• Title/Summary/Keyword: 윈도우 기반

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Design and Implementation of Internetworking System between ATM and PSTN (ATM망과 PSTN망간 연동 시스템의 설계 및 구현)

  • Tak, Sung-Woo;Lee, Jung-Tae
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.11
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    • pp.2930-2942
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    • 1998
  • POTS(Plain Old Telephone Service) is the most popular telecommunication service and should be supported in the future BUSDN that is based on the ATM technology. Therefore, the interwoking system between ATM network and PSTN is needed, which provides telephone service between client of ATM network and subscriber of PSTN. In this paper, the interwoking system between ATM network and PSTN is designed and implemented. The interwoking system consists of PSTN I/F module, signaling processing module, voice sampling module, voice regeneration module, transmission module and ATM I/F module. The PSTN I/F module and ATM I/F module are implemented using the existing commercial H/W products. However, the other 4 modules are implemented for the WIN95 environments by software. The test environment is also implemented and the interworking system is operated without problems.

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Implementation of Multiplatform Game Application for Decorating The Lab (다중 플랫폼용 실습실 꾸미기 게임 앱 구현)

  • Rho, Wonbin;Won, Moonsook;Lee, Jihye;Ko, Eunbyul;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.15 no.2
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    • pp.197-207
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    • 2014
  • Many people are now enjoying mobile games using various smartphone platforms. However, we have to develop games separately for each smart device platforms so far. Cocos2d-x, a game development framework is released to solve this problem. As a multiplatform version of the existing Cocos2d, Cocos2d-x can make one source code run on various platforms. It is an open software that is able to be used by everyone, and when using it, mobile games can be developed easily based on C++ and OpenGL. In this paper, we implemented a PC laboratory decorating game application, named ILove501, using Cocos2d-x. The 501 is a room number of our PC lab. ILove501 includes an educational feature of solving quizzes in order to highlight positive effects of game. For implementation of a multiplatform game, ILove501 was developed in Windows and iOS environment at the same time, and we verified the results of the execution by porting on a variety of devices such as Android, iPhone, iPad and Galaxy Tab.

A Comparative Study For Mobile HybridApp Development Tool (모바일 하이브리드앱 개발도구에 관한 비교연구)

  • Jang, Rae-Young;Jung, Sung-Jae;Bae, Yu-Mi;Sung, Kyung;Soh, Woo-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.429-432
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    • 2012
  • Mobile devices diffusion begins by the iPhone and spreads by the Android. A widely used mobile devices is Smartphone(iPhone, Android, Bada, WindowPhone7, BlackBerry, etc) and Tablet(iPad, Android). In the past, we have developed a dedicated application for device. But, Now we must develop a application by considering the characteristics of the operating system. Accordingly, many problems occurred and other developmet methods have emerged. In this paper, we learn about MobileHybridApp development tool-oriented One Source Multi Use-and compare the differences, propose a method to develop context-sensitive.

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Efficient Processing of Multidimensional Vessel USN Stream Data using Clustering Hash Table (클러스터링 해쉬 테이블을 이용한 다차원 선박 USN 스트림 데이터의 효율적인 처리)

  • Song, Byoung-Ho;Oh, Il-Whan;Lee, Seong-Ro
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.6
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    • pp.137-145
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    • 2010
  • Digital vessel have to accurate and efficient mange the digital data from various sensors in the digital vessel. But, In sensor network, it is difficult to transmit and analyze the entire stream data depending on limited networks, power and processor. Therefore it is suitable to use alternative stream data processing after classifying the continuous stream data. In this paper, We propose efficient processing method that arrange some sensors (temperature, humidity, lighting, voice) and process query based on sliding window for efficient input stream and pre-clustering using multiple Support Vector Machine(SVM) algorithm and manage hash table to summarized information. Processing performance improve as store and search and memory using hash table and usage reduced so maintain hash table in memory. We obtained to efficient result that accuracy rate and processing performance of proposal method using 35,912 data sets.

Symbol Synchronization Technique using Bit Decision Window for Non-Coherent IR-UWB Systems (Bit Decision 윈도우를 이용한 Noncoherent IR-UWB 수신기의 심벌 동기에 관한 연구)

  • Lee, Soon-Woo;Park, Young-Jin;Kim, Kwan-Ho
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.2
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    • pp.15-21
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    • 2007
  • In this paper, we propose a technique of a practical symbol acquisition and tracking using a low complex ADC and simple digital circuits for noncoherent asynchronous impulse-radio-based Ultra Wideband (IR-UWB) receiver based on energy detection. Compared to previous approaches of detecting an exact acquisition time that require much hardware resource, the proposed technique is to detect the target symbol by finding the symbol acquisition interval per symbol with a target symbo, thus the complexity of the complete signal processing and power consumption by ADC are reduced. To do this, we define the bit decision window (BDW) and analyze the relation between SNR, hardware resource, size of BDW and BER(Bit Error Rate). Using the results, the optimum BDW size for the minimum BER with limited hardware resource is selected. The proposed synchronization technique is verified with an aid of a simulator programmed by considering practical impulse channels.

