• Title/Summary/Keyword: 네트워크 지도

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A Study on Business Types of IoT-based Smarthome: Based on the Theory of Platform Typology (IoT 기반 스마트홈 비즈니스 유형 연구: 플랫폼유형론을 근간으로)

  • Song, Minzheong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.27-40
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    • 2016
  • This paper aims to analyze the business types of 237 IoT based smart home companies in the world (launched during 1999~2014) which got global investment last few years. For this, the previous literatures trying to analze technology and service types of smart home are searched and the typology of the platform is discussed. Based on it, this research conceptualizes an analysis framework that includes three areas of smart home like home automation, home security, and energy efficiency with the three platform types like product, software, and service. This study concludes that the development of business type for IoT based smart home ecosystem is from the product to software and it can be a platform or not. In current status, there are a few platforms of product and software, but in the device management (16%) and thermostat (11%), companies are persuing more platform like. It is difficult to find the service platform in overall areas, for application based service has a few attractions in the investment market due to the lack of cloud infrastructure and data analytics. The following three are the implication to domestic market: 1) More active offering of API and SDK, 2) more active introduction of wireless Intenet network protocols, and 3) more active interoperability efforts and alliance activities are needed.

A study on improvement of ISO/IEC 29157 MAC protocol (ISO/IEC 29157 표준 MAC 프로토콜 개선 연구)

  • Cha, Bong-Sang;Jeong, Eui-Hoon;Jeon, Gwangil;Seo, Dae-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.17-26
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    • 2013
  • ISO/IEC 29157 originally developed in the Republic of Korea and is based on commercially available PicoCast v1.0. ISO/IEC JTC1 SC6 was registered by the international standard on May 2010. A single platform for a variety of applications and media formats to support development objectives were. ISO/IEC 29157 based wireless networks, ie, Pico-net to master node periodically transmit sync signal is synchronized to the number of slave nodes have the communications structure. Pico-net also supports a variety of network topologies and direct communication between nodes(single-hop communication) and QoS is guaranteed. But Pico-net network structure has the following problems. Loss of communication problems due to mobile nodes, resulting in limitations of node mobility and wireless network operation range of conventional wireless networks operating range less than 1/4 was reduced to the problem. In this paper, a possible solution to the problems mentioned is proposed, using multi-hop communication technology and sync signal transmission technology between nodes.

Utilization of Rotational Beam Direction Patterns for Performance Enhancement of Cell Boundary UEs (셀 경계 단말의 성능 향상을 위한 회전성 빔 방향 패턴의 활용)

  • Lee, Donghyun;Sung, Wonjin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.11
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    • pp.12-20
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    • 2013
  • Even though extensive research results have been applied to wireless cellular systems to improve their capacity and coverage, severe performance degradation experienced in cell boundary areas still remains as a major limiting factor to prohibit further improvement of user equipment (UE) throughput. In the Long Term Evolution-Advanced (LTE-A) standard of the Third Generation Partnership Project (3GPP), Some advanced techniques have been introduced to overcome this "cell-edge problem", including coordinated multipoint transmission and reception (CoMP) and inter-cell interference coordination (ICIC). In this paper, we propose yet another strategy to improve the performance of low-tier UEs by using the concept of multiple beam direction patterns (BDPs). Such multiple BDPs can be implemented using multi-layer antenna arrays stacked vertically at base station (BS) sites to transmit signals in different main beam directions. In comparison to conventional three-sector antennas with a fixed beam pattern, the proposed methods makes signal transmission in a rotational fashion to significantly enhance the reception quality of UEs located near sector (or cell) edge areas, preventing the situation where certain UEs are marginally covered by the BS for the whole transmission time. Performance evaluation results show that the proposed scheme outperforms the conventional three-sector transmission by 171% in low 5% UEs in terms of the UE throughput.

CAN Data Compression Using DLC and Compression Area Selection (DLC와 전송 데이터 압축영역 설정을 이용한 CAN 데이터 압축)

  • Wu, Yujing;Chung, Jin-Gyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.11
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    • pp.99-107
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    • 2013
  • Controller area network (CAN) was designed for multiplexing communication between electronic control units (ECUs) in vehicles and thus for decreasing the overall wire harness. The increasing number of ECUs causes the CAN bus overloaded and consequently the error probability of data transmission increases. Since the time duration for the data transmission is proportional to CAN frame length, it is desirable to reduce the frame length. In this paper, a CAN message compression method is proposed using Data Length Code (DLC) and compression area selection algorithm to reduce the CAN frame length and the error probability during the transmission of CAN messages. By the proposed method, it is not needed to predict the maximum value of the difference in successive CAN messages as opposed to other compression methods. Also, by the use of DLC, we can determine whether the received CAN message has been compressed or not without using two ID's as in conventional methods. By simulations using actual CAN data, it is shown that the CAN transmission data is reduced up to 52 % by the proposed method, compared with conventional methods. By using an embedded test board, it is shown that 64bit EMS CAN data compression can be performed within 0.16ms and consequently the proposed algorithm can be used in automobile applications without any problem.

