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      • 그래픽스 하드웨어 용어 (안)

        박우전(Woo-Jun Park),송경준(Kyung-Joon Song),이택희(Taeg-Heui Lee) 한국정보과학회 1987 한국정보과학회 학술발표논문집 Vol.14 No.1

        본고에서는 ETRI의 응용소프트웨어 개발실에서 1985년에 과학기술처의 특정연구 과제 “Graphics Workstation 개발”의 수행 과정에서 수집되고 한글용어로 정의된 그래픽스 하드웨어 용어, GKS(Graphical Kernel System) 용어, GKS-3D 용어, 컴퓨터 애니메이션 용어중 그래픽스 하드웨어 용어를 제안하여 관련분야 전문가들의 지적을 수용, 정보과학회에서 제정한 컴퓨터 용어사전의 보완에 기여하고자 한다.

      • KCI등재

        바둑게임에서의 패턴의 표현 및 비교

        박우전(Woo-Jun PARK) 한국정보기술학회 2008 한국정보기술학회논문지 Vol.6 No.5

        A pattern, whether it is rotated by 90 degrees or diagonally symmetric, has same effect on a go game. We propose a new coordinate system that enables easy computation of rotated patterns in a go game, and define the pattern of a go-board which has a tengen and tengen centered squares patterns using the coordinate system. In addition, we introduce a method which creates patterns for game-record files and checks relations between two patterns. Using this method, we present the statistics for 250 game-files of two players that is equivalent with specific fuseki pattern and includes specific joseki-pattern.

      • KCI등재

        바둑게임에서의 착수시점별 반상패턴의 표현

        박우전(Woo-Jun PARK) 한국정보기술학회 2009 한국정보기술학회논문지 Vol.7 No.1

        Here, we define the pattern on a go-board which has a tengen-pattern and tengen centered 9 square-patterns using the (area, level, offset) coordinate system. In addition to designing a data structure for go-game display that efficiently manages the liberties of connected moves for the purpose of modifying board pattern after taking out moves, we implement a game-browsing program which identifies group of connected moves to be taken out and then adjusts pattern value for taken out moves to board pattern immediately at each addition of a move to the go board. We discuss necessary conditions for the application of board pattern to pattern database. We show data for the connected moves and taken moves obtained by running above program for 300 games by pro-players.

      • KCI등재

        바둑의 대표반상패턴 계산

        박우전(Woo-Jun PARK) 한국정보기술학회 2009 한국정보기술학회논문지 Vol.7 No.4

        This study defines the greater than relation between two areas and the order of an area in on-board pattern which consists of four areas: west, north, east, and south. By using the defined relation and the order, the 75 order-sequences for four areas are calculated, and the order of adjacent two areas on the board is defined. In addition, we define a pattern which can be a representative of four types of equivalent on-board patterns in a same situation of go games - a given pattern, a pattern after rotating the given pattern 90 degrees clockwise, a pattern after rotating the given pattern 180 degrees clockwise, and a pattern after rotating the given pattern 270 degrees clockwise - called east-north oriented representative on-board pattern by using the order of adjacent two areas and the order of an area. Then, we describe and implement the method on how to transform from the equivalent four to the representative one. Also, we briefly discuss applications of representative on-board pattern.

      • KCI등재

        바둑게임 패턴 데이터베이스의 설계 및 구현

        박우전(Woo-Jun PARK) 한국정보기술학회 2009 한국정보기술학회논문지 Vol.7 No.6

        It is very important to find an appropriate next move with a given pattern (configuration) in go-games. We construct a database system which shows possible next moves with their respective winning rates to go-players when the situation is in the same configuration with the one pro-players played in previous games. Present pattern and the pattern added with one more move from the present one are in the relation of next-move. Here, we describe constructing on-board pattern (OBP) database and “next-move” (NM) database for every move by computing OBP and NM relation from go-game record files. First, we explain convenient OBP representation which is suitable for inputting OBP to database. Then, we design those two types of databases. To the created database, we input OBPs and next-move relations occurred in hundreds of go-game files of pro-players by adding SQL queries to OBP generating program. Constructed databases were analyzed to show that the databases can play the role of an excellent guide for opening of a go-game.

