• Title/Summary/Keyword: digital communications

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BER Performance Evaluation of Boss Map According to Delay Time in CDSK Modulation Scheme and Chaos Transceiver (CDSK 변조 방식과 카오스 송수신기의 지연시간에 따른 Boss Map의 BER 성능 평가)

  • Lee, Jun-Hyun;Keum, Hong-Sik;Lee, Dong-Hyung;Ryu, Heung-Gyoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39A no.7
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    • pp.365-371
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    • 2014
  • Chaos communication system is possible to improve the system security by using chaos signal. Further, it is possible to reduce the possibility of eavesdropping, and have strong characteristics from interference signal and jamming signal. However, BER(Bit Error Rate) performance of chaos system is worse than digital communication system. By this reason, researches in order to improve the BER performance of chaos communication system are being actively studied. In previous studies, we proposed a novel chaos map for BER performance improvement, and called it 'Boss map'. Also, we proposed a novel chaos transceiver for BER performance improvement. However, BER performance is evaluated differently according to delay time in transceiver. Therefore, in order to use Boss map effectively, we should find the optimal delay time in proposed chaos transceiver. In this paper, when Boss map is used, we evaluate BER performance of CDSK(Correlation Delay Shift Keying) system and novel chaos transceiver according to delay time. After evaluation of BER performance according to delay time, we find a delay time that is possible to have best BER performance in CDSK system and novel chaos transceiver.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Reproducibility of the sella turcica landmark in three dimensions using a sella turcica-specific reference system

  • Pittayapat, Pisha;Jacobs, Reinhilde;Odri, Guillaume A.;Vasconcelos, Karla De Faria;Willems, Guy;Olszewski, Raphael
    • Imaging Science in Dentistry
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    • v.45 no.1
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    • pp.15-22
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    • 2015
  • Purpose: This study was performed to assess the reproducibility of identifying the sella turcica landmark in a three-dimensional (3D) model by using a new sella-specific landmark reference system. Materials and Methods: Thirty-two cone-beam computed tomographic scans (3D Accuitomo$^{(R)}$ 170, J. Morita, Kyoto, Japan) were retrospectively collected. The 3D data were exported into the Digital Imaging and Communications in Medicine standard and then imported into the Maxilim$^{(R)}$ software (Medicim NV, Sint-Niklaas, Belgium) to create 3D surface models. Five observers identified four osseous landmarks in order to create the reference frame and then identified two sella landmarks. The x, y, and z coordinates of each landmark were exported. The observations were repeated after four weeks. Statistical analysis was performed using the multiple paired t-test with Bonferroni correction (intraobserver precision: p<0.005, interobserver precision: p<0.0011). Results: The intraobserver mean precision of all landmarks was <1 mm. Significant differences were found when comparing the intraobserver precision of each observer (p<0.005). For the sella landmarks, the intraobserver mean precision ranged from $0.43{\pm}0.34mm$ to $0.51{\pm}0.46mm$. The intraobserver reproducibility was generally good. The overall interobserver mean precision was <1 mm. Significant differences between each pair of observers for all anatomical landmarks were found (p<0.0011). The interobserver reproducibility of sella landmarks was good, with >50% precision in locating the landmark within 1 mm. Conclusion: A newly developed reference system offers high precision and reproducibility for sella turcica identification in a 3D model without being based on two-dimensional images derived from 3D data.

Extension of MPEG-2 TS and MPEG-C Part 3 for Higher Quality Stereoscopic Video Broadcasting Service (고화질 스테레오스코픽 비디오 방송서비스를 위한 MPEG-2 전송스트림과 MPEG-C part 3의 확장 방안)

  • Kang, Jeon-Ho;Lee, Gil-Bok;Kim, Kyu-Heon;Cheong, Won-Sik;Yun, Kug-Jin
    • Journal of Broadcast Engineering
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    • v.16 no.5
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    • pp.750-761
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    • 2011
  • Currently, 3DTV technologies are being developed as the future services of the HD digital broadcast environment. As one of the various research topics to apply 3DTV technologies to the conventional broadcasting network, methods to configure stereoscopic videos are being studied. In this paper, we proposed a method to broadcast high quality stereoscopic videos based on analysis of a method to add a stereoscopic descriptor to the PMT of MPEG-2 transport streams and a method to transmit stereoscopic videos by the expansion of MPEG-C part 3 which are from precedent studies. The proposed technique maintains compatibility with conventional MPEG-2 transport streams by showing only reference video for models that do not support 3D broadcasting. Therefore, the compatibility between conventional broadcasting and stereoscopic videos should make this method useful when activating 3D services in the communications and broadcasting area

