• Title/Summary/Keyword: graph engine

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Optimized Structures with Hop Constraints for Web Information Retrieval (Hop 제약조건이 고려된 최적화 웹정보검색)

  • Lee, Woo-Key;Kim, Ki-Baek;Lee, Hwa-Ki
    • Journal of the Korean Operations Research and Management Science Society
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    • v.33 no.4
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    • pp.63-82
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    • 2008
  • The explosively growing attractiveness of the Web is commencing significant demands for a structuring analysis on various web objects. The larger the substantial number of web objects are available, the more difficult for the clients(i.e. common web users and web robots) and the servers(i.e. Web search engine) to retrieve what they really want. We have in mind focusing on the structure of web objects by introducing optimization models for more convenient and effective information retrieval. For this purpose, we represent web objects and hyperlinks as a directed graph from which the optimal structures are derived in terms of rooted directed spanning trees and Top-k trees. Computational experiments are executed for synthetic data as well as for real web sites' domains so that the Lagrangian Relaxation approaches have exploited the Top-k trees and Hop constraint resolutions. In the experiments, our methods outperformed the conventional approaches so that the complex web graph can successfully be converted into optimal-structured ones within a reasonable amount of computation time.

Emotion Based Gesture Animation Generation Mobile System (감정 기반 모바일 손제스쳐 애니메이션 제작 시스템)

  • Lee, Jung-Suk;Byun, Hae-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.129-134
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    • 2009
  • Recently, percentage of people who use SMS service is increasing. However, it is difficult to express own complicated emotion with text and emoticon of exited SMS service. This paper focuses on that point and practical uses character animation to express emotion and nuance correctly, funny. Also this paper suggests emotion based gesture animation generation system that use character's facial expression and gesture to delivery emotion excitably and clearly than only speaking. Michel[1] investigated interview movies of a person whose gesturing style they wish to animate and suggested gesture generation graph for stylized gesture animation. In this paper, we make focus to analyze and abstracted emotional gestures of Disney animation characters and did 3D modeling of these emotional gestures expanding Michel[1]'s research. To express emotion of person, suggests a emotion gesture generation graph that reflects emotion flow graph express emotion flow for probability. We investigated user reaction for research the propriety of suggested system and alternation propriety.

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Domain Question Answering System (도메인 질의응답 시스템)

  • Yoon, Seunghyun;Rhim, Eunhee;Kim, Deokho
    • KIISE Transactions on Computing Practices
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    • v.21 no.2
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    • pp.144-147
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    • 2015
  • Question Answering (QA) services can provide exact answers to user questions written in natural language form. This research focuses on how to build a QA system for a specific domain area. Online and offline QA system architecture of targeted domain such as domain detection, question analysis, reasoning, information retrieval, filtering, answer extraction, re-ranking, and answer generation, as well as data preparation are presented herein. Test results with an official Frequently Asked Question (FAQ) set showed 68% accuracy of the top 1 and 77% accuracy of the top 5. The contribution of each part such as question analysis system, document search engine, knowledge graph engine and re-ranking module for achieving the final answer are also presented.

Design of Keyword Extraction System Using TFIDF (TFIDF를 이용한 키워드 추출 시스템 설계)

  • 이말례;배환국
    • Korean Journal of Cognitive Science
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    • v.13 no.1
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    • pp.1-11
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    • 2002
  • In this paper, a test was performed to determine whether words in Anchor Text were appropriate as key words. As a result of the test. there were proper words of high weighting factor, while some others did not even appear in the text. therefore, were not appropriate as key words. In order to resolve this problem. a new method was proposed to extract key words. Using the proposed method, inappropriate key words can be removed so that new key words be set, and then, ranking becomes possible with the TFIDF value as a weighting factor of the key word. It was verified that the new method has higher accuracy compared to the previous methods.

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Design and Implementation of A 3D Virtual Environment Engine for Collaboration (다중 사용자의 공동 작업을 위한 3차원 가상 환경 기반 설계 및 구현)

  • 김종석;이진상;최윤철
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.441-446
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    • 2001
  • 본 논문에서는 다중 사용자간의 상호 작용과 공동 작업을 가능하게 하는 3차원 그래픽 기반의 가상 현실 시스템 모듈의 설계에 관하여 제안하였다. 본 논문에서 제안하는 시스템은 3차원 가상 공간을 기반으로 하여 네트워크를 통한 다중 사용자의 참여와 참여자간의 인터렉션을 가능하게 하는 기반 시스템이라고 할 수 있다. 본 시스템은 클라이언트-서버 모델을 기본으로 하여 구성되었으며, 인증/보안, 분산 처리, 데이터베이스, 객체와 지역관리, 전송 데이터 압축, 동적인 Scene Graph 구성 등 여러 가지 세부 모듈이 복합적으로 사용되었다. 개발된 시스템은 3차원 가상 공간상에서 자신의 아바타를 자유롭게 조작, 네비게이션할 수 있으며, 다른 사용자들의 움직임을 실시간으로 관찰할 수 있다. 향후, 시스템에 여러 가지 모듈을 추가하여 확장하게 되면 교육, 다중 사용자들의 공동 작업, 게임, 3차원 기반의 커뮤니티 형성 등 다양한 분야에 응용될 수 있을 것이다.

