• 제목/요약/키워드: task based design

검색결과 842건 처리시간 0.036초

UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구 (Study On the Object Oriented Design Project of Online Game Engine Using UML)

  • 최성
    • 한국게임학회 논문지
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    • 제5권1호
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    • pp.33-40
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    • 2005
  • 게임개발 프로젝트의 설계는 프로세스 구성과 게임 소프트웨어의 프로그램 산출물과 태스크의 관리는 개발자간에 연계하여 구성해야 한다. 기존 개임개발 프로젝트 설계는 프로젝트 활동의 정의 및 변경을 지원하고, 형상관리 도구는 버전제어, 작업공간 관리, 빌드 관리 등을 지원한다. 본 논문의 설계도구는 UML을 사용하여 게임 컴포넌트 기반 개발 프로세스 모델을 설계하고, 프로세스의 진행 상태 기록, 변경 요청에 따른 처리, 태스크별 작업 진행 보고서 작성, 산출물 등록과 변경, 버전 기록, 산출물 또는 서식 검색 등의 기능을 연구하였다. 또한 시스템 설계를 사용함으로써 게임 공학 활동에 참여하는 개발자들이 분산 개발 환경에서 게임 소프트웨어 개발에 필요한 정보와 산출물 관리를 생산성 있게 할 수 있다. 이 시스템 구성에 따라 정보를 공유하면서 설계의 체계화 및 표준화를 수행 할 수 있다.

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분산 환경하의 설계 및 제조활동을 위한 프로세스관리기법 연구 (A Process Management Framework for Design and Manufacturing Activities in a Distributed Environment)

  • 박화규;김현;오치재;정문정
    • 한국전자거래학회지
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    • 제2권1호
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    • pp.21-37
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    • 1997
  • As the complexity in design and manufacturing activities of distributed virtual enterprises rapidly increases, the issue of process management becomes more critical to shorten the time-to-market, reduce the manufacturing cost and improve the product quality. This paper proposes a unified framework to manage design and manufacturing processes in a distributed environment. We present a methodology which utilizes process flow graphs to depict the hierarchical structure of workflows and process grammars to represent various design processes and design tools. To implement the proposed concept, we develop a process management system which mainly consists of a cockpit and manager programs, and we finally address a preliminary implementation procedure based on the Object Modeling Technique. Since the proposed framework can be a formal approach to the process management by providing formalism, parallelism, reusability, and flexibility, it can be effectively applied to further application domains of distributed virtual enterprises.

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수면 지면 동시보행을 위한 Klann 기구 기반 주행메커니즘 최적설계 (Optimal Design of Klann-linkage based Walking Mechanism for Amphibious Locomotion on Water and Ground)

  • 김현규;정민석;신재균;서태원
    • 제어로봇시스템학회논문지
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    • 제20권9호
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    • pp.936-941
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    • 2014
  • Walking mechanisms are very important for legged robots to ensure their stable locomotion. In this research, Klann-linkage is suggested as a walking mechanism for a water-running robot and is optimized using level average analysis. The structure of the Klann-linkage is introduced first and design variables for the Klann-linkage are identified considering the kinematic task of the walking mechanism. Next, the design problem is formulated as a path generation optimization problem. Specifically, the desired path for the foot-pad is defined and the objective function is defined as the structural error between the desired and the generated paths. A process for solving the optimization problem is suggested utilizing the sensitivity analysis of the design variables. As a result, optimized lengths of Klann-linkage are obtained and the optimum trajectory is obtained. It is found that the optimized trajectory improves the cost function by about 62% from the initial one. It is expected that the results from this research can be used as a good example for designing legged robots.

UML을 사용한 온라인 게임 엔진 프로젝트 설계 연구 (Study On the Object Oriented Design Project of Online Game Engine Using UML)

  • 최성
    • 한국게임학회 논문지
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    • 제4권3호
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    • pp.21-28
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    • 2004
  • 게임개발 프로젝트의 설계는 프로세스 구성과 게임 소프트웨어의 프로그램 산출물과 태스크의 관리는 개발자간에 연계하여 구성해야 한다. 기존 개임개발 프로젝트 설계는 프로젝트 활동의 정의 및 변경을 지원하고, 형상관리 도구는 버전제어, 작업공간 관리, 빌드 관리 등을 지원한다. 본 논문의 설계도구는 UML을 사용하여 게임 컴포넌트 기반 개발 프로세스 모델을 설계하고, 프로세스의 진행 상태 기록, 변경 요청에 따른 처리, 태스크별 작업 진행 보고서 작성, 산출물 등록과 변경, 버전 기록, 산출물 또는 서식 검색 등의 기능을 연구하였다. 또한 시스템 설계를 사용함으로써 게임 공학 활동에 참여하는 개발자들이 분산 개발 환경에서 게임 소프트웨어 개발에 필요한 정보와 산출물 관리를 생산성 있게 할 수 있다. 이 시스템 구성에 따라 정보를 공유하면서 설계의 체계화 및 표준화를 수행 할 수 있다.

