• Title/Summary/Keyword: Support Platform

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A Lightweight Hardware Implementation of ECC Processor Supporting NIST Elliptic Curves over GF(2m) (GF(2m) 상의 NIST 타원곡선을 지원하는 ECC 프로세서의 경량 하드웨어 구현)

  • Lee, Sang-Hyun;Shin, Kyung-Wook
    • Journal of IKEEE
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    • v.23 no.1
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    • pp.58-67
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    • 2019
  • A design of an elliptic curve cryptography (ECC) processor that supports both pseudo-random curves and Koblitz curves over $GF(2^m)$ defined by the NIST standard is described in this paper. A finite field arithmetic circuit based on a word-based Montgomery multiplier was designed to support five key lengths using a datapath of fixed size, as well as to achieve a lightweight hardware implementation. In addition, Lopez-Dahab's coordinate system was adopted to remove the finite field division operation. The ECC processor was implemented in the FPGA verification platform and the hardware operation was verified by Elliptic Curve Diffie-Hellman (ECDH) key exchange protocol operation. The ECC processor that was synthesized with a 180-nm CMOS cell library occupied 10,674 gate equivalents (GEs) and a dual-port RAM of 9 kbits, and the maximum clock frequency was estimated at 154 MHz. The scalar multiplication operation over the 223-bit pseudo-random elliptic curve takes 1,112,221 clock cycles and has a throughput of 32.3 kbps.

A Study on Implementation of NAS-based K-12 Learning Management System for Supporting Developing Countries (개발도상국 지원을 위한 NAS기반의 K-12 학습관리 시스템 구현 방안에 대한 연구)

  • No, In-Ho;Yoo, Gab-Sang;Kim, Hyeock-Jin
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.179-187
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    • 2019
  • Developing countries, including Africa, are experiencing very little human resources development due to the deprivation of equal educational opportunities, poor educational conditions, and the gap in information technology with developed countries. Developing countries that do not have excellent human resources are lagging behind in globalization competition with developed countries, and the problem of 'human resource development' in developing countries can not be avoided. In developing countries, education budgets are too low to meet education needs and compulsory education, and therefore they are not adequately responding to the increasing demand for education. The lack of education budget is due to the lack of education infrastructure. In this study, the NAS based server is configured to configure functions such as educational content and learning management, and the client area is presented with solutions for various media such as tablet, PC, and beam projector. And to support optimized e-learning services in developing countries by constructing a SCORM-based platform.

REAL-TIME COLLISION RESPONSE BETWEEN CLOTH AND SPHERE OBJECT IN UNITY (유니티 게임 엔진에서의 구형 물체와 천 시뮬레이션간의 실시간 충돌 및 반응 처리 연구)

  • Kim, Min Sang;Song, Wook;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.19 no.6
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    • pp.53-62
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    • 2018
  • As the performance of computer hardware has been increased in recent years, more realistic computer generated objects can be created and presented in personal computers and portable digital devices as well. For this reason, digital contents, including computer graphics, require virtual objects that are more realistic and representable in real-time on various devices, thus it requires more computational costs. In order to support the production of contents including computer graphics, games, and animations on multi-platform, Unity or unreal engines are mainly used. To represent more realistic behavior of virtual objects in a simulation, a virtual object must collide with other virtual objects and present the plausible interaction, as in the real world. However, such dynamic simulation requires a large amount of computational cost, and most portable devices cannot provide these dynamic simulations in real-time. In this paper, we proposed a GPGPU computation based dynamic cloth simulation to represent collision and response with spherical object in real-time. We believe that the proposed method can be useful for readily producing realistic digital contents.

Case Study on the Building Organization of Medibio Research Laboratory Facilities in Research-driven Hospital (연구중심병원 의생명연구원의 실험실 구성 사례 조사)

  • Kim, Young-Aee
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.34 no.11
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    • pp.95-104
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    • 2018
  • Healthcare technology has been growing and fostering cooperation between industry, university and hospitals as growth engines in korea. So, the medibio research institutes in hospital have been constructed to promote research and industrialization centering on healthcare technology. The purpose of this study is to investigate the cases of research institutes in hospitals, and search the characteristics of building organization of medibio research laboratory facilities. Case study is investigated by floor plan, homepage and site visits about five research institutes selected in research-driven hospitals. The facility title and size of research laboratory is originated from site area and research building location. The building function include not only the research lab and business office reflecting on the development platform, and but assembly and meeting room in the ground level. Laboratory floor plans have three types, rectangular, rectangular+linear and linear type, one is traditional and efficient, the others are people and friendly. And building core types are correlated with lab space unit modules, single and double side core are shown in rectangular type. All the laboratories are open lab, composed with laboratory bench and research note writing desk facing the lab service and enclosed lab-support area. And they have communication space looking as warm and cozy common area for the innovation, convergence and collaboration. As the high risk of contamination and high standard for safety and security, equipment and facilities are well managed with biological environment including BSC, fume hood, PCR classification, eye washing and emergency shower.