Design of MPTCP Congestion Control based on BW measurement for Wireless Networks (무선 환경에서 MPTCP 성능 개선을 위한 대역폭 측정 기반 혼잡 제어 설계)

  • Kim, Min Sub;Lee, Jae Yong;Kim, Byung Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.6
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    • pp.1127-1136
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    • 2017
  • In wireless networks, the packet loss due to the bit error is misinterpreted as loss due to the congestion state, so TCP congestion control occurs frequently and performance degradation occurs. This degradation also occurs in MPTCP(Multipath TCP), which is an extension protocol of original TCP. In MPTCP, the overall performance of the multipath is degraded. In this paper, we propose a congestion control scheme which measures the bandwidth on each path of MPTCP and reduces the congestion window size by the measured bandwidth when packet loss occurs, in order to solve the MPTCP performance degradation in the wireless environment. We also implemented the proposed congestion control in the Linux kernel and compared it with the original MPTCP in the testbed and real wireless networks. Experimental results show that the proposed congestion control has better throughput performance than original MPTCP congestion control in the wireless environment.

A Study on the Development of a Korean Manual Alphabet Learning Game with Avatar (아바타를 내장한 한글 지문자 학습 게임 개발에 관한 연구)

  • Oh, Youung-Joon;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.67-80
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    • 2009
  • In this paper, we described the development of a Korean Manual Alphabet (KMA) learning game with avatar. KMA letters correspond to the vocabulary of Korean Sign Language (KSL) when spelling a word. Each KMA letter corresponds to a letter of the Korean Alphabet (KA) and KA is represented as hand shapes by sign language user. We developed a KMA learning game for a beginner to learn KMA letters from sign language avatar and practice KMA presentation easily. The system composed of sign language teacher avatar GUI popup window based on OpenGL, KMA letter recognition module, KA letter raining game module and USB camera. A user learns a KMA letter with expressing KA syllabic from avatar and inputs a KMA letter to the system using USB camera. We evaluated the efficiency of the developed system through the verification of users.

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A Study on ICT Textbook Development Raising the Humanity and Creativeness Based on the Web (웹을 기반으로 인성과 창의력을 기르는 ICT 교재 개발에 관한 연구)

  • Kim, Hak-Won;Ko, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.1-13
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    • 2001
  • Several problems occur including lack of humanity, confinement of creativeness, lack of independent learning capability, when elementary students are taught computer, since the they learn only basic functions of computer in general. Accordingly, it is required to have subject-integrated textbook with which they learn curriculum and nurture the humanity as well as creativeness, while studying functions of computer. In light of this, I plan to develop computer textbook, which divided the contents of Hangul 97 and Windows 98, operation system, per subject, and organized them in the order of question to study for himself, part to learn function, formation evaluation, study on subject integration study related to curriculum, part to raise creativeness, and supplementary study, after extracting the contents of curriculum, creative factor and humanity factor suitable for each subjects. By realizing the subject-integrated textbook that enables the interaction by taking advantage of dynamic feature of web, this textbook aims to raise the humanity and creativeness while learning the functions of computer.

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Implementation and Performance Evaluation of Platform Independent Performance Enhanced Software Streaming Technology (플랫폼 독립적 성능 개선 소프트웨어 스트리밍 기술 구현 및 성능평가)

  • O, Chang-Hun;Jeon, Yong-Hee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.5B
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    • pp.490-501
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    • 2011
  • Software streaming technology is a service method which can support several application software via streaming in networks. In this paper, we propose a platform independent PESS(performance Enhanced Software Streaming) technology. We design and implement the technology based on Java language. The main features in the implemented system are both platforms to be used in multiple operating systems in addition to Windows system and enhanced performance. In the implemented streaming method, application software is placed on the server and only necessary packs are transmitted in an instant. By virtual file system and clients' virtual registry, if necessary, the users' request is processed by transmitting a very small pack unit. Therefore, server load can be reduced and the streaming speed can also be improved. We present the implementation results and evaluate several performance characteristics of the proposed system.

Design and Implementation of OLE-Container for an Object-Oriented CASE Tool, OODesigner (객체 지향 CASE 도구 OODesigner에 대한 OLE-Container 기능의 설계 및 구현)

  • Choi, Gil-Rim;Kim, Tae-Gyun
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.575-585
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    • 2005
  • Research and development projects, in the past decade, has shown that object-oriented(OO) technology could importantly contribute in productivity and reusability improvement. There are various research areas related to OO technology. Two of major research fields in this areas are concerned in issues for CASE tools and component-based technologies. This paper discusses an example of applying component-based technology to a CASE tool. This paper proposes the research experience gained while we have incrementally developing OODesigner, an OO CASE tool, with compound document support functionality based on COM/OLE technology. As OODesigner with OLE container functionality has interoperability with other application programs of Windows system which can be run as a OLE server, it can provide more powerful documentation environment than other CASE tools. OODesigner can be used not only to design UML diagrams, but also to make documentation cooperatively with various kinds of OLE- enabled software like Recoder and Excel. Therefore we can conduct powerful and consistent documentation with the tool.

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