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Self-Learning Control of Cooperative Motion for Humanoid Robots

  • Hwang, Yoon-Kwon;Choi, Kook-Jin;Hong, Dae-Sun
    • International Journal of Control, Automation, and Systems
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    • 제4권6호
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    • pp.725-735
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    • 2006
  • This paper deals with the problem of self-learning cooperative motion control for the pushing task of a humanoid robot in the sagittal plane. A model with 27 linked rigid bodies is developed to simulate the system dynamics. A simple genetic algorithm(SGA) is used to find the cooperative motion, which is to minimize the total energy consumption for the entire humanoid robot body. And the multi-layer neural network based on backpropagation(BP) is also constructed and applied to generalize parameters, which are obtained from the optimization procedure by SGA, in order to control the system.

Towards to realization of adaptive individual life support system

  • Matsumoto, T.;Ohtsuka, H.;Shibasato, K.;Shimada, Y.;Kawaji, S.
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1525-1530
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    • 2003
  • In this paper, a model of adaptive individual life support system is proposed from the viewpoint of cybernetics. This model is derived based on the relation between human behavior and human action, static and dynamic in processing speed, and abstract/concrete. In applications, task and information of human which includes in this system analyzed by paying attention to cybernetics. This paper shows a few actual example of modeling by fundamental adaptive individual life support model such as medical diagnosis, health care and education support. Finally as an example, design and implementation are concretely carried out for health care support system. This is also a method to design a information support system which is involved in human.

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A Low-Power LSI Design of Japanese Word Recognition System

  • Yoshizawa, Shingo;Miyanaga, Yoshikazu;Wada, Naoya;Yoshida, Norinobu
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.98-101
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    • 2002
  • This paper reports a parallel architecture in a HMM based speech recognition system for a low-power LSI design. The proposed architecture calculates output probability of continuous HMM (CHMM) by using concurrent and pipeline processing. They enable to reduce memory access and have high computing efficiency. The novel point is the efficient use of register arrays that reduce memory access considerably compared with any conventional method. The implemented system can achieve a real time response with lower clock in a middle size vocabulary recognition task (100-1000 words) by using this technique.

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페트리네트 기반 AIM 관리 제어 시스템의 설계 (A Design of Petri net-based AIM Supervisory Control System)

  • 공성학;김홍록;서일홍
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2005년도 춘계학술대회 논문집
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    • pp.203-206
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    • 2005
  • This paper presents a design experience of supervisory control system for agile and intelligent manufacturing(AIM). For effectively program job instructions, a Petri net-type graphical language is proposed and it can be applied to a various task such as concurrency and synchronization. PGL is consisted of PGL editor, PGL analyzer and PGL translator; PGL editor generates a job instruction program using graphic symbol. PGL analyzer prevents a deadlock or resource allocation of unit cell. PGL translator transfers to adequate sequential job commands of each unit cell.

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업무환경에 대한 이용자의 의식 및 요구에 관한 연구 -부산 및 경남지역 중심으로- (A Study on the Awareness and Needs of Employees in Office Work Environment -Focused on Pusan and Kyoungnam Area-)

  • 손광호
    • 한국실내디자인학회논문집
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    • 제13호
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    • pp.96-101
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    • 1997
  • The purpose of this study was to examine the current office work environment and suggest the needs for improvement the quality and efficiency of work. To fulfill this task, information describing various environmental conditions was gathered from generally large offices in Pusan and Major cities in Kyoungnam. Data were collected on questionnaire's general information, lighting, air quality, temperature, health problems, noise and equipment arrangements, and the size fo workspace. The extent to which the attitudes and behaviors of workers were related to these environmental conditions was then examined and scrutinized. According to the development of office automation, the interest in improvement of office environment become increased. Workstation size, individual environmental control, health care, adequate storage space and noise control should be recognized as critical to the worker's environmental satisfactiov. Finally, based on the results of this study, a number ofrecommendations can be made for alleviating some of the problems that have been identified. Designers should be interested in knowing if their environments actually function in the manner in which they were intended.

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네트워크 기반 전자계 시뮬레이터 구현 방안 (Consideration of Electromagnetic Simulator Implementation based on Network)

  • 김태용;조형국
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 춘계학술대회
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    • pp.52-54
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    • 2011
  • 본 논문에서는 효율적인 전자계 시뮬레이터를 구축하기 위하여 프레임워크를 설계하고 그 효용성을 검토하였다. 특히 여러 대의 네트워크 PC를 이용한 병렬화를 통하여 계산에 이용되는 PC의 수에 비례하여 계산시간이 단축되는 것을 확인하였다. 본 연구를 통하여 복잡한 구조를 가진 안테나, 공진기, 도파기 등의 설계 및 해석에 적용 가능할 것으로 기대된다.

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