• Title/Summary/Keyword: 과학기술 공유 플랫폼

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Approaches to Applying Social Network Analysis to the Army's Information Sharing System: A Case Study (육군 정보공유체계에 사회관계망 분석을 적용하기 위한방안: 사례 연구)

  • GunWoo Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.597-603
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    • 2023
  • The paradigm of military operations has evolved from platform-centric warfare to network-centric warfare and further to information-centric warfare, driven by advancements in information technology. In recent years, with the development of cutting-edge technologies such as big data, artificial intelligence, and the Internet of Things (IoT), military operations are transitioning towards knowledge-centric warfare (KCW), based on artificial intelligence. Consequently, the military places significant emphasis on integrating advanced information and communication technologies (ICT) to establish reliable C4I (Command, Control, Communication, Computer, Intelligence) systems. This research emphasizes the need to apply data mining techniques to analyze and evaluate various aspects of C4I systems, including enhancing combat capabilities, optimizing utilization in network-based environments, efficiently distributing information flow, facilitating smooth communication, and effectively implementing knowledge sharing. Data mining serves as a fundamental technology in modern big data analysis, and this study utilizes it to analyze real-world cases and propose practical strategies to maximize the efficiency of military command and control systems. The research outcomes are expected to provide valuable insights into the performance of C4I systems and reinforce knowledge-centric warfare in contemporary military operations.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Group based Privacy-preserving Data Perturbation Technique in Distributed OSN (분산 OSN 환경에서 프라이버시 보호를 위한 그룹 기반의 데이터 퍼튜베이션 기법)

  • Lee, Joohyoung;Park, Seog
    • KIISE Transactions on Computing Practices
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    • v.22 no.12
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    • pp.675-680
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    • 2016
  • The development of various mobile devices and mobile platform technology has led to a steady increase in the number of online social network (OSN) users. OSN users are free to communicate and share information through activities such as social networking, but this causes a new, user privacy issue. Various distributed OSN architectures are introduced to address the user privacy concern, however, users do not obtain technically perfect control over their data. In this study, the control rights of OSN user are maintained by using personal data storage (PDS). We propose a technique to improve data privacy protection that involves making a group with the user's friend by generating and providing fake text data based on user's real text data. Fake text data is generated based on the user's word sensitivity value, so that the user's friends can receive the user's differential data. As a result, we propose a system architecture that solves possible problems in the tradeoff between service utility and user privacy in OSN.

Modeling FORM Architectures Based on UML 2.0 Profiling (UML 2.0 프로파일링을 이용한 FORM 아키텍처 모델링)

  • Yang, Kyung-Mo;Jo, Yoon-Ho;Kang, Kyo-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.6
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    • pp.431-442
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    • 2009
  • The Software Product Line (SPL) engineering is one of the most promising software development paradigms. With Feature-Oriented Reuse Method (FORM), reusable and flexible components can be built to aid the delivery of various software products such as mobile phone and digital TV applications based on commonalities and variabilities identified during Feature modeling. Model Driven Architecture (MDA) is also an emerging technology which supports developing software products to work on different platforms with platform independent models (PIM). Combining advantages of these two approaches is helpful to build a group of software products which share common Features while working on various platforms. As first step to combine FORM with MDA, we extend UML2.0 with profiles by which FORM architectures and parameterized Statecharts can be modeled. Secondly, we provide rules to examine whether Features are allocated at positions of elements of Statecharts consistently between a Feature model and a parameterized Statechart. Some rules are designed to check the consistency between FORM architectures and parameterized Statecharts. A case study on an elevator control system is provided to demonstrate the feasibility of our modeling approach and consistency checking rules.

A Logical Cell-Based Approach for Robot Component Repositories (논리적 셀 기반의 로봇 소프트웨어 컴포넌트 저장소)

  • Koo, Hyung-Min;Ko, In-Young
    • Journal of KIISE:Software and Applications
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    • v.34 no.8
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    • pp.731-742
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    • 2007
  • Self-growing software is a software system that has the capability of evolving its functionalities and configurations by itself based on dynamically monitored situations. Self-growing software is especially necessary for intelligent service robots, which must have the capability to monitor their surrounding environments and provide appropriate behaviors for human users. However, it is hard to anticipate all situations that robots face with, and it is hard to make robots have all functionalities for various environments. In addition, robots have limited internal capacity. To support self-growing software for intelligent service robots, we are developing a cell-based distributed repository system that allows robots and developers transparently to share robot functionalities. To accomplish the creation of evolutionary repositories, we invented the concept of a cell, which is a logical group of distributed repositories based upon the functionalities of components. In addition, a cell can be used as a unit for the evolutionary growth of the components within the repositories. In this paper, we describe the requirements and architecture of the cell-based repository system for self-growing software. We also present a prototype implementation and experiment of the repository system. Through the cell-based repositories, we achieve improved performance of self-growing actions for robots and efficient sharing of components among robots and developers.

