• Title/Summary/Keyword: 소프트웨어 융복합

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A Way for Maximum Use of Cancer Risk Assessment System CARA (암 발생 위험도 분석 시스템 CARA의 활용도 극대화 방안)

  • Yang, Gi-Chul;Cho, Kwang-Moon
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.121-126
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    • 2012
  • In this paper, a way for maximum use of cancer risk assessment software system CARA which can assess cancer risks by using health related information only without doctor's diagnosis is proposed. A way of maximizing the usage of CARA with use of nation wide internet network is described along with the general description of CARA. If CARA is used, the damage causing by cancer can be reduced since it is possible to sort a group of people with high risks (before diagnosis at a hospital). Also, CARA is helpful for medical research by used as a tool to reveal correlations between personal information and cancers practically. Unlike other preexisting systems, CARA is a new system which can consider 30 different cancers simultaneously and it is very efficient for early detection of cancer.

A case study of education game - In the case of Jumbini 2 (mountain rescue operations) (교육용게임의 적용 사례 분석 - 줌비니2(산악구출작전)을 중심으로)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.459-465
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    • 2013
  • In this study, an educational game named "Jumbini 2: Mountain Rescue Operation" is compared and analyzed as a case of highly effective educational as well as significant popular game. In order to develop effective game software for education, stories and structure elements of the game are examined. Significant results are found on aspects of value and effect as an educational game, analyzing based on goal, rule, competition, challenge, fantasy, safety and fun, which are general elements for educational games.

An Analysis of the Importance among the Items in the Secure Coding used by the AHP Method (AHP기법을 이용한 시큐어 코딩의 항목 간 중요도 분석)

  • Kim, Chi-Su
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.257-262
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    • 2015
  • The ministry of security and public administration provide the secure coding guide that can remove the vulnerability of applications and defend cyber attack from the coding step because cyber attack like the hacking about 75% abusing the vulnerability of applications. In this paper we find the oder of priority and did the criticality analysis used by AHP about 7 items in the secure coding which the ministry of security and public administration provide. The result is decided that 'exception handling' is the most important item. There is no secure coding items in software supervision currently, therefore the result of the research will make good use audit standards in the process of the software development.

Study of SW Education in University to enhance Computational Thinking (컴퓨팅 사고력(Computational Thinking) 함양을 위한 대학에서의 SW교육에 관한 고찰)

  • Park, Sung Hee
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.1-10
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    • 2016
  • Society is operating with software and a new digital era through the Internet of Things started. A variety of fields are being in conjunction with each other based on computing. As problems in real life become more complicated and communication based on various knowledge and problem solving skills are emphasized, these changes are reflected in the curriculum. These changes started from overseas in advance then Korea includes SW education in elementary and secondary education through curriculum revision of 2015. On the other hand, SW education for university students just started after the curriculum revision of elementary and secondary education. The new SW education highlights and develops Computational Thinking beyond programming and it will be a key for the future. Therefore, this study analyzed trends of Computational Thinking and examples of CT courses in Universities. Suggestions and ideas for instructional model to develop Computational Thinking were discussed.

Elongation Behavior of Polymeric Materials for Membrane Applications Using Molecular Dynamics (분자동역학을 이용한 분리막용 소재로 사용되는 고분자 소재의 신장거동 연구)

  • Kang, Hoseong;Park, Chi Hoon
    • Membrane Journal
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    • v.32 no.1
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    • pp.57-65
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    • 2022
  • Recently, computer simulation research has been rapidly increasing due to the development of computer and software technology. In particular, various computational simulation results related to polymers, which were previously limited by problems of the number of atoms and model size, are being published. In this study, a study was conducted to analyze the mechanical properties, one of the important properties for using a polymer material as a membrane, using molecular dynamics (MD) simulation. To this end, polyethylene (PE) and polystyrene (PS), which are commercial polymer materials with widely reported related properties, were selected as polymer models and the tensile properties of each polymer were compared through the difference in main chain length. Through the density, radius of gyration, and scattering analysis, it was found that the model produced in this study was in good agreement with the mechanical property trends obtained in the actual experiment. It is expected to enable the prediction of mechanical properties of various polymer materials for membrane fabrication.

Design of the emotion expression in multimodal conversation interaction of companion robot (컴패니언 로봇의 멀티 모달 대화 인터랙션에서의 감정 표현 디자인 연구)

  • Lee, Seul Bi;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.6
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    • pp.137-152
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    • 2017
  • This research aims to develop the companion robot experience design for elderly in korea based on needs-function deploy matrix of robot and emotion expression research of robot in multimodal interaction. First, Elder users' main needs were categorized into 4 groups based on ethnographic research. Second, the functional elements and physical actuators of robot were mapped to user needs in function- needs deploy matrix. The final UX design prototype was implemented with a robot type that has a verbal non-touch multi modal interface with emotional facial expression based on Ekman's Facial Action Coding System (FACS). The proposed robot prototype was validated through a user test session to analyze the influence of the robot interaction on the cognition and emotion of users by Story Recall Test and face emotion analysis software; Emotion API when the robot changes facial expression corresponds to the emotion of the delivered information by the robot and when the robot initiated interaction cycle voluntarily. The group with emotional robot showed a relatively high recall rate in the delayed recall test and In the facial expression analysis, the facial expression and the interaction initiation of the robot affected on emotion and preference of the elderly participants.

