• Title/Summary/Keyword: Software development process

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Analysis of Core Patent and Technology of Unmanned Ground Technology Using an Analytical Method of the Patent Information (특허정보 분석 방법을 이용한 지상무인화 기술 분야 핵심 특허 및 기술 분석)

  • Park, Jae Yong
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.5
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    • pp.189-194
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    • 2018
  • Unmanned technology is a representative technology that integrates various technologies like electric, electronic, mechanical, artificial intelligence, ICT technology, ect. In special emphasize, ground technology has been developing exponentially in the military field and expanding its utilization area. The patent information analysis method presented in this study, proposes a new patent analysis methodology for patent information analysis and patent information on unmanned ground technology. The patent information analysis processor has 6 levels to extract core patents and technologies. The process consists of: selection of technology to be analyzed, classification of detailed technology / key keyword selection, patent information collection / noise reduction, selection of patent information analysis method, patent information analysis, finally, core patents and key technologies that are extracted. Patent information on unmanned ground technology is also analyzed in this study. First, the technical classification of ground unmanned technology is carried out in detail. The core technology and core patents of ground unmanned technology were extracted through CPP and IPC code connectivity analysis. The results of patent information analysis using proposed patent information analysis method that can be applied to various fields of technology and analysis. These can be used as a material to forecast the direction of future research and development on the technology to be analyzed.

Comparison of Acoustic Phonetic Characteristics of Korean Fricative Sounds Pronounced by Hearing-impaired Children and Normal Children (청각장애 아동과 일반 아동의 마찰음에 나타난 음향음성학적 특성 비교)

  • Kim, YunHa;Kim, Eunyeon;Jang, Seoung-Jin;Choi, Yaelin
    • Phonetics and Speech Sciences
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    • v.6 no.2
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    • pp.73-79
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    • 2014
  • Alveolar fricative sounds /s/ and /s'/ are learned last for normal children in the speech development process for Koreans. These are especially difficult to articulate for hearing-impaired children often causing articulation errors. The acoustic phonetic evaluation uses testing tools to provide indirect and object information. These objective resources can be compared with standardized resources on speech when interpreting the results of a test. However, most previous studies in Korea did not consider acoustic studies that used the spectrum moment values of hearing-impaired children. Therefore, this study was conducted to compare the characteristics of hearing-impaired children's pronunciation of fricative sounds using spectrum moment values. For this purpose, the study selected a total of 10 hearing-impaired children (5 boys and 5 girls) currently in 3rd or 5th grade and attending one of the elementary schools in Seoul or Gyeonggi-do. For the selection process, their age, type of hearing aid, implantation of hearing aid (CI) before two years of age, hearing capacity (dB) before and after wearing the hearing aid, duration of speech rehabilitation, and time of learning alveolar fricative sounds were all considered. Also, 10 normal children (5 boys and 5 girls) were selected among 3rd or 5th grade students attending one of the elementary schools in Seoul or Gyeonggi-do. The subjects were asked to read the carrier sentence, "I say _______," including a list of 12 meaningless syllables composed of CV and VCV syllables, including alveolar fricative sounds /s/ and /s'/ and vowels /a/, /i/, and /u/. The recorded resources were processed through the Time-frequency Analysis Software Program to measure M1 (mean), M2 (variance), M3 (skewness), and M4 (kurtosis) of the fricative noise. No significant differences were found when comparing spectrum threshold values in the acoustic phonetic characteristics of hearing-impaired children and normal children in alveolar fricative sound pronunciation according to vowels /a/, /i/, and /u/, alveolar fricative sounds /s/ and /s'/, and syllable structure (CV, VCV) other than, for M3 in the comparison of groups according to disability. In the comparison of syllable structures, there were statistically significant differences in M1, M2, M3, and M4 with clinical significance. However, there was no significant difference in results when comparing the alveolar fricative sounds according to the vowels.

Big Data Management in Structured Storage Based on Fintech Models for IoMT using Machine Learning Techniques (기계학습법을 이용한 IoMT 핀테크 모델을 기반으로 한 구조화 스토리지에서의 빅데이터 관리 연구)

  • Kim, Kyung-Sil
    • Advanced Industrial SCIence
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    • v.1 no.1
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    • pp.7-15
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    • 2022
  • To adopt the development in the medical scenario IoT developed towards the advancement with the processing of a large amount of medical data defined as an Internet of Medical Things (IoMT). The vast range of collected medical data is stored in the cloud in the structured manner to process the collected healthcare data. However, it is difficult to handle the huge volume of the healthcare data so it is necessary to develop an appropriate scheme for the healthcare structured data. In this paper, a machine learning mode for processing the structured heath care data collected from the IoMT is suggested. To process the vast range of healthcare data, this paper proposed an MTGPLSTM model for the processing of the medical data. The proposed model integrates the linear regression model for the processing of healthcare information. With the developed model outlier model is implemented based on the FinTech model for the evaluation and prediction of the COVID-19 healthcare dataset collected from the IoMT. The proposed MTGPLSTM model comprises of the regression model to predict and evaluate the planning scheme for the prevention of the infection spreading. The developed model performance is evaluated based on the consideration of the different classifiers such as LR, SVR, RFR, LSTM and the proposed MTGPLSTM model and the different size of data as 1GB, 2GB and 3GB is mainly concerned. The comparative analysis expressed that the proposed MTGPLSTM model achieves ~4% reduced MAPE and RMSE value for the worldwide data; in case of china minimal MAPE value of 0.97 is achieved which is ~ 6% minimal than the existing classifier leads.

