• Title/Summary/Keyword: communication networks

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On the Use of SysML Models in the Conceptual Design of Unmanned Aerial Vehicles (무인항공기체계의 개념설계에서 SysML 모델의 활용에 관한 연구)

  • Kim, Young-Min;Lee, Jae-Chon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.2C
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    • pp.206-216
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    • 2012
  • Today's war fields can be characterized by net-centric wars where a variety of independent weapon systems are operated in connection with each other via networks. As such, weapon systems become dramatically advanced in terms of complexity, functionality, precision and so on. It is then obvious that the defense R&D of those requires systematic and efficient development tools enabling the effective management of the complexity, budget/cost, development time, and risk all together. One viable approach is known to be the development methods based on systems engineering, which is already proved to successful in U.S. In this paper, a systems engineering approach is studied to be used in the conceptual design of advanced weapon systems. The approach is utilizing some graphical models in the design phase. As a target system, an unmanned aerial vehicle system is considered and the standard SysML is also used as a modeling language to create models. The generated models have several known merits such as ease of understanding and communication. The interrelationships between the models and the design artifacts are identified, which should be useful in the generation of some design documents that are required in the defense R&D. The result reported here could be utilized in the further study that can eventually lead to a full-scale model-based systems engineering method.

The Role of Geographic Information System and Its Functional Intergration Strategy in the Conventional Transportation Planning Process (전통교통계획과정에 있어서 GIS의 역할 및 기능적 통합방안에 관한 연구)

  • Choi, Kee-Choo
    • Journal of Korean Society for Geospatial Information Science
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    • v.1 no.1 s.1
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    • pp.127-140
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    • 1993
  • The purpose of this paper is to examine the possible benefits of combining transportation planning models with geographic information systems (GIS) in the hope that intergrating these systems can alleviate the inherent problems of transportation planning models such as user unfriendliness, labor intensiveness, and theoretical limitations. Specially, this paper focuses on the issue of incompatiblity between GIS and the conventional transportation planning models in dealing with network topologies. Resolving this conflict in topologies is a conerstone for eliminating the user-unfriendliness and labor-intensiveness issues. This paper presents the development of an algorithm that converts GIS topology into transportation network topology. The FORTRAN-based topology conversion algorithm generates transportation networks from the GIS cartographic file and establishes a communication charmel between the two systems.

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Manufacturing Industries and Policy Agenda of Goryeong County (고령군 제조업의 실태와 정책과제)

  • Lee, Chul-Woo
    • Journal of the Korean association of regional geographers
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    • v.14 no.4
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    • pp.290-308
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    • 2008
  • The industrial development of Goryeong County was started by the operation of the Ssangrym Agro¬industrial complex in the 1980s. As of 2m3, there are 6 industrial complexes in Goryeong County which account for 80 percent of total employment and 67 percent of total production outPuts in local manufacturing. The local manufacturing industries grew steadily before the 1997 financial crisis which resulted in industrial decline and have shown again a growing tendency since 2000. In this period of growth, manufacturing outPuts are increased and the industrial structure are improved, while employment and value added are in stagnation. The major industrial agglomerations are based in Gaejin-Myun, Dasan-Myun and Ssangrym-Myun, all of which are those in which the agro-industrial complex is operated. More than half of local manufacturing finns are those which came to move in from other regions, looking for cheap labour forces, agglomeration of the related finns and the easy accessibility to transport and communication. However, such local advantages are increasingly losing due to the shortage of labour forces and the lack of industrial networks. Some policy agendas can be suggested as follows. First of all, industrial policy should attempt links with the building-up of the Daegu Technopolis and the up-grading of the local industrial structure towards the knowledge-based industries. Secondly, the local government should make efforts to establish the innovation supporting system for local firms and the industrial and residential basis.

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AQ-NAV: Reinforced Learning Based Channel Access Method Using Distance Estimation in Underwater Communication (AQ-NAV: 수중통신에서 거리 추정을 이용한 강화 학습 기반 채널 접속 기법)

  • Park, Seok-Hyeon;Shin, Kyungseop;Jo, Ohyun
    • Journal of Convergence for Information Technology
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    • v.10 no.7
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    • pp.33-40
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    • 2020
  • This work tackles the problem of conventional reinforcement learning scheme which has a relatively long training time to reduce energy consumption in underwater network. The enhanced scheme adjusts the learning range of reinforcement learning based on distance estimation. It can be reduce the scope of learning. To take account the fact that the distance estimation may not be accurate due to the underwater wireless network characteristics. this research added noise in consideration of the underwater environment. In simulation result, the proposed AQ-NAV scheme has completed learning much faster than existing method. AQ-NAV can finish the training process within less than 40 episodes. But the existing method requires more than 120 episodes. The result show that learning is possible with fewer attempts than the previous one. If AQ-NAV will be applied in Underwater Networks, It will affect energy efficiency. and It will be expected to relieved existing problem and increase network efficiency.