Automatic Sagittal Plane Detection for the Identification of the Mandibular Canal (치아 신경관 식별을 위한 자동 시상면 검출법)

  • Pak, Hyunji;Kim, Dongjoon;Shin, Yeong-Gil
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.31-37
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    • 2020
  • Identification of the mandibular canal path in Computed Tomography (CT) scans is important in dental implantology. Typically, prior to the implant planning, dentists find a sagittal plane where the mandibular canal path is maximally observed, to manually identify the mandibular canal. However, this is time-consuming and requires extensive experience. In this paper, we propose a deep-learning-based framework to detect the desired sagittal plane automatically. This is accomplished by utilizing two main techniques: 1) a modified version of the iterative transformation network (ITN) method for obtaining initial planes, and 2) a fine searching method based on a convolutional neural network (CNN) classifier for detecting the desirable sagittal plane. This combination of techniques facilitates accurate plane detection, which is a limitation of the stand-alone ITN method. We have tested on a number of CT datasets to demonstrate that the proposed method can achieve more satisfactory results compared to the ITN method. This allows dentists to identify the mandibular canal path efficiently, providing a foundation for future research into more efficient, automatic mandibular canal detection methods.

A Software Method for Improving the Performance of Real-time Rendering of 3D Games (3D 게임의 실시간 렌더링 속도 향상을 위한 소프트웨어적 기법)

  • Whang, Suk-Min;Sung, Mee-Young;You, Yong-Hee;Kim, Nam-Joong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.55-61
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    • 2006
  • Graphics rendering pipeline (application, geometry, and rasterizer) is the core of real-time graphics which is the most important functionality for computer games. Usually this rendering process is completed by both the CPU and the GPU, and a bottleneck can be located either in the CPU or the GPU. This paper focuses on reducing the bottleneck between the CPU and the GPU. We are proposing a method for improving the performance of parallel processing for real-time graphics rendering by separating the CPU operations (usually performed using a thread) into two parts: pure CPU operations and operations related to the GPU, and let them operate in parallel. This allows for maximizing the parallelism in processing the communication between the CPU and the GPU. Some experiments lead us to confirm that our method proposed in this paper can allow for faster graphics rendering. In addition to our method of using a dedicated thread for GPU related operations, we are also proposing an algorithm for balancing the graphics pipeline using the idle time due to the bottleneck. We have implemented the two methods proposed in this paper in our networked 3D game engine and verified that our methods are effective in real systems.

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The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

A Study on Development Direction of Public Interest Contents through Gamification Case Analyses in Domestic and Foreign Environmental Fields (국내·외 환경분야 게이미피케이션 사례분석을 통한 공익 콘텐츠 개발 방향 연구)

  • Kim, Joo Woo;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.161-182
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    • 2014
  • As environmental problems such as global warming, and ecocide have a great influence on society, the attention to environmental pollution is being expanded. To solve the environmental problems, the awareness and practice of members of society in question is required. However, it has been found that few people are participating in practising environmental protection in real life. Our main goals are to show that Gamification has great potential in delivering messages for public interest and to suggest guidelines for researchers and public contents developers who engage in designing in relation to Gamification. Based on the domestic and foreign theoretical investigations, we found that Gamification mechanism made based on psychological mechanism of users aims at public interests' value by maximizing motivations of users and spreading social relationships among people. As shown in the case study, if contents are developed by reflecting the elements which stimulate challenging of users, the elements which can express their opinions, and the elements of altruism which form the sympathy in the development of public interest contents in the future, practical participation of people to solve social problems can be expected.

A Numerical Study on the Effect of Pressure Relief Ducts on the Normal Pressure in a Preliminary Design of Honam-Jeju Subsea Tunnel (호남-제주 해저터널 가상설계의 공기압력 제어 덕트가 열차 주행에 미치는 영향에 대한 수치해석 연구)

  • Seo, Sangyeon;Ha, Heesang
    • Journal of the Korean GEO-environmental Society
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    • v.17 no.8
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    • pp.17-27
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    • 2016
  • High-speed trains have been developed widely in European countries and Japan in order to transport large quantity of people and commodities in short time. Additionally, a high speed train is one of the most desirable and environmentally friendly transportation methods. When a high speed train enters a tunnel, aerodynamic resistance is generated suddenly. This resistance causes micro pressure wave and discomfort to passengers. Due to this aerodynamic pressure against the train, a large amount of traction is required for the operation of a train in a tunnel. Therefore, it is essential to incorporate a pressure relief system in a tunnel in order to reduce aerodynamic resistance caused by a high-speed train. A pressure relief duct and a vertical shaft are representative measures in a tunnel. This study represents the effect of pressure relief ducts in order to alleviate positive and negative normal pressures acting on a train. One-dimensional numerical simulations were carried out in order to estimate the effect of pressure relief systems.