• Title/Summary/Keyword: 지-맵

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Technology Trend of Smart Clothing: Based on Patent Information Analysis (스마트 의류의 기술동향: 특허정보분석을 중심으로)

  • You, Youngbok;Choi, Kyeyoun;Park, Boyana;Jeong, Euiseob
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.440-451
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    • 2013
  • Advancement of science technology, combined with other technologies including smart clothing, enables value added product developments and market creation. Accordingly, it became necessary to identify technology trends promptly and to prepare future technology road map. For this purpose, many bibliometric analysis using thesis and patents have been made. However, few such attempts are made in clothing study. Thus, the study examined the latest technology trends and future technology development directions of smart clothing from empirical bibliometric analysis based on smart clothing patent documents. In addition, comparative analysis was made about the market leadership and technology development capability of core sectors by countries utilizing market reach index expressed as patent families and technology development index. The study revealed that overall smart clothing technology development trends has been continuously increasing since 2000. Also the results confirmed that it is in the development stage from the fact that each year the number of patents and patent applicants in portfolio analysis also has been increasing. In addition, comparative results of patent market share and market reach index, with the highest in electronics/ICT technology sectors, indicated that this is the technology sector with competitive acquisition of comparatively advanced technology and market expansion. The analysis methodology of economic value of technology including the presented market reach index in this report is expected to be utilized in the process to identify the current positioning of core technology and future development direction.

Mutiagent based on Attacker Traceback System using SOM (SOM을 이용한 멀티 에이전트 기반의 침입자 역 추적 시스템)

  • Choi Jinwoo;Woo Chong-Woo;Park Jaewoo
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.3
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    • pp.235-245
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    • 2005
  • The rapid development of computer network technology has brought the Internet as the major infrastructure to our society. But the rapid increase in malicious computer intrusions using such technology causes urgent problems of protecting our information society. The recent trends of the intrusions reflect that the intruders do not break into victim host directly and do some malicious behaviors. Rather, they tend to use some automated intrusion tools to penetrate systems. Most of the unknown types of the intrusions are caused by using such tools, with some minor modifications. These tools are mostly similar to the Previous ones, and the results of using such tools remain the same as in common patterns. In this paper, we are describing design and implementation of attacker-traceback system, which traces the intruder based on the multi-agent architecture. The system first applied SOM to classify the unknown types of the intrusion into previous similar intrusion classes. And during the intrusion analysis stage, we formalized the patterns of the tools as a knowledge base. Based on the patterns, the agent system gets activated, and the automatic tracing of the intrusion routes begins through the previous attacked host, by finding some intrusion evidences on the attacked system.

Improvement of Disparity Map using Loopy Belief Propagation based on Color and Edge (Disparity 보정을 위한 컬러와 윤곽선 기반 루피 신뢰도 전파 기법)

  • Kim, Eun Kyeong;Cho, Hyunhak;Lee, Hansoo;Wibowo, Suryo Adhi;Kim, Sungshin
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.5
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    • pp.502-508
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    • 2015
  • Stereo images have an advantage of calculating depth(distance) values which can not analyze from 2-D images. However, depth information obtained by stereo images has due to following reasons: it can be obtained by computation process; mismatching occurs when stereo matching is processing in occlusion which has an effect on accuracy of calculating depth information. Also, if global method is used for stereo matching, it needs a lot of computation. Therefore, this paper proposes the method obtaining disparity map which can reduce computation time and has higher accuracy than established method. Edge extraction which is image segmentation based on feature is used for improving accuracy and reducing computation time. Color K-Means method which is image segmentation based on color estimates correlation of objects in an image. And it extracts region of interest for applying Loopy Belief Propagation(LBP). For this, disparity map can be compensated by considering correlation of objects in the image. And it can reduce computation time because of calculating region of interest not all pixels. As a result, disparity map has more accurate and the proposed method reduces computation time.

