• Title/Summary/Keyword: 사용자 참여 설계

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Extending Role-based Access Control for Privacy Preservation in Academic Affairs System (교무업무시스템에서의 개인정보보호를 위한 역할기반 접근 제어 확장)

  • Kim, Bo-Seon;Hong, Eui-Kyeong
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.171-179
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    • 2008
  • RBAC(Role based Access Control) is effective way of managing user's access to information object in enterprise level and e-government system. The concept of RBAC is that the access right to object in a system is not directly assigned o users but assigned by being a member of a role which is defined in a organization. RBAC is utilized for controling access range of privacy but it does not support the personal legal right of control over information and right of limited access to the self. Nor it contains the way of observation of privacy flow that is guided in a legal level. In this paper, extended RBAC model for protecting privacy will be suggested and discussed. Two components of Data Right and Assigning Data Right are added to existed RBAC and the definition of each component is redefined in aspect of privacy preservation. Data Right in extended RBAC represents the access right to privacy data. This component provides the way of control over who can access which privacy and ensures limitation of access quantity of privacy. Based on this extended RBAC, implemented examples are presented and the evaluation is discussed by comparing existed RBAC with extended RBAC.

제안기반 자동 거래협상 시장에서의 사용자 에이전트를 위한 최적 거래안 탐색 전략의 개발

  • 홍준석;김우주;송용욱
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.05a
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    • pp.140-148
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    • 2002
  • 컴퓨터를 통해 편리한 생활을 추구해온 인간들은 전자상거래 분야에서도 이러한 욕구를 충족시키기 위해 자동협상이라는 기능을 요구하게 되었다. 지능형 에이전트를 이용한 자동협상은 인간의 거래협상 업무의 부담을 많은 부분을 덜어주고 있어 자동협상 에이전트에 관한 연구들이 활성화되고 있다 소비자간 전자상거래에서는 다수의 자동협상 에이전트 연구들이 경매시장에서의 자동협상에 초점을 맞추고 있는데 반해, 가격 이외의 여러 거래속성을 갖는 상품에 대한 제안기반 협상시장에서의 자동협상 에이전트에 관한 연구들이 최근에 활발히 이루어지고 있다. 본 연구에서는 소비자간 전자상거래에서 거래속성의 변화에 따라 개인의 효용가치의 차이를 이용한 다속성 상품의 제안기반 협상시장이 가져야할 특성에 대해 연구하고, 이를 기반으로 자동 거래협상을 수행에 필요한 거래속성 변화에 따른 소비자 개인의 선호체계를 표현하기 위한 방법을 개발하였다. 그리고 이러한 자동 거래협상을 공정하게 수행하기 위해 협상시장이 가져야할 특징과 프로토콜을 제안하고 시장운영 에이전트 시스템의 구조를 설계하였다. 마지막으로 이러한 분산형 시장구조를 갖는 제안기반의 협상시장에 참여하는 사용자 에이전트 시스템이 최적의 거래상대와 최적의 거래안을 찾기 위한 탐색방법을 구체적으로 개발하였다. 본 연구의 결과를 통하여 소비자간 전자상거래에서 구매자 뿐만 아니라 판매자도 협상결과에 따른 거래로 얻어지는 자신의 효용을 극대화할 수 있는 공정한 협상시장을 운영할 수 있을 뿐만 아니라 사용자들도 손쉽게 자신의 협상 선호체계를 쉽게 표현하고, 표현된 선호체계를 반영한 자동 거래협상을 수행할 수 있을 것 이다. 기존의 UN/EDIFACT표준을 사용하고 있는 EDI환경과 기존 VAN 방식의 EDI 중계 시스템과 연동되며, 향후 관세청의 XML/EDI 표준 시행을 미리 대비하는 선도연구로서 자리매김이 된다. 본 연구에서는 개발된 XML/EDI 통관시스템은 향후, 서비스의 최대 걸림돌이 되어왔던 값비싼 EDI 사용료의 부담에서 벗어날 수 있게 할 것이며, 저렴한 EDI구축/운영 비용으로 전자문서교환의 활성화와 XML이 인터넷 기반의 문서유통 표준으로 자리매김할 수 있는 중요한 계기가 될 것이다.재무/비재무적 지표를 고려한 인공신경망기법의 예측적중률이 높은 것으로 나타났다. 즉, 로지스틱회귀 분석의 재무적 지표모형은 훈련, 시험용이 84.45%, 85.10%인 반면, 재무/비재무적 지표모형은 84.45%, 85.08%로서 거의 동일한 예측적중률을 가졌으나 인공신경망기법 분석에서는 재무적 지표모형이 92.23%, 85.10%인 반면, 재무/비재무적 지표모형에서는 91.12%, 88.06%로서 향상된 예측적중률을 나타내었다.ting LMS according to increasing the step-size parameter $\mu$ in the experimentally computed. learning curve. Also we find that convergence speed of proposed algorithm is increased by (B+1) time proportional to B which B is the number of recycled data buffer without

