• 제목/요약/키워드: Hardware Platform

검색결과 594건 처리시간 0.026초

Experiments on An Network Processor-based Intrusion Detection (네트워크 프로세서 기반의 침입탐지 시스템 구현)

  • Kim, Hyeong-Ju;Kim, Ik-Kyun;Park, Dae-Chul
    • The KIPS Transactions:PartC
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    • 제11C권3호
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    • pp.319-326
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    • 2004
  • To help network intrusion detection systems(NIDSs) keep up with the demands of today's networks, that we the increasing network throughput and amount of attacks, a radical new approach in hardware and software system architecture is required. In this paper, we propose a Network Processor(NP) based In-Line mode NIDS that supports the packet payload inspection detecting the malicious behaviors, as well as the packet filtering and the traffic metering. In particular, we separate the filtering and metering functions from the deep packet inspection function using two-level searching scheme, thus the complicated and time-consuming operation of the deep packet inspection function does not hinder or flop the basic operations of the In-line mode system. From a proto-type NP-based NIDS implemented at a PC platform with an x86 processor running Linux, two Gigabit Ethernet ports, and 2.5Gbps Agere PayloadPlus(APP) NP solution, the experiment results show that our proposed scheme can reliably filter and meter the full traffic of two gigabit ports at the first level even though it can inspect the packet payload up to 320 Mbps in real-time at the second level, which can be compared to the performance of general-purpose processor based Inspection. However, the simulation results show that the deep packet searching is also possible up to 2Gbps in wire speed when we adopt 10Gbps APP solution.

User Customized Web Interface Design Optimized for SaaS-based Digital Library System -focusing on the LinkSaaS Website- (SaaS 기반 전자도서관 시스템에 최적화된 사용자 맞춤형 웹 인터페이스 디자인 -LinkSaaS 웹사이트를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won;Oh, Yong-Sun
    • The Journal of the Korea Contents Association
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    • 제11권5호
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    • pp.148-156
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    • 2011
  • Recently, an introduction of the cloud computing causes rapid changes in every aspect of the internet environments including hardware, operating systems, applications, and their services. As the cloud computing environment based on SaaS are being developed to a form in which web platform technology and web cloud services are converged. The digital library system also has been being developed to a service model optimized to SaaS based cloud computing environment, which are different from ASP technology. From the web interface point of view, user customization of the SaaS based cloud computing environment is the most important fact. Therefore, this research work suggests a customized web interface considering usability and accessibility so that enterprises and individual users can be able to do an effortless internet browsing under the cloud computing environment. For this purpose, usability tests were carried out as the user customized web interface design were developed and applied to the LinkSaaS website. This paper work lastly presents an UI environment on which customized interface design for individual users can be formulated.

The Development of Protocol for Construction of Smart Factory (스마트 팩토리 구축을 위한 프로토콜 개발)

  • Lee, Yong-Min;Lee, Won-Bog;Lee, Seung-Ho
    • Journal of IKEEE
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    • 제23권3호
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    • pp.1096-1099
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    • 2019
  • In this paper, we propose the protocol for construction of smart factory. The proposed protocol for construction of smart factory consists of an OPC UA Server/Client, a technology of TSN realtime communication, a NTP & PTP time synchronization protocol, a FieldBus protocol and conversion module, a technology of saving data for data transmit latency and synchronization protocol. OPC UA server/client is a system integration protocol which makes interface industrial hardware device and supports standardization which allows in all around area and also in not independent from any platform. A technology of TSN realtime communication provides an high sensitive time management and control technology in a way of sharing specific time between devices in the field of high speed network. NTP & PTP time synchronization protocol supports IEEE1588 standardization. A fieldbus protocol and conversion module provide an extendable connectivity by converting industrial protocol to OPC. A technology of saving data for data transmit latency and synchronization protocol provide a resolution function for a loss and latency of data. Results from testing agencies to assess the performance of proposed protocol for construction of smart factory, response time was 0.1367ms, synchronization time was 0.404ms, quantity of concurrent access was 100ea, quantity of interacting protocol was 5ea, data saving and synchronization was 1,000 nodes. It produced the same result as the world's highest level.

