• Title/Summary/Keyword: markup

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The Design of SWT Builder Using Groovy Markup Extention (GroovyMarkup 확장을 이용한 SWT Builder 설계)

  • Lee Dongju;Ji JungHoon;Jang Hanil;Woo Gyun;Kim Won-Young;Choi Wan
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.976-978
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    • 2005
  • Java 플랫폼 기반 스크립트 언어인 Groovy는 Java와 같은 객체지향 언어지만 Java보다 훨씬 고급 수준의 언어로서 간결한 코드와 쉬운 프로그래밍 환경을 제공한다. Groovy가 제공하고 있는 기능 중에서 GroovyMarkup은 XML 문서와 같이 각각의 객체가 중첩된 트리 구조를 다루는 응용프로그램을 쉽게 생성할 수 있도륵 해준다. GUI 프로그램은 Component 및 Container 객체가 중첩된 구조로 이루어져 있으므로 GroovyMarkup을 이용하면 GUI 프로그램을 간결하고 쉽게 작성할 수 있다. 본 논문에서는 Java 플랫폼 GUI 중 최근 각광 받고 있는 SWT(Standard Widget Toolkit)를 Groovy에서 지원할 수 있게 GroovyMarkup을 확장하여 SWT Builder를 설계한다. SWT Builder는 마크업 형태로 기술한 SWT widget 이름과 속성을 SWT widget 객체와 일대일로 대응하는 구조로 설계된다. 따라서 GUI 프로그램의 골격을 구성하는 SWT Builder를 마크업 형식의 코드로 작성하고 GUI 컴포넌트 내의 이벤트 처리는 클로저(closure)를 이용함으로써 좋은 성능을 내는 GUI 프로그램을 비교적 쉽게 구성할 수 있다.

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A study on user interface converter model base on HIML(Human Interaction Markup Language) for household appliances (가전 기기를 위한 HIML(Human Interaction Markup Language)에 기반한 사용자 인터페이스 변환 모델에 관한 연구)

  • 박병철;김건희;손민우;신동규;신동일;김강
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.535-537
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    • 2004
  • 오늘날 유비쿼터스 컴퓨팅 기술, 홈 네트워크, 스마트 홈 등의 연구 개발로 여러 기기들과 컴퓨터가 연동한다. 이에 따라, 다양한 기기에 맞춰 여러 가지 사용자 인터페이스가 필요하며 이를 위해 사용자 인터페이스를 여러 번 개발해야 하는 비효율적인 일이 빈번하다. 또한, 개발자에게 있어서 여러 기기에 사용되는 서로 다른 언어를 모두 익히고 개발하는 것 역시 많은 부담을 준다. 이러한 문제를 해결하기 위해 UIML(User Interlace Markup Language)이란 마크업 언어가 제시되었다. 그러나 UIML도 여러 언어로의 변환을 위해 각각의 다른 변환 모듈을 이용해야 하는 번거로움이 있다. 본 연구에서는 다중 기기로의 사용자 인터페이스 변환과 상황인식이 가능한 마크업 언어인 HIML(Human Interaction Markup Language)을 제안하고 통합된 사용자 인터페이스 변환의 모델을 스마트 홈 환경에 적용해 보았다.

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Design and Implementation of Wired and Wireless Markup Language Content Conversion Module (무선인터넷 서비스를 위한 유무선 마크업 언어간의 컨텐츠 변환 모듈 설계 및 구현)

  • Kim Eun-Soo;Kim Seok-Hun;Yun Seong-Il
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.149-155
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    • 2004
  • Current wireless internetservice of domestic five mobile communication companies are being limited to the service using markup-language. platform and Contents. Therefore, research on integration Contents of different Wireless internet platform and its development are necessary. For the easiness of maintenance and compensation. this paper attempts to design a Wireless internet Contents converter for integrate wired and wireless platform which automatically converts to WML and C-HTML through analysis of HTML document.

