• Title/Summary/Keyword: Information System Implementation

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The cancellation performance of loop-back signal in wireless USN multihop relay node (무선 USN 멀티홉 중계 노드에서 루프백 신호의 제거 성능)

  • Lim, Seung-Gag;Kang, Dae-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.17-24
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    • 2009
  • This paper deals with the cancellation performance of loop back interference signal in the case of multihop relay of 16-QAM received signal at the USN radio network. For this, it is necessary to the exchange of information with long distance located station by means of the relay function between the node in the USN environment. In the relay node, the loop-back interference signal which the retransmitting signal is feedback to the receiver side due to the antenna of transmitter and receiver are co-used or very colsely located or using the nonlinear device. Due to this signal, the performance of USN system are degraded which are using the limited resource of frequency and power. For improve this, it is necessary to applying the adaptive signal processing algorithm in order to cancellating the unwanted loop-back interference signal at the frontend of receiver in relaying node, we can get the better system and multi hop performance. In the adaptive signal processing, we considered the 16-QAM signal which has a good spectral efficiency, firstly, than, the QR-Array RLS algorithm was used that has a fairly good convergence property and the solving the finite length problem in the H/W implementation. Finaly, we confirmed that the good elimination performanc was confirmed by computer simulation in the learing cuved and received signal constellation compared to the conventional RLS.

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Design and Implementation of PS-Block Timing Model Using PS-Block Structue (PS-Block 구조를 사용한 PS-Block Timing Model의 설계 및 구현)

  • Kim Yun-Kwan;Shin Won;Chang Chun-Hyon;Kim Tae-Wan
    • The KIPS Transactions:PartD
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    • v.13D no.3 s.106
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    • pp.399-404
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    • 2006
  • A real-time system is used for various systems from small embedded systems to distributed enterprise systems. Because it has a characteristic that provides a service on time, developers should make efforts to keep this property about time when developing real-time applications. As the result of research about real-time system indicates, TMO model supports various functions for time processing according to the real-time concept. And it guarantees response time which developers defined. So developers need a point of reference to define deadline and check the correctness of time. This paper proposes an improved PS-Block as an infrastructure of analysis tools for TMO to present a point of reference. There is a problem that the existing PS-Block has overhead caused by a policy making duplicated blocks. As such, this paper implements a PS-Block Timing Model to reduce the overhead due to block duplication, and defines a base class for searching in PS-Block. The PS-Block Timing Model, using an improved PS-Block structure, offers a point of reference of deadline and an infrastructure of execution time analysis according to the PS-Block configuration policy. Therefore, TMO developers can easily verify deadline of real-time methods, and improve reliability, and reduce development terms.

Study of Classification and Disposal Method for Disused Sealed Radioactive Source in Korea (국내 폐밀봉선원 분류체계 및 처분방식 연구)

  • Kim, Sukhoon;Kim, Juyoul;Lee, Seunghee
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.14 no.3
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    • pp.253-266
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    • 2016
  • In accordance with the classification system of radioactive waste in Korea, all the disused sealed radioactive sources (DSRSs) fall under the category of EW, VLLW or LILW, and should be managed in compliance with the restrictions for the disposal method. In this study, the management and disposal method are drawn in consideration of half-life of radionuclides contained in the source and A/D value (i.e. the activity A of the source dividing by the D value for the relevant radionuclide, which is used to provide an initial ranking of relative risk for sources) in addition to the domestic classification scheme and disposal method, based on the characteristic analysis and review results of the management practices in IAEA and foreign countries. For all the DSRSs that are being stored (as of March 2015) in the centralized temporary disposal facility for radioisotope wastes, applicability of the derivation result is confirmed through performing the characteristic analysis and case studies for assessing quantity and volume of DSRSs to be managed by each method. However, the methodology derived from this study is not applicable to the following sources; i) DSRSs without information on the radioactivity, ii) DSRSs that are not possible to calculate the specific activity and/or the source-specific A/D value. Accordingly, it is essential to identify the inherent characteristics for each of DSRSs prior to implementation of this management and disposal method.

Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.658-669
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    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.

Design and Implementation of Query Classification Component in Multi-Level DBMS for Location Based Service (위치기반 서비스를 위한 다중레벨 DBMS에 질의 분류 컴포넌트의 설계 및 구현)

  • Jang Seok-Kyu;Eo Sang Hun;Kim Myung-Heun;Bae Hae-Young
    • The KIPS Transactions:PartD
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    • v.12D no.5 s.101
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    • pp.689-698
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    • 2005
  • Various systems are used to provide the location based services. But, the existing systems have some problems which have difficulties in dealing with faster services for above million people. In order to solve it, a multi-level DBMS which supports both fast data processing and large data management support should be used. The multi-level DBMS with snapshots has all the data existing in disk database and the data which are required to be processed for fast processing are managed in main memory database as snapshots. To optimize performance of this system for location based services, the query classification component which classifies the queries for efficient snapshot usage is needed. In this paper, the query classification component in multi-level DBMS for location based services is designed and implemented. The proposed component classifies queries into three types: (1) memory query, (2) disk query, (3) hybrid query, and increases the rate of snapshot usage. In addition, it applies division mechanisms which divide aspatial and spatial filter condition for partial snapshot usage. Hence, the proposed component enhances system performance by maximizing the usage of snapshot as a result of the efficient query classification.

