• 제목/요약/키워드: visual modeling

검색결과 489건 처리시간 0.027초

BPEL 기반의 서비스 지향 비즈니스 프로세스 모델링 (BPEL Based Service Oriented Business Process Modeling)

  • 이상영
    • 한국컴퓨터정보학회논문지
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    • 제15권12호
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    • pp.143-150
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    • 2010
  • 신속히 변하는 비즈니스환경에서 기업이 살아남기 위해서는 변화하는 환경에 자사의 비즈니스 프로세스를 적응시켜야 한다. 시스템 통합은 이러한 문제를 해결하는 중요한 문제이다. 유연한 비즈니스 프로세스와 통합을 지원하는 IT 표준으로 SOA의 채택은 피할 수 없는 방향이다. 특히 비즈니스 프로세스와 인터페이스의 통합은 점차 중요도가 증대되고 있다. 따라서 비즈니스 프로세스를 쉽고 직관적으로 구현할 수 있는 모델링이 필요하다. 이에 본 논문에서는 기업간의 비즈니스 프로세스를 분석하고 BPEL을 기반으로 서비스 지향 비즈니스 프로세스를 실현수준까지 모델링한다. 또한 비주얼 언어인 UML을 사용하여 높은 수준의 기업문제에서 낮은 수준의 프로세스까지 문제를 보다 비주얼하고 효과적으로 제시한다.

Integrating a Machine Learning-based Space Classification Model with an Automated Interior Finishing System in BIM Models

  • Ha, Daemok;Yu, Youngsu;Choi, Jiwon;Kim, Sihyun;Koo, Bonsang
    • 한국건설관리학회논문집
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    • 제24권4호
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    • pp.60-73
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    • 2023
  • The need for adopting automation technologies to improve inefficiencies in interior finishing modeling work is increasing during the Building Information Modeling (BIM) design stage. As a result, the use of visual programming languages (VPL) for practical applications is growing. However, undefined or incorrect space designations in BIM models can hinder the development of automated finishing modeling processes, resulting in erroneous corrections and rework. To address this challenge, this study first developed a rule-based automated interior finishing detailing module for floors, walls, and ceilings. In addition, an automated space integrity checking module with 86.69% ACC using the Multi-Layer Perceptron (MLP) model was developed. These modules were integrated into a design automation module for interior finishing, which was then verified for practical utility. The results showed that the automation module reduced the time required for modeling and integrity checking by 97.6% compared to manual work, confirming its utility in assisting BIM model development for interior finishing works.

Realistic Building Modeling from Sequences of Digital Images

  • Song, Jeong-Heon;Kim, Min-Suk;Han, Dong-Yeob;Kim, Yong-Il
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2002년도 Proceedings of International Symposium on Remote Sensing
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    • pp.516-516
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    • 2002
  • With the wide usage of LiDAR data and high-resolution satellite image, 3D modeling of buildings in urban areas has become an important research topic in the photogrammetry and computer vision field for many years. However the previous modeling has its limitations of merely texturing the image to the DSM surface of the study area and does not represent the relief of building surfaces. This study is focused on presenting a system of realistic 3D building modeling from consecutive stereo image sequences using digital camera. Generally when acquiring images through camera, various parameters such as zooming, focus, and attitude are necessary to extract accurate results, which in certain cases, some parameters have to be rectified. It is, however, not always possible or practical to precisely estimate or rectify the information of camera positions or attitudes. In this research, we constructed the collinearity condition of stereo images through extracting the distinctive points from stereo image sequence. In addition, we executed image matching with Graph Cut method, which has a very high accuracy. This system successfully performed the realistic modeling of building with a good visual quality. From the study, we concluded that 3D building modeling of city area could be acquired more realistically.

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효과적인 실시간 배경 모델링을 위한 환경 변수 결정 방법 (Determining Method of Factors for Effective Real Time Background Modeling)

  • 이준철;류상률;강성환;김승호
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제34권1호
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    • pp.59-69
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    • 2007
  • 다양한 환경을 포함하고 있는 동영상에서 움직이는 객체를 추출, 인식하기 위해서는 배경 모델링이 중요하다. 이러한 객체 인식을 위한 전처리 과정인 배경 모델링을 위한 여러 방안이 제안되었다. 그중 큐 기반 배경 모델링으로 대표되는 Kumar의 방법이 있다. 하지만 이는 프레임의 갱신검사 주기가 고정되어 있어 여러 시스템에 적용시키는데 한계점이 있다. 본 논문은 큐 기반 배경 모델링 기법을 이용하고 이때 주요한 환경 변수가 되는 슬라이딩 윈도우의 크기 및 영상의 자기 단계에 따른 그룹핑 크기, 프레임의 갱신검사 주기를 배경 모델에 따라 적응적으로 결정하는 방법을 제안한다. 배경 모델에 따른 환경변수를 결정하기 위해 객체 검출율, 객체 오검출율, 갱신율을 평가 기준으로 삼는다. 제안된 방법으로 실시간 처리에 부적합한 기존의 배경 모델링 방법을 개선하여 보다 효과적으로 객체를 인식할 수 있다.