A Study on the Globalization Strategy of Korean Spatial Information for Expansion into An Emerging Market -Focused on the Cases of Asian Developing Countries- (신흥시장 진출을 위한 한국 공간정보의 글로벌화 전략 연구 -아시아 개발도상국의 사례를 중심으로-)

  • Kim, Kirl
    • Spatial Information Research
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    • v.23 no.5
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    • pp.21-30
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    • 2015
  • Korean government has promoted the projects of National Geographic Information Systems since 1995 and the utilization level of Korean National Spatial Data Infrastructure based on them has also developed. However, due to the limit to domestic market size and the legal regulation on prohibition of large sized companies' expansion into domestic spatial information markets, Korean spatial information markets are tied up in term of industrial competitiveness. To overcome those problems and evade the domestic red oceans, it is necessary to find new one in overseas' blue ocean markets. It is estimated that overseas spatial information market will be grown to 125 billion-dollar size and the annual growth rate of it will be reached to 10.5% until 2015. Thus, Asian spatial information market has a huge growth potential and it is newly rising blue oceans for Korea. Advanced countries such as Finland, Germany, Sweden, and Japan have already expanded their market size into the newly industrializing countries. To step with advanced countries, it is time to set up the new globalization strategy of Korean spatial information for expansion into newly industrializing markets. The purpose of this study is to analyze the SWOT of domestic spatial information, investigate the status on spatial information of Asian developing countries, and suggest the globalization strategy of Korean spatial information for expansion into them. The globalization strategy can be labelled as K-FBI composed of 4 domains such as Knowledge sharing platform, Frontier, Back to the basic, and Internalization. In near future, the establishment and performance of road map based on the strategy will be the milestone for Korean spatial information companies' advance into Asian developing countries.

Improving A Stealth Game Level Design Tool (스텔스 게임 레벨 디자인 툴의 개선)

  • Na, Hyeon-Suk;Jeong, Sanghyeok;Jeong, Juhong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.29-38
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    • 2015
  • In the stealth game design, level designers are to develop many interesting game environments with a variety of difficulties. J. Tremblay and his co-authors developed a Unity-based level design tool to help and automate this process. Given a map, if the designer inputs several game factors such as guard paths and velocities, their vision, and the player's initial and goal positions, then the tool visualizes simulation results including (clustered) possible paths a player could take to avoid detection. Thus with the help of this tool, the designer can ensure in realtime if the current game factors result in the intended difficulties and players paths, and if necessary adjust the factors. In this note, we present our improvement on this tool in two aspects. First, we integrate a function that if the designer inputs some vertices in the map, then the tool systematically generates and suggests interesting guard paths containing these vertices of various difficulties, which enhances its convenience and usefulness as a tool. Second, we replace the collision-detection function and the RRT-based (player) path generation function, by our new collision-check function and a Delaunay roadmap-based path generation function, which remarkably improves the simulation process in time-efficiency.

Path-Planning for Group Movement in Dynamic Environments (동적 환경에서 그룹 이동을 위한 경로 계획)

  • Yu, Kyeonah;Cho, Su-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.117-126
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    • 2013
  • Path planning is an essential problem to make virtual characters navigate in many applications including computer games. In many cases, multiple characters move in a group and qualitative aspects of planned paths are emphasized rather than optimality unlike Robotics. In this paper, we propose a two-level path planning algorithm in which the global path is planned for a single character specified as a leader and then the local path is planned to avoid dynamic obstacles while the group following this path. The space for group movement is achieved in the form of square grid array called a grid window. Member characters are located relatively to the leader within a space and moved. The static environment is reduced to the configuration space of this grid window to generate a roadmap on which a grid window can move. In local path planning, only the leader avoids dynamic obstacles by using an artificial potential field and the rest of members are located relatively to the leader in the grid window, which reduces computational load. Efficient algorithms to implement the proposed planning methods are introduced. The simulation results show that a group can handle with dynamic obstacles effectively while moving along the planned path for a static environment.

