• 제목/요약/키워드: Computer application

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T-Chord Ring System based on Overlay Network for Service Discovery and Delivery in MANET (MANET에서 서비스 발견 및 전달을 위한 오버레이 네트워크 기반의 T-Chord 링 시스템)

  • Han, Insung;Jeong, Hongsik;Park, Moosung
    • Journal of the Institute of Electronics and Information Engineers
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    • 제50권1호
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    • pp.51-63
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    • 2013
  • Recently with base apply MANET with the application for the service discovery and delivery which are various techniques are being proposed the result of such MANET base research techniques from actual inside. This dissertation proposes T-Chord(Trustworthy-based Chord) Ring system for MANET to guarantees from such requirements. T-Chord Ring system in order to manage Efficiently the services which the mobile nodes provide is the service discovery system which uses P2P overlay network Technique in mobile environment. The system which is proposed MANET communications in order to accomplish a service discovery operation with physical network class and logical network class will be able to minimize problems from about MANET service discoveries, and uses the dispersive hash table technique for a service discovery and effectiveness of service discovery improves and will be able to guarantee the expandability of network size. The mobile nodes(mobile device) have a mobility from MANET and operate with service request node, service provide node and service transmit node. The mobile nodes will be able to elect cluster header using Trustworthy that was evaluated service request, provision and delivery in each other. The system which is proposed a service discovery and a delivery efficiently will compose the cluster head which will grow of P2P overlay networks and will be able to accomplish. The system which proposes from dissertation is composed of Trustworthy evaluations of MANET mobile nodes, service information collection which is dispersed and P2P overlay networks that composed of Chord algorithm modules which provide O(Log N) efficiencies. The system comparison evaluation analyzes an efficiency from the expandability side of effectiveness and the network of service discovery technique and the service discovery message over head, service discovery and delivery of former times and service discovery and delivery is excellent gives proof from MANET.

Effects of Organic Passivation Films on Properties of Polymer Solar Cells with P3HT:PC61BM Active Layers (유기 패시베이션 박막이 P3HT:PC61BM 활성층을 갖는 고분자 태양전지의 특성에 미치는 영향)

  • Lee, Sang Hee;Park, Byung Min;Cho, Yang Keun;Chang, Ho Jung;Jung, Jae Jin;Pyee, Jaeho
    • Journal of the Microelectronics and Packaging Society
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    • 제21권4호
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    • pp.105-110
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    • 2014
  • It is required to improve the efficiency and the reliability of the polymer solar cells (PSCs) as the energy saving optical device for the future application of the smart farm facilities. In this study, we fabricated the bulk hetero junction PSCs with organic passivation film layer for the reliability improvement of the devices. The effects of the passivation layer on the electrical properties of the PSCs were studied. The materials of passivation layer are composed of poly vinyl alcohol (PVA) and ammonium dichromate, and the passivation films were fabricated by the spin coating method on the P3HT:$PC_{61}BM$/LiF/Al substrate. The prepared structure of the device is the glass/ITO/PEDOT:PSS/P3HT:$PC_{61}BM$/LiF/Al/passivation layer. The performances of the PSCs with the organic passivation film showed better electrical properties compared with the PSCs without passivation layers. The power conversion efficiency (PCE) values of passivated PSCs decreased from 3.0 to 1.3% after air exposure for 140 hrs. In contrast, the PCE values for the devices without passivation decreased sharply from 3.5 to 0.1% under the same exposure condition.

Study of Perception on Programming and Computational Thinking and Attitude toward Science Learning of High School Students through Software Inquiry Activity: Focus on using Scratch and physical computing materials (소프트웨어 활용 탐구 활동을 통한 고등학생의 프로그래밍과 컴퓨팅 사고력에 대한 인식 변화와 과학 학습에 대한 태도 조사 -스크래치와 피지컬 컴퓨팅 교구의 활용을 중심으로-)

  • Hwang, Yohan;Mun, Kongju;Park, Yunebae
    • Journal of The Korean Association For Science Education
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    • 제36권2호
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    • pp.325-335
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    • 2016
  • Software (SW) education is guided by the government to operate not only computer subject matter but also related subject matter. SW education is highlighted in the 2015 Revised Curriculum and Guide for Operating SW Education. SW education is related with science education. For example, education on algorithms employing SW and activities using sensors/output control can be an effective strategy for scientific inquiry. The method can also be applied in developing Computational Thinking (CT) in students. In this study, we designed lessons to solve everyday scientific problems using Educational Programming Language (EPL) SW and physical computing materials and applied them to high school students. We conducted surveys that were modified from questionnaires of Internet application capability and based on the standard of accomplishment of SW education as well as elements of CT to find out the change in perceptions on programming and CT of students. We also conducted a survey on students' attitude toward science learning after an SW inquiry activity. In the results, perceptions on programming and CT of students were improved through lessons using unplugged activity, EPL SW, and physical computing. In addition, scores for interest, self-directed learning ability, and task commitment were high.

