• 제목/요약/키워드: object-relation

검색결과 533건 처리시간 0.02초

Pipe Support Modeling 및 제작도 작성 GSCAD 적용 사례 (Pipe Support Modeling & Fabrication Drawing Generation on GSCAD)

  • 민병천;박정현;강영민;김은섭
    • 대한조선학회 특별논문집
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    • 대한조선학회 2009년도 특별논문집
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    • pp.40-46
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    • 2009
  • The GSCAD (Global Shipbuilding CAD) System used in Samsung Heavy Industries is based on the Relation and Rule. The design area where excellence of these Relation & Rule can be used fully is pipe support modeling. That's because, many rules are required to place a pipe support and it's supported by hull structural object. Samsung Heavy Industries has been customizing the Relation and Rule supported by SmarMarine3d(R) to model pipe support easily and satisfies standard. Also, the pipe support fabrication drawing program was developed to generate a drawing for the pipe support customized. This paper reviews the characteristics of pipe support modeling on GSCAD and the Rules customized also, fabrication drawing program will be introduced.

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학습객체 개념을 이용한 학교도서관 정보시스템(DLS)의 메타데이터 요소확장에 관한 연구 (A Study on the Metadata Element's Expansion of DLS Based on Learning Object)

  • 이병기
    • 한국문헌정보학회지
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    • 제38권4호
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    • pp.85-104
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    • 2004
  • 본 연구는 인터넷 기반의 교육정보서비스 기관에서 채택하고 있는 학습객체의 개념을 도입하여 학교도서관 정보시스템(DLS)의 메타데이터에 교육 관련 요소를 추가, 확장할 수 있는 방안을 제시하고자 한다. 교수${\cdot}$학습의 상황에 따라서 정보자원에 접근토록 하고, 정보자원에 포함된 내부 데이터 요소의 제반 특성을 메타데이터로 기술하고 색인 함으로써 학습객체 단위로 접근할 수 있는 방안을 제시하는데 목적이 있다. 기존의 DLS의 메타데이터에 , , 요소를 추가하여 교수${\cdot}$학습 상황에 따라서 정보자원에 접근할 수 있도록 하고 요소를 이용하여 내부 학습객체의 개념을 수용할 수 있는 방안을 제시하였다.

객체지향접근법을 사용한 컨테이너 터미널 시뮬레이터의 설계 (Design for Container Terminal Simulator Using an Object-oriented Approach)

  • 윤원영;최용석;이명길;송진영
    • 산업공학
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    • 제13권4호
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    • pp.608-618
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    • 2000
  • This paper proposes a design procedure to develop the object-oriented simulator of port container terminal. The design methodology uses an object-oriented approach to support an object-oriented simulation and the design procedure consists of object scheme and event scheme. The object-scheme is a procedure to determine the structure of material flow objects and information flow objects and a relation diagram between objects that have attributes and methods. The event scheme is a procedure to define methods and to connect messages of objects. We assume that the container terminal system consists of gate, container yard, and berth and the equipment used in the container terminal are container cranes, transfer cranes, yard tractors, and trailers.

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객체지향 시스템 모델링 활동과 시스템개발 성공: 이론과 실증적 탐색 (Object-Oriented Modeling Activity and Systems Development Success: Theory and Empirical Exploration)

  • 안준모
    • Asia pacific journal of information systems
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    • 제10권4호
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    • pp.37-56
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    • 2000
  • This study proposes the concept and measurement of object-oriented systems modelling activity based on the previous research in the area of systems engineering, object-oriented modelling, and information systems. The modelling activity is related to information systems development success for exploring the correlation of each other. The object-oriented modeling activity is found to be related to user satisfaction with developed information systems, But the modeling activity does not have relation to the other successes, such as cost, development schedule, and maintenance. This study contributes to systems development modeling research, systems success, and object-oriented systems modelling research. Practically, the results support the usefulness of object-oriented modelling effort in the field in terms of user satisfaction.

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회피규칙과 MFC를 이용한 3D FPS 게임의 오브젝트 탐색 연구 (A Study on the Object Search in 3D FPS Games Using Avoidance Rule and MFC)

  • 최원태;최성호;김해용;박창민
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2007년도 추계종합학술대회
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    • pp.101-104
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    • 2007
  • MFC는 플레이어 오브젝트를 중심으로 영역을 만들어 상대 오브젝트의 유무를 판단한다. 그러나 게임에서는 상관없는 오브젝트들까지 모두 탐색하여 게임의 속도를 저하시키고 위험성을 인식하는 단점이 발생한다. 본 논문에서는 이러한 단점을 보완하기 위하여 MFC를 이용할 때 플로킹의 회피규칙을 npc 오브젝트에게 적용 하였다. 따라서 npc 오브젝트는 시야의 개념을 가지게 되고 게임의 속도 저하를 막을 수 있는 방법을 제안하였다. 이때 제안된 2가지 조건을 만족해야 한다. 제안한 방법은 향후 3차원 FPS 게임의 발전에 주요한 역할을 할 것이다.

