• Title/Summary/Keyword: 대인 간 동기화

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A study on the Automatic Position System Report Using HF band Maritime Communication (단파대 해상통신을 이용한 자동위치보고 시스템에 대한 연구)

  • 조은하;윤재준;최조천
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.106-111
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    • 2004
  • A data communication should be carried out by a SSB(Single Side Band) to collect real time position data of fishery ship automatically, and a study on the protocol for exchanging the information with GPS should be made. A research about regional and concentrated maritime information should be first made to obtain ship's voyage data and also, research of the Modem and transmitter-receiver controller for sending voice and data simultaneously through a SSB and of the acquisition of data through a GPS also should be carried out.

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Effects of Perceived Autonomy Support on Intrinsic Motivation and Passion for Major students of Security Martial Arts (경호무도 전공자의 지각된 자율성지지가 내재적 동기 및 열정에 미치는 영향)

  • Yang, Jin-Young;Lim, Tae-Hee;Kim, Dong-Hyun
    • Korean Security Journal
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    • no.46
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    • pp.87-112
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    • 2016
  • The purpose of this study was to investigate the influence of perceived autonomy support on intrinsic motivation and passion for major students of security martial arts. The subjects were selected 317 people to security martial arts majors universities in the metropolitan area extraction using a convenience sample. AS autonomy support, intrinsic motivation, and passion by research tools construct validity were utilized for statistical verification. Data were analyzed through descriptive statistics, frequency analysis, exploratory factors analysis, reliability analysis, correlation analysis using the SPSS 21.0 and confirmatory factors analysis and structural equation modeling(SEM) using AMOS 21.0. The results of this study were as follows. First, autonomy support of major students for security martial arts had a positive impact on intrinsic motivation. Second, autonomy support of major students for security martial arts had a positive impact on harmonious passion. Third, autonomy support of major students for security martial arts had a impact on obsessive passion. Forth, intrinsic motivation of major students for security martial arts had a positive impact on harmonious passion. Fifth, intrinsic motivation of major students for security martial arts had a negative impact on obsessive passion. The results of structural equation modeling showed that intrinsic motivation partially mediated the relationship between autonomy support and harmonious passion. And the relationships between autonomy support and obsessive passion were completely mediated by the intrinsic motivation.

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User-Level Threads for the ARX Real-Time Operating System (ARX 실시간 운영체계를 위한 사용자 레벨 쓰레드)

  • Seo, Yang-Min;Park, Jung-Keun;Hong, Seong-Soo
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.65-67
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    • 1998
  • 내장 실시간 시스템이 높은 우선순위의 비동기적 이벤트를 적시에 처리하면서 필수적으로 적은 비용의 선점 다중쓰레드를 지원해야한다. 사용자 레벨 쓰레드는 커널 레벨 쓰레드 보다 적은 비용의 유연한 추상적 기법들을 제공하지만, 기존의 실시간 시스템에서는 스케줄링과 시그날(signal) 처리가 단순하다는 이류로 커널 레벨 쓰레드가 선호 되어왔다. 본 논문에서는 내장 실시간 시스템에 적합한 새로운 사용자 레벨 다중 쓰레드 방식을 제안한다. 이 기법은 가상 쓰레드(virtual threads)와 개선된 스케줄링 이벤트 업콜(scheduling event upcall) 메카니즘을 기반으로 한다. 가상 쓰레드는 사용자 레벨 쓰레드에게 커널 레벨의 실행 환경을 제공할 수 있도록 사용자 레벨 쓰레드를 커널 레벨로 형상화한 것이다. 이 쓰레드는 필요에 의해 잠시동안 사용자 레벨 쓰레드에 묶이는 소동적인 존재이다. 스케줄링 이벤트 업콜 메카니즘은 쓰레드 블록킹과 타이머 만기와 같은 커널 이벤트를 유저 프로세서에게 전달할 수 있게 한다. 본 논문의 개선된 업콜 방식은 scheduler activation과 시그날과 같은 전통적인 업콜 구조에서 예측하기 힘든 요소들을 배제했다. 순간적인 시스템의 과부하 상황에서도 이벤트를 놓치지 않으면서 커널과 유저 프로세서의 비싼 동기화 작업들을 피할 수 있도록 하는 잠금(lock)이 필요 없는 이벤트 큐를 상용한다. 본 기법은 서울대학교 실시간 운영체계 실험실에서 구현한 ARX위에 완벽하게 구현되었다. ARX 사용자 레벨 쓰레드가 사용자 레벨 쓰레드의 장점을 손상하지 않으면서 솔라리스와 윈도즈98과 같은 상용 운영체제의 커널 쓰레드보다 성능이 우수함을 실험적 비교에 의해서 입증한다.분에서 uronic acid를 분리동정하였을 때 점미는 0.90%, 백미는 0.66%, 흑미는 1.8%로서 흑미에서 uronic acid 함량이 두 배 이상으로 나타났다. 흑미의 uronic acid 함량이 가장 많이 용출된 분획은 sodium hydroxide 부분으로서 hemicellulose구조가 polyuronic acid의 형태인 것으로 사료된다. 추출획분의 구성단당은 여러 곡물연구의 보고와 유사하게 glucose, arabinose, xylose 함량이 대체로 높게 나타났다. 점미가 수가용성분에서 goucose대비 용출함량이 고르게 나타나는 경향을 보였고 흑미는 알칼리가용분에서 glucose가 상당량(0.68%) 포함되고 있음을 보여주었고 arabinose(0.68%), xylose(0.05%)도 다른 종류에 비해서 다량 함유한 것으로 나타났다. 흑미는 총식이섬유 함량이 높고 pectic substances, hemicellulose, uronic acid 함량이 높아서 콜레스테롤 저하 등의 효과가 기대되며 고섬유식품으로서 조리 특성 연구가 필요한 것으로 사료된다.리하였다. 얻어진 소견(所見)은 다음과 같았다. 1. 모년령(母年齡), 임신회수(姙娠回數), 임신기간(姙娠其間), 출산시체중등(出産時體重等)의 제요인(諸要因)은 주산기사망(周産基死亡)에 대(對)하여 통계적(統計的)으로 유의(有意)한 영향을 미치고 있어 $25{\sim}29$세(歲)의 연령군에서, 2번째 임신과 2번째의 출산에서 그리고 만삭의 임신 기간에, 출산시체중(出産時體重) $3.50{\sim}3.99kg$사이의 아이에서 그 주산기사망률(周産基死亡率)이 각각 가장 낮았다. 2. 사산(死産)과 초생

