• Title/Summary/Keyword: 온라인 공간

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A Mapping Method for a Logical Volume Manager in SAN Environment (SAN 논리볼륨 관리자를 위한 매핑 기법)

  • 남상수;송석일;유재수;김창수;김명준
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.718-731
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    • 2003
  • SAN(Storage Area Network) was developed in response to the requirements of high availability of data, scalable growth, and system performance. In order to use the SAN more efficiently, most of the SAN operating software supports storage virtualization concepts that allow users to view physical storage devices of the SAN as a large volume. A logical volume manager plays a key role in storage virtualization. It realizes the storage virtualization by mapping logical addresses to physical addresses. In this paper, we design and implement an efficient and flexible mapping method for the logical volume manager. Additionally we also design and implement a free space management method for flexible mapping. Our mapping method supports a snapshot that preserves a volume image at certain time and on-line reorganization to allow users to add or remove storage devices to and from the SAN even while the system is running. To justify our mapping method, we compare it with the mapping method of the GFS (Global File System) through various experiments.

Research on Methods for Processing Nonstandard Korean Words on Social Network Services (소셜네트워크서비스에 활용할 비표준어 한글 처리 방법 연구)

  • Lee, Jong-Hwa;Le, Hoanh Su;Lee, Hyun-Kyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.3
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    • pp.35-46
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    • 2016
  • Social network services (SNS) that help to build relationship network and share a particular interest or activity freely according to their interests by posting comments, photos, videos,${\ldots}$ on online communities such as blogs have adopted and developed widely as a social phenomenon. Several researches have been done to explore the pattern and valuable information in social networks data via text mining such as opinion mining and semantic analysis. For improving the efficiency of text mining, keyword-based approach have been applied but most of researchers argued the limitations of the rules of Korean orthography. This research aims to construct a database of non-standard Korean words which are difficulty in data mining such abbreviations, slangs, strange expressions, emoticons in order to improve the limitations in keyword-based text mining techniques. Based on the study of subjective opinions about specific topics on blogs, this research extracted non-standard words that were found useful in text mining process.

Review on the Terror Network in Smart Media Era (스마트미디어 시대의 테러네트워크에 관한 고찰)

  • Lim, You Seok;Kim, Sang Jin
    • Convergence Security Journal
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    • v.13 no.2
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    • pp.85-93
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    • 2013
  • Today, the structure of terrorist organizations in the form of a variety of network complexity are evolving. However, terrorist organization not combining randomly generated network but preferential attachment a network. So, it's research should be preceded a better understanding about the characteristics and type of terror network for a effective counter-terrorism policy of law enforcement. In addition, the appropriate response strategy have to technique establish in an era of smart media. In particular, homegrown terrorist attacks on unspecified people without boundaries of countries and regions unlike the traditional terrorism. Also, homegrown terrorism are violence and criminal activity by new various of religion, politics, philosophy. Besides the extreme members of homegrown terror networks went grow up through the evolutionary process in the age of smart media. Law enforcement agencies must identify the terrorist network at the national level. Therefore, terror networks evolving in the online space, forming a radical homegrown terror organizations have access to the network. Intelligence community track terrorist networks and to block the negative aspects of the smart media outlets should be considered.

A study on Vitalizations of Science Museum with Digilog-Book (Digilog를 이용한 과학관의 활성화 방안)

  • Yoon, Young-doo;Choi, Hun;Choi, Eun-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.566-568
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    • 2013
  • Recently, the government as part of the creation of science for science education policies promoting the activation of the Science Museum. However the lack of infrastructure, budget and human resources are a reality that a lot of difficulties. In past, A field trip of Science Museum was a place of curiosity of youth. However, modern Science Museum has to competition with the online games and theme park in order to achieve the two goals of scientific experience and education, which it needs change display device is required. Looking at the cases of advanced foreign Science Museum is not merely a head of science education experience as a cultural space, provide relaxation and entertainment, and life science area in addition to a variety of genres such as art and fashion exhibits are planning to combine. In this study, the current uniform description panel of exhibition device described in the written text replaced with the digilog book with the age and grade of the visitors by providing a tailored service for scientific knowledge and intellectual curiosity induced measures can claim the satisfaction of visitors is proposed.

