• Title/Summary/Keyword: Real-world Examples

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A Study of Cyclomatic Complexity for Web Application (웹 어플리케이션의 순환복잡도 메트릭스에 관한 연구)

  • An, Jong-Geun;Yu, Hae-Yeong
    • The KIPS Transactions:PartD
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    • v.9D no.3
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    • pp.447-456
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    • 2002
  • Web applications haute different structural characteristics from conventional applications. A web application typically consists of server-side script elements which run on web sowers, client-side script elements which run on the client web-browser, link elements that the user clicks, and event elements that connect user-triggered request to the client script elements. These four elements are combined to form a web application. In such environments, direct application of conventional methods for measuring application complexity may not be possible, because they are primarily designed to measure complexity of modules and classes. In this paper, therefore, we propose metrics of Cyclomatic Complexity for Web Application (CCWA). We developed a tool to measure such metrics and applied it to the real-world examples. We found that the proposed CCWA metrics can be used for measuring complexity of highly complex web applications, which is not possible with conventional module and class based measurement techniques.

Modeling and Comparison for Auto-association using Support Vector Regression (SVR) and Partial Least Square Regression (PLSR) in Online Monitoring Techniques (상시감시기술에서 SVR과 PLSR을 이용한 Auto-association 모델링 및 성능비교)

  • Kim, Seong-Jun;Seo, In-Yong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.4
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    • pp.483-488
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    • 2010
  • An online monitoring based upon sensor system is essential to assure both efficient operation and safety in the power plant. Of great importance is modeling for auto-association (AA) in online monitoring technique. The objective of auto-associative models lies in predicting true values of plant operation parameters from sensor signals transmitted. This paper presents two AA models using Support Vector Regression (SVR) and Partial Least Square Regression (PLSR). The presented models are useful, in particular, when there are many parameters to monitor in the power plant. Illustrative examples are given by using a real-world plant dataset. AA performances of SVR and PLSR are finally summarized in terms of accuracy and sensitivity. According to our results, SVR shows much higher accuracy and, however, its sensitivity is relatively degraded.

Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.803-806
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    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

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Considerations for Applying SDN to Embedded Device Security (임베디드 디바이스 보안을 위한 SDN 적용 시 고려사항)

  • Koo, GeumSeo;Sim, Gabsig
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.51-61
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    • 2021
  • In the era of the 4th industrial revolution symbolized by the Internet of Things, big data and artificial intelligence, various embedded devices are increasing exponentially. These devices have communication functions despite their low specifications, so the possibility of personal information leakage is increasing, and security threats are also increasing. Embedded devices can have security issues at most levels, from hardware to services over the network. In addition, it is difficult to apply general security techniques because it has characteristics of resource constraints such as low specifications and low power, and the related technology has not been standardized. In this study, we present vulnerabilities and possible problems and considerations in applying SDN to embedded devices in consideration of structural characteristics and real-world discovered cases. This study presents vulnerabilities and possible problems and considerations when applying SDN to embedded devices. From a hardware perspective, we consider the problems of Wi-Fi chips and Bluetooth, the problems of open flow implementation, SDN controllers, and examples of structural properties. SDN separates the data plane and the control plane, and provides a standardized interface between the two, enabling efficient communication control. It can respond to the security limitations of existing network technologies that are difficult to respond to rapid changes.

Development of Fitness and Interactive Decision Making in Multi-Objective Optimization (다목적 유전자 알고리즘에 있어서 적합도 평가방법과 대화형 의사결정법의 제안 )

  • Yeboon Yun;Dong Joon Park;Min Yoon
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.4
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    • pp.109-117
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    • 2022
  • Most of real-world decision-making processes are used to optimize problems with many objectives of conflicting. Since the betterment of some objectives requires the sacrifice of other objectives, different objectives may not be optimized simultaneously. Consequently, Pareto solution can be considered as candidates of a solution with respect to a multi-objective optimization (MOP). Such problem involves two main procedures: finding Pareto solutions and choosing one solution among them. So-called multi-objective genetic algorithms have been proved to be effective for finding many Pareto solutions. In this study, we suggest a fitness evaluation method based on the achievement level up to the target value to improve the solution search performance by the multi-objective genetic algorithm. Using numerical examples and benchmark problems, we compare the proposed method, which considers the achievement level, with conventional Pareto ranking methods. Based on the comparison, it is verified that the proposed method can generate a highly convergent and diverse solution set. Most of the existing multi-objective genetic algorithms mainly focus on finding solutions, however the ultimate aim of MOP is not to find the entire set of Pareto solutions, but to choose one solution among many obtained solutions. We further propose an interactive decision-making process based on a visualized trade-off analysis that incorporates the satisfaction of the decision maker. The findings of the study will serve as a reference to build a multi-objective decision-making support system.