한글 문자 입력 인터페이스 개발을 위한 눈-손 Coordination에 대한 연구 (A Study on the Eye-Hand Coordination for Korean Text Entry Interface Development)

  • 김정환;홍승권;명노해
    • 대한인간공학회지
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    • 제26권2호
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    • pp.149-155
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    • 2007
  • Recently, various devices requiring text input such as mobile phone IPTV, PDA and UMPC are emerging. The frequency of text entry for them is also increasing. This study was focused on the evaluation of Korean text entry interface. Various models to evaluate text entry interfaces have been proposed. Most of models were based on human cognitive process for text input. The cognitive process was divided into two components; visual scanning process and finger movement process. The time spent for visual scanning process was modeled as Hick-Hyman law, while the time for finger movement was determined as Fitts' law. There are three questions on the model-based evaluation of text entry interface. Firstly, are human cognitive processes (visual scanning and finger movement) during the entry of text sequentially occurring as the models. Secondly, is it possible to predict real text input time by previous models. Thirdly, does the human cognitive process for text input vary according to users' text entry speed. There was time gap between the real measured text input time and predicted time. The time gap was larger in the case of participants with high speed to enter text. The reason was found out investigating Eye-Hand Coordination during text input process. Differently from an assumption that visual scan on the keyboard is followed by a finger movement, the experienced group performed both visual scanning and finger movement simultaneously. Arrival Lead Time was investigated to measure the extent of time overlapping between two processes. 'Arrival Lead Time' is the interval between the eye fixation on the target button and the button click. In addition to the arrival lead time, it was revealed that the experienced group uses the less number of fixations during text entry than the novice group. This result will contribute to the improvement of evaluation model for text entry interface.

Deep Image Annotation and Classification by Fusing Multi-Modal Semantic Topics

  • Chen, YongHeng;Zhang, Fuquan;Zuo, WanLi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권1호
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    • pp.392-412
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    • 2018
  • Due to the semantic gap problem across different modalities, automatically retrieval from multimedia information still faces a main challenge. It is desirable to provide an effective joint model to bridge the gap and organize the relationships between them. In this work, we develop a deep image annotation and classification by fusing multi-modal semantic topics (DAC_mmst) model, which has the capacity for finding visual and non-visual topics by jointly modeling the image and loosely related text for deep image annotation while simultaneously learning and predicting the class label. More specifically, DAC_mmst depends on a non-parametric Bayesian model for estimating the best number of visual topics that can perfectly explain the image. To evaluate the effectiveness of our proposed algorithm, we collect a real-world dataset to conduct various experiments. The experimental results show our proposed DAC_mmst performs favorably in perplexity, image annotation and classification accuracy, comparing to several state-of-the-art methods.

인간시각필터의 수학적 모델링 해석 (Mathematical Modeling Analysis of the Human Visual Filters)

  • 이적식
    • 대한전자공학회논문지SP
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    • 제38권6호
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    • pp.617-629
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    • 2001
  • 인간시각체계에서 단순세포의 수용영역에 대한 수학적인 모델 연구가 정신물리학, 생리학, 신경과학 측면에서 발전되어 왔다. 여러 분야에서 사용되는 모델은 Gabor 복소함수, Gaussian 미분, Hermite 함수를 포함하며, 영상처리와 컴퓨터 시각 분야에 많이 응용되고 있다. 본 논문에서는 불확실성원리에 기초하여 고려된 함수들의 결합유효폭을 계산하고, 인간시각필터와 일치되는 중심주파수와 각 함수의 변수들을 결정하고, 결과적인 대역폭을 분석한다. 더욱이 함수들의 위치와 주파수 영역의 특성을 파악하여 정신물리학적으로 획득한 실험적인 데이터와의 관련성을 검토한다.

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영상차이를 이용한 움직임 검출에 필요한 배경영상 모델링 및 갱신 기법 연구 (A Alternative Background Modeling Method for Change Detection)

  • 장일권;김경중;김은태;박민용
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2004년도 학술대회 논문집 정보 및 제어부문
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    • pp.159-161
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    • 2004
  • Many motion object detection algorithms rely on the process of background subtraction, an important technique that is used for detecting changes from a model of the background scene. This paper propose a novel method to update the background model image of a visual surveillance system which is not stationary. In order to do this, we use a background model based on statistical qualities of monitored images and another background model that excluded motions. By comparing each changed area computed from the two background model images and current monitored image, the areas that will be updated are decided.

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오프라인 프로그래밍을 이용한 스카라 로봇의 통합제어 시스템 설계 (Integrated Control System Design of SCARA Robot Based on Off-Line Programming)

  • 한덕기;김휘동;조흥식;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2002년도 춘계학술대회 논문집
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    • pp.398-403
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    • 2002
  • We developed a Off-Line Graphic Simulator which can simulate a robot model in 3D graphics space in Windows 95 version. 4 axes SCARA robot was adopted as an objective model. Forward kinematics, inverse kinematics and robot dynamics modeling were included in the developed program. The interface between users and the off-line program system in the Windows 95's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D graphics.

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궤도 차량의 기동성능을 위한 동적 모델링 및 시뮬레이터 개발 (Development of a Simulator and Dynamic Modeling for Moving Capability of Track Vehicle)

  • 김용태;김종수;이경식;염만오;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2002년도 춘계학술대회 논문집
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    • pp.376-380
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    • 2002
  • In this paper, we developed a Widows 98 version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Widows 98's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

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