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Implementation of Translator HTML to WML (HTML(Hyper Text Markup Language)-WML(Wireless Markup Language) Translator 구현)

  • 박진희;김명철;마중수
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.477-479
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    • 1999
  • 인터넷 환경이 예전의 데스크 탑(Desktop)과 같은 고정적인 환경에서 PDA나 Handheld PC와 같은 작은 휴대단말기(Mobile device: 이동전화, PDA, Handheld PC)를 사용하는 유동적인 환경으로 변하고 있다. 물론 이런 작은 휴대단말기는 기존의 데스크 탑(Desktop) 컴퓨터와는 다른 환경을 가지고 있다. 여기서 다른 환경이라는 것은 작은 메모리, 느린 CPU 속도, 느리며 불안정한 통신상태, 화면의 작고 색상의 단조로움 등을 가리킨다. 그러나 휴대단말기는 이동성이라는 장점을 가지고 있기 때문에 그 보급이 기하급수적으로 늘어난 전망이다. 그러나 기존의 인터넷 정보를 표현하는 HTML 문서를 수용함에 있어서 휴대단말기는 앞서 말한 여러 가지 제약점을 가지고 있기 때문에 휴대단말기의 환경에 적합한 Markup 언어가 필요하다. 이에 현재 WAP Forum이라는 단체에서 WML(Wireless Markup Language)을 표준으로 정하기 위한 활동을 하고 있다. 본 논문에서는 휴대단말기로 기존의 인터넷에 접속하기 위한 환경에 대해 고찰하고 HTML을 WML로 변환하는 도구의 구현을 다루고자 한다.

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Storing and Retrieving Motion Capture Data based on Motion Capture Markup Language and Fuzzy Search (MCML 기반 모션캡처 데이터 저장 및 퍼지 기반 모션 검색 기법)

  • Lee, Sung-Joo;Chung, Hyun-Sook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.2
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    • pp.270-275
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    • 2007
  • Motion capture technology is widely used for manufacturing animation since it produces high quality character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. In this paper, we propose a framework to integrate, store and retrieve heterogeneous motion capture data files effectively. We define a standard format for integrating different motion capture file formats. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (eXtensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents. We propose a fuzzy string searching method to retrieve certain MCML documents including strings approximately matched with keywords. The method can be used to retrieve desired series of frames included in MCML documents not entire MCML documents.

Web Information Retrieval Exploiting Markup Pattern (마크업 패턴을 이용한 웹 검색)

  • Kim, Min-Soo;Kim, Min-Koo
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.407-411
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    • 2007
  • Over the years, great attention has been paid to the question of exploiting inherent semantic of HTML in the area of web document retrieval. Although HTML is mainly presentation oriented, HTML tags implicitly contain useful semantics that can be catch meaning of text. Focusing on this idea. in this paper we define 'markup pattern' and try to improve performance of web document retrieval using markup patterns. Markup pattern is a mirror of intends of web document publisher and an internal semantic of text on web document. To discover the markup pattern and exploit it, we suggest a new scheme for extracting concepts and weighting documents. For evaluation task, we select two domains-BBC and CNN web sites, and use their search engines to gather domain documents. We re-weight and re-score documents using proposed scheme, and show the performance improvement in the two domains.

An Empirical Analysis on the Determinants for Industrial Markup in the Korean Service Industries Using the ADL Scheme (자기회귀모형을 이용한 서비스산업의 마크업 결정요인에 관한 실증분석)

  • Hua, Zhu Yan;Park, Sehoon;Jung, Yong Sik
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.6
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    • pp.87-96
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    • 2014
  • Since markup is defined as price over marginal cost by Hall(1988), the New Keynesians have intensively applied its definition in elucidating the relationship between market structure and business cycle. In lots of literatures markups proved to be counter cyclical empirically and theoretically. At the same time many studies analysed the determinants for markup in relation with business cycles. This paper establishes the markup equation based on the constant returns to scale production function including intermediate goods with technology being assumed to be AR(1) process and estimates the industrial markups in the Korean 5 service industries over the period 1975:1-2010:4. The paper also analyzed the markup determinants using the autoregressive distributed lag scheme ADL(1,1) in which the dependent variable and the single explanatory variable are each lagged once.

