• Title/Summary/Keyword: 성숙도 레벨

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Improvement of Intergrated Management Service System for Digital Library Based on SaaS (SaaS 기반의 전자도서관 통합관리 서비스 시스템의 개선)

  • Min, Byoung-Won;Oh, Hyoung-Yong;Oh, Yong-Sun
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.3-4
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    • 2011
  • 현재, 도서관시스템의 소프트웨어 사용 방식은 클라이언트/서버 및 ASP 방식으로 서비스를 제공함으로써 하드웨어 및 소프트웨어 구매비, 설치 및 배포, Customization, Upgrade, 문제점 관리, 라이센스의 고비용 등 소프트웨어 전반에 걸쳐 관리가 힘들고 고비용의 문제점이 있다. 이러한 문제점을 해결하기 위해 SaaS 기반의 전자도서관 통합관리 서비스 시스템에서는 SaaS 성숙도 레벨 3 이상에서 구현이 가능한 핵심요소들을 개발하였다. 그러므로 초기 투자비용이 거의 없고, 쉽고, 간편하며, 저비용 IT 서비스가 가능한 SaaS 기반의 소프트웨어 온-디멘드 방식의 서비스 모델로 성능을 개선하였다.

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On a Maturity Model for the Institutionalization of Integrated SE&PM Process at Organization Level (시스템공학 및 프로젝트관리 통합프로세스의 조직 내재화를 위한 성숙도 모델에 관한 연구)

  • Choi, Young-Gil;Lee, Jae-Chon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.725-732
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    • 2016
  • To develop large-scale complex systems, many organizations have attempted to improve the processes specified in systems engineering (SE) and project management (PM) by adopting CMMI (Capability Maturity Model Integration). On the other hand, most domestic organizations that already acquired CMMI level 3 have focused on SE&PM practices while providing less investment in building up the environment for institutionalizing those processes. In such organizations, the process maturity without advancing to institutionalization can be neither enhanced nor maintained. To resolve the problem, the following remedies can be suggested. A standard process should first be defined to meet the business mission of the organization and to carry out the process successfully, the people should be properly trained and the appropriate tools be provided. In this study, a maturity model to accomplish institutionalization was examined based on the aforementioned P-P-T (Process-People-Tool) concept. The model proposed would be useful in developing strategies and plans for process institutionalization when the organizations are in the preparation stages for a CMMI certificate or have already acquired one.

Effects of Phthalate/Adipate Esters Exposure during Perinatal Period on Reproductive Function after Maturation in Rats (성숙한 랫트의 번식 기능에 있어 프탈레이트/아디페이트 에스테르의 주산기 노출의 영향)

  • ;;;;;;Yamanouchi, K.;Nishihara, M.
    • Journal of Animal Science and Technology
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    • v.48 no.5
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    • pp.651-662
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    • 2006
  • Phthalate esters that are used as plasticizers and also found at low levels in foods such as dairy products are often mentioned as suspected endocrine disrupters. The purpose of the present study is to elucidate whether perinatal exposure to di-n-butyl phthalate(DBP), diisononyl phthalate (DINP) and di-2-ethylhexyl adipate (DEHA) affects several aspects of reproductive function in rats especially sexual differentiation of the brain. To this end, the dams were provided with pulverized soy-free diet containing 20, 200, 2,000 and 10,000 ppm of DBP, 40, 400, 4,000 and 20,000 ppm of DINP, or 480, 2,400 and 12,000 ppm of DEHA from gestational day (GD) 15 to postnatal day (PDN) 21, the day of weaning, and serum sex steroid hormone, gonadotropin levels and sexual behaviors after maturation were assessed. At Postnatal week (PNW) 20-21, serum levels of sex steroids and gonadotropins in both male and female rats, as well as estrous cyclicity in females, were not changed by perinatal exposure to DBP, DINP and DEHA, indicating that these chemicals did not affect sexual differentiation of the brain controlling the endocrine system of hypothalamo-pituitary-gonadal (HPG) axis. On the other hand, inhibitory influences on sexual behaviors, especially on ejaculation in males and lordosis in females, were observed by perinatal exposure to these chemicals. These results suggest that these chemicals may act directly on discrete regions of the hypothalamus regulating sexual behaviors, but not regulating gonadotropin secretion, thereby affect sexual differentiation of the brain with a resultant decrease in sex-specific behaviors in adulthood.

