• Title/Summary/Keyword: Evolving Hardware

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An Ontology-Applied Search System for Supporting e-Learning Objects (온톨로지를 적용한 e-Learning 학습 자료 검색 시스템)

  • Kim, Hyunjoo;Seol, Jinsung;Choe, Hyongjong;Kim, Taeyoung
    • The Journal of Korean Association of Computer Education
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    • v.9 no.6
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    • pp.29-39
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    • 2006
  • The Web is evolving quantitatively into an explosive development. However, users usually have heavy burden of searching information because of the absence of contextual meaning on the Web. Due to an enormous amount of information, users have to endure for finding strong cohesive keywords by themselves and read each of the documents with enduring effort. This paper proposes an efficient method of searching more relative documents than current KEM-based searching systems on the Web by using contextual meaning. We designed a domain ontology on computer hardware, and a searching system which was searching those e-Learning objects. Owing to the Ontology-applied search system, information such as educational materials and related multimedia can be easily provided to the users. Further, learners could be informed of relationship of knowledge, e.g., class hierarchy, properties and values, and so on. The request results are semantically related to users' needs, and thus the system provides a learner-centered searching.

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An Implementation of CAN Communication Interface using the Embedded Processor System based on FPGA (FPGA 기반의 임베디드 프로세서 시스템을 이용한 CAN 통신 인터페이스 구현)

  • Koo, Tae-Mook;Park, Young-Seak
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.1
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    • pp.53-62
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    • 2010
  • Recently, various industrial embedded systems including vehicles controlled electronically are evolving to distributed multi-micro controller system. Accordingly, there is a need for standard CAN(Controller Area Network) protocol that ensures high stability and reliability of communication and is simple to construct object-oriented system with high control efficiency. CAN communication interface used general-purpose processor doesn't have many limitations in various application development because of fixed hardware architecture. This paper design and implement a CAN communication interface system based on FPGA. It is verified function and performance of system through monitoring communication with existing AT90CAN128 controller. Implemented CAN communication interface can be reused in development of application systems based on FPGA. And it provides low-cost, small-size and low-power design advantages.

Transition from Spectacular Point of View to Contractual Point of View on Video Games - Theatrical Contract between Video Games and Player - (비디오 게임에 대한 스펙터클적 관점에서 계약의 관점으로 이동 - 비디오게임과 플레이어가 맺는 연극적 계약 -)

  • Ko, Kyu-Heun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.29-42
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    • 2004
  • With the development of hardware and 3D graphic technologies since the 1990s, video games have been evolving in the direction in which they wholly pursue illusions and movie formats, and thus they are considered to be media centered on spectacles. However, video games, due to their inherent characteristics, cannot be transparent media like the existing spectacular entertainments centering on optical illusions. In their structure, there can be found elements that continually disillusion players from visions. Strictly speaking, players are not lost in visions, but are kept a certain distance from internal contexts. Games rely not on illusion but on contracts with players which are similar to a kind of convention, clearing internal imperfections. This paper aims to identify and analyze disillusioning elements and discuss theatrical contacts between players and games. The purpose of this paper is to reconsider the awareness of video games as a spectacle entertainment and to help discover future directions for game culture.

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A Study on Implementation of Human Centric Lighting Using Sunrise and Sunset Data (일출일몰 데이터를 이용한 인간 중심 조명 구현에 관한 연구)

  • Doowon Jang;Chunghyeok Kim;Gyuwon Jo
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.37 no.5
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    • pp.486-493
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    • 2024
  • Lighting has been used for a long time as a medium to convey brightness from darkness, and through incandescent lamps and fluorescent lamps, LED light sources have now become the standard in the lighting industry. Recently, the lighting equipment industry has been undergoing rapid digital transformation, starting with smart lighting, and is evolving into smart lighting customized for individuals and spaces through the development of IoT technology, cloud-based services, and data analysis. However, the blue light emitted from digital devices (computers, smartphones, tablets, etc.) or LED lights stimulates the melanopsin in the optic ganglion cells in the retina of the eye, which in turn stimulates the secretion of melatonin through the pineal gland, which regulates the secretion of melatonin. This can reduce sleep quality or disrupt biological rhythms. This interaction between blue light and melatonin has such a significant impact on human sleep patterns and overall health that it is essential to reduce exposure to blue light, especially in the evening. Human-centered lighting refers to lighting that takes into account the effects of light on the physical and mental areas, such as human activity and awakening, improvement of sleep quality, and health management. Many research institutes study the effects in the visible area and the non-visible area. By studying the impact, it is expected to improve the quality of human life. In this study, we plan to study ways to implement human-centered lighting by collecting sunrise and sunset data and linking commercialized LED packages and control devices with open-source hardware.

Experimental Comparison of Network Intrusion Detection Models Solving Imbalanced Data Problem (데이터의 불균형성을 제거한 네트워크 침입 탐지 모델 비교 분석)

  • Lee, Jong-Hwa;Bang, Jiwon;Kim, Jong-Wouk;Choi, Mi-Jung
    • KNOM Review
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    • v.23 no.2
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    • pp.18-28
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    • 2020
  • With the development of the virtual community, the benefits that IT technology provides to people in fields such as healthcare, industry, communication, and culture are increasing, and the quality of life is also improving. Accordingly, there are various malicious attacks targeting the developed network environment. Firewalls and intrusion detection systems exist to detect these attacks in advance, but there is a limit to detecting malicious attacks that are evolving day by day. In order to solve this problem, intrusion detection research using machine learning is being actively conducted, but false positives and false negatives are occurring due to imbalance of the learning dataset. In this paper, a Random Oversampling method is used to solve the unbalance problem of the UNSW-NB15 dataset used for network intrusion detection. And through experiments, we compared and analyzed the accuracy, precision, recall, F1-score, training and prediction time, and hardware resource consumption of the models. Based on this study using the Random Oversampling method, we develop a more efficient network intrusion detection model study using other methods and high-performance models that can solve the unbalanced data problem.

A Study on the Production Techniques of Indoor and Outdoor 3D Advertising Content

  • Byong-Kwon Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.137-144
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    • 2024
  • Digital advertising, both indoors and outdoors, is evolving from traditional 2D formats to more immersive 3D forms. 3D advertising involves creating 3D content and displaying it through large LED installations on two sides of a building's corner, or using 3D hologram projectors indoors. This study examines the production process of 3D hologram projectors used indoors and LED-based 3D content used outdoors, analyzing potential issues and considerations when creating 3D digital advertising content. The findings reveal that while indoor hologram projector content provides 3D effects, the low resolution of the devices makes it challenging to implement complex content. However, they are cost-effective and easy to operate. On the other hand, LED-based 3D advertising content, produced in high resolution, requires more time for content creation and incurs higher hardware installation costs. Despite this, it effectively represents complex content and maximizes visibility due to its enhanced 3D effects. In conclusion, it is crucial to create tailored content that matches the resolution of the display device to maximize 3D effects in advertising. Specifically, when producing 3D billboard-style outdoor advertising content, the structure of the building on which it will be installed must be carefully considered.