Simulation-Based Stochastic Markup Estimation System $(S^2ME)$ (시뮬레이션을 기반(基盤)으로 하는 영업이윤율(營業利潤率) 추정(推定) 시스템)

  • Yi, Chang-Yong;Kim, Ryul-Hee;Lim, Tae-Kyung;Kim, Wha-Jung;Lee, Dong-Eun
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2007.11a
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    • pp.109-113
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    • 2007
  • This paper introduces a system, Simulation based Stochastic Markup Estimation System (S2ME), for estimating optimum markup for a project. The system was designed and implemented to better represent the real world system involved in construction bidding. The findings obtained from the analysis of existing assumptions used in the previous quantitative markup estimation methods were incorporated to improve the accuracy and predictability of the S2ME. The existing methods has four categories of assumption as follows; (1) The number of competitors and who is the competitors are known, (2) A typical competitor, who is fictitious, is assumed for easy computation, (3) the ratio of bid price against cost estimate (B/C) is assumed to follow normal distribution, (4) The deterministic output obtained from the probabilistic equation of existing models is assumed to be acceptable. However, these assumptions compromise the accuracy of prediction. In practice, the bidding patterns of the bidders are randomized in competitive bidding. To complement the lack of accuracy contributed by these assumptions, bidding project was randomly selected from the pool of bidding database in the simulation experiment. The probability to win the bid in the competitive bidding was computed using the profile of the competitors appeared in the selected bidding project record. The expected profit and probability to win the bid was calculated by selecting a bidding record randomly in an iteration of the simulation experiment under the assumption that the bidding pattern retained in historical bidding DB manifest revival. The existing computation, which is handled by means of deterministic procedure, were converted into stochastic model using simulation modeling and analysis technique as follows; (1) estimating the probability distribution functions of competitors' B/C which were obtained from historical bidding DB, (2) analyzing the sensitivity against the increment of markup using normal distribution and actual probability distribution estimated by distribution fitting, (3) estimating the maximum expected profit and optimum markup range. In the case study, the best fitted probability distribution function was estimated using the historical bidding DB retaining the competitors' bidding behavior so that the reliability was improved by estimating the output obtained from simulation experiment.

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Design and Implementation of Agent Systems based on Case Markup Language for e-Leaning (e-Learning을 위한 사례 마크업 언어 기반 에이전트 시스템의 설계 및 구현 :사례 기반 학습자 모델을 중심으로)

  • 한선관;윤정섭;조근식
    • The Journal of Society for e-Business Studies
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    • v.6 no.3
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    • pp.63-80
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    • 2001
  • The construction of the students knowledge in e-Learning systems, namely the student modeling, is a core component used to develop e-Learning systems. However, existing e-Learning systems have many problems to share the knowledge in a heterogeneous student model and a distributed knowledge base. Because the methods of the knowledge representation are different in each e-Learning systems, the accumulated knowledge cannot be used or shared without a great deal of difficulty. In order to share this knowledge, existing systems must reconstruct the knowledge bases. Consequently, we propose a new a Case Markup Language based on XML in order to overcome these problems. A distributed e-Learning systems fan have the advantage of easily sharing and managing the heterogeneous knowledge base proposed by CaseML. Moreover students can generate and share a case knowledge to use the communication protocol of agents. In this paper, we have designed and developed a CaseML by using a knowledge markup language. Furthermore, in order to construct an intelligent e-Learning systems, we have done our research based on the design and development of the intelligent agent system by using CaseML.

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Generation of Class MetaData Based on XMI (XMI기반 클래스의 메타데이터생성)

  • Lee, Sang-Sik;Choi, Han-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.572-581
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    • 2009
  • Study on the class using XMI Meta model and XML MetaDats has significant difference from the method of Data creation which is widely used. Most of MXL System are focusing on the editor funcition, Database connection and Generation of Markup language. Unlikelly, however, this study has focused on the creation of Markup language of Class MetaData which are extracted from MXI data modedl. In addition to that, the attribute of unit element within the class and the relationship between the classes within the model were set to be given and expressed respectively. For the generation of Markup language, XML schema was used to declare the detail data type.