Implementation of Integrated Management System for Digital Library Supporting Multi-tenant Environment Based on SaaS (SaaS 기반 멀티테넌트 환경을 지원하는 통합전자도서관시스템 구현)

  • Min, Byoung-Won;Oh, Yong-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.93-103
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    • 2011
  • Currently, the library system using the method of the software on the client / server and ASP by providing services in a manner of hardware and software, and cross-referencing, installation and deployment, Customization, Upgrade, risk management, and software licenses across the high-cost management of difficult and costly There is a problem. To solve these problems, SaaS based Integrated Management System for Digital Library, multi-tenant environments(SaaS Maturity Level 3 and above) as a key element in the implementation were developed. Therefore, almost no initial investment cost, easy, simple, low-cost IT services available on SaaS based software on-demand service model of how the system is implemented.

Probability-based Pre-fetching Method for Multi-level Abstracted Data in Web GIS (웹 지리정보시스템에서 다단계 추상화 데이터의 확률기반 프리페칭 기법)

  • 황병연;박연원;김유성
    • Spatial Information Research
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    • v.11 no.3
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    • pp.261-274
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    • 2003
  • The effective probability-based tile pre-fetching algorithm and the collaborative cache replacement algorithm are able to reduce the response time for user's requests by transferring tiles which will be used in advance and determining tiles which should be removed from the restrictive cache space of a client based on the future access probabilities in Web GISs(Geographical Information Systems). The Web GISs have multi-level abstracted data for the quick response time when zoom-in and zoom-out queries are requested. But, the previous pre-fetching algorithm is applied on only two-dimensional pre-fetching space, and doesn't consider expanded pre-fetching space for multi-level abstracted data in Web GISs. In this thesis, a probability-based pre-fetching algorithm for multi-level abstracted in Web GISs was proposed. This algorithm expanded the previous two-dimensional pre-fetching space into three-dimensional one for pre-fetching tiles of the upper levels or lower levels. Moreover, we evaluated the effect of the proposed pre-fetching algorithm by using a simulation method. Through the experimental results, the response time for user requests was improved 1.8%∼21.6% on the average. Consequently, in Web GISs with multi-level abstracted data, the proposed pre-fetching algorithm and the collaborative cache replacement algorithm can reduce the response time for user requests substantially.

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Design and Implementation of Library Information System Using Collective Intelligence and Cloud Computing (집단지성과 클라우드 컴퓨팅을 활용한 도서관 정보시스템 설계 및 구현)

  • Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.49-61
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    • 2011
  • In recent, library is considered as an integrated knowledge convergence center that can respond to various requests about information service of users. Therefor it is necessary to establish a novel information system based on information communications technologies of the era. In other words, it is currently required to develop mobile information service available in portable devices such as smart phones or tablet PCs, and to establish information system reflecting cloud computing, SaaS, Annotation, and Library 2.0 etc. In this paper we design and implement a library information system using collective intelligence and cloud computing. This information system can be adapted for the varieties of mobile service paradigm and abruptly increasing amount of electronic materials. Advantages of this concept model are resource sharing, multi-tenant supporting, configuration, and meta-data supporting etc. In addition it can offer software on-demand type user services. In order to test the performance of our system, we perform an effectiveness analysis and TTA authentication test. The average response time corresponding to variance of data reveals 0.692 seconds which is very good performance in timing effectiveness point of view. And we detect maturity level-3 or 4 authentication in TTA tests such as SaaS maturity, performance, and application programs.

Development of Smart Mining Technology Level Diagnostics and Assessment Model for Mining Sites (광산 현장의 스마트 마이닝 기술 수준 진단평가 모델 개발)

  • Park, Sebeom;Choi, Yosoon
    • Tunnel and Underground Space
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    • v.32 no.1
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    • pp.78-92
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    • 2022
  • In this study, we proposed a diagnostics and assessment model for mining sites that can evaluate the smart mining technology level in a systematic and structured way. For this, the maturity of the smart mining was defined, and detailed assessment items of the diagnostics and assessment model for smart mining were derived by considering the smart factory diagnostics and assessment model (KS X 9001-3) used in the manufacturing industry. While maintaining the existing system, the existing 46 detailed assessment items were modified to be suitable for mining. As a result, a total of 29 detailed assessment items were derived in the areas of promotion strategy, process, information system and automation, and performance. Based on this, a questionnaire was designed to diagnose the level of smart mining technology, and assessment was performed by applying it to domestic iron mines. The level of smart mining technology in the study area was found to be level 2, and it could be inferred that it was about 40% lower than the average smart level of the general manufacturing industry. In addition, by using the developed model, it was possible to recognize the weak points of the mine at each stage of the introduction, operation, and advancement of smart mining, and to suggest investment and improvement directions.