Link-layer Assisted Seamless Media Streaming over Mobile IP-enabled Wireless LAN (Mobile IP 지원 무선 랜 상에서 링크 계층의 지원을 통한 연속적인 미디어 스트리밍)

  • Lee, Chul-Ho;Lee, Dong-Wook;Kim, Jong-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.9
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    • pp.626-636
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    • 2009
  • In Mobile IP-enabled wireless LAN (WLAN), packet flows are corrupted due to the handoff of a mobile node (MN) at the link and network layers, which results in burst packet losses and can cause temporary buffer underflow in a streaming client at the MN. This transient behavior hurts time-sensitive streaming media applications severely. Among many suggestions to address this handoff problem, few studies are concerned with empirical issues regarding the practical validation of handoff options on the time-sensitive streaming media applications. In this paper, targeting seamless streaming over Mobile IP-enabled WLAN, we introduce a seamless media streaming framework that estimates accurate pre-buffering level to compensate the handoff latency. In addition, we propose a link-layer (L2) assisted seamless media streaming system as a preliminary version of this framework. The proposed system is designed to reduce the handoff latency and to overcome the playback disruption from an implementation viewpoint. A packet buffering and forwarding mechanism with L2 trigger is implemented to reduce the handoff latency and to eliminate burst packet losses generated during the handoff. A pre-buffering adjustment is also performed to compensate the handoff latency. The experimental results show that the proposed approach eliminates packet losses during the handoff and thus verify the feasibility of seamless media streaming over Mobile IP-enabled WLAN.

A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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A case study on the implementation of the UK(Scotland) Quality Assurance system - based on the Stakeholder Theory - (영국(스코틀랜드) 질 관리체제 적용에 관한 사례연구 - 이해관계자 이론(Stakeholder Theory)을 중심으로 -)

  • Kim, Jeongeun
    • Korean Journal of Comparative Education
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    • v.18 no.4
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    • pp.27-55
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    • 2008
  • Since quality assurance and enhancement (QAE) raises the fundamental issue of the survival of higher education institutions and national competitiveness, guides on quality assurance (QA) are popular both domestically and worldwide. Despite the focus in many countries on trying to establish and implement QA systems, no clear investigation has been conducted on what actually happens in the institutions. Therefore, the present study examines the quality control system of the UK at an institutional level by focusing on the case of Scotland QAE. As Scottish QAE especially emphasizes student engagement and quality culture, this study investigates the present QAE situation in the institution and current ideas for better future practices by analyzing the perceptions of internal stakeholders' from the University of Edinburgh, School of Education, based on the stakeholder theory and implications for other contexts. The stakeholder analysis results demonstrate the successful application of QAE with a high level of understanding and stakeholder interest. However, the current strategy is missing certain opportunities for staff and students. Therefore, further information disclosure, formative evaluation, better communication and administrational supports are required for improved practice.

Safety Risk Management Policy of United States small unmanned aerial system (미 소형 무인비행체계의 안전성 위험관리 정책)

  • Hong, Jin-Keun
    • Journal of Convergence for Information Technology
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    • v.11 no.9
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    • pp.35-42
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    • 2021
  • The purpose of this paper is to review the small unmanned aerial system (sUAS) safety policy promoted by the United States(US) government. Therefore, in this paper, along with sUAS risk factors, the risk factors of sUAS that the US government is interested in are described. In addition, the risk factors were classified into physical and non-physical factors, and provisions mentioned in the Federal Aviation Administration(FAA) Relicensing Act were reviewed. Other risk scenarios were analyzed focusing on target scenario items that the FAA is interested in, such as flight operation disruption, infrastructure damage, and facility trespassing. Of course, we looked at the risk management principles promoted by the US FAA. In this paper, as a research method, the direction and contents of the FAA's sUAS policy were studied and reviewed from the analysis of major foreign journals and policy. In the research result of this paper, by analyzing the FAA sUAS safety risk management policy, the integrated operation and safety policy, physical risk management policy, operation and safety regulation, and sUAS policy and technology direction necessary for establishing the sUAS safety risk management guide in Korea are presented. The contribution of this study is to identify the leading US sUAS safety policy direction, and it can be used as basic data for deriving future domestic policy directions from this. Based on the research results presented in the future, policy studies are needed to derive detailed implementation plans.

A Study on the Design and Implementation of a Thermal Imaging Temperature Screening System for Monitoring the Risk of Infectious Diseases in Enclosed Indoor Spaces (밀폐공간 내 감염병 위험도 모니터링을 위한 열화상 온도 스크리닝 시스템 설계 및 구현에 대한 연구)

  • Jae-Young, Jung;You-Jin, Kim
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.2
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    • pp.85-92
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    • 2023
  • Respiratory infections such as COVID-19 mainly occur within enclosed spaces. The presence or absence of abnormal symptoms of respiratory infectious diseases is judged through initial symptoms such as fever, cough, sneezing and difficulty breathing, and constant monitoring of these early symptoms is required. In this paper, image matching correction was performed for the RGB camera module and the thermal imaging camera module, and the temperature of the thermal imaging camera module for the measurement environment was calibrated using a blackbody. To detection the target recommended by the standard, a deep learning-based object recognition algorithm and the inner canthus recognition model were developed, and the model accuracy was derived by applying a dataset of 100 experimenters. Also, the error according to the measured distance was corrected through the object distance measurement using the Lidar module and the linear regression correction module. To measure the performance of the proposed model, an experimental environment consisting of a motor stage, an infrared thermography temperature screening system and a blackbody was established, and the error accuracy within 0.28℃ was shown as a result of temperature measurement according to a variable distance between 1m and 3.5 m.