Method of ChatBot Implementation Using Bot Framework (봇 프레임워크를 활용한 챗봇 구현 방안)

  • Kim, Ki-Young
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • 제15권1호
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    • pp.56-61
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    • 2022
  • In this paper, we classify and present AI algorithms and natural language processing methods used in chatbots. A framework that can be used to implement a chatbot is also described. A chatbot is a system with a structure that interprets the input string by constructing the user interface in a conversational manner and selects an appropriate answer to the input string from the learned data and outputs it. However, training is required to generate an appropriate set of answers to a question and hardware with considerable computational power is required. Therefore, there is a limit to the practice of not only developing companies but also students learning AI development. Currently, chatbots are replacing the existing traditional tasks, and a practice course to understand and implement the system is required. RNN and Char-CNN are used to increase the accuracy of answering questions by learning unstructured data by applying technologies such as deep learning beyond the level of responding only to standardized data. In order to implement a chatbot, it is necessary to understand such a theory. In addition, the students presented examples of implementation of the entire system by utilizing the methods that can be used for coding education and the platform where existing developers and students can implement chatbots.

Development of CanSat System With 3D Rendering and Real-time Object Detection Functions (3D 렌더링 및 실시간 물체 검출 기능 탑재 캔위성 시스템 개발)

  • Kim, Youngjun;Park, Junsoo;Nam, Jaeyoung;Yoo, Seunghoon;Kim, Songhyon;Lee, Sanghyun;Lee, Younggun
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • 제49권8호
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    • pp.671-680
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    • 2021
  • This paper deals with the contents of designing and producing reconnaissance hardware and software, and verifying the functions after being installed on the CanSat platform and ground stations. The main reconnaissance mission is largely composed of two things: terrain search that renders the surrounding terrain in 3D using radar, GPS, and IMU sensors, and real-time detection of major objects through optical camera image analysis. In addition, data analysis efficiency was improved through GUI software to enhance the completeness of the CanSat system. Specifically, software that can check terrain information and object detection information in real time at the ground station was produced, and mission failure was prevented through abnormal packet exception processing and system initialization functions. Communication through LTE and AWS server was used as the main channel, and ZigBee was used as the auxiliary channel. The completed CanSat was tested for air fall using a rocket launch method and a drone mount method. In experimental results, the terrain search and object detection performance was excellent, and all the results were processed in real-time and then successfully displayed on the ground station software.

Measuring the Impact of Competition on Pricing Behaviors in a Two-Sided Market

  • Kim, Minkyung;Song, Inseong
    • Asia Marketing Journal
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    • 제16권1호
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    • pp.35-69
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    • 2014
  • The impact of competition on pricing has been studied in the context of counterfactual merger analyses where expected optimal prices in a hypothetical monopoly are compared with observed prices in an oligopolistic market. Such analyses would typically assume static decision making by consumers and firms and thus have been applied mostly to data obtained from consumer packed goods such as cereal and soft drinks. However such static modeling approach is not suitable when decision makers are forward looking. When it comes to the markets for durable products with indirect network effects, consumer purchase decisions and firm pricing decisions are inherently dynamic as they take into account future states when making purchase and pricing decisions. Researchers need to take into account the dynamic aspects of decision making both in the consumer side and in the supplier side for such markets. Firms in a two-sided market typically subsidize one side of the market to exploit the indirect network effect. Such pricing behaviors would be more prevalent in competitive markets where firms would try to win over the battle for standard. While such qualitative expectation on the relationship between pricing behaviors and competitive structures could be easily formed, little empirical studies have measured the extent to which the distinct pricing structure in two-sided markets depends on the competitive structure of the market. This paper develops an empirical model to measure the impact of competition on optimal pricing of durable products under indirect network effects. In order to measure the impact of exogenously determined competition among firms on pricing, we compare the equilibrium prices in the observed oligopoly market to those in a hypothetical monopoly market. In computing the equilibrium prices, we account for the forward looking behaviors of consumers and supplier. We first estimate a demand function that accounts for consumers' forward-looking behaviors and indirect network effects. And then, for the supply side, the pricing equation is obtained as an outcome of the Markov Perfect Nash Equilibrium in pricing. In doing so, we utilize numerical dynamic programming techniques. We apply our model to a data set obtained from the U.S. video game console market. The video game console market is considered a prototypical case of two-sided markets in which the platform typically subsidizes one side of market to expand the installed base anticipating larger revenues in the other side of market resulting from the expanded installed base. The data consist of monthly observations of price, hardware unit sales and the number of compatible software titles for Sony PlayStation and Nintendo 64 from September 1996 to August 2002. Sony PlayStation was released to the market a year before Nintendo 64 was launched. We compute the expected equilibrium price path for Nintendo 64 and Playstation for both oligopoly and for monopoly. Our analysis reveals that the price level differs significantly between two competition structures. The merged monopoly is expected to set prices higher by 14.8% for Sony PlayStation and 21.8% for Nintendo 64 on average than the independent firms in an oligopoly would do. And such removal of competition would result in a reduction in consumer value by 43.1%. Higher prices are expected for the hypothetical monopoly because the merged firm does not need to engage in the battle for industry standard. This result is attributed to the distinct property of a two-sided market that competing firms tend to set low prices particularly at the initial period to attract consumers at the introductory stage and to reinforce their own networks and eventually finally to dominate the market.