Developing an Adaptive Multimedia Synchronization Algorithm using Leel of Buffers and Load of Servers (버퍼 레벨과 서버부하를 이용한 적응형 멀티미디어 동기 알고리즘 개발)

  • Song, Joo-Han;Park, Jun-Yul;Koh, In-Seon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.6
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    • pp.53-67
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    • 2002
  • The multimedia synchronization is one of the key issues to be resolved in order to provide a good quality of multimedia related services, such as Video on Demands(VoD), Lecture on Demands(LoD), and tele-conferences. In this paper, we introduce an adaptive multimedia synchronization algorithm using the level of buffers and load of servers, which are modeled and analyzed by ExSpect, a Petri net based simulation tool. In the proposed algorithm, the audio and video buffers are divided to 5 different levels, and the pre-defined play-out speed controller tries to make the buffer level to be normal in different temporal relations between multimedia streams using buffer levels and server loads. Because each multimedia packet is played by the pre-defined play-out speed, the media data can be reproduced within the permissible limit of errors while preserving the level of buffers to be normal. The proposed algorithm is able to handle and support various communication restrictions between providers and users, and offers little jitter play-out to many users in networks with the limited transmission capability. The performance of the developed algorithm is analyzed in various network conditions using a Petri net simulation tool.

Quadratic Sigmoid Neural Equalizer (이차 시그모이드 신경망 등화기)

  • Choi, Soo-Yong;Ong, Sung-Hwan;You, Cheol-Woo;Hong, Dae-Sik
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.1
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    • pp.123-132
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    • 1999
  • In this paper, a quadratic sigmoid neural equalizer(QSNE) is proposed to improve the performance of conventional neural equalizer in terms of bit error probability by using a quadratic sigmoid function as the activation function of neural networks. Conventional neural equalizers which have been used to compensate for nonlinear distortions adopt the sigmoid function. In the case of sigmoid neural equalizer, each neuron has one linear decision boundary. So many neurons are required when the neural equalizer has to separate complicated structure. But in case of the proposed QSNF and quadratic sigmoid neural decision feedback equalizer(QSNDFE), each neuron separates decision region with two parallel lines. Therefore, QSNE and QSNDFE have better performance and simpler structure than the conventional neural equalizers in terms of bit error probability. When the proposed QSNDFE is applied to communication systems and digital magnetic recording systems, it is an improvement of approximately 1.5dB~8.3dB in signal to moise ratio(SNR) over the conventional decision feedback equalizer(DEF) and neural decision feedback equalizer(NDFE). As intersymbol interference(ISI) and nonlinear distortions become severer, QSNDFE shows astounding SNR shows astounding SNR performance gain over the conventional equalizers in the same bit error probability.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Design and Implementation of IR-UWB Packet Analyzer Based on IEEE 802.14.5a (IEEE 802.15.4a IR-UWB 패킷 분석기 설계 및 구현)

  • Lim, Sol;Lee, Kye Joo;Kim, So Yeon;Hwang, Intae;Kim, Dae Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.2857-2863
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    • 2014
  • IR-UWB has been developed as a standard of indoor ranging technology, because it has robust and good transmission characteristics in indoor environments and it can be operated with low power. In this paper, a IR-UWB packet analyzer is designed and implemented based on IEEE 802.15.4a, which is useful in developing IR-UWB real time location system with resolution of a few ten centimeters. A sniffer device of the packet analyzer monitors IR-UWB wireless networks, captures MAC packet frames, and transmits packet frames to the packet analyzing computer. The packet analyzing program in a computer analyzes received MAC packet frames and displays parsed packet information for developing engineers. Developed packet analyzer is used to analyze IEEE 802.15.4a MAC protocol, and also it can be used in other IEEE 802 series MAC protocol by modifying some functions.

An Effective Routing of Zone Routing Protocol for Mobile Ad Hoc Networks (MANET을 위한 존 라우팅 프로토콜의 효율적인 경로 설정)

