• Title/Summary/Keyword: 개인 속성

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Consideration of Wireless Technology in Industrial Networks (무선 통신 기술의 산업기기 응용에 대한 고찰)

  • Moon, Sang-Gook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.1
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    • pp.157-162
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    • 2007
  • With the success of wireless technologies in consumer electronics, standard wireless technologies are envisioned for the deployment in industrial environments as well. Industrial applications involving mobile subsystems or just the desire to save cabling make wireless technologies attractive. Nevertheless, these applications often have stringent requirements on reliability and timing. In wired environments, timing and reliability are well catered for by fieldbus systems. When wireless links are included, reliability and timing requirements are significantly more difficult to meet, due to the adverse properties of the radio channels. In this paper, we thus discuss some key issues coming up in wireless fieldbus and wireless industrial communication systems.

A Study on the Sensory Evaluation and Affective test of Twincake (Pressed Powder) (트윈케익의 관능적 특성 평가와 선호도 조사에 대한 연구)

  • 정수정;선보경;문성준;심영철
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.26 no.1
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    • pp.125-138
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    • 2000
  • 화장품의 개발에서 기계적인 측정결과 뿐만 아니라 소비자가 실제 사용할 때 느껴지는 감성적인 요인의 중요성이 높이 인식되어감에 따라, 관능적인 특성평가의 필요성이 대두되고 있다. 그런 관점에서 트원케익에 대한 사용성 테스트의 한 방법으로 기호형 관능평가를 시도하였고, 본 실험에서는 동일한 소비자(28 명)가 9개의 트윈케익을 일정한 시간에 비슷한 화장 조건하에서 사용하여 비교 평가하도록 하여, 평가의 재현성과 신뢰성을 꾀하였다. 평가는 트윈케익의 세부 관능적 특성에 대한 강도 조사와 선호도 조사 및 전체적인 만족도에 대한 것이었다. 수집된 테이터를 주성분분석에 의해 데이터를 분석하였고, 그 결과 크게 커버력 요인과 입자감 요인이라는 2 가지 요인으로 트원케익의 특성을 평가할 수 있음을 알았다. 일반적인 트윈케익의 분류 방법인 촉촉함과 매트함의 경우, 매트함에 있어서는 트원케익의 공통적 속성으로 제품간 차이를 느끼지 못하였고, 촉촉함에 있어서는 트원케익제품간 차이를 약간 느끼는 것으로 나타났다. 또한 트윈케익의 관능적 특성별 강도와 선호도의 상관관계를 분석하였고, 그 결과에 따른 트윈케익의 (+)매력품질과 (-)매력품질을 분석하였는데, 선호도가 높은 제품이 되려면 여러 가지 (+)매력품질을 고루 갖추고,(-)매력품질을 적게 가져야 할 것으로 사료된다. 본 실험의 평가자들이 대부분 25∼30 세인 점을 감안하면 이 연령 대에서 선호도가 높은 트윈케익 제품의 특성은 커버력이 있으면서 고운 입자감을 느낄 수 있으며, 너무 촉촉하지도 매트하지도 않은 중간 상태와 자연스러운 화장상태를 유지하는 것으로 나타났다.

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A Model for the Forecasting Methodology of Radio Spectrum Demand (국내 전파자원 수요예측 모형)

  • 장희선;신현철;김한주
    • Journal of the Korea Society of Computer and Information
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    • v.7 no.1
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    • pp.94-102
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    • 2002
  • In this paper, we present a forecasting model for the spectrum demand which will be used for the mid/long-term spectrum forecasting in Korea. In specific, we present the bottom-up model with considering the customer not the previous top-down method. The Proposed model consists of service definition. classification of service characteristics, drawing representative service characteristic , forecasting of service demand, mapping with spectrum resource, verification and spectrum forecasting. The carried actions in each step is described in detail. For the validation of the model an example for the PCS environments is shown. traverse stepping stones for a variety of legitimate reasons.

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Designing Dataset Management and Service System for Digital Libraries Using DCAT (DCAT을 활용한 디지털도서관 데이터셋 관리와 서비스 설계)

  • Park, Jin Ho
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.247-266
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    • 2019
  • The purpose of this study is to propose a W3C standard, DCAT, to manage and service dataset that is becoming increasingly important as new knowledge information resources. To do this, we first analyzed the class and properties of the four core classes of DCAT. In addition, I modeled and presented a system that can manage and service various data sets based on DCAT in digital library. The system is divided into source data, data set management, linked data connection, and user service. Especially, the DCAT mapping function is suggested in dataset management. This feature can ensure interoperability of various datasets.

Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use (보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.95-108
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    • 2021
  • This study explored the motivation for adolescents to watching games and analyzed the relationship between motivation, satisfaction, and intention to use. The study surveyed 274 middle and high school students, and the results of the analysis are as follows. First, five motivations for adolescents to watching games were extracted: 'Acquire Information', 'Social Relations/Multitasking', 'Gamer/Creator Preference', 'Escape/Habit', and 'Vicarious Satisfaction/Fun'. Second, 'Vicarious Satisfaction/Fun' motivation influenced the satisfaction and the intention to use of game. Lastly, Groups based on usage showed differences in motivation. The findings could be used as data to explore the factors of adolescents's game motivation and viewed the game markets.

A Design and Analysis of PKCS #11 supporting the KCDSA mechanism (KCDSA 메커니즘을 제공하는 PKCS #11 설계 및 분석)

  • 김명희;김은환;전문석
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.14 no.5
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    • pp.141-151
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    • 2004
  • According to the improvemnent of electronic commerce, the requirements of security devices are becoming increasingly pervasive. The security API must design easily and securely to support a compatibility feature between security devices. It is chosen the PKCS #11 interface by RSA Labs that shows the compatibility and extensibility standards of many application product and implementation, and supported KCDSA mechanism which is a korean digital signature standard. And the PKCS #11 security API defines new key management function which provides more secure key management ability. We suggest the object attributes and templates of KCDSA private and public key object, generate and verify digital signature using KCDSA mechanism. The PKCS #11 supporting KCDSA mechanism is designed, implemented using C-Language, tested a performance, and analyzed the security and compatibiltiy feature.

Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.

Luis Bunuel and Naturalist Cinema (루이스 브뉴엘과 자연주의 영화)

  • Kim, Jung-Ho
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.181-194
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    • 2022
  • between the Action-image and the Affection-image, there is the Impulse-image. IF the aesthetics of the action-image and Affection-image are realism and idealism, the aesthetics of the impulse - image is naturalism. since the impulse-image has traits of action-image and affection-image, naturalism refers to four co-ordinates: originary world/derived milieu, impulses/modes of behavior. In Deleuze's view, the great directors we call naturalists are Stroheim, Bunuel, and Joseph Losey.

Automatic Creation of SHACL Schemas for Validation of RDF Knowledge Graph Structures Based on RML Mappings

  • Choi, Ji-Woong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.77-89
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    • 2022
  • In this paper, we propose a system which automatically generates SHACL schemas to describe and validate RDF knowledge graphs constructed by RML mappings. Unlike existing studies, the proposed system generates the schemas based on not only RML mapping rules but also metadata extracted from RML mapping input data in various formats such as CSV, JSON, XML or databases. Therefore, our schemas include the constraints on data type, string length, value range and cardinality, which were not present in the existing schemas. And we solves the problem with "repeated properties" which overlooked in existing studies. Through a conformance test consisting of 297 cases, we show that the proposed system generates correct constraints for the graphs. The proposed system can contribute to automation of the tedious and error-prone existing manual validation processes.