A Study on the Architectural Design Utility of Object-based CAD System (객체기반 CAD 시스템의 건축설계적 효용에 관한 연구)

  • Yoo, Chang-Geun
    • Journal of The Korean Digital Architecture Interior Association
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    • 제2권1호
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    • pp.9-15
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    • 2002
  • As architectural forms tend to be large-scaled, high-storied and complicated, use of computer for processing design information has been generalized. However, CAD use in the process of developing architectural design has been neglected greatly in the educational field of architectural field due to the surging of recognition that it may limit the essential property of architectural design. It may be resulted from the limitation of CAD system, that is, it is because of tardy speed of application development for the related areas with the lack of simplicity and clarity of flexibility to be secured on the drawing and user interface. Recent CAD systems, however, overcome such a limitation, convert into object-based design from entity-based drawing, drafting and modeling for implementing design concept of architects and it connects with internet linked to superspeed information communication network and changes process and stream of architectural design. Therefore, this study deals with utility of object based CAD system with products of Autodesk Co. and consequently obtain the following conclusions. First, it expands architect's design areas by supporting cooperative design system based on model-based architectural design and internet. Second, it reduces consumption of personal and material resources and time in the process of drawing production for improving architectural design works. Third, it can reduce the frequent design changes by improving understanding of architectural space with visualization of immediate 3D information, escaping from traditional methods to deliver design information to building owner through 2D drawing or model and perspective drawing requiring much cost and time. Fourth, it keeps exactness without omission or duplication of design information and generate and renew information of all related drawings on a drawing. Fifth, it is possible to change difficult and boring architectural design work into a pleasure owing to immediate modeling and drawing of design idea. In addition, digital drawing generated by using object-based CAD system can playa role of establishing Urban Information System to be used for protecting from building in disaster and urban disasters in connection with GIS numerical map and be used for reference of all kinds of information required fro post-management of buildings. However, what is more important is that surplus time from introduction of object-based CAD system should be used for consideration to be recognized as a good space and building built as a product of this project for comfort to urban people.

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A Development and Application of Role-Playing Instruction Model based on Mind Practice for Intensifying Information & Communication Ethics (정보통신윤리 의식 강화를 위한 마음공부기반 역할놀이 수업모형 개발 및 적용)

  • Baek, Hyeon-Gi;Yu, Jeong-Su
    • Journal of The Korean Association of Information Education
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    • 제16권2호
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    • pp.181-188
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    • 2012
  • In this study, we develop a role-playing instruction model based on mind practice. The proposed model can strengthen the information and communication ethics and enhance the will to act which leads to behavioral changes. It is also designed considering methodological and procedural elements of mind education and the steps of role-playing. It has much importance on having students experience mind practice directly and indirectly through role-playing. Firstly, an instruction model for a role-playing is designed based on other researches and case studies. Secondly, it was applied to students to find out the advantages and improvements and modified the earlier version and then, it was applied to 36 sophomores in J university in J city for five weeks. They are majoring in Education and are taking Instructional method and Instructional technology. To prove the effectiveness of the model, it was also applied 5th year 24 students, 6th year 26 students and 10 teachers in an elementary school. The results show that more than 90% students respond positively about how interesting information and communication ethics after participating in a role-playing instruction model based on mind practice.

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Development of M2M Simulator for Mobile Network using Knapsack Algorithm (Knapsack 알고리즘을 이용한 모바일 네트워크용 M2M 시뮬레이터 개발)

  • Lee, Sun-Sik;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제17권11호
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    • pp.2661-2667
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    • 2013
  • Recently, at Home and abroad, Internet of Things era things(Thing) is participating as a subject of communication in human communication paradigm of existing (lot/M2M) is in full swing. Automobile, refrigerator, bicycle, until shoes, and communication functions generation of information is installed and has created a fusion of new service IT infrastructure. Its use and application are broadening to various areas and the number of devices used for it is increasing to increase the number of information transmitted for each object. When the traffic reaches its limit while each set of data is transmitted from the devices divided into each group through the mobile network, M2M communications service might not be processed smoothly. This study used the Knapsack Problem algorithm to create a virtual simulator for a smooth M2M service when the mobile network used for the M2M communications reaches its limit. The virtual simulator applies smooth processing of services from the M2M communications that should be processed first to other subsequent services when data comes to each group of devices. As the M2M technology develops to make many objects more compact in size, it would help with smoother processing of M2M services for the mobile network with fast-increasing traffic.

