• Title/Summary/Keyword: electronic resources

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3D Porous Foam-based Triboelectric Nanogenerators for Energy Harvesting (3차원 기공구조를 이용한 정전기반 에너지 하베스팅 나노발전기 소자제조)

  • Jeon, Sangheon;Jeong, Jeonghwa;Hong, Suck Won
    • Journal of the Microelectronics and Packaging Society
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    • v.26 no.1
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    • pp.9-15
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    • 2019
  • Here, we present a facile route to fabricate a vertically stacked 3D porous structure-based triboelectric nanogenerator (TENG) that can be used to harvest energy from the friction in a repetitive contact-separation mode. The unit component of TENG consists of thin Al foil electrodes integrated with microstructured 3D foams such as Ni, Cu, and polyurethane (PU), which provide advantageous tribo-surfaces specifically to increase the friction area to the elastomeric counter contact surfaces (i.e., polydimethylsiloxane, PDMS). The periodic contact/separation-induced triboelectric power generation from a single unit of the 3D porous structure-based TENG was up to $0.74mW/m^2$ under a mild condition. To demonstrate the potential applications of our approach, we applied our TENGs to small-scale devices, operating 48 LEDs and capacitors. We envision that this energy harvesting technology can be expanded to the applications of sustainably operating portable electronic devices in a simple and cost-effective manner by effectively harvesting wasted energy resources from the environment.

Network Performance Verification for Next-Generation Power Distribution Management System Using FRTU Simulator (FRTU 시뮬레이터를 이용한 차세대 배전지능화시스템 네트워크 성능검증)

  • Yeo, Sang-Uk;Son, Sung-Yong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.13 no.6
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    • pp.523-529
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    • 2020
  • Power distribution management system is essential for the efficient management and operation of power distribution networks. The power distribution system is a system that manages the distribution network based on IT, and has been evolving along with the development of the power industry. The current power distribution system is designed to operate at a relatively low network transmission speed based on the independent operation of the main equipment. However, due to distributed resources such as photovoltaic or energy storage devices, which are rapidly increasing in popularity in recent years, the operation of future distribution environments is becoming more complex, and various information needs to be collected in real time. In this study, the requirements of the next-generation power distribution system were derived to overcome the limitations of the existing power distribution system, and based on this, the communication network system and performance requirements for the distribution system were defined. In order to verify the performance of the designed system, a software-based terminal device simulator was developed because it takes excessive time and cost to introduce a large-scale system such as a power distribution system. Using the simulator, a test environment similar to the actual operation was established, and the number of terminal devices was increased up to 1,000. The proposed system was shown to satisfy the requirements to support the functions of the next-generation power distribution system, recording less than 10 % of the communication network bandwidth.

Implementation of A Security Token System using Fingerprint Verification (지문 인증을 이용한 보안 토큰 시스템 구현)

  • 문대성;길연희;안도성;반성범;정용화;정교일
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.13 no.4
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    • pp.63-70
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    • 2003
  • In the modern electronic world, the authentication of a person is an important task in many areas of online-transactions. Using biometrics to authenticate a person's identity has several advantages over the present practices of Personal Identification Numbers(PINs) and passwords. To gain maximum security in the verification system using biometrics, the computation of the verification as well as the store of the biometric pattern has to be taken place in the security token(smart card, USB token). However, there is an open issue of integrating biometrics into the security token because of its limited resources(memory space, processing power). In this paper, we describe our implementation of the USB security token system having 206MHz StrongARM CPU, 16MBytes flash memory, and 1MBytes RAM. Also, we evaluate the performance of a light-weighted In-gerprint verification algorithm that can be executed in the restricted environments. Based on experimental results, we confirmed that the RAM requirement of the proposed algorithm was about 6.8 KBytes and the Equal Error Rate(EER) was 1.7%.