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Study on Basic Elements for Smart Content through the Market Status-quo (스마트콘텐츠 현황분석을 통한 기본요소 추출)

  • Kim, Gyoung Sun;Park, Joo Young;Kim, Yi Yeon
    • Korea Science and Art Forum
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    • 제21권
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    • pp.31-43
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    • 2015
  • Information and Communications Technology (ICT) is one of the technologies which represent the core value of the creative economy. It has served as a vehicle connecting the existing industry and corporate infrastructure, developing existing products and services and creating new products and services. In addition to the ICT, new devices including big data, mobile gadgets and wearable products are gaining a great attention sending an expectation for a new market-pioneering. Further, Internet of Things (IoT) is helping solidify the ICT-based social development connecting human-to-human, human-to-things and things-to-things. This means that the manufacturing-based hardware development needs to be achieved simultaneously with software development through convergence. The essential element the convergence between hardware and software is OS, for which world's leading companies such as Google and Apple have launched an intense development recognizing the importance of software. Against this backdrop, the status-quo of the software market has been examined for the study of the present report (Korea Evaluation Institute of Industrial Technology: Professional Design Technology Development Project). As a result, the software platform-based Google's android and Apple's iOS are dominant in the global market and late comers are trying to enter the market through various pathways by releasing web-based OS and similar OS to provide a new paradigm to the market. The present study is aimed at finding the way to utilize a smart content by which anyone can be a developer based on OS responding to such as social change, newly defining a smart content to be universally utilized and analyzing the market to deal with a rapid market change. The study method, scope and details are as follows: Literature investigation, Analysis on the app market according to a smart classification system, Trend analysis on the current content market, Identification of five common trends through comparison among the universal definition of smart content, the status-quo of application represented in the app market and content market situation. In conclusion, the smart content market is independent but is expected to develop in the form of a single organic body being connected each other. Therefore, the further classification system and development focus should be made in a way to see the area from multiple perspectives including a social point of view in terms of the existing technology, culture, business and consumers.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • 통권45호
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Beyond Platforms to Ecosystems: Research on the Metaverse Industry Ecosystem Utilizing Information Ecology Theory (플랫폼을 넘어 생태계로: Information Ecology Theory를 활용한 메타버스 산업 생태계연구 )

  • Seokyoung Shin;Jaiyeol Son
    • Information Systems Review
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    • 제25권4호
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    • pp.131-159
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    • 2023
  • Recently, amidst the backdrop of the COVID-19 pandemic shifting towards an endemic phase, there has been a rise in discussions and debates about the future of the metaverse. Simultaneously, major metaverse platforms like Roblox have been launching services integrated with generative AI, and Apple's mixed reality hardware, Vision Pro, has been announced, creating new expectations for the metaverse. In this situation where the outlook for the metaverse is divided, it is crucial to diagnose the metaverse from an ecosystem perspective, examine its key ecological features, driving forces for development, and future possibilities for advancement. This study utilized Wang's (2021) Information Ecology Theory (IET) framework, which is representative of ecosystem research in the field of Information Systems (IS), to derive the Metaverse Industrial Ecosystem (MIE). The analysis revealed that the MIE consists of four main domains: Tech Landscape, Category Ecosystem, Metaverse Platform, and Product/Service Ecosystem. It was found that the MIE exhibits characteristics such as digital connectivity, the integration of real and virtual worlds, value creation capabilities, and value sharing (Web 3.0). Furthermore, the interactions among the domains within the MIE and the four characteristics of the ecosystem were identified as driving forces for the development of the MIE at an ecosystem level. Additionally, the development of the MIE at an ecosystem level was categorized into three distinct stages: Narrow Ecosystem, Expanded Ecosystem, and Everywhere Ecosystem. It is anticipated that future advancements in related technologies and industries, such as robotics, AI, and 6G, will promote the transition from the current Expanded Ecosystem level of the MIE to an Everywhere Ecosystem level, where the connection between the real and virtual worlds is pervasive. This study provides several implications. Firstly, it offers a foundational theory and analytical framework for ecosystem research, addressing a gap in previous metaverse studies. It also presents various research topics within the metaverse domain. Additionally, it establishes an academic foundation that integrates concept definition research and impact studies, which are key areas in metaverse research. Lastly, referring to the developmental stages and conditions proposed in this study, businesses and governments can explore future metaverse markets and related technologies. They can also consider diverse metaverse business strategies. These implications are expected to guide the exploration of the emerging metaverse market and facilitate the evaluation of various metaverse business strategies.

