• Title/Summary/Keyword: User Application Information

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Core Technology for Ultra Low Power Using Cold Restart in Wearable Devices (Cold Restart를 이용한 웨어러블 디바이스의 초저전력 핵심 기술)

  • Kim, Seon-Tae;Park, Hyoung Jun;Park, Ho-Jun;Woo, Duk-Kyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.4
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    • pp.44-49
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    • 2017
  • There are many battery-based wearable devices for healthcare and medical applications, but there is a user's inconvenience to charge battery frequently due to insufficient power management. In this paper, we propose a tickless-based operating system and power management algorithm that can effectively utilize the power management provided by HW, and propose a cold restart method that consumes the minimum power at the board level. The operating system of the proposed technique has reduced the power consumption from 2 times to 33 times in the four scenarios modeling the wearable device application compared to the existing operating system.

Design and Implementation of 2D Fashion Design System based on Diagraming Piece (도식화 피스기반 2D패션 디자인 시스템의 설계 및 구현)

  • 김영운;이혜정;정성태;정석태;이용주;조진애
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.1
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    • pp.45-54
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    • 2004
  • A CAD and diagraming program of clothing and fashion design field within the country variously exist, but this paper implements design CAD and diagraming system based on diagraming piece with database system. Proposal system can be used quickly and easily to designer because of providing various diagraming piece. intend to utilize the data to diagraming piece provide with various classification and key word. 2D fashion design system provide GUI, various drawing tool, vector type document. application data based on XML, diverse library and easy mapping capacity for user.

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A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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Mixed Reality System for Virtual Chemistry Lab

  • Duan, Xiaoyun;Kang, Shin-Jin;Choi, Jong In;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1673-1688
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    • 2020
  • This paper presents a new method for improving teaching aids with the design and development of a chemistry education platform - the Mixed Reality (MR) Chemistry Lab. Our system provides a new educational experience in which students can simulate a chemistry experiment in a virtual lab and interact with objects using Oculus Helmet-Mounted Displays (HMD) and hand controller devices. The proposed system aims to familiarize students with experimental procedures and safety knowledge before conducting actual experiments. Moreover, students will be able to observe microscopic atomic structure models in three dimensions. Our research also includes a five-part, quantitative evaluation system user tests perform using a quantitative questionnaire consisting of five items, including hardware equipment, immersion, education, interaction sense of control, and degree of difficulty. The evaluation results confirm that this system will be helpful to the educational experience of conducting chemistry experiments with scientific evaluation methods, and the proposed system is also expected to have a broad range of applications in many other subjects.

Development of EDUTAINMENT Application on DMB Data Service (DMB 데이터 서비스에서의 유아 대상 EDUTAINMENT 어플리케이션 개발)

  • Kong, Shin;Kim, Hyo-Yong;Park, Tae-Jin;Choy, Yoon-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06c
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    • pp.223-228
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    • 2007
  • 근래 주목받는 키워드인 유비쿼터스(Ubiquitous), UCC(User Created Contents) 등은 기술적 발달과 함께한 사람들의 행동 양식 변화를 잘 반영하고 있다. 기술적인 측면에서 모바일 환경으로의 진화는 사람들에게 시공간적 제약을 없애주었으며, '호모 루덴스'로 표현된 유희적 인간의 개념은 현대인의 행동 양식을 잘 표현했다. 이중 지상파 이동 멀티미디어 방송(Digital Multimedia Broadcasting, DMB)은 방송에 있어서 시공간적 제약을 없앤 대표적인 사례이며, 'EDUTAINMENT(에듀테인먼트)'는 교육에 유희를 결합한 실례라고 하겠다. 특히 DMB는 정보와 유희의 욕구를 기본적으로 충족시킬 수 있는 방송이라는 매체를 이용한다는 점에서 에듀테인먼트의 기술적 기반이 될 수 있으며, 이를 통해 저 연령의 학습자에게 유희와 교육을 동시에 제공함으로써, 학습효과를 높일 수 있는 장점이 있다. 본 논문에서는 DMB 시스템을 위한 유아 대상의 에듀테인먼트 어플리케이션을 설계하고, 구현한다. 이 어플리케이션을 위해 스토리텔링, 음악과 악기 선택 시스템, 타임라인 및 자유표면 게임 시스템 등 DMB 시스템에 적절하며, 에듀테인먼트의 조건을 충족하는 몇 가지 방법론을 제안하여 방송을 통해 콘텐츠와 대상자가 서로 상호작용 할 수 있도록 한다. 이를 위해서는 기존 방송의 음성, 영상 서비스를 넘어 상호작용의 필수적인 요소라고 할 수 있는 데이터 서비스를 요구하며, 이는 MPEG-4 Part 11: BIFS(Binary Format for Scenes) 기술을 기반으로 그 구현에는 VRML에 기초한 BT(BIFS Text) 언어를 사용한다.

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Development of a Unified Modeler Framework for Virtual Manufacturing System (VMS를 위한 Unified Modeler Framework 개발)

  • Lee, Deok-Ung;Hwang, Hyeon-Cheol;Choe, Byeong-Gyu
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.52-55
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    • 2004
  • VMS (virtual manufacturing system) may be defined as a transparent interface/control mechanism to support human decision-making via simulation and monitoring of real operating situation through modeling of all activities in RMS (real manufacturing system). The three main layers in VMS are business process layer, manufacturing execution layer, and facility operation layer, and each layer is represented by a specific software system having its own input modeler module. The current version of these input modelers has been implemented based on its own 'local' framework, and as a result, there are no information sharing mechanism, nor a common user view among them. Proposed in this paper is a unified modeler framework covering the three VMS layers, in which the concept of PPR (product-process-resource) model is employed as a common semantics framework and a 2D graphic network model is used as a syntax framework. For this purpose, abstract class PPRObject and GraphicObject are defined and then a subclass is inherited from the abstract class for each application layer. This feature would make it easier to develop and maintain the individual software systems. For information sharing, XML is used as a common data format.

