• Title/Summary/Keyword: and Networked Control System

Search Result 168, Processing Time 0.025 seconds

Lessons learned from Operation Iraqi Freedom(OIF) for ROK forces (이라크전쟁의 군사적 교훈)

  • Mun, Gwang-Geon
    • Journal of National Security and Military Science
    • /
    • s.1
    • /
    • pp.71-111
    • /
    • 2003
  • The key lessons of the very complex modern war can be dangerously misleading to the outsiders. The efforts trying to draw lessons learned from the Iraq War (OIF : Operation Iraqi Freedom) may be biased by the view of point by Americans, because most of war episodes have been come from the Western media coverage. More serious bias can be committed thanks to the differences of warfighting doctrines and military technology between US forces and ROK forces. However, OIF-fought allied commanders and outside military experts said this campaign exemplified 21st-century warfare: swift, agile and decisive, employing overpowering technology to bring relentless violence to bear in many places at once. Even though the campaign evolved differently than anticipated, allied forces regrouped and regained the initiative remarkably quickly, thanks in large part to a new command flexibility, tied to new technology that made possible the more rapid sharing of data. These factors permitted "new air-land dynamic". The things that compel that are good sensors networked with good intelligence disseminated through a robust networking system, which then yields speed. Speed turns out to be a very important factor for conducting "Rapid Decisive Operations" relied on joint "Mass of Effects". ROK forces facing the heaviest ground threat in the world may learn more from Cold War era-typed US Army 3rd Infantry Division (3ID), which operating considerably beyond existing doctrine. 3ID flew its personnel into Kuwait to meet up with equipment already located in the region as pre-positioned stock. During OIF, the division conducted continuous offensive operations over 230km deep battlespace for 21 days. The lessons learned for ROK army to prepare tomorrow's war may be found from 3ID in its training, command and control, task organization, firepower and battlespace management, and logistics.

  • PDF

Design and Implementation of IoT Chatting Service Based on Indoor Location (실내 위치기반 사물인터넷 채팅 서비스 설계 및 구현)

  • Lee, Sunghee;Jeong, Seol Young;Kang, Soon Ju;Lee, Woo Jin
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.39C no.10
    • /
    • pp.920-929
    • /
    • 2014
  • Recently, embedded system which demand is explosively increasing in the fields of communication, traffic, medical and industry facilities, expands to cyber physical system (CPS) which monitors and controls the networked embedded systems. In addition, internet of things(IoT) technology using wearable devices such as Google Glass, Samsung Galaxy Gear and Sony Smart Watch are gaining attention. In this situation, Samsung Smart Home and LG Home Chat are released one after another. However, since these services can be available only between smart phones and home appliances, there is a disadvantage that information cannot be passed to other terminals without commercial global messaging server. In this paper, to solve above issues, we propose the structure of an indoor location network based on unit space, which prevents the information of the devices or each individual person from leaking to outside and can selectively communicate to all existent terminals in the network using IoT chatting. Also, it is possible to control general devices and prevent external leakage of private information.

Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
    • /
    • no.13
    • /
    • pp.73-95
    • /
    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

  • PDF

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.4
    • /
    • pp.293-304
    • /
    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Security Design for Efficient Detection of Misbehavior Node in MANET (MANET에서 비정상 노드를 효율적으로 탐지하기 위한 보안 설계)

  • Hwang, Yoon-Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.35 no.3B
    • /
    • pp.408-420
    • /
    • 2010
  • On a Mobile Ad hoc NETwork(MANET), it is difficult to detect and prevent misbehaviors nodes existing between end nodes, as communication between remote nodes is made through multiple hop routes due to lack of a fixed networked structure. Therefore, to maintain MANET's performance and security, a technique to identify misbehaving middle nodes and nodes that are compromise by such nodes is required. However, previously proposed techniques assumed that nodes comprising MANET are in a friendly and cooperative relationship, and suggested only methods to identify misbehaving nodes. When these methods are applied to a larger-scale MANET, large overhead is induced. As such, this paper suggests a system model called Secure Cluster-based MANET(SecCBM) to provide secure communication between components aperANET and to ensure eed. As such, this pand managems suapemisbehavior nodes. SecCBM consists apetwo stages. The first is the preventis pstage, whereemisbehavior nodes are identified when rANET is comprised by using a cluster-based hierarchical control structure through dynamic authentication. The second is the post-preventis pstage, whereemisbehavior nodes created during the course apecommunication amongst nodes comprising the network are dh, thed by using FC and MN tables. Through this, MANET's communication safety and efficiency were improved and the proposed method was confirmed to be suitable for MANET through simulation performance evaluation.

Sharing of DLNA Media Contents among Inter-homes based on DHCP or Private IP using Homeserver (동적 사설 IP 기반의 다중 홈간 DLNA 미디어 컨텐츠 공유)

  • Oh, Yeon-Joo;Lee, Hoon-Ki;Kim, Jung-Tae;Paik, Eui-Hyun
    • The KIPS Transactions:PartC
    • /
    • v.13C no.6 s.109
    • /
    • pp.709-716
    • /
    • 2006
  • According to the increase of various AV media devices and contents in the digital home, the DLNA becomes to play an important role as the interoperability standard between then Since this guideline only focuses on the interoperability among home networked devices, media players, and media contents existing inside of the homenetwork, there is no retrieval and transmission method for sharing multimedia contents located over several homes via Internet. Additionally, this guideline lets device-detection and notification messages to be transmitted using W multicast methods, and current Internet environment cannot guarantee consistent IP multicast services, it has the limitation that it cannot retrieve and control DLNA devices in other digital homes remotely via the Internet. Therefore, in this paper, we propose the IHM(Inter-Home Media) proxy system and its operating mechanism to provide a way of sharing media contents distributed over multiple DLNA-based homes, through analyzing these limitations and building up a sharing method for A/V media contents distributed over the DLNA homes based on the dynamic or private IP networks. Our method removes the limitation on the user locations through sharing distributed media contents, and also makes cost-downs for storing media contents, from the view point of individual residents.