A New Wideband Speech/Audio Coder Interoperable with ITU-T G.729/G.729E (ITU-T G.729/G.729E와 호환성을 갖는 광대역 음성/오디오 부호화기)

  • Kim, Kyung-Tae;Lee, Min-Ki;Youn, Dae-Hee
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.2
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    • pp.81-89
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    • 2008
  • Wideband speech, characterized by a bandwidth of about 7 kHz (50-7000 Hz), provides a substantial quality improvement in terms of naturalness and intelligibility. Although higher data rates are required, it has extended its application to audio and video conferencing, high-quality multimedia communications in mobile links or packet-switched transmissions, and digital AM broadcasting. In this paper, we present a new bandwidth-scalable coder for wideband speech and audio signals. The proposed coder spits 8kHz signal bandwidth into two narrow bands, and different coding schemes are applied to each band. The lower-band signal is coded using the ITU-T G.729/G.729E coder, and the higher-band signal is compressed using a new algorithm based on the gammatone filter bank with an invertible auditory model. Due to the split-band architecture and completely independent coding schemes for each band, the output speech of the decoder can be selected to be a narrowband or wideband according to the channel condition. Subjective tests showed that, for wideband speech and audio signals, the proposed coder at 14.2/18 kbit/s produces superior quality to ITU-T 24 kbit/s G.722.1 with the shorter algorithmic delay.

An Adaptive Decision-Feedback Equalizer Architecture using RB Complex-Number Filter and chip-set design (RB 복소수 필터를 이용한 적응 결정귀환 등화기 구조 및 칩셋 설계)

  • Kim, Ho Ha;An, Byeong Gyu;Sin, Gyeong Uk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.12A
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    • pp.2015-2024
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    • 1999
  • Presented in this paper are a new complex-umber filter architecture, which is suitable for an efficient implementation of baseband signal processing of digital communication systems, and a chip-set design of adaptive decision-feedback equalizer (ADFE) employing the proposed structure. The basic concept behind the approach proposed in this paper is to apply redundant binary (RB) arithmetic instead of conventional 2’s complement arithmetic in order to achieve an efficient realization of complex-number multiplication and accumulation. With the proposed way, an N-tap complex-number filter can be realized using 2N RB multipliers and 2N-2 RB adders, and each filter tap has its critical delay of $T_{m.RB}+T_{a.RB}$ (where $T_{m.RB}, T_{a.RB}$are delays of a RB multiplier and a RB adder, respectively), making the filter structure simple, as well as resulting in enhanced speed by means of reduced arithmetic operations. To demonstrate the proposed idea, a prototype ADFE chip-set, FFEM (Feed-Forward Equalizer Module) and DFEM (Decision-Feedback Equalizer Module) that can be cascaded to implement longer filter taps, has been designed. Each module is composed of two complex-number filter taps with their LMS coefficient update circuits, and contains about 26,000 gates. The chip-set was modeled and verified using COSSAP and VHDL, and synthesized using 0.8- μm SOG (Sea-Of-Gate) cell library.