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Design and Implementation of a Metadata Structure for Large-Scale Shared-Disk File System (대용량 공유디스크 파일 시스템에 적합한 메타 데이타 구조의 설계 및 구현)

  • 이용주;김경배;신범주
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.1
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    • pp.33-49
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    • 2003
  • Recently, there have been large storage demands for manipulating multimedia data. To solve the tremendous storage demands, one of the major researches is the SAN(Storage Area Network) that provides the local file requests directly from shared-disk storage and also eliminates the server bottlenecks to performance and availability. SAN also improve the network latency and bandwidth through new channel interface like FC(Fibre Channel). But to manipulate the efficient storage network like SAN, traditional local file system and distributed file system are not adaptable and also are lack of researches in terms of a metadata structure for large-scale inode object such as file and directory. In this paper, we describe the architecture and design issues of our shared-disk file system and provide the efficient bitmap for providing the well-formed block allocation in each host, extent-based semi flat structure for storing large-scale file data, and two-phase directory structure of using Extendible Hashing. Also we describe a detailed algorithm for implementing the file system's device driver in Linux Kernel and compare our file system with the general file system like EXT2 and shard disk file system like GFS in terms of file creation, directory creation and I/O rate.

Simulation Implementation of Fossil Power Plant Condensate Pumps' Rotation Operation Logic Using MATLAB/Simulink (MATLAB/Simulink를 이용한 화력발전소 복수펌프 순환기동로직 시뮬레이션 구현)

  • Yoon, Chang-Sun;Hong, Yeon-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.693-699
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    • 2016
  • The simulators for pump operation developed by domestic or overseas research have been developed for dynamic analysis or operator training purposes. However, previous developed simulators focused on the operators so they are unsuitable for logic designers or commissioning engineers who need to change the operation conditions or logics arbitrarily. In addition, the simulator for two or more condensate pumps' operation, which can be used easily by plant designers or operators, has not been developed. Accordingly, this paper suggests a simulation method that can be used easily for plant designers or operators using MATLAB Simulink. This suggestion helps users who can use MATLAB to implement ANSI/ISA S5.2, which is applied mainly for DCS (Distributed Control System). In addition, to implement the logics specified in the CODE, Sub-Systems were created for the block and evaluated to determine if they can be used in the simulator. In the working level stage using the suggested method, all error possibilities that might occur during the three pumps' rotation operation could be verified with the suggested simulator during the design stage or before operation.

A Study on Guidelines for School Space Innovation Project - focused on the Manual for Project of Future Classroom in Incheon Metropolitan City Office of Education - (학교공간혁신사업 운영 가이드라인에 관한 연구 - 인천광역시교육청 미래교실사업 매뉴얼 중심으로 -)

  • Park, Yeol;Choi, Jin-Hee;Oh, Seung-Ju
    • Journal of the Korean Institute of Educational Facilities
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    • v.27 no.4
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    • pp.11-16
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    • 2020
  • Today, the paradigm of education is changing from teacher-centered, facility-centered, supplier-centered to student-centered, people-centered, and user-centered. In 2019, the Ministry of Education promoted the school space innovation project to provide a school space as a balanced life space, such as learning, play, and rest, through educational activities led by students, who are the leaders of the future society. Based on this, Incheon Metropolitan City Office of Education prepared a manual for practice while carrying out a project to build a future classroom. In those projects 'user participatory design' is applied as a new design approach and facilitators play an important role as experts in the process of user participatory design. However, it is different from the guidelines by the Ministry of Education in terms of facilitator role; facilitator in Incheon's future classroom projects can be in charge of designer part. This was possible because the design scope was limited to the classroom space and the construction permit work was not applied, and the Incheon Metropolitan City Office of Education seems to be able to successfully implement the plan derived through 'user participatory design' under the responsibility of the facilitator. However, this may be considered to be inconsistent with the basic purpose of the school space innovation project. In the case of the school unit project, it is considered that more systematic supplementation is necessary.

Anytime Multimedia Service based on In-Home Storage (댁내 저장장치를 활용한 Anytime 멀티미디어 서비스)

  • 김광수;최태상
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.7B
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    • pp.1211-1219
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    • 1999
  • High quality real-time interactive multimedia services like VOD gained huge momentum by information technology industries during the middle of 1990, but failed successful commercial service deployment despite of the expectations. Among the number of reasons, lack of high bandwidth and QoS support from the network infrastructure have become main cause of the failure. On the other hand, the advance of computer industry-driven storage technologies has been reducing the price of in-home storage dramatically. This fact and the delivery of audio-visual material in a digital form to the home storage make very interesting multimedia service applications possible. It enables anytime content delivery (e.g., during off-peak time) without user interaction and anytime content play and, also, enhances utilization by reducing the loads applied to servers and networks using multicast network infrastructure. In this paper, we propose design and implementation of our anytime multimedia service system based on in-home storage, called IMPRESS-AMS.