Fault Tolerance for IEEE 1588 Based on Network Bonding (네트워크 본딩 기술을 기반한 IEEE 1588의 고장 허용 기술 연구)

  • Altaha, Mustafa;Rhee, Jong Myung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.11 no.4
    • /
    • pp.331-339
    • /
    • 2018
  • The IEEE 1588, commonly known as a precision time protocol (PTP), is a standard for precise clock synchronization that maintains networked measurements and control systems. The best master clock (BMC) algorithm is currently used to establish the master-slave hierarchy for PTP. The BMC allows a slave clock to automatically take over the duties of the master when the slave is disconnected due to a link failure and loses its synchronization; the slave clock depends on a timer to compensate for the failure of the master. However, the BMC algorithm does not provide a fast recovery mechanism in the case of a master failure. In this paper, we propose a technique that combines the IEEE 1588 with network bonding to provide a faster recovery mechanism in the case of a master failure. This technique is implemented by utilizing a pre-existing library PTP daemon (Ptpd) in Linux system, with a specific profile of the IEEE 1588 and it's controlled through bonding modes. Network bonding is a process of combining or joining two or more network interfaces together into a single interface. Network bonding offers performance improvements and redundancy. If one link fails, the other link will work immediately. It can be used in situations where fault tolerance, redundancy, or load balancing networks are needed. The results show combining IEEE 1588 with network bonding enables an incredible shorter recovery time than simply just relying on the IEEE 1588 recovery method alone.

End to End Model and Delay Performance for V2X in 5G (5G에서 V2X를 위한 End to End 모델 및 지연 성능 평가)

  • Bae, Kyoung Yul;Lee, Hong Woo
    • Journal of Intelligence and Information Systems
    • /
    • v.22 no.1
    • /
    • pp.107-118
    • /
    • 2016
  • The advent of 5G mobile communications, which is expected in 2020, will provide many services such as Internet of Things (IoT) and vehicle-to-infra/vehicle/nomadic (V2X) communication. There are many requirements to realizing these services: reduced latency, high data rate and reliability, and real-time service. In particular, a high level of reliability and delay sensitivity with an increased data rate are very important for M2M, IoT, and Factory 4.0. Around the world, 5G standardization organizations have considered these services and grouped them to finally derive the technical requirements and service scenarios. The first scenario is broadcast services that use a high data rate for multiple cases of sporting events or emergencies. The second scenario is as support for e-Health, car reliability, etc.; the third scenario is related to VR games with delay sensitivity and real-time techniques. Recently, these groups have been forming agreements on the requirements for such scenarios and the target level. Various techniques are being studied to satisfy such requirements and are being discussed in the context of software-defined networking (SDN) as the next-generation network architecture. SDN is being used to standardize ONF and basically refers to a structure that separates signals for the control plane from the packets for the data plane. One of the best examples for low latency and high reliability is an intelligent traffic system (ITS) using V2X. Because a car passes a small cell of the 5G network very rapidly, the messages to be delivered in the event of an emergency have to be transported in a very short time. This is a typical example requiring high delay sensitivity. 5G has to support a high reliability and delay sensitivity requirements for V2X in the field of traffic control. For these reasons, V2X is a major application of critical delay. V2X (vehicle-to-infra/vehicle/nomadic) represents all types of communication methods applicable to road and vehicles. It refers to a connected or networked vehicle. V2X can be divided into three kinds of communications. First is the communication between a vehicle and infrastructure (vehicle-to-infrastructure; V2I). Second is the communication between a vehicle and another vehicle (vehicle-to-vehicle; V2V). Third is the communication between a vehicle and mobile equipment (vehicle-to-nomadic devices; V2N). This will be added in the future in various fields. Because the SDN structure is under consideration as the next-generation network architecture, the SDN architecture is significant. However, the centralized architecture of SDN can be considered as an unfavorable structure for delay-sensitive services because a centralized architecture is needed to communicate with many nodes and provide processing power. Therefore, in the case of emergency V2X communications, delay-related control functions require a tree supporting structure. For such a scenario, the architecture of the network processing the vehicle information is a major variable affecting delay. Because it is difficult to meet the desired level of delay sensitivity with a typical fully centralized SDN structure, research on the optimal size of an SDN for processing information is needed. This study examined the SDN architecture considering the V2X emergency delay requirements of a 5G network in the worst-case scenario and performed a system-level simulation on the speed of the car, radius, and cell tier to derive a range of cells for information transfer in SDN network. In the simulation, because 5G provides a sufficiently high data rate, the information for neighboring vehicle support to the car was assumed to be without errors. Furthermore, the 5G small cell was assumed to have a cell radius of 50-100 m, and the maximum speed of the vehicle was considered to be 30-200 km/h in order to examine the network architecture to minimize the delay.