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TV Anytime Forum 규격 및 현황

  • 이석필
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • v.20 no.5
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    • pp.17-22
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    • 2002
  • 만약 사용자가 원하는 멀티미디어 콘텐츠를 원하는 시간에 TV를 통해서 볼 수 있게 된다면, 다시 말해서 보고 싶을 때, 보고 싶은 방송을 포함한 멀티미디어 콘텐츠를 원하는 시간에 바로 볼 수 있게 된다면 사용자는 방송시간에 맞추어 TV를 보지 않아도 되고 원하는 콘텐츠를 검색하느라 시간을 보낼 필요도 없어질 것이다. 예약 녹화의 경우에는 시간정보를 가지고 미리 예약을 해야 하는 경우이므로 이와는 다른 경우라 하겠다. 이러한 서비스는 바로 디지털 콘텐츠와 이를 가정에서 저장할 수 있는 장치의 발달이 바탕이 되고 있다.(표 1 생략, 원문이미지 참조) 표 1은 영국의 BBC사에서 1998년에 조사한 자료로 디지털 멀티미디어 데이터를 저장하고 재생할 수 있는 저장장치의 가격과 용량의 전망을 나타낸다. 여기에서 데이터는 5.5 Mbps급의 MPEG-2 스트림을 기준으로 하였다. 표 1에서 보수적 견해는 매 18개월마다, 현실적 견해는 매 10개월마다 동일 가격의 용량이 2배가 되는 것으로 계산한 것이다. 여기서 보듯 저장장치의 가격 대비 성능이 갈수록 나아지고 있어 가정에서 멀티미디어 콘텐츠를 저장할 수 있는 가정용 서버의 등장이 멀지 않았음을 보여준다. 1999년 가을에 활동을 접은 DAVIC의 마지막 활동이 바로 이러한 저장장치를 이용한 "TV Anytime Service"였다 . Anytime Ser vice란 저장장치를 통해 사용자가 원하는 콘텐츠를 저장해 놓았다가 사용자가 원하는 시간에 언제나 볼 수 있다는 개념이다. 이를 소비자관점에서 보면 Personalized service라고 할 수 있다. 이어 1999년 여름에 창설이 된 "TV Anytime Forum"이라는 단체에서 이러한 저장장치를 이용한 서비스를 위한 환경을 구축하고 있다. TV Anytime Forum은 가정에서 저장장치가 있는 단말인 PDR(Personal Digital Recorder)을 이용한 서비스, 즉 Anytime Service 위한 응용을 가능하게 하기위한 콘텐트 개발자에서부터 가전기기에 이르는 분야에서 Interoperable한 규격을 만들어 보자는 것이 그 목적이다. 특히 여러가지 디지털미디어 전달방식, 예를 들어 DVB, ATSC, ARIB 등에 독립적인 규격을 만드는 것을 원칙으로 하고 있다. 1999년 7월에 첫 번째 회의를 하면서 설립이 되었다. 2001년 말 기준으로 BBC, NHK, Microsoft, Sony, IBM, Phillips, NTT, Intel, Canal+, Tivo, 대우전자, 삼성전자, LG전자, KETI, ETRI 등 콘텐츠 사업자, 방송업자, 네트웍 사업자, 가전업체, 소프트웨어 개발회상에 이르기까지 총 157개 회원사로 구성되어 있으며 년 6회 회의를 개최한다. 2000년 11월에는 서울에서 회의를 개최하였으며 2003년 6월에 다시 한국에서 개최하기로 확정되어 있다. 본 글에서는 이러한 Anytime Service 환경이 구축되었을 때의 각 산업별로 얻을 수 있는 이득에 대해서 알아보고 TV Anytime Forum의 각 Working Group들의 작업 내용들, 그리고 지난 1월에 열렸던 15차 회의의 결과들에 대해서 살펴보고 국내의 TV Anytime 활동에 대해서 간단하게 소개하고 마치도록 하겠다. 현재 디지털 방송기술, 비디오 스트리밍 기술이나 MPEG 등과 같은 기술수준으로도 충분히 이러한 서비스를 시작할 수 있으며 소비자들도 이러한 욕구를 서서히 느끼고 있다. 정보와 서비스를 선택할 수 있게 만들자는 목표를 설정하고 있다. 이러 목표는 통신$.$컴퓨터$.$멀티미디어 기술발전으로 가능하게 되었다.