  • Chu, Seong-Eun;Kim, Jae-Nam;Kang, Dae-Wook
    • Annual Conference of KIPS
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    • 2002.11b
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    • pp.1547-1550
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    • 2002
  • MANET은 전형적인 무선 네트워킹과는 다른 새로운 무선 네트워킹 파라다임으로써 기존 유선 망의 하부 구조에 의존하지 않고 이동 호스트틀로만 구성된 네트워크이다. Ad Hoc망에서 통신을 하기 위해서는 출발지 노드에서 목적지 노드까지 데이터 전송을 위한 라우팅에 관한 문제이다. Ad Hoc망에서는 모든 단말기의 위치변화가 가능하기 때문에 경로설정에 어려움이 따른다. 노드간에 정보를 보내고자 할 때 노트가 인접한 상태가 아니면 정보를 직전 보낼 수 없고 여러 중간 노드들을 거쳐서 정보를 보내는 다중-홉 라우팅 방식을 사용해야 한다. 따라서 중간 노드들은 패킷 라우터의 역할을 해야하는데 무선 통신 자체가 좁은 대역폭과 한정된 채널을 가지고 전송 범위가 제한되는 문제가 있다. 또한 노트 자체의 이동성과 전력 소모 등으로 인한 이탈은 망 위상을 수시로 변화시키므로 노트간에 정보를 전송하는데 가장 종은 경로는 수시로 변경될 수 있으므로 많은 어려움이 따르게 된다. 본 논문에서는 이러한 문제의 해결방안으로 경로유지 과정에서 Ad Hoc망 내의 노드들은 이동성의 특성으로 인해 현재 사용되는 경로 보다 더 짧고 효율적인 경로가 발생하고 중간 노트가 이동 될 때 새로운 경로로 갱신하여 솔기없는 최적의 경로를 유지할 수 있는 방법을 제안한다. 제안 방법은 ZRP의 IERP에서 감청모드를 통하여 사공중인 경로보다 최적의 경로를 감지하여 새로운 경로로 갱신하는 방법과 중간 노드가 이동하여 경로가 깨진 경우 부분적으로 경로를 복구하는 방법을 제시하여 항상 최적화된 경로를 유지함으로써 Ad Hoc망의 위상변화에 대한 적응성을 높일 수 있도록 한다. SQL Server 2000 그리고 LSF를 이용하였다. 그리고 구현 환경과 구성요소에 대한 수행 화면을 보였다.ool)을 사용하더라도 단순 다중 쓰레드 모델보다 더 많은 수의 클라이언트를 수용할 수 있는 장점이 있다. 이러한 결과를 바탕으로 본 연구팀에서 수행중인 MoIM-Messge서버의 네트워크 모듈로 다중 쓰레드 소켓폴링 모델을 적용하였다.n rate compared with conventional face recognition algorithms. 아니라 실내에서도 발생하고 있었다. 정량한 8개 화합물 각각과 총 휘발성 유기화합물의 스피어만 상관계수는 벤젠을 제외하고는 모두 유의하였다. 이중 톨루엔과 크실렌은 총 휘발성 유기화합물과 좋은 상관성 (톨루엔 0.76, 크실렌, 0.87)을 나타내었다. 이 연구는 톨루엔과 크실렌이 총 휘발성 유기화합물의 좋은 지표를 사용될 있고, 톨루엔, 에틸벤젠, 크실렌 등 많은 휘발성 유기화합물의 발생원은 실외뿐 아니라 실내에도 있음을 나타내고 있다.>10)의 $[^{18}F]F_2$를 얻었다. 결론: $^{18}O(p,n)^{18}F$ 핵반응을 이용하여 친전자성 방사성동위원소 $[^{18}F]F_2$를 생산하였다. 표적 챔버는 알루미늄으로 제작하였으며 본 연구에서 연구된 $[^{18}F]F_2$가스는 친핵성 치환반응으로 방사성동위원소를 도입하기 어려운 다양한 방사성의 약품개발에 유용하게 이용될 수 있을 것이다.었으나 움직임 보정 후 영상을 이용하여 비교한 경우, 결합능 변화가 선조체 영역에서 국한되어 나타나며 그 유

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Adaptation of Neural Network based Intelligent Characters to Change of Game Environments (신경망 지능 캐릭터의 게임 환경 변화에 대한 적응 방법)

  • Cho Byeong-heon;Jung Sung-hoon;Sung Yeong-rak;Oh Ha-ryoung
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.3 s.303
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    • pp.17-28
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    • 2005
  • Recently intelligent characters in computer games have been an important element more and more because they continually stimulate gamers' interests. As a typical method for implementing such intelligent characters, neural networks have been used for training action patterns of opponent's characters and game rules. However, some of the game rules can be abruptly changed and action properties of garners in on-line game environments are quite different according to gamers. In this paper, we address how a neural network adapts to those environmental changes. Our adaptation solution includes two components: an individual adaptation mechanism and a group adaptation mechanism. With the individual adaptation algorithm, an intelligent character steadily checks its game score, assesses the environmental change with taking into consideration of the lastly earned scores, and initiates a new learning process when a change is detected. In multi-user games, including massively multiple on-line games, intelligent characters confront diverse opponents that have various action patterns and strategies depending on the gamers controlling the opponents. The group adaptation algorithm controls the birth of intelligent characters to conserve an equilibrium state of a game world by using a genetic algorithm. To show the performance of the proposed schemes, we implement a simple fighting action game and experiment on it with changing game rules and opponent characters' action patterns. The experimental results show that the proposed algorithms are able to make intelligent characters adapt themselves to the change.