Analysis of Potential to Achieve Carbon Neutrality through Technical Definition and Case Study of Carbon-Neutral Buildings (탄소중립 건물의 기술적 정의와 사례 분석을 통한 탄소중립 달성 잠재성 분석)

  • Min Hee Chung
    • Land and Housing Review
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    • v.15 no.2
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    • pp.19-28
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    • 2024
  • This study analyzes the potential to achieve carbon neutrality through the technical definition and case studies of carbon-neutral buildings. In line with the Paris Agreement of December 2015, the global community has committed to limiting the average temperature rise to below 2oC and striving to restrict it to 1.5oC above pre-industrial levels. Achieving this requires reaching a net-zero state by 2050 and necessitates transitions across various sectors including energy, land use, and transportation. This research explores the technological approaches and real-world examples of carbon-neutral buildings, assessing their feasibility and limitations. By examining the definition of carbon-neutral buildings and presenting various technological solutions and case studies from both domestic and international contexts, this study evaluates the effectiveness and practicality of carbon-neutral buildings. The findings offer specific guidelines for the design, construction, and operation of carbon-neutral buildings and provide practical information for policymakers and practitioners aiming to create sustainable built environments.

Expression of Good and Evil in Animation Film from a Perspective of Dionysian : Focusing on , a 3D Animation Film (디오니소스적 관점에서 본 애니메이션 영화의 선악 표현 : 3D 애니메이션 <빅 히어로>를 중심으로)

  • An, Se-Ung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.31-55
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    • 2015
  • The purpose of this study is to pay attention to the expression of good and evil which has Been significantly developed out of the existing dichotomous good and evil in animation films and to identify for them. Even though 3D animation films provides us with a sense of realistic existence due to surprising technical powers, the stories contained in such films tend to remain in the limit of family films. However, recently, some films have been presented beyond such limit with a scenario that makes people introspect their inner side. Among them, this study considered the expression of good and evil of , which extended the meaning of didactic morality into the dimension of 'Philosophy of Dionysian yes', as significant for research purpose. More specifically, this study looked at and discussed this film in more details in the aspect of focusing on the value of good and evil for eliminating the boundary of the existing perspective and pursuing positive overcoming. The frame of the concept for discussion used the philosophical statements of Kant and Hegel as well as Nietzsche who explained the meaning of good and evil with Dionysian view. As to the method of research, this study attempted to understand the theoretically related concepts and discuss the meaning, along with the presentation of examples, by inputting such meaning into the expression of good and evil presented in the film. This study has the implication in identifying that an animation film, as a virtual world, plays a role of opening a new prospect for conversion of thought in our real world and expecting a future progress.

An Interpretation of the Gaps between 'Fact' and 'Oral Materials' in Political Elite Oral History ('사실'과 '구술자료'의 간극에 대한 하나의 해석 정치엘리트 구술연구를 중심으로)

  • Jo, Young-Jae
    • The Korean Journal of Archival Studies
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    • no.43
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    • pp.43-70
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    • 2015
  • The value and validity of elite oral materials have been questioned because of their gaps with 'fact'. The purpose of this article is to analyze these gaps and to propose some solutions that can reduce the gaps. According to the analysis of this article, there are three types of the gaps that qualitatively differ from each other. The first type of the gaps is produced in the process of generation of memory. This type is made because informants cognize and memorize the facts that exist outside themselves. Selective cognition, selective memory and individual experience come under this category. The second type is produced in the process of preserving the memory. Forgetting and memory transformation are main examples of this type. The third type is produced in the process of the interviews with the informants. False statements or lies fall into this category. The main conclusions are as follows. 1) all gaps in oral materials are not necessarily negative. It is because Some of these gaps- the first and the second type- are not only parts of the real world but also very useful for interpreting the world. 2) The third type of the gaps are very harmful and it is need to be eradicated or reduced. For this, this article proposes some solutions.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.

A Study on the Direction of Ubiquitous Space Development through the Analysis on Case Studies (연구 사례 분석을 통한 유비쿼터스 공간 개발 방향에 관한 연구)

  • 홍관선;이혁수
    • Archives of design research
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    • v.16 no.3
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    • pp.391-400
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    • 2003
  • As the change of information and digital technology progresses, ubiquitous space is attracting attention as a new space concept in which the physical and digital spaces are connected to each other. As its meaning in latin itself - 'there exist everywhere at the same time'- implies, however, the ubiquitous space has been mostly discussed in a non-physical aspect, such as in a technological area, rather than its physical intrinsic property until now. Although theories regarding a ubiquitous city have been rarity suggested, in most cases, technological aspects such as the systemization or networking of individual information service have been the focus. However, one of the intentions induced in the concept that scholars including Mark weiser and Sakamura Ken introduced was to place humans in the center of the space in which the technology has been placed instead of humans. For this purpose, the renovation of human interface must be required. As technology develops, the achievement of ubiquitous space may be possible, and efforts to apply this to real space are making an appearance. The examples of the present research are the spaces that have a characteristic of the laboratory separated from life in the city, and the construct scale is in the level of an individual facility; therefore, further studies should functionally and spaciously connect all subjects existing in space and effectively relate this to real world. The present research is intended to demonstrate the investigation on several projects that are currently underway and the developmental direction of new, ubiquitous space.

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