A Study on the Changes in the Use of Public Libraries in Korea and Countermeasures (우리나라 공공도서관의 이용변화 추이 분석 및 대응방안 연구)

  • Kim, Young-Seok
    • Journal of Korean Library and Information Science Society
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    • v.52 no.2
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    • pp.379-400
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    • 2021
  • This study aims to analyze the trend of library use according to the expansion of public library infrastructure in Korea, and to search for new roles and services of libraries based on the results of the study. Using the statistical analysis, literature review and partially interview method, the number of borrowers and loans from 2009 to 2019 were analyzed. The result of the survey reveals that the number of public libraries increased by 61.3% during the survey period, while the number of borrowers decreased by 57.5%, and the number of book loans increased only by 18.2%. The result of the analysis claims that the causes of the decrease in the number of materials borrowers were an error in the process of inputting statistics and manipulating the number of book loans by the local library. The population of children and young adults decreased during the survey period, which led to a decrease in the number of children and young adult borrowers. The result of the study reveals that the increase in the use of public libraries in Korea, like other advanced countries, is stagnant. The following new roles and services are suggested for the development of public libraries: Libraries expand non-face-to-face services and electronic resources, and promote their use. Libraries expand cultural and lifelong learning programs further.

A Scalable Montgomery Modular Multiplier (확장 가능형 몽고메리 모듈러 곱셈기)

  • Choi, Jun-Baek;Shin, Kyung-Wook
    • Journal of IKEEE
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    • v.25 no.4
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    • pp.625-633
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    • 2021
  • This paper describes a scalable architecture for flexible hardware implementation of Montgomery modular multiplication. Our scalable modular multiplier architecture, which is based on a one-dimensional array of processing elements (PEs), performs word parallel operation and allows us to adjust computational performance and hardware complexity depending on the number of PEs used, NPE. Based on the proposed architecture, we designed a scalable Montgomery modular multiplier (sMM) core supporting eight field sizes defined in SEC2. Synthesized with 180-nm CMOS cell library, our sMM core was implemented with 38,317 gate equivalents (GEs) and 139,390 GEs for NPE=1 and NPE=8, respectively. When operating with a 100 MHz clock, it was evaluated that 256-bit modular multiplications of 0.57 million times/sec for NPE=1 and 3.5 million times/sec for NPE=8 can be computed. Our sMM core has the advantage of enabling an optimized implementation by determining the number of PEs to be used in consideration of computational performance and hardware resources required in application fields, and it can be used as an IP (intellectual property) in scalable hardware design of elliptic curve cryptography (ECC).

Development of Korean Warrior Platform Architecture (한국형 워리어플랫폼 아키텍처 개발 연구)

  • Kim, Wukki;Shin, Kyuyong;Cho, Seongsik;Baek, Seungho;Kim, Yongchul
    • Journal of Convergence for Information Technology
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    • v.11 no.5
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    • pp.111-117
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    • 2021
  • With the rapid development of advanced science and technology including the 4th industrial revolution, the future battlefield environment is evolving at a rapid pace. In order to actively respond to issues such as reduction of military resources and shortening of service period, and to emphasize the realization of human-centered values, the Ministry of National Defense is re-establishing the role of the Army in accordance with the defense reform and is promoting the Warrior Platform, a next-generation individual combat system. In this paper, we intend to present the optimal warrior platform architecture suitable for the Korean Army by realizing the concept of future ground operations and analyzing overseas cases. We analyze the essential abilities required of individual combatants and the abilities required for each unit type, and specifically presents a plan for integration and linkage of warrior platform equipment. We also propose an efficient business promotion direction by presenting the data flow and power connection diagram between the devices that need integration and interworking.