FingerPrint building method using Splite-tree based on Indoor Environment (실내 환경에서 WLAN 기반의 Splite-tree를 이용한 가상의 핑거 프린트 구축 기법)

  • Shin, Soong-Sun;Kim, Gyoung-Bae;Bae, Hae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.173-182
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    • 2012
  • A recent advance in smart phones is increasing utilization of location information. Existing positioning system was using GPS location for positioning. However, the GPS cannot be used indoors, if GPS location has an incorrectly problem. In order to solve indoor positioning problems of indoor location-based positioning techniques have been investigated. There are a variety of techniques based on indoor positioning techniques like as RFID, UWB, WLAN, etc. But WLAN location positioning techniques take advantage the bond in real life. WLAN indoor positioning techniques have a two kind of method that is centroid and fingerprint method. Among them, the fingerprint technique is commonly used because of the high accuracy. In order to use fingerprinting techniques make a WLAN signal map building that is need to lot of resource. In this paper, we try to solve this problem in an Indoor environment for WLAN-based fingerprint of a virtual building technique, which is proposed. Proposed technique is classified Cell environment in existed Indoor environment, all of fingerprint points are shown virtual grid map in each Cell. Its method can make fingerprint grid map very quickly using estimate virtual signal value. Also built signal value can take different value depending of the real estimate value. To solve this problem using a calibration technique for the Splite-tree is proposed. Through calibration technique that improves the accuracy for short period of time. It also is improved overall accuracy using predicted value of around position in cell.

A Study on the Implementation of Historical and Cultural Information System based on Web GIS for Youngsan River Area (Web GIS 기반의 영산강유역권 역사문화정보시스템 구축 연구)

  • Jang, Mun-Hyun;Lee, Jeong-Rock
    • Spatial Information Research
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    • v.17 no.3
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    • pp.329-339
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    • 2009
  • A historical and cultural map needs an overall reflection of the links based on time and space among the various composite factors, instead of requiring a simple collection of the respective relics in a particular region. The study of history, culture and living environment of river system area, a place that is known to as a cradle of civilization, will be able to undertake a role in the research and comparison with other cultural regions, reaching beyond the regional units until now and moreover investigation the international and intercontinental history of civilization. In this context, this research focuses on the establishment of a cultural information system for the public use and the insight to the regional identity and materialization of culture based on Korea's peculiar history and culture. Thus, the information system for Youngsan River area aims to create a form of electronic map that contains various cultural and historical information on river system area, which is a integrated information system based on Web GIS that is open to public use through the internet. The above mentioned system is a combined product from the basic research data on various fields of study, including archaeology, architecture, arts, ecological environment, history, folk customs, literature, and food, while it aims for not only its utilization in interdisciplinary studies but also creating new value as a public database. As a result, the expected effects due to the establishment of historical and cultural information system based on Web GIS of Youngsan River area are as follows: First, the study can contribute to verify a road map of the study on Youngsan River area. Second, it will take a role to stimulate the academical research on the dynamic structure and characteristics of the Youngsan River area. Third, we can also expect an effect of gaining a full foothold in providing an electronic academic source specialized for the study of the historical and cultural map.

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A Study on the Signal Control Unit's Reconstitution to Control the Separated Through/Left(or Right) Turn and the Median Bus Lane Signal for the Standard Traffic Signal Controller (표준규격 교통신호제어기에서 교통류별 전용신호 구현방안 연구)

  • Han, Won-Sub;Lee, Ho-Won;Hyun, Cheol-Seung;Joo, Doo-Hwan;Lee, Choul-Ki
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.5
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    • pp.57-70
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    • 2009
  • According to the change of the traffic conditions, the requirement of controlling the separated left(or right) turn, the median bus lane and bicycle signal is increasing. However, the traffic signal controller standard based on the four-set lights restricts to control the three-set lights which control the separated direction and kind of traffics. This study suggests the method to control the three-set lights signal by improving the hardware and software for the traffic signal controller which is operated currently in the traffic scene. The 6 output ports of Load Signal Unit(LSU) which is consisted of Pedestrian Red, Pedestrian Green, Red, Yellow, Arrow and Green signal reconstitute 2 rows of the Red, Yellow, Green for three-set lights while the Signal Map data's code values which control the signal step of an individual Ring and LSU are established to adjust the LSU's output ports(R1 Y1 G1 R2 Y2 G2) of the three-set lights. The effect of using the separated through/left turn and the median lane bus signal of three-set lights is analyzed from a Mangwoo intersection in Seoul. The results of analysis show that the delay time of the east-west direction where the median bus lane is operated is especially improved with over 70 sec/veh.

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Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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