• Title/Summary/Keyword: 소프트웨어 발전과정

Search Result 259, Processing Time 0.028 seconds

Performance Evaluation: Parameter Sharding approaches for DNN Models with a Very Large Layer (불균형한 DNN 모델의 효율적인 분산 학습을 위한 파라미터 샤딩 기술 성능 평가)

  • Choi, Ki-Bong;Ko, Yun-Yong;Kim, Sang-Wook
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2020.11a
    • /
    • pp.881-882
    • /
    • 2020
  • 최근 딥 러닝 (deep learning) 기술의 큰 발전으로 기존 기계 학습 분야의 기술들이 성공적으로 해결하지 못하던 많은 문제들을 해결할 수 있게 되었다. 이러한 딥 러닝의 학습 과정은 매우 많은 연산을 요구하기에 다수의 노드들로 모델을 학습하는 분산 학습 (distributed training) 기술이 연구되었다. 대표적인 분산 학습 기법으로 파라미터 서버 기반의 분산 학습 기법들이 있으며, 이 기법들은 파라미터 서버 노드가 학습의 병목이 될 수 있다는 한계를 갖는다. 본 논문에서는 이러한 파라미터 서버 병목 문제를 해결하는 파라미터 샤딩 기법에 대해 소개하고, 각 기법 별 학습 성능을 비교하고 그 결과를 분석하였다.

A Software Engineering-Based Software Development Progress Analysis in IoT Environment (사물인터넷 환경에서 소프트웨어 공학 기반의 소프트웨어 개발 진척 분석)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Internet of Things and Convergence
    • /
    • v.6 no.2
    • /
    • pp.87-92
    • /
    • 2020
  • The surrounding environments in which we live are changing from time to time due to the influence of ICT. At the heart of this change is not only the industrial sector, but it appears in most areas of everyday life. At the center of information and communication technology are software, intelligence, and sensing technology. The government and related organizations are promoting policies to foster various software, and with these policies, the software-related industry is steadily developing. There are positive aspects about software development, but also negative ones. The problems of duplication and progress due to software development have been increasing as the software industry has increased in quantity. In this study, we proposed a more objective method based on software engineering as a solution to problems when problems related to development progress occurred during the software development process.

A Study on the Analysis of Technique and Artistic Expression Factors in the Process of 3D Animation Production (3D 애니메이션 제작 과정에서 기술 및 예술적 표현요소 분석에 관한 연구)

  • 백승만;조윤아
    • Archives of design research
    • /
    • v.16 no.1
    • /
    • pp.83-92
    • /
    • 2003
  • Recently 3D animation can produce animation dose to real picture owing to rapid technical development of hardware and software and is used as entertainment factors for movie, ads, game and digital pictures. The process of making 3D animation needs the various making techniques and expression factors unlike traditional animation. Production technique and expression factors in making 3D animation are not acted as individual factor, but they can achieve an animation with high perfection when they should be combined. Therefore this study analyzes the technical expression methods based on hardware and software for operation by computer process and the artistic expression factors based on aesthetic, figurative, design and pictorial factors and then seeks a method of making animation with technical perfection.

  • PDF

Constructive music creation: the process and effectiveness of sampling in computer-based electronic music production (구성적 음악 창작: 컴퓨터 기반 전자적 음악 프로덕션 상에서 샘플링의 과정과 효과)

  • Han, Jinseung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2009.05a
    • /
    • pp.127-134
    • /
    • 2009
  • In spite of controversial debates on aesthetic issues of computer-generated electronic music, rapid advancement of music technologies in the past decade have resulted proliferation of using virtual software synthesizers and samplers in music composition. Computer-based music production platform has become not only a norm among some of contemporary music composers but also vital apparatus for their compositional process. There are two imperative parts of this compositional process involving sampling in computer-based music production, which are commercially available sample libraries that include pre-recorded audio samples, and music production software that processes them. The purpose of this study is to investigate the process and effectiveness of reconstructive compositional process utilizing distinctive features of sampling on computer music production software. This study addresses issues such as: the definition of audio sampling, how sampling is incorporated in compositional process, and what features of music production software are particularly effective in various musical expressions. The result of this study will hopefully accommodate and fulfill the needs of electronic and acoustic musicians' creativeness.

  • PDF

Development of Wind Farm AEP Prediction Program Considering Directional Wake Effect (방향별 후류를 고려한 풍력발전단지 연간 에너지 생산량 예측 프로그램 개발 및 적용)

  • Yang, Kyoungboo;Cho, Kyungho;Huh, Jongchul
    • Transactions of the Korean Society of Mechanical Engineers B
    • /
    • v.41 no.7
    • /
    • pp.469-480
    • /
    • 2017
  • For accurate AEP prediction in a wind farm, it is necessary to effectively calculate the wind speed reduction and the power loss due to the wake effect in each wind direction. In this study, a computer program for AEP prediction considering directional wake effect was developed. The results of the developed program were compared with the actual AEP of the wind farm and the calculation result of existing commercial software to confirm the accuracy of prediction. The applied equations are identical with those of commercial software based on existing theories, but there is a difference in the calculation process of the detection of the wake effect area in each wind direction. As a result, the developed program predicted to be less than 1% of difference to the actual capacity factor and showed more than 2% of better results compared with the existing commercial software.