Development of Software-Defined Perimeter-based Access Control System for Security of Cloud and IoT System (Cloud 및 IoT 시스템의 보안을 위한 소프트웨어 정의 경계기반의 접근제어시스템 개발)

  • Park, Seung-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.2
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    • pp.15-26
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    • 2021
  • Recently, as the introduction of cloud, mobile, and IoT has become active, there is a growing need for technology development that can supplement the limitations of traditional security solutions based on fixed perimeters such as firewalls and Network Access Control (NAC). In response to this, SDP (Software Defined Perimeter) has recently emerged as a new base technology. Unlike existing security technologies, SDP can sets security boundaries (install Gateway S/W) regardless of the location of the protected resources (servers, IoT gateways, etc.) and neutralize most of the network-based hacking attacks that are becoming increasingly sofiscated. In particular, SDP is regarded as a security technology suitable for the cloud and IoT fields. In this study, a new access control system was proposed by combining SDP and hash tree-based large-scale data high-speed signature technology. Through the process authentication function using large-scale data high-speed signature technology, it prevents the threat of unknown malware intruding into the endpoint in advance, and implements a kernel-level security technology that makes it impossible for user-level attacks during the backup and recovery of major data. As a result, endpoint security, which is a weak part of SDP, has been strengthened. The proposed system was developed as a prototype, and the performance test was completed through a test of an authorized testing agency (TTA V&V Test). The SDP-based access control solution is a technology with high potential that can be used in smart car security.

Use of Multimedia Technologies in Extra-Curricular Works in Order to Improve the Quality of Training of Future Specialists

  • Tverezovska, Nina;Kovbasa, Tetiana;Pryhalinska, Tetiana;Mykhniuk, Serhii;Lopushan, Tetiana;Radionova, Olena;Kuchai, Tetiana
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.35-42
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    • 2022
  • The article deals with the role of extra-curricular work by means of multimedia technologies in order to improve the quality of training of future specialists. An important condition for achieving high results in training specialists is the optimal combination of classroom and independent extra-curricular work of students by means of multimedia technologies. Very significant is the development of student independence, the formation of skills of independent search activity, the ability to take responsibility, independently solve a problem, find constructive solutions, a way out of a crisis situation, and so on. Extra-curricular work forms students' ability to master the techniques of analysis, synthesis, generalization, comparison; develops flexibility of thinking; opens up opportunities for the development and stabilization of positive learning motives to activate the process of mastering knowledge by means of multimedia technologies as a means of forming the personality of a highly qualified specialist. The concept of multimedia as one of the priority areas of Information Technology, which plays a particularly important role in the process of informatization of education, is revealed, and its advantages in education are shown. The advent of multimedia systems optimizes transformations in education, in many areas of professional activity, science, art, etc. The necessity of distance learning to improve the quality of training of future specialists using multimedia technologies in extra-curricular work is justified. The effectiveness of pedagogical support in the process of distance learning is achieved by the following conditions, which is revealed in the article. Various forms and types of extra-curricular work of students that are used in the modern practice of the educational environment of a higher education institution are described. Scientific and informational activity is considered a key area of information activity. The analysis of scientific and information activities in the field of education allows us to identify its main functions, which emphasize the growing role of scientific information in the education system, in particular, extra-curricular work using multimedia technologies. Operational, complete, accurate, targeted information that meets objective and subjective needs becomes an important link between the field of management, science and practice.

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

A Case Study on Utilizing Open-Source Software SDL in C Programming Language Learning (C 프로그래밍 언어 학습에 공개 소스 소프트웨어 SDL 활용 사례 연구)

  • Kim, Sung Deuk
    • Journal of Practical Engineering Education
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    • v.14 no.1
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    • pp.1-10
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    • 2022
  • Learning C programming language in electronics education is an important basic education course for understanding computer programming and acquiring the ability to use microprocessors in embedded systems. In order to focus on understanding basic grammar and algorithms, it is a common teaching method to write programs based on C standard library functions in the console window and learn theory and practice in parallel. However, if a student wants to start a project activity or go to a deeper stage after acquiring some basic knowledge of the C language, using only the C standard library function in the console window limits what a student can express or control with the C program. For the purpose of making it easier for a student to use graphics or multimedia resources and increase educational value, this paper studies a case of applying Simple DirectMedia Layer (SDL), an open source software, into the C programming language learning process. The SDL-based programming course applied after completing the basic programming curriculum performed in the console window is introduced, and the educational value is evaluated through a survey. As a result, more than 56% of the respondents expressed positive opinions in terms of improved application ability, stimulating interest, and overall usefulness, and less than 4% of them had negative opinions.