A Visual Programming Environment for Medical Image Processing (의료영상처리를 위한 시각 프로그래밍 환경)

  • Sung, Chong-Won;Kim, Jin-Ho;Kim, Jee-In
    • The Transactions of the Korea Information Processing Society
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    • 제7권8호
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    • pp.2349-2360
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    • 2000
  • In medical image processing, if new technologies arc developed, they arc applied to real clinical cases. The results are to be analyzed by doctors to improve the new technologies. So, it is important for doctors to have a tool that helps the doctors in applying the new technologies to clinical cases and analyzing the clinical results. In this paper, we design and implement a visual programming environment where non-programming experts, such as medical doctors, can easily compose a medical image processing application program. A set of image processing functions are implemented and represented as icons. Thc user selects functions by clicking correslxmding icons. The users can easily find necessary' functions from the visualized library. A user selects a function from the visualized library and [Jut the function node into a canvas of Visual Programming Interface. The user connects nodes to compose a dataflow diagram. The connected dataflow diagram shows the now of the program. Hyperbolic Tree is helpful in visualizing a set of function icons in a single screen because it provides both the whole stmcture of the function Iihrary and the details of the focused functions at the same time. We also developed a CUI builder where the user interfaces of the medical image processing applications are composed. Therefore. non'programming experts such as physicians can apply new medical image processing algorithms to clinical cases without performing complex computer programming procedures.

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Low-Cost Elliptic Curve Cryptography Processor Based On Multi-Segment Multiplication (멀티 세그먼트 곱셈 기반 저비용 타원곡선 암호 프로세서)

  • LEE Dong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • 제42권8호
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    • pp.15-26
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    • 2005
  • In this paper, we propose an efficient $GF(2^m)$ multi-segment multiplier architecture and study its application to elliptic curve cryptography processors. The multi-segment based ECC datapath has a very small combinational multiplier to compute partial products, most of its internal data buses are word-sized, and it has only a single m bit multiplexer and a single m bit register. Hence, the resource requirements of the proposed ECC datapath can be minimized as the segment number increases and word-size is decreased. Hence, as compared to the ECC processor based on digit-serial multiplication, the proposed ECC datapath is more efficient in resource usage. The resource requirement of ECC Processor implementation depends not only on the number of basic hardware components but also on the complexity of interconnection among them. To show the realistic area efficiency of proposed ECC processors, we implemented both the ECC processors based on the proposed multi-segment multiplication and digit serial multiplication and compared their FPGA resource usages. The experimental results show that the Proposed multi-segment multiplication method allows to implement ECC coprocessors, requiring about half of FPGA resources as compared to digit serial multiplication.

A Comparison Between the Tape Switch Sensor and the Video Images Frame Analysis Method on the Speed Measurement of Vehicle (차량 속도 측정의 실무적용을 위한 테이프스위치 센서 방식과 영상 프레임 분석방법의 비교연구)

  • Kim Man-Bae;Hyun Cheol-Seung;Yoo Sung-Jun;Hong You-Sik
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • 제43권9호
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    • pp.120-127
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    • 2006
  • In Korea the vehicle enforcement system(VES) detects speeding vehicle using two inductive loop detectors. And the speed reliability of theirs are evaluated through the analysis of image frame which is captured from video camera. This method is validated to evaluate VES on Korea Laboratory Accreditation Scheme(KOLAS) but it needs much time and expense for the analysis of image frame. Because the number of VES are increasing rapidly, the requirement of new evaluation method is necessary. On this paper, the tape switch sensor as a substitution of existing method was introduced and its application on the site are discussed. On the site test we compared the tape switch sensor on the speed measurement of vehicle with the video image frame. As a result we have founded that the tape switch sensor is evaluated to be feasible system on site in respect to measure the overspeed vehicle.

Hand Gesture Segmentation Method using a Wrist-Worn Wearable Device

  • Lee, Dong-Woo;Son, Yong-Ki;Kim, Bae-Sun;Kim, Minkyu;Jeong, Hyun-Tae;Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • 제34권5호
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    • pp.541-548
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    • 2015
  • Objective: We introduce a hand gesture segmentation method using a wrist-worn wearable device which can recognize simple gestures of clenching and unclenching ones' fist. Background: There are many types of smart watches and fitness bands in the markets. And most of them already adopt a gesture interaction to provide ease of use. However, there are many cases in which the malfunction is difficult to distinguish between the user's gesture commands and user's daily life motion. It is needed to develop a simple and clear gesture segmentation method to improve the gesture interaction performance. Method: At first, we defined the gestures of making a fist (start of gesture command) and opening one's fist (end of gesture command) as segmentation gestures to distinguish a gesture. The gestures of clenching and unclenching one's fist are simple and intuitive. And we also designed a single gesture consisting of a set of making a fist, a command gesture, and opening one's fist in order. To detect segmentation gestures at the bottom of the wrist, we used a wrist strap on which an array of infrared sensors (emitters and receivers) were mounted. When a user takes gestures of making a fist and opening one's a fist, this changes the shape of the bottom of the wrist, and simultaneously changes the reflected amount of the infrared light detected by the receiver sensor. Results: An experiment was conducted in order to evaluate gesture segmentation performance. 12 participants took part in the experiment: 10 males, and 2 females with an average age of 38. The recognition rates of the segmentation gestures, clenching and unclenching one's fist, are 99.58% and 100%, respectively. Conclusion: Through the experiment, we have evaluated gesture segmentation performance and its usability. The experimental results show a potential for our suggested segmentation method in the future. Application: The results of this study can be used to develop guidelines to prevent injury in auto workers at mission assembly plants.