• Title/Summary/Keyword: 선택가이드라인

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Application Technologies for IPv6 Transition (IPv6 응용 전환 기술)

  • Shin, M.K.;Hong, Y.G.;Lee, S.Y.;Lee, J.C.;Kim, Y.J.
    • Electronics and Telecommunications Trends
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    • v.17 no.3 s.75
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    • pp.73-79
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    • 2002
  • 본 고에서는 IPv6의 응용 전환 기술에 관해 소개한다. 차세대인터넷 IPv6의 도입을 고려할 때는 망의 전환 뿐만 아니라 각 호스트에 존재하는 응용의 전환도 함께 고려되어야 한다. 본 고에서는 IPv4 응용에서 IPv6 응용으로 전이되는 과정에서 발생하는 문제점들을 분류하고, IPv6 전환단계 동안 응용 개발자, 관리자들이 혼동 없이 자연스럽게 IPv6 응용을 개발, 선택할 수 있도록 가이드라인을 제시한다.

Minimizing Security Hole and Improving Performance in Stateful Inspection for TCP Connections (TCP연결의 스테이트풀 인스펙션에 있어서의 보안 약점 최소화 및 성능 향상 방법)

  • Kim, Hyo-Gon;Kang, In-Hye
    • Journal of KIISE:Information Networking
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    • v.32 no.4
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    • pp.443-451
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    • 2005
  • Stateful inspection devices must maintain flow information. These devices create the flow information also for network attack packets, and it can fatally inflate the dynamic memory allocation on stateful inspection devices under network attacks. The memory inflation leads to memory overflow and subsequent performance degradation. In this paper, we present a guideline to set the flow entry timeout for a stateful inspection device to remove harmful embryonic entries created by network attacks. Considering Transmission Control Protocol (TCP) if utilized by most of these attacks as well as legitimate traffic, we propose a parsimonious memory management guideline based on the design of the TCP and the analysis of real-life Internet traces. In particular, we demonstrate that for all practical purposes one should not reserve memory for an embryonic TCP connection with more than (R+T) seconds of inactivity where R=0, 3, 9 and $1\leqq{T}\leqq{2}$ depending on the load level.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

Expressing Variability in Software Product Line Architecture Models: A Comparative Study (소프트웨어 제품라인 아키텍처 모델에서의 가변성 표현 방법 비교 연구)

  • Lee, Hyesun;Cho, Sungbae;Kang, Kyo Chul
    • Journal of Software Engineering Society
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    • v.24 no.3
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    • pp.77-89
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    • 2011
  • Software product line engineering is a software reuse paradigm that helps organizations improve software productivity and quality by developing software products from reusable core assets. For the satisfaction of common and variable requirements among products in the product line, the core assets must be configurable according to the selection of variable features. Therefore, unlike software architecture model of a single product, product line architecture model must embed and express variabilities among the products. Many researches have proposed methods of embedding and expressing variabilities in the product line architecture models, but there are few comparative studies on the proposed methods. In this paper we discuss strong points and weak points of the proposed methods and compare expressiveness of the methods, which helps select a proper method.

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A Survey on the M&V to guarantee the energy saving performance of ESCO (ESCO 에너지절약 M&V 방법의 선택 및 적용방안 연구)

  • Lim, Ki Choo
    • Journal of Energy Engineering
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    • v.23 no.4
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    • pp.123-129
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    • 2014
  • ESCO industry should guarantee the energy saving performance with M&V such as developed countries. The application of the ESCO M&V is a necessary condition on energy saving performance. This study recommends a goal, direction, and order of application and suggests selection of M&V between option A, option B, option C, option D by energy conservation technology in Korea, with reference to the examples from IPMVP and applied in US and Japan. In the future, it is needed to study on the guideline for plan report and result report of M&V based on a goal, direction, and selection of M&V option.

Effects Recognition and Elective Attributes on Satisfaction and Recommendation for Medicinal Foods (약선음식의 인지도와 선택속성이 만족도와 추천의향에 미치는 영향)

  • Lee, Sang-Mi
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.459-468
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    • 2013
  • This paper is 1) to find out how they recognize medicinal foods, 2) to analyze what make it select for functional restaurants, then which attributes affect on satisfaction and recommendation, 3) and to suggest distinguished guidelines for attracting core customers continuously. The questionnaires are distributed 200 who had only visited in medicinal restaurants and used for data analysis 181 except 19. The findings are summed up as follows; 1. All three factors which are showed 'health managing & prevention', 'functional foods', and 'cuisine presentation' had significant on satisfaction, recommendation, and revisited intention in medicinal restaurant. Among them, 'health managing & prevention' factor had significant highly. 2. Satisfaction variable had affected strongly on recommendation, and also, recommendation had affected on revisited intention.