A Study on the Implementation of Digital Signage System on Cloud computing-based (클라우드 컴퓨팅 기반의 디지털 사이니즈 시스템 구현에 관한 연구)

  • Kim, Yong-Ho
    • Journal of Digital Convergence
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    • v.10 no.6
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    • pp.283-288
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    • 2012
  • Implemented in this paper based on cloud computing needs of the digital signage software digital signage system, the existing production of the content of the inconvenience and IPTV set-up boxes designed like an unnecessary expense management, time and manpower to provide real-time information and by reducing WebEditor capable of producing interactive content authoring capabilities, such as next-generation digital signage by adding (Signage, advertising or public relations) proposed a new direction.

Implementation of fault handling process on Linux systems (리눅스 시스템에서의 고장 처리 프로세스 구현)

  • Choi, Young-Hwan;Cho, Sang-Young
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.440-441
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    • 2010
  • IT 분야는 최근 고도의 신뢰성을 요구하는 국방, 의료, 건설, 자동차, 선박, 항공의 다양한 분야와 융복합화가 이루어지고 있다. 본 논문은 고장 감내 기법을 적용하여 신뢰성 있는 임베디드 시스템을 구축하기 위한 고장 처리 프로세스의 구현에 대해 기술한다. 임베디드 시스템은 자원의 제약으로 인하여 기존의 자원 중복에 의한 결함 허용 기법을 적용하기 어렵다. 제안하는 고장 처리 프로세스는 하드웨어 또는 소프트웨어 중복 없이 시스템의 최악의 상황에서 동작하며 다양한 결함 허용 기법을 적용할 수 있도록 기본 동작 환경을 제공한다.

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특집 : IT 융복합의료기기 기술 - Type I muscle 강화를 위한 가상현실 컨텐츠 및 3D 입체구동 Balance기기 동향

  • Jeong, Gyeong-Ryeol;Park, Chang-Dae;Lee, Seong-Su;Yu, Sil-Geun;Gang, Tae-Ung
    • 기계와재료
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    • v.23 no.1
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    • pp.52-59
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    • 2011
  • 우리나라의 고령화 속도는 세계에서 가장 빠르며 2000년 총인구에서 65세 이상 인구의 비중이 7.3%로 증가되고 있다. 우리나라는 고령친화제품에 대한 인식과 제품이 점차 늘고 있지만 아직까지는 초보단계에 불과하다. 그러나 노인의 건강 유지 및 여가생활을 위한 고령친화제품의 수요가 꾸준히 증가하는 추세이다. 최근 소프트웨어기술의 발전으로 인하여 3D 가상현실구현이 가능해짐에 따라 실내의 한정된 공간에서 운동을 즐기며 건강을 유지할 수 있는 용품 즉, 기존의 단순한 재활치료 접근방식에서 시공의 제약을 받지 않는 가상현실로 구현된 제품들이 출시되고 있다. 이를 이용하여 Type I muscle 강화를 위한 입체구동 Balance 기기를 상용화 한다면 고령층의 여가활동과 동시에 운동, 치료를 병행할 수 있을 것이다. 본 고에서는 Type I muscle 강화를 위한 Balance기기에 대해 알아보고 가상현실과의 접목을 위한 산업전반의 동향을 파악해본다.

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Embedded Linux Solution for Smartphone System (스마트폰용 임베디드 리눅스 솔루션)

  • Yun, M.H.;Kim, W.S.;Lee, J.H.;Kim, D.H.;Kim, S.J.
    • Electronics and Telecommunications Trends
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    • v.21 no.1 s.97
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    • pp.68-81
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    • 2006
  • 모바일 단말은 인간과 가장 친밀한 관계를 가진 정보기기다. 그 중 핸드셋은 전세계적으로 가장 많이 사용되고 있는 정보기기로 세계 IT 산업의 원동력이기도 하다. 핸드셋이 보급되기 시작한 지 10여 년이 지난 현재 핸드셋은 발전된 하드웨어의 탑재와 다양한 기능을 융복합하는 진화를 경험하고 있다. 이제 핸드셋은 전화 통화를 제외하고도 수많은 통신 수단의 중심이 되었으며, WiBro, HSDPA 등 무선 네트워킹의 진화와 더불어 이런 현상은 계속 진행될 것으로 전망된다. 한편으로는, 하드웨어의 사양이 높아져 탑재되는 소프트웨어의 복잡도가 늘어나고 있어, 스마트폰의 OS는 수 년 전 PC에서 사용되었던 수준이 요구되고 있다. 본 고에서는 핸드셋 산업의 현재 상황을 분석하고 스마트폰의 OS의 연구 및 개발 현황을 살펴보고, 향후 스마트폰의 모습을 조망해본다.