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One-Time Overlay Multicast Techniques Considering Receipt Quality for m-to-n Comunication over Large Internet (다자간의 통신환경에서 다양한 수신품질을 고려한 One-Time 오버레이 멀티캐스트 기법에 관한 연구)

  • Yoon Mi-youn;Kim Ki-Young;Kim Dae-Won;Shin Yong-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.1B
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    • pp.27-38
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    • 2005
  • IP Multicast has not been deployed because of hardware problems. So a new scheme that is called Overlay Multicast for group communication has been emerged. It supports IP Multicast functions, which is located on application level. For developing it, we have been focused on efficient overlay tree construction among group members with low stretch and stress. However, we should consider a variety of transmission or receipt condition since a real internet environment has users with various transmission/receipt rates. Thus, we make one-time source specific tree depending on required bandwidth informationof group members when a member requests data transmission. Our mechanism provides satisfied data quality limited maximum transmission rate of the source to each group members. Furthermore, we manage a large group enough as distributing control information to cores that are designated membersfor maintaining host member information. Lastly, we prove that our tree guarantees data quality to each group members, and show low tree consruction time is required. In addition, for evaluating group scalability, we analyze control information increasing rate via group size, and validate its scalability.

A Study on Monitoring of Health Care and Chronic Diseases for the elderly: the Effect of Wearable Device (고령자 만성질환 및 건강관리 모니터링에 관한 연구: 웨어러블 기기의 효과)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.351-357
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    • 2018
  • This study is on the elderly people's use and experience of a wearable device. By using wearable device, the elderly can monitor their health data at real time. As a result, their motivation for health care, exercise, and so on can improve and enhance. Across the globe, population aging becomes one of the most important problems in each nation. The social and economic burden from aging is one of most serious challenges to sustainability of the world and its economy, including South Korea. Information Communication Technology including wearable device can help the elderly health care improve. In 2016, the number of wearable devices is more than 19 million. Many of them are the devices related to health data monitoring. In the experiment, the authors measure real time health data from the subjects' wearable devices. In the first experiment day, subjects' average waist size was 36.29 inches. In the final experiment day, 31st day later from start of the experiment, the average waist size was 35.51 inches. At the beginning of the experiment, standard deviation was 1.93. At the final day of the experiment, it was 2.24. In regression analysis, when experiment day extends, average waist size seems to decrease. The trend is significant (t=2.719, p<0.05). That result may mean the subjects' motivation for health care improve. Wearable device can increase the elderly people's motivation for health care and exercise. As a result, their health can improve.

Institutionalization of Care Labor and Differences among Women (돌봄노동의 제도화와 여성들의 차이)

  • Lee, Sook-Jin
    • Issues in Feminism
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    • v.11 no.2
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    • pp.49-83
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    • 2011
  • This article explores the characteristics of care and care labor which is core keyword of the welfare state and the way of institutionalization of care labor, focusing specially on differences among women. Caring is defined by the expression of morality and labor accompanied by concrete action. But, care labor in the welfare state is defined by "activities involved in caring for the ill, elderly, handicapped and dependent", and I think, that definition is more useful than the narrow one for policy institutionalization. But the latter definition intentionally separates the domestic work from care work. Care labor is considered to be different from the market labor in terms of motivations, but there are some limits in standardization and commercialization of the traits of emotional and moral engagement. Thus, requiring of emotional motivation as one of the job descriptions is not realistic. Welfare state is institutionalizing women's unpaid care work in family through de-familization, and its policy tools are cash benefits and services for care-related, which influence to the female wage worker and fulltime housewife, care receiver and care giver, and polarization of women's class in a very different way. Cash benefits enhances the division of gender labor, polarizes the care laborer and weakens of expansion the care as decent job. The movement of feminist welfare state have a vision of universal service expansion and need the policy list for de-gendering of care labor.