Stochastic Self-similarity Analysis and Visualization of Earthquakes on the Korean Peninsula (한반도에서 발생한 지진의 통계적 자기 유사성 분석 및 시각화)

  • JaeMin Hwang;Jiyoung Lim;Hae-Duck J. Jeong
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.11
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    • pp.493-504
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    • 2023
  • The Republic of Korea is located far from the boundary of the earthquake plate, and the intra-plate earthquake occurring in these areas is generally small in size and less frequent than the interplate earthquake. Nevertheless, as a result of investigating and analyzing earthquakes that occurred on the Korean Peninsula between the past two years and 1904 and earthquakes that occurred after observing recent earthquakes on the Korean Peninsula, it was found that of a magnitude of 9. In this paper, the Korean Peninsula Historical Earthquake Record (2 years to 1904) published by the National Meteorological Research Institute is used to analyze the relationship between earthquakes on the Korean Peninsula and statistical self-similarity. In addition, the problem solved through this paper was the first to investigate the relationship between earthquake data occurring on the Korean Peninsula and statistical self-similarity. As a result of measuring the degree of self-similarity of earthquakes on the Korean Peninsula using three quantitative estimation methods, the self-similarity parameter H value (0.5 < H < 1) was found to be above 0.8 on average, indicating a high degree of self-similarity. And through graph visualization, it can be easily figured out in which region earthquakes occur most often, and it is expected that it can be used in the development of a prediction system that can predict damage in the event of an earthquake in the future and minimize damage to property and people, as well as in earthquake data analysis and modeling research. Based on the findings of this study, the self-similar process is expected to help understand the patterns and statistical characteristics of seismic activities, group and classify similar seismic events, and be used for prediction of seismic activities, seismic risk assessments, and seismic engineering.

Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.

Analysis of Competency-Based In-service Training Programs for Informatics Teachers (정보교사의 역량에 기반한 소프트웨어교육 교원 직무 연수과정 분석)

  • Ock, Jihyun;Ahn, Seongjin
    • The Journal of Korean Association of Computer Education
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    • v.21 no.1
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    • pp.43-50
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    • 2018
  • The 2015 Revised National Curriculum emphasizes software education to develop creative and convergent talents in preparation of the Fourth Industrial Revolution. Accordingly, it is necessary to develop competency-based training programs for informatics teachers in a rapidly changing educational environment. In this background, this study selects a framework to analyze the content of in-service training for informatics teachers through review of previous studies. By analyzing the current training programs to strengthen competencies required for informatics teachers in secondary schools, the study aims to develop implications for future in-service training programs. To this end, the study conducted a questionnaire survey of experts who participated in the development of in-service training textbooks and consulted them, then analyzed the elements of competency-based training program content and the relative importance of each competency element using the analytical hierarchy process (AHP). According to the results of the analysis, the content was relatively concentrated on the competency of "Understanding and Reconstructing the National Curriculum" required for general and informatics teachers as well, which accounted for 47% of all, or 7 hours out of the total 15 hours. In contrast, the content structure lacked the competency of highly relative importance by competency element "Establishing and Using Teaching-Learning Strategies for Informatics," which took up the highest portion of 27%. These findings will be used as basic data for understanding and reflecting the areas that fall short of the development of in-service training programs for informatics teachers.

Design and Prototype Implementation of Hybrid App for Geo-Metadata Searching of Satellite Images (위성영상정보 공간 메타데이터 검색 하이브리드 앱 설계 및 시험 구현)

  • Kim, Kwang-Seob;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.2
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    • pp.203-211
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    • 2011
  • Recently, information communication technologies such as smartphone or mobile app greatly affect various application fields including geo-spatial domain. And development scheme of mobile web app or hybrid app regards as the most important computing technology which is combined each advantage of mobile app and mobile web. Despite these trends, it is general case that satellite images are used for the background image for other contents services. With this motivation, hybrid app for geo-metadata as the base for dissemination and service is designed and implemented as the prototype, in this study. At the design stage, HTML5, which is the core technology on an international standardization process for hybrid app, is applied. In the implementation, PhoneGap and Sencha Touch as mobile SDK(Software Development Kit) supporting HTML5 on cross-platform in open sources are used. In prototype, some KOMPSAT-2 images covering small area and mandatory elements in geo-metafata standard are tested. As mobile industry applications and business service models based on satellite images on mobile platform are progressing and diversifying, it is expected that this approach and implemented prototype are considered as an important reference.