The Framework of Decision Making for Choice of Camping Site Selection Attributes according to Camping Motivation (캠핑동기에 따른 캠핑장 선택속성 의사결정의 프레임워크 구축에 관한 연구)

  • Choo, Seung-Woo
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.225-234
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    • 2015
  • This study focused on building the convergence framework of decision-making for camping site selection attributes. The first stage of study is to identify the camping motivations. The camping motivations are composed of 5 factors. The second stage is to identify the camping site selection attributes. They are composed of 4 factors. The relationships between camping site selection attributes and camping motivations are examined through the multi-regression analysis. The camping site selection attributes were significantly influenced by thr type of camping motivation. Lastly, the relationship between camping site selection attributes and camper's satisfaction and behavioral intention are testified. The implications are that camping site operators and developers need to understand the segmented camping motivations and site selection attributes. They could be the guideline of implementing the developing planning strategies of camping site.

Forecasting the Evolution of Home-Networking System Considering Consumers' Choice (소비자의 선택을 고려한 홈네트워킹 기술별 확산 예측)

  • Lee, Cheol-Yong;Lee, Jeong-Dong;Kim, Yeon-Bae
    • Proceedings of the Technology Innovation Conference
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    • 2005.02a
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    • pp.200-219
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    • 2005
  • 현재 홈네트워킹의 솔루션으로 제기되고 있는 것은 이더넷(Ethernet), 전화선(Phone line), 전력선(PLC), 무선랜(Wireless LAN), 블루투스(Blue tooth) 등 다양하다. 그러나 국내 홈네트워킹 시장과 기술의 진행 방향 및 잠재 시장 전망에 대한연구가 부족한 현실에서 시장 참여자들의 불 확실성은 높을 수 밖에 없다. 이에 어떤 기술이 홈네트워킹 시장을 주도할 지를 전망하는 것이 무엇보다 시급한 과제가 되고 있다. 따라서 본 연구에서는 홈네트워킹 유선 전송 기술분야에서 유력한 규격으로 예상되는 PLC를 중심으로 홈네트워킹의 수요를 예측하고자 한다. 홈네트워킹 시장은 홈네트워킹 장치들이 Built-in 형태로 보급되는 신규주택과 소비자의 선택에 의해 홈네트워킹 장치들이 설치되는 기존 주택 시장으로 나누어 질 수 있다. 본 연구에서는 기존 주택 시장을 대상으로 컨조인트 방법을 통한 소비자의 선호 구조를 홈네트워킹을 구현시키는 각 기술에 대한 (기술)로드맵과 결합하여 동적인 소비자의 선택을 관찰함으로써 각 기술이 확산되는 과정을 살펴볼 것이다. 추가적으로 PLC의 기술적 특징들을 가상적으로 변화시켜가면서 다른 기술과의 경쟁관계를 살펴봄으로써 PLC의 기술개발 전략에 시사점을 도출할 것이다. 본 연구를 통해 홈네트워킹의 관련 실무자에게는 향후 홈네트워킹 시장 진입이나 제품 개발, 기술 협력 제휴시 유용한 자료가 될 것으로 보인다. 또한 정부의 정책담당자들에게는 홈네트워킹 확산의 장애요인 해소를 위한 정책 가이드라인을 제공할 수 있을 것으로 기대하고 있다.

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A Study on the Grasp of Major Attributes of Products through the research of Consumer Decision Procedure (소비자 의사결정과정을 통한 중요제품속성 파악에 관한 연구)

  • 이현이;김명석
    • Archives of design research
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    • v.20
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    • pp.147-158
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    • 1997
  • Industrial design aiming the mutual benefit of both user and manufacturer demands grasping and analyzing the needs and wants of consumer for the establishment of the optimum plan and production by attribute oriented approach. Inspite of its usefulness, however, it might be impossible to help industrial designers to develop a new product effectively without full understanding of industrial design activity in attributes of products and using the appropriate methodology for grasping the major attributes. This thesis is purposed for developing the guideline of research models of consumer for industrial by studying characteristics of industrial design activity in attributes of products through bibliography and defining the clear limit of design research focused on consumer selection through comparison with real purchase decision making procedure at every phase. Through the observation and analysis of the real purchase decision making procedure following the proposed guideline, the possibility of difference between the two cases has been shown in both theoretical and practical aspects.

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Pair Programming in Programming Lab: The Effects, Limits, and Guidelines Based on the Student Receptivity (프로그래밍 실습수업에서의 짝 프로그래밍: 학생들의 수용성(受容性)을 중심으로 본 효과와 한계, 운영 방안)

  • Jeong, Choong-Kyo
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1663-1669
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    • 2018
  • Pair programming is a software development technique in which two programmers work together at one computer. One writes code while the other reviews the code, and they switch roles frequently. Pair-programming practice in school programming lab is expected to improve the learning performance, provide collaboration experience, and promote interactions between students. This work finds out how students accept pair-programming, what make students reluctant to join pair-programming by repeated questionnaire surveys in a college programming lab class. Based on these findings aome guidelines for school pair-programming are provided. First, students should be allowed to choose to do pair-programming or not. Second, various obstacles that make students hesitate to switch roles should be removed. Third, the pair matching should be made with great care.