A Study on the establishment of IoT management process in terms of business according to Paradigm Shift (패러다임 전환에 의한 기업 측면의 IoT 경영 프로세스 구축방안 연구)

  • Jeong, Min-Eui;Yu, Song-Jin
    • Journal of Intelligence and Information Systems
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    • 제21권2호
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    • pp.151-171
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    • 2015
  • This study examined the concepts of the Internet of Things(IoT), the major issue and IoT trend in the domestic and international market. also reviewed the advent of IoT era which caused a 'Paradigm Shift'. This study proposed a solution for the appropriate corresponding strategy in terms of Enterprise. Global competition began in the IoT market. So, Businesses to be competitive and responsive, the government's efforts, as well as the efforts of companies themselves is needed. In particular, in order to cope with the dynamic environment appropriately, faster and more efficient strategy is required. In other words, proposed a management strategy that can respond the IoT competitive era on tipping point through the vision of paradigm shift. We forecasted and proposed the emergence of paradigm shift through a comparative analysis of past management paradigm and IoT management paradigm as follow; I) Knowledge & learning oriented management, II) Technology & innovation oriented management, III) Demand driven management, IV) Global collaboration management. The Knowledge & learning oriented management paradigm is expected to be a new management paradigm due to the development of IT technology development and information processing technology. In addition to the rapid development such as IT infrastructure and processing of data, storage, knowledge sharing and learning has become more important. Currently Hardware-oriented management paradigm will be changed to the software-oriented paradigm. In particular, the software and platform market is a key component of the IoT ecosystem, has been estimated to be led by Technology & innovation oriented management. In 2011, Gartner announced the concept of "Demand-Driven Value Networks(DDVN)", DDVN emphasizes value of the whole of the network. Therefore, Demand driven management paradigm is creating demand for advanced process, not the process corresponding to the demand simply. Global collaboration management paradigm create the value creation through the fusion between technology, between countries, between industries. In particular, cooperation between enterprises that has financial resources and brand power and venture companies with creative ideas and technical will generate positive synergies. Through this, The large enterprises and small companies that can be win-win environment would be built. Cope with the a paradigm shift and to establish a management strategy of Enterprise process, this study utilized the 'RTE cyclone model' which proposed by Gartner. RTE concept consists of three stages, Lead, Operate, Manage. The Lead stage is utilizing capital to strengthen the business competitiveness. This stages has the goal of linking to external stimuli strategy development, also Execute the business strategy of the company for capital and investment activities and environmental changes. Manege stage is to respond appropriately to threats and internalize the goals of the enterprise. Operate stage proceeds to action for increasing the efficiency of the services across the enterprise, also achieve the integration and simplification of the process, with real-time data capture. RTE(Real Time Enterprise) concept has the value for practical use with the management strategy. Appropriately applied in this study, we propose a 'IoT-RTE Cyclone model' which emphasizes the agility of the enterprise. In addition, based on the real-time monitoring, analysis, act through IT and IoT technology. 'IoT-RTE Cyclone model' that could integrate the business processes of the enterprise each sector and support the overall service. therefore the model be used as an effective response strategy for Enterprise. In particular, IoT-RTE Cyclone Model is to respond to external events, waste elements are removed according to the process is repeated. Therefore, it is possible to model the operation of the process more efficient and agile. This IoT-RTE Cyclone Model can be used as an effective response strategy of the enterprise in terms of IoT era of rapidly changing because it supports the overall service of the enterprise. When this model leverages a collaborative system among enterprises it expects breakthrough cost savings through competitiveness, global lead time, minimizing duplication.