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A Study on the Application of BIM-enabled Interior Panel Design by the control of Parametric Objects and their Properties (객체 및 속성정보 제어를 이용한 BIM기반 파라메트릭 인테리어 패널 디자인 접근방법)

  • Kim, Hayan;Lee, Jin-Kook
    • Korean Institute of Interior Design Journal
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    • v.25 no.6
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    • pp.70-78
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    • 2016
  • This paper aims to describe a case study of parametric interior design based on BIM (Building Information Modeling). As the practical use of BIM-based design grows, its influence expands into the field of interior architecture design. BIM makes possible to check various design plan, reach decision making in an effective way, and change design plan in an efficient method. Therefore, BIM is also promising field in interior architecture design. However, compared to other fields in architecture, engineering, and construction (AEC) industry, there have been less research and projects on BIM in the field of interior architecture. For increasing the feasibility of adapting BIM in interior architecture design, this paper describes a case study-projecting images for designing interior panels using parametric modeling. This process needs elaborate, delicate, and precise steps for harmonious output. For continuous use of building, users look forward to the design which variable and changeable according to user's preference and environment. Therefore, demand for parametric design in the interior design part such as panel pattern design for various decoration is growing. Treated process in this paper deals with an advanced phase which much effective in decreasing time consumption and useless part of process. Finally, this paper suggests the possibility of using BIM in the interior design process and field where BIM can be applied.

Implementation of Design Simulator for SAW Coupled Mode Resonator Filter using a Mathematical Modeling of SAW Coupled Mode (SAW 결합 모드 공진기 필터의 수학적 모델링을 이용한 설계 시뮬레이터의 구현)

  • 정영지
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.3 no.2
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    • pp.291-304
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    • 1999
  • In this work, a mathematical modeling of SAW coupled mode in SAW resonator filter, which is very useful in analyzing the characteristics of periodic electrode structure such as SAW reflective array and inter-digital transducers. was considered by mathematical analytic approach. The design and simulation method for resonator filter was also proposed by equivalent transduction matrix using this mathematical modeling. In order for a designer to simulate, and to design the coupled mode SAW resonator filters effectively that could be applied to mobile communication system, a design simulator for coupled mode filter was implemented by graphic user interface, and it was investigated by designing and analyzing practical SAW coupled mode resonator filter from a view point of application of this simulator.

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Implementation of SIP-based Messenger (SIP 기반 메신저 구현)

  • Kim, Sung-Yeop;Sohng, Tae-Il;Kim, Soo-Min;Lee, Kyung-Hee;Lee, In-Soon;Choi, Sun-Wan;Yiee, Jong-Hwa;Kang, Shing-Gak
    • Annual Conference of KIPS
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    • 2001.10b
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    • pp.1287-1290
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    • 2001
  • 현재 인터넷상에서 버디 리스트와 프레젠스 서비스가 폭발적인 증가하고 있고, 이들 서비스는 온라인 상태에서 인스턴트 메시지를 사용하고 있다. 그러나 이들 서비스들은 독자 사양에 따라 구현되어 강호호환성을 제공하지 않는다. 이를 해결하기 위해서 인터넷 표준 기구인 IETF (Internet Engineering Task Force)[1]의 IMPP (Instant Messaging and Presence Proto3col) 워킹그룹은 인스턴트 메시징과 프레젠스 서비스를 위한 기본골격(framework)을 표준화하였고, IMPP 를 따르는 메신저 프로토콜을 표준화하는 SIMPLE (SIP for Instant Messaging and Presence Leveraging) 워킹그룹과 APEX (Application Exchange) 워킹그룹을 구성하였다. 본 논문에서는 IETF SIMPLE 워킹그룹에서 제안만 SIP 기반 인스턴트 메시징과 프레젠스 기능을 갖는 메신저를 구현하였다. 구현 언어는 C++를 사용하였고 UA (User Agent)는 MS Windows 98/2000에서 구현하였고 인스턴트 메시징과 프레젠스 기능을 수행하는 메신저 서버는 Linux에서 구현하였다.

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A Model for Software Maintenance Cost Estimation based on Productivity (생산성 기반의 소프트웨어 유지보수 대가산정 모델)

  • Bae, Joon-Soo
    • IE interfaces
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    • v.17 no.spc
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    • pp.122-130
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    • 2004
  • Since the cost of software maintenance occupies about 50~75% in a general successful organization, the software maintenance plays an important role in software life cycle. In particular, if the managed system needs to be operated in a long term or the system is very large and complex, then the maintenance is especially more important. Software maintenance is defined as software modification activities after customer delivery, such as improvement of performance or functionality, error correction, adaptation to environmental changes, etc. In this paper, software cost estimation models are proposed, that is based on productivity of manpower in maintenance projects. In order to do this, the activities of maintenance are classified into function change, non-function change, user support and application operation. The proposed models are constructed and verified based on the real size and cost information of projects in the real world. The approach in this paper is to discriminate the heterogeneous activities in maintenance projects, and then to calculate the respective cost of each discriminated activity. By using the proposed models, the total cost of maintenance project is summed from the costs of four activities. In addition the number of conflicts between owner and order receiver about the amount of cost will be reduced and the reasonable cost estimation system will be established.