Information Security Management System on Cloud Computing Service (클라우드 컴퓨팅 서비스에 관한 정보보호관리체계)

  • Shin, Kyoung-A;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.1
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    • pp.155-167
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    • 2012
  • Cloud computing service is a next generation IT service which has pay-per-use billing model and supports elastically provisioning IT infra according to user demand. However it has many potential threats originating from outsourcing/supporting service structure that customers 'outsource' their own data and provider 'supports' infra, platform, application services, the complexity of applied technology, resource sharing and compliance with a law, etc. In activation of Cloud service, we need objective assessment standard to ensure safety and reliability which is one of the biggest obstacles to adopt cloud service. So far information security management system has been used as a security standard for a security management and IT operation within an organization. As for Cloud computing service it needs new security management and assessment different from those of the existing in-house IT environment. In this paper, to make a Information Security Management System considering cloud characteristics key components from threat management system are drawn and all control domain of existing information security management system as a control components are included. Especially we designed service security management to support service usage in an on-line self service environment and service contract and business status.

Different Effects of Price Discounts on Game Purchase: Comparison between Single and Multi-Games (소비자들의 게임 이용에 가격할인이 미치는 영향; 싱글게임과 멀티게임 비교)

  • Choi, Kang-Jun;Hwang, Ji-Hyeon;Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.561-571
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    • 2021
  • As the game industry grows, the companies are promoting price discounts to increase game sales and profits. Consumers generally feel guilt when they are purchasing games. Previous studies argue that consumers feel less guilty and justify their consumption more easily when they are purchasing hedonic products at discounted price. In this study, we argue that there are different types of games; multi-game where consumers socialize each other and single games not supporting socializing. In the multi-game, consumers make social relationship which can provide substantial benefits. Since multi-games are promoting consumers' socializing expected to have those benefits. Although most of game consumptions bring a sense of guilty feeling, purchasing multi-game may not cause guilt much because the benefits of socializing justify the consumption. To support my hypothesis, we collect the data from global game platform Steam to analyze the relationship between price promotion and number of consumers. As a result, price promotion has significantly different relationship between multi-and single game. The results of this study suggest several managerial implications.

A Study on the Promotional Media Strategy of Non-face-to-face and Martial Arts Events

  • Kim, Bo-kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.271-278
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    • 2020
  • This study looked at the World Martial Arts Mastership's 'non-face promotional media strategies and methods' after the Corona-19 fandom, and found out if they could be applied to other sports events. As a method of research, the promotional media strategy of martial arts mastership was divided into types and in-depth interviews with media agents were conducted. According to the study, hosting an online martial arts competition, building an untact convention platform, and a base education facility can be a successful contest with budget support. Martial arts branding, popularization and industrialization can be a new attempt if ideas and execution personnel are sufficient. If IT technology and Chungbuk martial arts infrastructure are combined, they will be able to pioneer a new model called 'non-face-to-face-to K-sports'.

A Study on Information Needs and Behavior for the Development of Academic Library Services (대학도서관 서비스 개발을 위한 이용자 정보요구 및 정보행위 연구)

  • Kim, Hyeyoung;Kim, Giyeong;Min, Yoonkyung;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.305-336
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    • 2021
  • This study explored the user's information needs and information behavior for the development of academic library services. The content analysis of qualitative data showed that the in-depth interview participants have six types of information needs such as 'suitability, up-to-dateness, uniqueness, reliability, practicality, and convenience' while going through societal, educational, and research-related changes. Interview participants solved their information needs by acquiring the resources necessary for each individual's task through information behaviors using information media, human resources and the places. Each participant tried to solve his/her information problem through individual efforts based on their different media and information utilization capabilities. Based on the analysis, this study presented four directions in the development of academic library services. They are an personalized information literacy service, a space to meet the characteristics of information needs, an infrastructure platform for exchanging human resources, and an accessible support service for utilizing information media.

Development of a Sign Language Learning Assistance System using Mediapipe for Sign Language Education of Deaf-Mutility (청각장애인의 수어 교육을 위한 MediaPipe 활용 수어 학습 보조 시스템 개발)

  • Kim, Jin-Young;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1355-1362
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    • 2021
  • Recently, not only congenital hearing impairment, but also the number of people with hearing impairment due to acquired factors is increasing. The environment in which sign language can be learned is poor. Therefore, this study intends to present a sign language (sign language number/sign language text) evaluation system as a sign language learning assistance tool for sign language learners. Therefore, in this paper, sign language is captured as an image using OpenCV and Convolutional Neural Network (CNN). In addition, we study a system that recognizes sign language behavior using MediaPipe, converts the meaning of sign language into text-type data, and provides it to users. Through this, self-directed learning is possible so that learners who learn sign language can judge whether they are correct dez. Therefore, we develop a sign language learning assistance system that helps us learn sign language. The purpose is to propose a sign language learning assistance system as a way to support sign language learning, the main language of communication for the hearing impaired.

Analysis of the Influence of Young Job Seekers' SME Employer Brand Awareness on Their Intention to Work (청년구직자의 중소기업 고용주 브랜드 인식이 취업의향에 미치는 영향 분석)

  • Lee, Junghwan;Kim, Dongwook
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.292-300
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    • 2022
  • This study aims to improve the situation in which accurate job information for small and medium-sized enterprises is not known and it is difficult to identify jobs that meet the preference criteria from the perspective of the 'employer brand'. To this end, through a hierarchical regression analysis of 700 young job seekers, the factors affecting the intention to get a job centered on five value factors (Interest Value, Social Value, Economic Value, Development Value and Application Value) were identified by reflecting the brand categorization theory. As a result of the analysis, it was confirmed that young job seekers are more interested in work culture, environment, and utilization of their majors, which directly affect job seekers, rather than characteristics of companies such as talent development, products, services, and management, and are influenced by their intention to work. This suggests that the job policy for SMEs needs to be changed from the existing quantitative support-centered to a qualitative improvement that strengthens the use of platform-centered job information.