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A Comparative Analysis Between an UPDP of Namhansan Elementary School and a DQIfS in U.K. (남한산 초등학교의 UPDP와 영국 DQIfS 절차의 비교분석)

  • Koh, In-Lyong;Kang, Tae-Woong
    • Journal of the Korean Institute of Educational Facilities
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    • v.19 no.6
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    • pp.15-23
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    • 2012
  • Two government affiliated research institutes, EDUMAC and AURI, are developing some tools for an user participating design process in public recently. The tools are originated from DQI/DQIfS, launched in 2002 by CIC(Construction Industry Council) in U.K.. At the beginning DQI/DQIfS was not a tool for making a decision but for a communication between layman and experts of architectural process. Because of this intent the most crucial thing is not DQI/DQIfS itself but how to use the tool: CIC is trying to develop various ways of facilitation. Domestic situation is no exception. Without a proper tool there were an independent user participating process in 2001 and it must have been the first participating process in architectural discourse. Through the seven workshops, the users of Namhansan elementary school drew not only the vision of the school but also concrete requirements which have been continuously adopted so far. The aims of this paper to analyse two facilitation processes: DQI/DQIfS in U.K. and the case of Namhansan process. Even not a proper tools for the process there was a spontaneous facilitation in Namhansan process. When we make a comparison between the Namhansan process and the DQI/DQIfS process there are considerable similarities in terms not only of the process itself but also the results. It shows that there are possibilities to make a Korean facilitation in a user participating process and this study must be the first step.

A Proposal on Blockchain-based Artwork Trading System for Popularization of Fine Art (예술의 대중화를 위한 블록체인 기반 예술품 거래 플랫폼 제안)

  • Lee, Eun Mi
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.209-215
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    • 2018
  • The level of cultural enjoyment in Korea has improved every year, but the culture that the general public possesses artworks has not developed so much. Most artwork trading systems, from traditional ones to the latest blockchain-based ones, are designed for expensive artwork trading and are hardly accessible to the general public. In this paper, we propose a blockchain-based artwork trading system that can improve the culture of the general public's art collection and contribute to the popularization of fine art. The proposed system consists of three interacted blockchains for identification, artwork registration and smart contract. The proposed system utilizes the advantages of the blockchain system for users to provide trust to each other, and introduces the concept of art notebook for artists to build trust in their own artwork. Since the proposed system builds a trust system through participants rather than experts or external organizations, it can reduce the cost of trading and deal with artworks that can be owned by the general public.

The Problem and Prospect of Developing a RFID-based Digital Board Game by Initial Developers (초기 개발자를 통해 본 RFID 디지털 보드게임 개발의 문제점 및 전망)

  • Lee, Kyoung-Mi;Lee, Kyung-Ok
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.132-140
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    • 2010
  • RFID-based games, which use a RFID reader and RFID chips, will expand existing computer games, which use a computer screen, a keyboard or a mouse. This paper presents 4 RFID digital board game contents which are conducted by initial developers; the three of them use the screen and control the games with RFID chips and, one is a different attempted game which can exclude the screen and be immersed to the board. While initial developers use object recognition of RFID, we need to develop game contents and game interface which can recognize positions of the objects. According to the initial developer"s developing process, the cooperative system between the game technical developers and the contents developers should be necessary. Also, the interface should be developed for young children to participate and operate.

Design of Framework for Implementation of the New Paradigm Map (신 패러다임 맵 구현을 위한 프레임워크 설계)

  • Kim, Sun-Woo;Yang, Kwang-Ho;Park, Ki-Shik;Park, Ju-Young;Ra, In-Ho
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.32-39
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    • 2015
  • In this paper, We propose the futuristic map using variety technology of advanced ICT-based. The futuristic maps are expected to developed into a new format of user participation to express the results in various formats through the understanding and interpretation of the facts and phenomena of tangible and intangible that exist in the real world. In the future, the map is expected to be developed into form of a new paradigm map made in real time that economy, industry, the collection of information necessary for everyday life, processing, usage, analysis, distribution and sharing. In this paper, we provide a real-time personalized contents to digitize the information of the real space based on the concept of map, databases, spatial analysis and describes the key technologies that characterized by the representation of time-series data by analyzing and prediction every field macro phenomena of society, economy, culture and etc. And we establish the concepts of the 'New Paradigm Map' for future creative economy.