A Multistage Authentication Strategy for Reliable N-to-N Communication in CGSR based Mobile Ad Hoc Networks (CGSR 기반의 이동 애드 흑 네트워크에서 신뢰성 있는 통신을 위한 노드간 인증 기법)

  • Lee Hyewon K.;Mun Youngsong
    • Journal of KIISE:Information Networking
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    • v.32 no.6
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    • pp.659-667
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    • 2005
  • A Mobile Ad Hoc Network(MANET) is a multi hop wireless network with no prepared base stations or centralized administrations, where flocks of peer systems gather and compose a network. Each node operates as a normal end system in public networks. In addition to it, a MANET node is required to work as a router to forward traffic from a source or intermediate node to others. Each node operates as a normal end system in public networks, and further a MANET node work as a router to forward traffic from a source or intermediate node to the next node via routing path. Applications of MANET are extensively wide, such as battle field or any unwired place; however, these are exposed to critical problems related to network management, node's capability, and security because of frequent and dynamic changes in network topology, absence of centralized controls, restricted usage on network resources, and vulnerability oi mobile nodes which results from the special MANET's character, shared wireless media. These problems induce MANET to be weak from security attacks from eavesdropping to DoS. To guarantee secure authentication is the main part of security service In MANET because networks without secure authentication are exposed to exterior attacks. In this paper, a multistage authentication strategy based on CGSR is proposed to guarantee that only genuine and veritable nodes participate in communications. The proposed authentication model is composed of key manager, cluster head and common nodes. The cluster head is elected from secure nodes, and key manager is elected from cluster heads. The cluster head will verify other common nodes within its cluster range in MANET. Especially, ID of each node is used on communication, which allows digital signature and blocks non repudiation. For performance evaluation, attacks against node authentication are analyzed. Based on security parameters, strategies to resolve these attacks are drawn up.

Design and development of SCORM based e-Learning contents about Mathematics for the KERIS' Cyber Home Education System (KERIS의 사이버가정학습 시스템에 적합한 SCORM기반 수학과 e-Learning 컨텐츠 설계 및 개발)

  • Lee Hye-Gyung;Kim Hyang-Sook
    • Communications of Mathematical Education
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    • v.20 no.3 s.27
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    • pp.425-441
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    • 2006
  • Entering upon 21th, the internet which bring the digital era, are changing the paradigm of education and cultivating creative and challenging person, which is the core of competitive power in knowledge-information society, is more emphasized than ever. To meet the needs of the present times, it has been concentrating its effort to improve learning-environment using e-Learning in the field of teaching. E-schoolbooks that were introduced recently by way of showing an example are representative case of this intention. Though many e-learning contents are being developed, the more speedily a society grow, the shorter the life of contents are. Moreover, the contents developed are impossible to use directly for tele-education system, so standard types adjusted for various kind of system are showing up. Among them the leading standard type is SCORM(Sharable Content Object Reference Medel) made in ADL(Advanced Distributed Learning) Corporation. The KERIS' Cyber Home Education System adopted this and is using it. So, in this study, we set the goal at designing and developing an e-learning contents and an experiment-focused mathematics that suit the KERIS' Cyber Home Education System on the basis of SCORM.

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International Comparative Study of the Use of ICT by Middle School Teachers (중학교 과학 교사의 ICT 활용 실태 국제 비교)

  • Lee, Jaebong
    • Journal of The Korean Association For Science Education
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    • v.35 no.5
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    • pp.885-893
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    • 2015
  • In this study, we compared the use of information and communications technology (ICT) by middle school teachers in Korea and other countries utilizing the teacher survey data of the IEA International Computer and Information Literacy Study (ICILS) 2013. The ICILS target population consisted of all students in the eighth grade. We compared Korea with Australia, the Czech Republic, Norway, and Poland, which are nations showing the highest achievements in computer and information literacy. We selected nine questions from the teacher questionnaire and divided them into the categories of computer use, use of ICT for teaching and learning, and the ICT support environment in school. In comparison to their counterparts in other countries, Korean middle school science teachers used computers frequently and also had high ICT self-efficacy. They were confident in their ability to use computers for general tasks, but not in their ability to use computers for teaching and learning. The Korean teachers also had a high percentage of utilization of presentation and graphics software. Also, the proportion of activities concerning the information provided and teacher-led tasks was high, but the proportion of activities for student collaboration or peer interaction was low. In Korea, middle school science teachers had more negative than positive views of using ICT in teaching and learning. The teachers thought that computer-related resource support and digital learning materials were insufficient and that the computer model was outdated in schools. Therefore, we propose to build an ICT infrastructure and to develop and disseminate ICT teaching and learning methods for student activities.