The Effectiveness of the Figure Learning using 3D Graphics Software (3D 그래픽 소프트웨어를 활용한 도형 학습 효과)

  • Shin, Soo-Bum;Kim, Ju-Il
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.1
    • /
    • pp.185-192
    • /
    • 2013
  • The development of hardware, popularization of 3D graphics software could get to easily use 3d graphics tool in the school. And learning difficulties of a shape section increased through more being enforced a shape section of an elementary school. Thus we try to improve learning effectiveness in a shape section using Sketech Up software. To do this, we analyzed existing studies, classified 3D graphics software, provided the selection criteria of vector graphics software. And we explained how to select 3D graphics software. We selected and reorganized the shape contents to use Sketch Up, which make and rotate 3D figures, understand aspects of a shape. And we inserted the content about piling 3D figures in the beginning state of the curriculum. we composed 10 periods and practiced our reorganized curriculum to the teaching and learning using Sketch Up. And we conducted before & after survey to check out t-verified. And we acquired meaningful results statistically. Thus applying Sketch Up to the shape learning can be analyzed effectively.

Smart Farm Metabus game for Settlement Process of Returning Farmers (귀농인들의 정착 과정을 위한 스마트팜 메타버스 게임)

  • Ko-Eun, Lee;Yoon-seop, Kim;Yeong-Seong, Moon;Hyo-Taek, Lim;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.1
    • /
    • pp.93-100
    • /
    • 2023
  • In this paper, the purpose of this study is to melt the process of returning to farming through games and settle down in a stable manner to ensure that there are no more prospective young farmers who wish to return to farming but cannot proceed with their dreams due to various barriers of reality. The game was designed to develop in the order of fields, greenhouses, automation systems, and smart farms, and to grow the crops they want at the early level, and added a community system to highlight that rural areas are community life, not individualistic life. Support benefits or information provided by local governments or governments were inserted into the community system so that prospective farmers could naturally access the information.

A Study on Improvement of Higher Informatics Education in Korea (한국 고등정보교육 개선 방안 연구)

  • Woo, HoSung;Kim, JaMee;Lee, WonGyu
    • Proceedings of The KACE
    • /
    • 2017.08a
    • /
    • pp.103-105
    • /
    • 2017
  • IT의 급속한 발달은 교육에 대한 인식과 체계를 변화시키고 있다. 각국은 불확실한 사회 변화에 대처하기 위해 정보교육을 강화하고 있는 것도 IT의 발전이 국가의 경쟁력으로 반영되기 때문이다. 본 연구는 미국의 고등정보 교육과정 표준인 CS2013에 근거하여, 층화표집과 무선추출로 선정된 한국의 7개 대학 정보교육과정 현황을 분석하였다. 분석 결과, 하나의 대학을 제외한 모든 대학은 소프트웨어 개발 기초(SDF)와 프로그래밍 언어(PL)과 관련된 과목개설 비중이 15%이상 29.2%이하로 높은 비중을 차지하였다. 플랫폼 기반 개발과 병렬 및 분산 컴퓨팅 지식영역을 세 곳의 대학만 포함하고 있었으며, 정보 보호와 보안영역은 네 곳의 대학만 포함하고 있었다. 본 연구는 국가수준의 고등정보 표준교육과정이 부재한 상황에서 교육과정 구성을 위한 단초 및 고등교육의 시사점을 제공하기 위한 목적이 있다.

  • PDF

A Study on Correcting Virtual Camera Tracking Data for Digital Compositing (디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.11
    • /
    • pp.39-46
    • /
    • 2012
  • The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.

Vulnerability Analysis and Demonstration of Fingerprint Authentication in Secure USB Drives: Based on Product F (보안 USB 지문 인증 취약점 분석 및 실증: F 제품을 기반으로)

  • Seunghee Kwak;Suwan Go;Junkwon Lee;Jaehyuk Lee;Jinseo Yun;Kyungroul Lee
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.07a
    • /
    • pp.189-190
    • /
    • 2023
  • IT 산업의 발전으로 인하여, 이동식 저장장치의 빠른 발전에도 불구하고, 대중적으로 사용되는 USB 저장 장치의 분실 및 탈취로 인한 민감 데이터의 노출 문제가 발생하였다. 이러한 문제점을 해결하기 위하여, 다양한 인증 방식을 적용한 보안 USB 저장장치가 등장하였지만, 소프트웨어의 구조적인 문제점으로 인하여, 사용자 인증정보를 검증하는 함수가 노출되는 것과 같은 인증 과정에서 발생하는 취약점을 악용함으로써, 보안 USB 저장장치에 안전하게 저장된 민감한 데이터를 보호하지 못하는 보안 위협이 발생하는 실정이다. 따라서 본 논문에서는 보안 USB 저장장치 중, F 제품을 대상으로, 지문 인증과정에서 발생하는 취약점을 분석하고 실증한다. 본 논문의 결과는 보안 USB 저장장치의 데이터 보호 및 인증기술을 더욱 안전하게 향상시키기 위한 참고 자료로 활용될 것으로 사료된다.

  • PDF