 기반의 건강진단 자동화 시스템의 설계)

  • Kung, Sang-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.3
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    • pp.541-548
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    • 2007
  • The workflow, one of core features for modern business operation, models common elements and their relationships in business processes. The research is focused on how to adapt the workflow model to the healthcare examination which becomes popular these days. Especially, we intend to have fully automated process for healthcare examination by providing customers with PDA with RFTD chip. In order to realize this goal, this paper proposes the design of software architectures the class structures, and the definition of messages used for the system interactions. In other word, the paper shows the analysis of healthcare application in terms of service scenario and the design of workflow engine ant ubiquitous healthcare application under the Object-Oriented programming environment. the The result of the study may also enable the unmanned healthcare examination as well as ubiquitous based healcare examination sooner or later.

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Parallel task scheduling under multi-Clouds

  • Hao, Yongsheng;Xia, Mandan;Wen, Na;Hou, Rongtao;Deng, Hua;Wang, Lina;Wang, Qin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.1
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    • pp.39-60
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    • 2017
  • In the Cloud, for the scheduling of parallel jobs, there are many tasks in a job and those tasks are executed concurrently on different VMs (Visual machines), where each task of the job will be executed synchronously. The goal of scheduling is to reduce the execution time and to keep the fairness between jobs to prevent some jobs from waiting more time than others. We propose a Cloud model which has multiple Clouds, and under this model, jobs are in different lists according to the waiting time of the jobs and every job has different parallelism. At the same time, a new method-ZOMT (the scheduling parallel tasks based on ZERO-ONE scheduling with multiple targets) is proposed to solve the problem of scheduling parallel jobs in the Cloud. Simulations of ZOMT, AFCFS (Adapted First Come First Served), LJFS (Largest Job First Served) and Fair are executed to test the performance of those methods. Metrics about the waiting time, and response time are used to test the performance of ZOMT. The simulation results have shown that ZOMT not only reduces waiting time and response time, but also provides fairness to jobs.

The Bytecode Optimizer (바이트코드 최적화기)

  • 이야리;홍경표;오세만
    • Journal of KIISE:Software and Applications
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    • v.30 no.1_2
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    • pp.73-80
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    • 2003
  • The Java programming language is designed for developing effective applications in a heterogeneous network environment. Major problem in Java is its performance. many attractive features of Java make the development of software easy, but also make it expensive to support ; applications written in Java are often much slower than their counterparts written in C or C++. To use Java`s attractive features without the performance penalty, sophisticated optimizations and runtime systems are required. Optimising Java bytecode has several advantages. First, the bytecode is independent of any compiler that is used to generate it. Second, the bytecode optimization can be performed as a pre=pass to Just-In-Time(JIT) compilation. Many attractive features of Java make the development of software easy, but also make it expensive to support. The goal of this work is to develop automatic construction of code optimizer for Java bytecode. We`ve designed and implemented a Bytecode Optimizer that performs the peephole optimization, bytecode-specific optimization, and method-inlining techniques. Using the Classfile optimizer, we see up to 9% improvement in speed and about 20% size reduction in Java class files, when compared to average code using the interpreter alone.

An Optimization Approach for a Spanning Tree-Based Compactness Measure in Contiguous Land Acquisition Problems (토지 획득 문제에서 공간적 밀집도 측정을 위한 최적화 연구)

  • Kim, Myung-Jin;Xiao, Ningchuan
    • Journal of the Korean Geographical Society
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    • v.46 no.6
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    • pp.724-737
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    • 2011
  • The goal of solving a contiguous land acquisition problem is to find an optimal cluster of land parcels so that one can move from an acquired parcel to another without leaving the cluster. In many urban and regional planning applications, criteria such as acquisition cost and compactness of acquired parcels are important. Recent research has demonstrated that spatial contiguity can be formulated in a mixed integer programming framework. Spatial compactness, however, is typically formulated in an approximate manner using parameters such as external border length or other shape indices of acquired land parcels. This paper first develops an alternative measure of spatial compactness utilizing the characteristics of the internal structure of a contiguous set of land parcels and then incorporates this new measure into a mixed integer program of contiguous land acquisition problems. A set of computational experiments are designed to demonstrate the use of our model in a land acquisition context.

Analysis of characteristics and location of the appearance for codding pattern in the source code (소스 코드에 포함된 코딩 패턴의 특성과 출현 위치 관련성에 대한 분석)

  • Kim, Young-Tae;Kong, Heon-Tag;Kim, Chi-Su
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.165-171
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    • 2013
  • Coding patterns that appeared frequently in the source code is a typical piece of code. The functionality that difficult to modularize, such as logging or synchronization processing, and the useful sentences in programming is extracted in software as codding pattern. Large-scale software could not be analyzed fully because the number of coding pattern that can be manually investigated is limited. In this paper, the characteristics of coding patterns perform the evaluation. The goal is to extract for codding-pattern to analyzed by developer. We was selected 6 indicators and performed analysis of 4 open-source. Matrix relations between the values and characteristics of the actual pattern analysis, pattern instances, the width of the distribution of instances, the pattern repeating structure of the elements included in the rates should be analyzed for patterns and indicators that help in choosing was confirmed.

A Performance Evaluation of Circuit Minimization Algorithms for Mentorship Education of Informatics Gifted Secondary Students (중등 정보과학 영재 사사 교육을 위한 회로 최소화 알고리즘 성능 평가)

  • Lee, Hyung-Bong;Kwon, Ki-Hyeon
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.12
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    • pp.391-398
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    • 2015
  • This paper devises a performance improvement and evaluation process of circuit minimization algorithms for mentorship education of distinguished informatics gifted secondary students. In the process, students learn that there are several alternative equivalent circuits for a target function and recognize the necessity for formalized circuit minimization methods. Firstly, they come at the concept of circuit minimization principle from Karnaugh Map which is a manual methodology. Secondly, they explore Quine-McCluskey algorithm which is a computational methodology. Quine-McCluskey algorithm's time complexity is high because it uses set operations. To improve the performance of Quine-McCluskey algorithm, we encourage them to adopt a bit-wise data structure instead of integer array for sets. They will eventually see that the performance achievement is about 36%. The ultimate goal of the process is to enlarge gifted students' interest and integrated knowledge about computer science encompassing electronic switches, logic gates, logic circuits, programming languages, data structures and algorithms.