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Exploration on Secondary Education Undergraduates' SNS Communication Patterns and Perception : Focused on KAKAOTALK (사범계 대학생의 SNS 소통 행태 및 인식 탐색 : 카카오톡을 중심으로)

  • Park, Sun-Hee;Kim, Sung-Mi
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.27-37
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    • 2018
  • The purpose of this study is figure out secondary education undergraduates' communication patterns and perceptions of use in KAKAOTALK, one of the most frequently used Social Network Service(SNS). The mixed method research was conducted of survey about 86 students and in-depth interview 10 of them. The chief implication of research showed that it has been firstly functioning them to sustain public and private network and to be an universal tool of expression their opinion, idea, themselves, however, they still regard face-to-face communication important. Secondly, they think that KAKAOTALK is a part of their everyday lives and regarded a communication space to freely express themselves and to adjust and manage their image. Thirdly, they psychologically solved their loneliness and were encouraged, moreover, the contents of communication were different according to usd of public or private team chat room. It needs a follow-up study comparatively to analyze other generation's cognitive psychological values in SNS and to suggest digital culture literacy guideline.

A Study on Librarians' Recognition and Preference for Cultural Programs Between School and Public Libraries (문화프로그램 운영에 있어서 학교도서관과 공공도서관 사서의 인식 및 선호도 연구)

  • Noh, Dong-Jo;Song, Yu-Ahn
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.4
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    • pp.275-299
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    • 2011
  • This study investigated librarians' perception and preference of cultural programs in the field of cooperation between school and public libraries. The findings are as follows: 1) Librarians and teacher librarians at school and public libraries perceive the importance of cultural programs in library service. 2) Online space was mostly preferred as a means of PR activities by librarians and teacher librarians at school and public libraries. 3) The preferred methods to cooperate projects between school libraries and public libraries were to implement programs through public librarians' field visiting, and to participate linkage program customized to individual school libraries. 4) Preferred types of cooperation were to sign MOU and to make a cooperative system between school libraries and public libraries.

A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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Get Social and Get Better: How social computing features help open source software projects (소셜 컴퓨팅 요소가 오픈 소스 개발 프로젝트의 성과에 미치는 영향에 대한 연구: 소셜 코딩 플랫폼 Github 사례를 바탕으로)

  • Choi, Joohee;Choi, Junghong;Moon, Jae Yun
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.17-24
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    • 2012
  • In this study, we aim to understand how social computing features affect open source project's outcome based on the representative social coding platform, Github (http://github.com). Though there is growing interest regarding the application and effect of employing social computing features, yet empirical evidences related to the subject are still short. To bridge the gap, we conducted our research based on the following research questions: 1) How the system features of social coding platform are classified? 2) How are the use of system features and project performance related to each other? Qualitative and quantitative analysis are performed: The system features of Github are clustered according to their usage in qualitative analysis, and th relation between the feature uses and project outcome is identified by multiple linear regression test. In conclusion, we found that the use of results is also discussed.

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Multiple Dimension User Motion Detection System base on Wireless Sensors (무선센서 기반 다차원 사용자 움직임 탐지 시스템)

  • Kim, Jeong-Rae;Jeong, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.700-712
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    • 2011
  • Due to recently advanced electrical devices, human can access computer network regardless of working location or time restriction. However, currently widely used mouse, joystick, and trackball input system are not easy to carry and they bound user hands exclusively within working space. Those make user inconvenient in Ubiquitous environments.. In this paper, we propose multiple dimension human motion detection system based on wireless sensor networks. It is a portable input device and provides easy installation process and unbinds user hands during input processing stages. Our implemented system is comprised of three components. One is input unit that senses user motions and transmits collected data to receiver. Second is receiver that conveys the received data to application, which runs on server computer. Third is application that performs command operations according to received data. Experiments shows that proposed system accurately detect the characteristics of user arm motions and fully support corresponding input requests.

A Design of Internet-Based Safety Guarantee Global Integrated Logistics Management System Framework (인터넷 기반의 안전보장 글로벌 통합물류관리시스템 프레임워크 설계)

  • Hong, Ho-Seon;Hong, Ki-Sung;Lee, Chulung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.103-111
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    • 2013
  • This paper provide a framework for an IGILMS(internet-based global integrated logistics management system) which can access and mediate cargo transportations among small- and medium-sized domestic/international logistics corporations as regards cargo, registration and search for space, public tender and negotiation, contract, payment and safety-guarantee, transportation through the internet, wireless communication means, or smart phone etc. In addition, we describe a model to provide customized services in the B2B e-market for IGILMS and the structure and the control of its fulfillment process, and provide technical architecture of the IGILMS for an internet-based global logistics management system. To validate an efficiency of the proposed system, we develop a simulation model and analyze the performance of the proposed system.