Enhancement of Extreme Programming Process for Usability Improvement (사용성 향상을 위한 극한 프로그래밍 프로세스 개선)

  • 이상준
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.6
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    • pp.1351-1359
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    • 2003
  • Extreme programming is the most representative methodology among agile software development methodologies which is agile in business environment which change fast. As software industry is matured, usability of software quality characteristics is emphasized gradually, but effort to obtain usability in extreme programming is insufficient. To improve usability of extreme programming, in this thesis, a software life cycle is defined by six phase as exploration, planning, iterations to release, productionizing, maintenance, and death phase. In this thesis, an extreme programming process which can improve usability is proposed by definition of 11 activities including integration testing and acceptance testing for usability testing, The proposed process is validated with four aspects. The proposed process is enhanced to support acceptance testing activity. The proposed extreme programming process is able to support CMM level 4 and quality assurance practice of CMM.

A study of Growth motif realization on Digital game (디지털 게임의 성장 모티프 구현 연구 -MMORPG를 중심으로-)

  • Lee, Jin;Jang, Jeong-Woon
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.527-533
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    • 2008
  • 본 연구는 기존 RPG에서 주요한 재미 요소로 기능하던 성장 모티프가 MMORPG(Massive Multi-user Online Role Palying Game)에서 어떤 식으로 변형되어 나타나는 지 살펴본다. 성장과 역할 수행을 통해 재미를 얻는 게임인 MMORPG는 성장 서사에서 많이 나타나는 구조인 여정형 혹은 탐색형의 구조를 보편적으로 차용하고 있다. 그러나 기존 서사물에서 성장 모티프가 정체성 찾기와 같은 내면적인 변화를 나타내기 위해 구조를 차용하는 반면, 게임에서는 위의 구조를 통해 얻은 성장의 결과물을 수치의 증가나 외적 형태의 변화를 통해 나타낸다. 즉, 경험치나 아이템을 통해 성장이 수치화되어 나타나는 것이다. 이는 여정형 탐색담이라는 성장 서사의 보편적 구조에서 게임적인 특수성이 더해진 것이라 할 수 있다. 성장 소설만의 서사적 유형이란 바로 주인공의 변화 양상이 미숙에서 성숙으로, 불완전에서 완전으로, 결핍에서 충족으로 변화하는 과정을 담고 있는 이야기적 특질을 의미한다. 그러한 미숙하고 불완전한 존재가 변화하게 되는 계기와 과정, 그리고 그 결과로 구조화된 유형적 특질을 갖고 있는 소설 양식이 성장소설이라 할 수 있는 것이다. 이러한 구조화된 유형적 특질은 신화나 민담에서는 탐색담이나 여행담으로 나타난다. 게임에서의 성장은 캐릭터의 성장과 직결된다. 본격적으로 플레이어와 동일시되어 성장을 대리 경험적으로 체험하는 것은 D&D 온라인을 거쳐, 현재 MMORPG의 형태를 구현해낸 울티마 온라인이 이후부터이다. 세부적으로 구현된 세계와 온라인을 통해 생성된 방대한 네트워크 안에서 플레이어는 자신과 동일화된 캐릭터를 플레이하면서 대리경험을 하게 된다. 즉, 플레이어가 캐릭터의 성장에 작용하는 여러 가지 변수를 선택하고, 조작해가면서 자신만의 캐릭터를 생성해 나가면서, MMORPG가 구현하는 게임 세계에 구성원이자 일원이 되는 것이다. MORPG는 기존의 RPG의 선형적인 성장에 비해 복합적인 양상을 보여준다. 문화에서의 성장 서사에서 일반적으로 발견되는 여정형의 탐색담은 개발자 서사인 배경 스토리에서 나타나며, 레벨시스템과 이에 따른 공간의 배치에 따라 플레이어에게 직접적인 영향'을 끼친다. 영속적인 세계와 플레이어 간의 상호작용을 통해 일어나는 사용자 서사는 완결된 형태의 캐릭터를 무의미하게 만든다. 플레이어는 비선형적인 성장을 끊임없이 계속하게 되는 것이다.

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The Analysis of Stop Motion Animation based on 3D Printing (3D프린팅 기반 스톱모션 애니메이션 분석)

  • Zhang, Wan;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.207-209
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    • 2017
  • 3D printing, will make it integrated into one of the important branches of animation art, such as stop-motion Animation, to improve stop-motion Animation and put the modern science and technology and the manual craft into perfect combination. Throughout the development of stop-motion Animation, innovation in traditional concept is needed, to put the 3D printing integrated into traditional making and apply it to stop-motion Animation creation, and make sure to reconsider the animation production technology and production material, exploit its unique and distinctive features in multi-level and multi-angle, reshape art form of stop-motion Animation so as to highlight the advantages of 3D printing in making stop-motion animation.

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