A File System for User Special Functions using Speed-based Prefetch in Embedded Multimedia Systems (임베디드 멀티미디어 재생기에서 속도기반 미리읽기를 이용한 사용자기능 지원 파일시스템)

  • Choe, Tae-Young;Yoon, Hyeon-Ju
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.625-635
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    • 2008
  • Portable multimedia players have some different properties compared to general multimedia file server. Some of those properties are single user ownership, relatively low hardware performance, I/O burst by user special functions, and short software development cycles. Though suitable for processing multiple user requests at a time, the general multimedia file systems are not efficient for special user functions such as fast forwards/backwards. Soml' methods has been proposed to improve the performance and functionality, which the application programs give prediction hints to the file system. Unfortunately, they require the modification of all applications and recompilation. In this paper, we present a file system that efficiently supports user special functions in embedded multimedia systems using file block allocation, buffer-cache, and prefetch. A prefetch algorithm, SPRA (SPeed-based PRefetch Algorithm) predicts the next block using I/O patterns instead of hints from applications and it is resident in the file system, so doesn't affect application development process. From the experimental file system implementation and comparison with Linux readahead-based algorithms, the proposed system shows $4.29%{\sim}52.63%$ turnaround time and 1.01 to 3,09 times throughput in average.

Digital Motion Capture for Types and Shapes of 3D Character Animation (디지털 모션 캡쳐(Motion Capture)를 위한 3D캐릭터 애니메이션의 종류별, 형태별 모델 분류)

  • Yun, Hwang-Rok;Ryu, Seuc-Ho;Lee, Dong-Lyeor
    • The Journal of the Korea Contents Association
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    • v.7 no.8
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    • pp.102-108
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    • 2007
  • Among culture industry that greet digital generation and is observed 21th century the most representative game industry latest is caught what and more interest degree is rising. 2D and 3D animation accomplish continuous growth and development depending action expression along with development of computer technology, and 2D and 3D animation practical use extent are trend that is widening the area in TV, movie, GAME industry etc. through computer hardware and fast change of software technology. The trend of latest game graphic is trend that the weight is changing from 2D to 3D by 3D game and activation of 3D game character that raise player's immersion stuff and Control in 2D's simplicity manufacturing game balance for one side. This treatise that is reality of 3D game character to classify kind of (Motion Capture) and 3D character animation, form model the sense put. Recognize that is overview and reality of 3D game character first for this about example, and is considered to efficiency is high game industry and digital contents industry hereafter by proposing kind model classification of 3D game character animation, form model classification data and character animation manufacture process that application is possible at fast time and effect in 3D character animation application are big.

A Study on Trade Automation in Korea (한국의 무역자동화에 관한 고찰)

  • 전재경;이재승
    • Journal of the Korea Society of Computer and Information
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    • v.3 no.3
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    • pp.139-150
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    • 1998
  • Due to development of science and telecommunication with wide-spread computer supply, it could be done through computer automatically instead of manpower-work for paper transportation & paper approval. It is developed to so-called Factory Automation. Further, it is developed to Office Automation. Trading companies & concerned trade authorities are interested in Trade Automation that such technique is applied to trade work. Generally, Trade Automation means to realize paperless trade by exchanging electronic papers through inter-computers after concerned trade operators transformed various papers to electronic papers that computer could read. In case Trade Automation fix in the trade business, it is expected one of innovations among traditional paper work of trade business, namely without going import-export authorities, Customs office, Banks. Shipping companies, Marine insurance companies on hand-carrying papers, it could be fast, simple, correct to finish every trade procedures such as commercial business, foreign currency, customs clearance, transportations, insurance. terms of payment, etc., with Electronic Data Interchange through computer facilities. Especially, telecommunication for trade form could be helpful to proceed trade paper with one-run-method Further we can anticipate 6 effects for Trade Automation as belows : First, as explained just above articles, with completion for Trade Automation, every trade procedures can be done by computer. so, time to work can be diminished. namely. logistics cost including accessory costs for trade procedures can be saved much. Second, viewing to private enterprise, effect of Office Automation can be maximized and rapid, correct exchange for various trade informations could raise efficiency of enterprise management establishing rational production, storage, transportation and could raise competition improving standard for consumers's service. Third, establishing Trade Automation systems makes it easier piling-up of harbor cargo by pre-transmission of electronic paper & trade informations make it possible to finish customs clearance in advance and can be dispatched upon cargo arrival. Fourth, most of concerned trade authorities such as import-export approval office. financial authorities, transport & insurance companies concentrated in Metropolitan area(Seoul, In -Cheon, Kyung-Ki). Therefore, in case Trade Automation could be realized. it is possible to proceed trade business instantly in every country area by computer facilities. Also. it contribute well-balanced development for suburb. region area by suburb dispersion of trading companies. Fifth, on the way to Trade Automation establishment & its enlargement process. producing enormous demand for over-all telecommunication such as hardware. software. network makes opportunity to progress telecommunication industry & concerned industries. Finally. Trade Automation accelerate change of employment structure leading unnecessary labors on the industries of office & logistics to manufacturing area.

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