      • KCI등재

        초보자용 루빅큐브 맞춤 동작열의 계산

        박우전(Woo-Jun PARK) 한국정보기술학회 2015 한국정보기술학회논문지 Vol.13 No.2

        Solving Rubik’s cube means making a given cube to have each cube-face with one color, either of green, white, blue, yellow, orange, or red by rotating planes of the cube. ‘God’s number 20’ found in 2010 showed that any cube configuration can be obtained by less than or equal to 20 moves from the one-face one-color configuration. However, due to the enormous size of state space of cube, many researchers are still interested in computing the minimum length of move sequence for a given cube configuration. With the same reason, all cube patterns cannot be input to pattern database. Thus, there is a limit for computing the minimum length of solution move sequence by using cube pattern database. As the first step to develop a cube solution system utilizing cube pattern database, we implement a cube solution algorithm before utilization of pattern DB. After defining a class for the data and operations of the cube, we implement methods according to a beginner’s cube solution guide step by step into the class. Our cube solution system solves a given configuration by changing the up-front edge in 24 ways and produces one move sequence for each case. The answer of our cube solution system for a given configuration is one of the sequences with the shortest length which are obtained by shortening the produced sequences for the configuration. In addition, we observe the length of move sequence at each step, and compare the length to the one of existing solution.

      • KCI등재

        바둑게임의 새로운 반상패턴 형식

        박우전(Woo-Jun PARK) 한국정보기술학회 2012 한국정보기술학회논문지 Vol.10 No.2

        Go players select a next move depending on the given on-board pattern(OBP) that shows how black and white stones are located on the go-board. In this study, we define a new on-board pattern which is different from the existing one, and propose a new representative on-board pattern(ROBP) - northeast-oriented ROBP. The new on-board pattern not only has a simpler structure but also enables easier implementation of OBP-related operations such as the computation of ROBP than the existing pattern does. We compute OBP and representative OBP at every move from two joseki (opening sequences of moves ) files and two game-record files by using the existing and the new definition respectively. We also observe the number of changes in the order sequence of four areas from those files, and show that new OBP gives less number of changes in the order sequence.

      • KCI등재

        게임패턴 데이터베이스 검색을 위한 GUI

        박우전(Woo-Jun PARK) 한국정보기술학회 2013 한국정보기술학회논문지 Vol.11 No.4

        To make the best use of game pattern database retrieval, the player should be able to easily compute the value for the pattern on the real game board and to easily choose the next move from the results of the database retrieval. In this paper, we introduce two different GUIs which are implemented to find the best move easily in go-game pattern database retrieval system. One GUI is to show same pattern on the go-board window as it was on the real go-board and to acquire game pattern data for database retrieval. The other GUI is to allow the selection of the best move by showing the game pattern used for the retrieval, possible candidate moves, and their winning chances that are found after the retrieval in a go-board window. We also describe how those candidate moves and their win-lose times are found by database search with the given go-game pattern data retrieved by GUI. In addition, an example of finding consecutive best moves for the given game pattern is shown by using the retrieval system implemented with the two GUIs.

      • KCI등재

        윈도우즈상의 작업과정 표기법 설계

        박우전(Woo-Jun PARK) 한국정보기술학회 2007 한국정보기술학회논문지 Vol.5 No.3

        First we discuss a needs of notation in order to describe the sequence of operations in multi-window environment. Next we suggest a new notation by utilizing variables, control-flows and basic operations which are adopted from programming languages. In addtion, we show how the documents for tasks can be transformed to easier documents by preprocessing in order for beginners to use the manual written with the suggested notation.

      • LR(k)구문분석기의 국부적 최적축소

        박우전(Woo-Jun Park),이명준(Myung-Joon Lee),최광무(Kwang-Moo Choe) 한국정보과학회 1996 정보과학회논문지(B) Vol.23 No.7

        정축소(well-defined reduction)와 국부적최적축소 (locally optimal reduction)라는 새로운 형식론을 도입하여 주어진 LR(k)구문분석기의 상태들을 정적으로 병합하는 문제를 다룬다. 또 정축소와 국부적 최적축소를 계산하는 알고리즘을 제안하고, LR(k)상태들을 생성해가며 병합하는 동적인 방법과의 차이점에 대해 논한다. 위에서 '국부적'이라함은 현재의 코아블록에서의 최적병합이 반드시 다른 코아블록에서의 최적병합을 보장하지 않음을 의미한다. The problem reducing the number of states in a given LR(k) parser is treated from the standpoint of static merging, introducing a well-defined reduction and a locally optimal reduction of the parser. In addition, algorithms to compute a well-defined reduction and a locally optimal reduction of an LR(k) parser are presented. The word 'locally' here means that optimal merging in the current core block does not always guarantee optimal merging in another core bolck. And the differences between the proposed method and related works is discussed.

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