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의사결정의 기본 MODEL에 관한 유형적 고찰 (Typical Consideration On The Basic Model of Decision Making)

  • 김면성
    • 산업경영시스템학회지
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    • 제6권9호
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    • pp.111-124
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    • 1983
  • The basic model of decision problem the enterprise is conforonted with includes the following 3 elements ; 1) Elements that can not be controlled by the decision maker : In the thesis elements are named environmental variables, and varied itself according to the change of environmental condition. 2) Elements that can be controlled by the decision maker ; These elements are called decision elements in the thesis and variable according to the event. 3) object of decision making : The degree of achievement to the object is identified by taking various criteria- The index indicating the degree of achievement to the object whatever criterion is applied is called object function in the thesis. It's the fanetion of environmental variable, decision variable and object function. The relation between them brings forth the relation formula that characterize the each problem. The basic types of decision making model use in the thesis are as following ; 1) The problem of decision making under conditions of certainty. 2) The problem of decision making under conditions of risk. 3) The problem of decision making under conditions of uncertainty. 4) The problem of decision making under competitive condition. in general case that the Profit of two decision makers varies, what we regard the decision that make the sum of profit of two men maximum as the best choice for two men has a reasonability in certain case. When the sum of profit two men is zero, by taking toe promise that ail of them art according to the min-max criteria and by extending the object of choice to the mixed strategy. We certify the existance of equilibrium solution and admit them as the best solution of competitive model in general.

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운동물체의 정보를 이용한 이동로봇의 자기 위치 추정 (Localization of a Mobile Robot Using the Information of a Moving Object)

  • 노동규;김일명;김병화;이장명
    • 제어로봇시스템학회논문지
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    • 제7권11호
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    • pp.933-938
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    • 2001
  • In this paper, we describe a method for the mobile robot using images of a moving object. This method combines the observed position from dead-reckoning sensors and the estimated position from the images captured by a fixed camera to localize a mobile robot. Using the a priori known path of a moving object in the world coordinates and a perspective camera model, we derive the geometric constraint equations which represent the relation between image frame coordinates for a moving object and the estimated robot`s position. Since the equations are based on the estimated position, the measurement error may exist all the time. The proposed method utilizes the error between the observed and estimated image coordinates to localize the mobile robot. The Kalman filter scheme is applied to this method. Effectiveness of the proposed method is demonstrated by the simulation.

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The Movement Order of the νP-Subject and the VP-Object in English

  • Lee, Doo-Won
    • 한국영어학회지:영어학
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    • 제4권1호
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    • pp.103-116
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    • 2004
  • Chomsky (2001) and Kitahara's (2002) suggestion that object shift occurs prior to movement of the νP-subject to SPEC-T is not on the right track with respect to the Merge operation. According to the Merge operation, TP is necessarily created earlier than CP. Chomsky (2001) suggests that the probe-goal relation between T and SUBJ is evaluated in the CP after it is known whether the position of as has become a trace losing its phonological content. However, the FocP is not a phase (CP). So, Chomsky (2001) and Kitahara's (2002) suggestion is not correct in the case of the movement of OBJ to the spec of Foc in English, either. The aim of this paper is to show that the νP-subject must move to SPEC- T prior to the consecutive movement of the wh-object to SPEC-C via object shift in English. This derivation obeys Chomsky's (2001) so-called probe-goal matching condition.

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C++ 코드로부터 클래스 관련 정보 생성 도구의 설계 및 구현 (The Design and Implementation of Class Relation Information Tool from C++ Code)

  • 장덕철;박장한
    • 한국정보처리학회논문지
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    • 제7권3호
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    • pp.818-830
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    • 2000
  • Automation tools for program analysis are needed in order to program understand and maintain, extract the characteristics of object-oriented program such as class name, member function and data member. In this paper, we carried out design and implementation of the automation tool for effective maintenance of object-oriented software. Being based on Reverse Engineering, this approach extracts class relationship information from C++ source code and generates object-oriented model of class diagram using UML as the standard object-oriented methodology. Therefore, this paper provides developers visualized including class information, definitions of classes, inheritance relationships, set relationships, and simple reference relationships. Finally in this paper, we propose a method that construct class relationship information to table in analysis state and make form of table construction to link form so tat developers can perform understanding and maintaining program efficiently. And this method enable to restructure and reuse in object-oriented model.

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쿠마켄고의 건축론에서 나타나는 반(反) 오브젝트의 개념적 특성과 디자인 방법에 관한 연구 (A Study on the Conceptual Characteristics and Design Methods of Anti-Object in Architectural Theory of Kengo Kuma)

  • 박찬일
    • 한국실내디자인학회논문집
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    • 제24권2호
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    • pp.67-77
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    • 2015
  • This study is to contemplate an ultimate goal and new methodology the architecture and space design community should pursue forward by analyzing concepts in Kengo Kuma's idea of "Anti-object" and examining his design methods and characteristics. To this end, I reviewed space design methods and features in his book of "Anti-Object" and his architectures built around in 2000. The result is as in the followings. (1) Contact is an essential concept of "Anti-object" to connect and integrate divided materials and consciousness with time and space. (2) Elimination is a meaningful way to reverse "cohesiveness" of agglomerated cluster which is a form of object and reconstruct it into the form of passive and acceptive "Anti-object". This idea is realized through overlap of material property and removal of massing. (3) Minimization is a concept of "Anti-object" to set the temporality free from constraints of materials. Three-dimensional transparent faces and lines or patterns of porous materials can be used to remove static and coercive volume. (4) A particle is a "reflector of its environment." It rebuilds one-way or disconnected communication between human and architecture into an interactive one. Kengo Kuma materializes this "particle" by exploring positional relation with physical paths, precise details and measurements.