A research on the Construction and Sharing of Authority Record-focusing on the Case of Social Networks and Archival Context Project (전거레코드 구축 및 공유에 관한 연구 SNAC 프로젝트 사례를 중심으로)

  • Lee, Eun Yeong
    • The Korean Journal of Archival Studies
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    • no.71
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    • pp.49-89
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    • 2022
  • This study suggests the necessity and domestic application plan a national authority database that promotes an integrated access, richer search, and understanding of historical information sources and archival resources distributed among cultural heritage institutions through the "Social Networks and Archive Context" project case. As the SNAC project was transformed into an international cooperative organization led by NARA, it was possible to secure a sustainable operating system and realize cooperative authority control. In addition, SNAC authority records have the characteristics of providing richer contextual information about life and history and social and intellectual network information compared to libraries. Through case analysis, First, like SNAC, a cooperative body led by the National Archives and having joint ownership of the National Library of Korea should lead the development and expand the scope of participating institutions. Second, in the cooperative method, take a structure in which divisions are made for each field with special strengths, but the main decision-making is made through the administrative team in which the two organizations participate. Third, development of scalable open source software that can collect technical information in various formats when constructing authority data, designing with the structure and elements of archival authority records, designing functions to control the quality of authority records, and building user-friendly interfaces and the need for a platform design reflecting content elements.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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Application and Utilization of Environmental DNA Technology for Biodiversity in Water Ecosystems (수생태계 생물다양성 연구를 위한 환경유전자(environmental DNA) 기술의 적용과 활용)

  • Kwak, Ihn-Sil;Park, Young-Seuk;Chang, Kwang-Hyeon
    • Korean Journal of Ecology and Environment
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    • v.54 no.3
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    • pp.151-155
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    • 2021
  • The application of environmental DNA in the domestic ecosystem is also accelerating, but the processing and analysis of the produced data is limited, and doubts are raised about the reliability of the analyzed and produced biological taxa identification data, and the sample medium (target sample, water, air, sediment, Gastric contents, feces, etc.) and quantification and improvement of analysis methods are also needed. Therefore, in order to secure the reliability and accuracy of biodiversity research using the environmental DNA of the domestic ecosystem, it is a process of actively using the database accumulated through ecological taxonomy and undergoing verification procedures, and experts verifying the resolution of the data increased by gene sequence analysis. This is absolutely necessary. Environmental DNA research cannot be solved only by applying molecular biology technology, and interdisciplinary research cooperation such as ecology-taxa identification-genetics-informatics is important to secure the reliability of the produced data, and researchers dealing with various media can approach it together. It is an area in desperate need of an information sharing platform that can do this, and the speed of development will proceed rapidly, and the accumulated data is expected to grow as big data within a few years.

YouTube Video Content Analysis: Focusing on Korean Dance Videos (유튜브(YouTube) 영상 콘텐츠 분석: 국내 무용 영상을 중심으로)

  • Suejung Chae;Jihae Suh
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.1-13
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    • 2023
  • The widespread adoption of smartphones and advancements in internet technology have notably shifted content consumption habits toward video. This research aims to dissect the nature of videos posted on YouTube, the global video-sharing platform, to understand the characteristics of both produced and preferred content. For this study, dance was chosen as a specific subject from a variety of video categories. Data on YouTube videos associated with the term "dance" was compiled over three years, from 2019 to 2021. The investigation revealed a clear distinction between the types of dance videos frequently uploaded to YouTube and those that receive a high number of views. The empirical analysis of this study indicates a viewer preference for vlogs that provide insights into the daily lives of dance students, as well as for purpose-driven videos, such as those highlighting dance exam preparations or school dance events. Notably, the vlogs that attract the most attention are typically created by dance students at the college or secondary school level, rather than by professionals. Although the study was focused on dance, its methodologies can be applied to different subjects. These insights are expected to contribute to the development of a recommendation system that aids content creators in effectively targeting their productions.

Comparative Study of Machine learning Techniques for Spammer Detection in Social Bookmarking Systems (소셜 복마킹 시스템의 스패머 탐지를 위한 기계학습 기술의 성능 비교)

  • Kim, Chan-Ju;Hwang, Kyu-Baek
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.5
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    • pp.345-349
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    • 2009
  • Social bookmarking systems are a typical web 2.0 service based on folksonomy, providing the platform for storing and sharing bookmarking information. Spammers in social bookmarking systems denote the users who abuse the system for their own interests in an improper way. They can make the entire resources in social bookmarking systems useless by posting lots of wrong information. Hence, it is important to detect spammers as early as possible and protect social bookmarking systems from their attack. In this paper, we applied a diverse set of machine learning approaches, i.e., decision tables, decision trees (ID3), $na{\ddot{i}}ve$ Bayes classifiers, TAN (tree-augment $na{\ddot{i}}ve$ Bayes) classifiers, and artificial neural networks to this task. In our experiments, $na{\ddot{i}}ve$ Bayes classifiers performed significantly better than other methods with respect to the AUC (area under the ROC curve) score as veil as the model building time. Plausible explanations for this result are as follows. First, $na{\ddot{i}}ve$> Bayes classifiers art known to usually perform better than decision trees in terms of the AUC score. Second, the spammer detection problem in our experiments is likely to be linearly separable.