• 제목/요약/키워드: Design Environments

검색결과 3,143건 처리시간 0.031초

분산 가상 환경을 위한 네트워크 프로토콜의 설계 (Design of Network Protocols for Distributed Virtual Environments)

  • 고동일;최양희
    • 한국정보과학회논문지:정보통신
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    • 제27권1호
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    • pp.1-11
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    • 2000
  • 최근 폭발적으로 늘어난 인터넷의 사용으로 분산 가상 환경(Distributed Virtual Environments: DVE)에 대한 연구가 활발해지고 있다. 분산 가상 환경은 같은 응용을 사용하는 사용자들의 데이타를 실시간으로 공유하게 하는 공유 인터넷 응용 환경을 제공하는 것을 목적으로 한다. 더 많은 사용자가 동시에 하나의 세션에서 사용을 할수록 공유되는 데이타는 늘어나게 되고, 이에 따라 분산 가상 환경의 사용자의 만족도를 충족시킬 수 있는 서비스 품질을 유지하는 것은 매우 어려운 일이다. 기존의 분산가상 환경에 대한 연구들은 이를 응용 수준의 동기화와 데이타 전송의 문제로서 해결하려는 경우가 많았으며 이는 매우 각각의 응용에서 발생하는 개별적 문제에 대한 해결방법의 제시라는 제한적인 접근이었다. 이에 이 논문에서는 네트워크 중심적인 접근으로 대형 분산 가상 환경의 응용을 쉽게 개발 할 수 있는 새로운 구조로서 GAIA(Giga-objects Architecture for Internet Applications)라는 구조와 이에 따른 프로토콜을 제안하고 시뮬레이션으로 이의 유용성을 증명한다.

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3D 가상 이미지의 텍스타일 소재로의 적용을 통한 삼차원 변형가능한 'Living Textile'과 환경변화에 관한 연구(1) (An Investigation into Three Dimensional Mutable 'Living' Textile Materials and Environments(1))

  • 김기훈;서지성
    • 복식문화연구
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    • 제18권6호
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    • pp.1305-1317
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    • 2010
  • 본 연구는 다양한 3D imaging 기술이 생산해낼 수 있는 환영효과를 직물에 적용할 수 있는지에 대한 가능성을 통해서, 현실과 허구의 경계가 없어지는 새로운 환경을 조성하기 위한 직물을 개발하여 변형 가능한 삼차원의 살아있는 직물 같은, 관점에 따라 패턴과 색깔의 이미지가 바뀌는 흥미로운 직물패턴의 실현 가능성을 알아본다. 본 논문은 I, II로 나뉘어 있으며, 각 논문에서 각기 다른 실험을 실시하여 결과로의 적용가능성과 제한점을 살펴봄으로써 Holography, Lenticular, 등 가상의 3D 테크놀로지를 통해 2D 평면의 구조에 3D 가상 이미지의 텍스타일 적용 가능성을 기계적 실험을 통해 확인하며, 3D imaging 기술에 대한 경험과 이해를 얻고, 3D imaging 기술을 적용할 수 있는 잠재력을 연구하기 위한 것으로, 실험은 현장에 있는 전문 텍스타일연구가, 과학자, 예술가 그리고 디자이너들의 협업으로 이루어졌다.

일체형 원자로 디지털 계측제어계통 전자파 장애 시험결과 분석 (Electromagnetic Interference Test Result Analysis of Integral Reactor Digital I&C System)

  • 이준구;손광영;박희석;박희윤;구인수
    • 한국전자파학회:학술대회논문집
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    • 한국전자파학회 2003년도 종합학술발표회 논문집 Vol.13 No.1
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    • pp.213-218
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    • 2003
  • Because of the development of digital technology, modern digital instrumentation & control systems are being innovativly developed in industrial plants. Whereas, many analog systems are still being used in nuclear plants, because of the demerits of digital equipment. As known, the demerits of digital equipment are the uncertainty and weaknesses in ambient environments such as smoke & electromagnetic interference In an Integral Reactor, a digital I&C system will be composed of microprocessor, memory and network card. Designers will apply new technique for digital equipment. Thus, it is important for digital I&C systems to operate according to designed functions & performance in the ambient environments during a life cycle. Digital I&C systems should have tolerance in such environments and environment qualification should be concluded To acquire electromagnetic interference qualification of digital equipment, this paper suggests an EMI test requirement. Designers should consider the electromagnetic compatibility and test digital equipment according to each test procedure. This paper involves an EMI test requirement and the results analysis of EUT(Equipment Under Test). Test result analysis will be used as electromagnetic compatibility design guides for Integral Reactor I&C systems.