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Grapheme-based on-line recognition of cursive korean characters (자소 단위의 온라인 흘림체 한글 인식)

  • 정기철;김상균;이종국;김행준
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.33B no.9
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    • pp.124-134
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    • 1996
  • Korean has a large set of characters, and has a two-dimensional formation: each character is composed of graphemes in two dimensions. Whereas connections between characters are rare, connections inside a grapheme and between graphemes happen frequently and these connections generate many cursive strokes. To deal with the large character set and the cursive strokes, using the graphemes as a recognition unit is an efffective approach, because it naturally accommodates the structural characteristics of the characters. In this paper, we propose a grapheme-based on-line recognition method for cursive korean characters. Our method uses a TDNN recognition engine to segment cursive strokes into graphemes and a graph-algorithmic postprocessor based on korean grapheme composition rule and viterbi search algorithm to find the best recognition score path. We experimented the method on freely hand-written charactes and obtained a recognition rate of 94.5%.

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Development of an engine for recommending the location of waste mask collection boxes in Yongin, Gyeonggi-do (경기도 용인시 폐마스크 수거함 위치 추천 엔진 개발)

  • Sung Jin Kim;Yeon Seok Ha
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.147-150
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    • 2023
  • 본 논문에서는 코로나 19 확산에 따른 마스크 생산량 급증에 따라 폐마스크 수거함을 배치하는 경기도 용인시에 데이터를 기반으로 한 수거함 위치 추천을 목표하는 프로젝트를 소개한다. 해당 프로젝트는 전국 표준노드 링크와 건축물 용도 API를 활용했으며 데이터 전처리와 메모이제이션 기법 등으로 적절한 시간 안에 결과가 도출되도록 위치 추천 엔진을 개발했다. 개발 완료된 엔진으로부터 도출된 결과를 바탕으로 폐마스크 수거함을 배치한다면 보다 효과적인 결과로 이어질 것으로 기대된다.

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A Collision detection from division space for performance improvement of MMORPG game engine (MMORPG 게임엔진의 성능개선을 위한 분할공간에서의 충돌검출)

  • Lee, Sung-Ug
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.567-574
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    • 2003
  • Application field of third dimension graphic is becoming diversification by the fast development of hardware recently. Various theory of details technology necessary to design game such as 3D MMORPG (Massive Multi-play Online Role Flaying Game) that do with third dimension. Cyber city should be absorbed. It is the detection speed that this treatise is necessary in game engine design. 3D MMORPG game engine has much factor that influence to speed as well as rendering processing because it express huge third dimension city´s grate many building and individual fast effectively by real time. This treatise nay get concept about the collision in 3D MMORPG and detection speed elevation of game engine through improved detection method. Space division is need to process fast dynamically wide outside that is 3D MMORPG´s main detection target. 3D is constructed with tree construct individual that need collision using processing geometry dataset that is given through new graph. We may search individual that need in collision detection and improve the collision detection speed as using hierarchical bounding box that use it with detection volume. Octree that will use by division octree is used mainly to express rightly static object but this paper use limited OSP by limited space division structure to use this in dynamic environment. Limited OSP space use limited space with method that divide square to classify typically complicated 3D space´s object. Through this detection, this paper propose follow contents, first, this detection may judge collision detection at early time without doing all polygon´s collision examination. Second, this paper may improve detection efficiency of game engine through and then reduce detection time because detection time of bounding box´s collision detection.

Development of a Korean Speech Recognition Platform (ECHOS) (한국어 음성인식 플랫폼 (ECHOS) 개발)

  • Kwon Oh-Wook;Kwon Sukbong;Jang Gyucheol;Yun Sungrack;Kim Yong-Rae;Jang Kwang-Dong;Kim Hoi-Rin;Yoo Changdong;Kim Bong-Wan;Lee Yong-Ju
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.8
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    • pp.498-504
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    • 2005
  • We introduce a Korean speech recognition platform (ECHOS) developed for education and research Purposes. ECHOS lowers the entry barrier to speech recognition research and can be used as a reference engine by providing elementary speech recognition modules. It has an easy simple object-oriented architecture, implemented in the C++ language with the standard template library. The input of the ECHOS is digital speech data sampled at 8 or 16 kHz. Its output is the 1-best recognition result. N-best recognition results, and a word graph. The recognition engine is composed of MFCC/PLP feature extraction, HMM-based acoustic modeling, n-gram language modeling, finite state network (FSN)- and lexical tree-based search algorithms. It can handle various tasks from isolated word recognition to large vocabulary continuous speech recognition. We compare the performance of ECHOS and hidden Markov model toolkit (HTK) for validation. In an FSN-based task. ECHOS shows similar word accuracy while the recognition time is doubled because of object-oriented implementation. For a 8000-word continuous speech recognition task, using the lexical tree search algorithm different from the algorithm used in HTK, it increases the word error rate by $40\%$ relatively but reduces the recognition time to half.

Job Assignment Simulation of Ship Hull Production Design in Consideration of Mid-Term Schedule (중일정계획을 고려한 선체 생산설계 작업할당 시뮬레이션)

  • Son, Myeong-Jo;Kim, Tae-Wan
    • Journal of the Society of Naval Architects of Korea
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    • v.50 no.5
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    • pp.334-342
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    • 2013
  • In this paper, we analyze the procedure of the design manager for the enhancement of the hull production design process by use of the simulation method. Normally, design manager assigns design jobs according to various methods and estimates the corresponding results. When the construction drawing which is the output of the detail design where a design is dealt by zones, the design manager identifies blocks and analyzes their work difficulties, and assigns jobs to design engineers who are different in capabilities. These processes including the design engineer who can be modeled with man-hours evaluation model are represented in detail as a simulation model. As the high-level modeling for the discrete-event system, we use Event Graph model. And we implemented the simulation using Simkit which is open simulation engine for the discrete-event system. We made the simulation scenario to be written by a user in the scenario generator which is separated from the simulation model, and made the simulation result to be visualized in the form of Gantt chart in a Web. In the scenario of the irregular issuance for various construction drawings which contain different numbers of blocks, we performed the Monte-Carlo simulation according to various assignment methods to find the assignment result that satisfies the mid-term schedule.