Mobile Phone Uses and Social-Psychological Variables of Teen-Agers (청소년들의 이동전화 이용행태와 사회심리적 변인에 관한 연구: 부산.울산 지역 이용자들을 중심으로)

  • Lee, Joon-Ho;Ann, Soo-Geun;Jeong, Yong-Jo
    • Korean journal of communication and information
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    • v.27
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    • pp.247-282
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    • 2004
  • The purpose of this study is to examine the mobile phone service usage patterns of Korean teenagers and their motivation to use it, and to explore the relationships between the teenagers' social-psychological characteristics and their trails of mobile phone usage. After reviewing prior theoretical studios, three hypotheses regarding the research questions shown above were generated. Questionnaire study was conducted with 400 high school students in Busan and Ulsan metropolitan areas. They were to answer three categories of questions, such as frequencies of voice calls and text messaging services and the other mobile services, questions asking their social-psychological characteristics, and their motivations for using mobile phone services. Findings show that the teenagers more likely to tend to use voice calls when communicating family members. They tend to avoid those services with high rate of use as multimedia, game, and broadcasting services via mobile phones. The teenagers use mobile phone services for the similar purposes to conventional telephone uses. Therefore, the classical theories showing the alternative purposes or motivations to use conventional telephone usage, which divided the main purposes for phone uses in to two; work/instrumental and socializing/entertaining, proved to be reasonable. The cheap messaging services with texts are popular among the teenagers and are used for socializing/entertaining purposes rather than instrumental/functional purposes. In addition, the teenagers' social-psychological characteristicss are significantly associated with the amount of mobile phone uses. A characteristic of "individual-centeredness" is positively related with non-voice service uses, while "group-centeredness" explains heavy amount of using voice calls and text messaging services. Such characteristics as "immediacy," "directness," "innovativeness," and "other-direction" are positively associated with the frequencies and amounts of mobile phone uses, while "inner-direction" and "tradition-direction" are negatively correlated.

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A Framework for Constructing Interactive Tiled Display Applications (인터랙티브 타일드 디스플레이 응용프로그램 개발을 위한 프레임워크)

  • Cho, Yong-Joo;Kim, Seok-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.37-44
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    • 2009
  • This paper describes a new tiled display framework called, iTDF (Interactive Tiled Display Framework), that is designed to support rapid construction of the interactive digital 3D contents running on top of the cluster-based tiled display. This framework allows synchronizing the rendering slaves, sharing software's state over the network, the features, such as, launching multiple applications on a cluster-based computers, moving and resizing windows, synchronization of rendering slaves, distributed shared memory, and unified input interface. This paper analyzes the requirements of the framework and describes the design and implementation of the framework. A couple desktop-based applications are ported with the new iTDF and to find out the usefulness and usability of the framework.

Implement of High Available Replicate Systems Based on Cloud Computing (클라우드 컴퓨팅 기반의 고가용성 복제시스템의 구현)

  • Park, Sung-Won;Lee, Moon-Goo;Lee, Nam-Yong
    • 전자공학회논문지 IE
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    • v.48 no.4
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    • pp.61-68
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    • 2011
  • As business management has a high level of dependence on Informational Technology (IT), protecting assets of a company from disaster is one of the most important thing that IT operating managers should consider. Because data or information is a major source of operation of the company, data security is the first priority as an aspect of continuity of business management. Therefore, this paper will realize disaster recovery system, which is suspended because of disaster, based on cloud computing system. Realized High Available Replicate System applied a method of multi thread target database to improve Replicate performance, and real time synchronize technology can improve efficiency of network. From Active to Active operation, it maximizes use of backup system, and it has a effect to disperse load of source database system. Also, High Available Replicate System realized consistency verification mechanism and monitoring technique. For Performance evaluation, High Available Replicate System used multi thread method, which shows more than threefold of replicate performance than single thread method.

Implementation and Performance Evaluation of Migration Agent for Seamless Virtual Environment System in Grid Computing Network (그리드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트 구현 및 성능 평가)

  • Won, Dong Hyun;An, Dong-Un
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.269-274
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    • 2018
  • MMORPG is a role-playing game that tens of thousands of people access it online at the same time. Users connect to the server through the game client and play with their own characters. If the user moves to a management area of another server beyond the area managed by the server, the user information must be transmitted to the server to be moved. In an actual game, the user is required to synchronize the established and the transferred information. In this paper, we propose a migration agent server in the virtual systems. We implement a seamless virtual server using the grid method to experiment with seamless server architecture for virtual systems. We propose a method to minimize the delay and equalize the load when the user moves to another server region in the virtual environment. Migration Agent acts as a cache server to reduce response time, the response time was reduced by 50% in the case of 70,000 people.