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구성주의에 기반한 이용자교육 교수학습지도안 개발에 관한 연구: 공공도서관 어린이 이용자를 대상으로 (A Study on the Development of Lesson Plan for User Education Based on Constructivist Learning Environments: Focused on Children Using Public Libraries)

  • 박현정;박성재
    • 정보관리학회지
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    • 제34권2호
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    • pp.97-114
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    • 2017
  • 본 연구는 이용자교육의 활성화를 위하여 공공도서관 어린이 이용자교육 교수학습지도안을 개발하는데 목적이 있다. 교수학습지도안 개발을 위해 문헌조사를 통하여 초등학교 3, 4학년을 이용자교육 대상으로 선정하고 이용자교육 내용으로 오리엔테이션 교육을 도출하였다. 교수학습지도안에 적용할 학습모형으로 학습자의 자발적이고 주체적인 교육 참여와 교수자의 역할을 구체적으로 설계할 수 있는 Jonassen의 구성주의 학습환경 모형을 선정하였다. 교수학습지도안 개발을 위해 먼저 구성주의 학습환경 모형을 분석하고 이용자교육에 적용하여 이용자교육 학습환경과 교수활동을 설계하였다. 이를 바탕으로 교수학습지도안을 작성하여 유용성과 적합성 평가를 진행하였으며 평가에서 제안된 사항을 반영하여 공공도서관 어린이 이용자교육 교수학습지도안을 개발하였다.

환경에 따른 과제 지향적 일상생활동작 훈련이 만성 뇌졸중 환자의 일상생활에 미치는 영향 (The Effects of Task Oriented ADL Exercise in Different Environments on ADL in The Persons with Chronic Stroke)

  • 강승수;구봉오
    • 대한물리의학회지
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    • 제8권2호
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    • pp.175-182
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    • 2013
  • PURPOSE: The purpose of this study was to investigate the effects of task oriented ADL exercise in different environments in patients with chronic stroke. METHODS: A total of 28 patients with hemiplegia resulting from stroke were included in this study. The patients were randomized into two groups. The control group(n=14) was received neurodevelopment therapy + task oriented ADL exercise and experimental group(n=14) was received neurodevelopment therapy + home based task oriented ADL exercise for 30 minutes twice per week during 6weeks. A task oriented ADL exercise pretest and postest design was used examine the change of FIM(Functional Independent Measure) and K-MBI(Korea-Modified Bathel Index) at the completion of 6 weeks task oriented ADL exercise. RESULTS: After 6 weeks, the experimental group compared with control group showed a significant improvement (p<.05) in FIM and K-MBI scores. CONCLUSION: The results indicate that the home based task oriented ADL exercise improves functions in the persons with chronic stroke.

모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발 (Cubic Tangible User Interface Development for Mobile Environment)

  • 옥수열
    • 한국정밀공학회지
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    • 제26권10호
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.

스마트 의료 환경에서 이기종 네트워크 간 연동 기술 설계 (Design of Interworking Technology for Heterogeneous Medical Device Networks in Smart Healthcare Environments)

  • 김민진;이승한;김재수
    • 디지털산업정보학회논문지
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    • 제11권4호
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    • pp.25-31
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    • 2015
  • Smart healthcare environments which merge medical and IT technology are getting ready for the third generation centering EHR from current second generation. As a basic technology for the introduction and activation of EHR systems it requires heterogeneous network interworking techniques between various wired and wireless medical devices. Interworking technology for heterogeneous network among various medical devices is needed to introduce EHR system. The heterogeneous network interworking technology is needed for construction of a reliable data system to convert each of unstructured data into structured data. Therefore, in this paper, we identify the domestic and international trends of smart medical field and analyze the characteristics of wired and wireless communication technology that is used in a heterogeneous network. and also suggest requirements needed for interworking technology and provide interworking technology based on them. we expect that proposed method which is designed for smart healthcare environments would provide a basic architecture needed for third smart medical technology generation.

노인시설의 물리적 환경에 대한 거주노인 의견 조사방법의 분석 : 1990년 이후 해외 학술논문자료를 중심으로 (An Analysis on the Research Method of Elderly Residents' Opinion towards the Physical Environments of the Facilities for the Elderly : Focusing on Foreign Academic Journal Articles since 1990)

  • 이민아
    • 가정과삶의질연구
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    • 제33권2호
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    • pp.35-51
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    • 2015
  • The purpose of this study was to provide information for research about residents' opinion toward the physical environments of elderly facilities, through the analysis and investigation on the research methodology of foreign academic journal articles from 1990 to 2014. The study results were as follows: Firstly, purposive sampling was a large majority of both facilities and elderly residents. In quantitative studies, many researchers have conducted simple random, cluster, or stratified sampling. Diverse facilities in area, size, location, and etc. should be considered for participation. The qualifications for residents' participation should be considered as well, so that they all could have autonomy for study participation. Secondly, questionnaire and semi-structured guide were likely to be used in independent and resident care facilities. On the other hand in assisted living and long-term care facilities, open questions and visual material were used as well. A compatible scale should be developed so that elderly having variable functional level could participate independently in the study. Thirdly, in data collection process, compliance with research ethics and well trained interviewer's skill were important for residents' active responses and minimization of response errors. Enough research period of time and mixed study in data collection will decrease the response error.

유비쿼터스 모바일 환경에서 개인화 서비스를 위한 상황인지 추론 시스템 (Context Awareness Reasoning System for Personalized Services in Ubiquitous Mobile Environments)

  • 문애경;박유미;김상기;이병선
    • 대한임베디드공학회논문지
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    • 제4권3호
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    • pp.139-147
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    • 2009
  • This paper proposed the context awareness reasoning system to provide the personalized services dynamically in a ubiquitous mobile environments. The proposed system is designed to provide the personalized services to mobile users and consists of the context aggregator and the knowledge manager. The context aggregator can collect information from networks through Open API Gateway as well as sensors in a various ubiquitous environment. And it can also extract the place types through the geocoding and the social address domain ontology. The knowledge manager is the core component to provide the personalized services, and consists of activity reasoner, user pattern learner and service recommender to provide the services predict by extracting the optimized service from user situations. Activity reasoner uses the ontology reasoning and user pattern learner learns with previous service usage history and contexts. And to design service recommender easy to flexibly apply in dynamic environments, service recommender recommends service in the only use of current accessible contexts. Finally, we evaluate the learner and recommender of proposed system by simulation.

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소비자 특성에 따라 선호되는 의류 점포의 비주얼 환경 요소 및 점포 유형 -점포 선택 기준에 의한 소비자 유형화를 기초로- (The Visual Environment Factors of the Store and the Store Types Preferred by Consumer Traits - Based on the Consumer Segmentation by Store Choice Criteria -)

  • 김선숙
    • 한국의류학회지
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    • 제28권8호
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    • pp.1112-1120
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    • 2004
  • The visual environment of the store is a very important factor to attract consumers into the store and make consumers purchase products. Therefore retailers should have concerns about store environments to differentiate their stores from other stores. Thus this study focused on visual environment of the store influencing consumer behavior. The concrete purpose of this study was to identify preferences of store environments and store types by consumer traits. First, the store choice criteria factors were examined and through the cluster analysis, several consumer groups were constructed. And then the visual environment factors of the store that consumers perceived important were identified and the visual environment factors of the store preferred by consumer groups were examined. Finally, store types preferred by consumer groups were examined. The findings of this study can assist store designers and retailers to set up a store environment or visual marketing strategies.