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Handover Functional Architecture for Next Generation Wireless Networks (차세대 무선 네트워크를 위한 핸드오버 기능 구조 제안)

  • Baek, Joo-Young;Kim, Dong-Wook;Kim, Hyun-Jin;Choi, Yoon-Hee;Kim, Duk-Jin;Kim, Woo-Jae;Suh, Young-Joo;Kang, Suk-Yang;Kim, Kyung-Suk;Shin, Kyung-Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10d
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    • pp.268-273
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    • 2006
  • 차세대 무선 네트워크 (4G)는 새로운 무선 접속 기술의 개발과 함께 많은 연구가 필요한 분야이다. 그 중에서 특히 단말의 끊김없는 이동성을 제공해 주기 위한 핸드오버 기술이 가장 중요하다고 할 수 있다. 차세대 무선 네트워크는 새로운 무선 접속 기술과 함께 기존의 무선랜이나 이동통신망 등과 같이 사용될 것으로 예상되며, 네트워크 계층에서의 이동성 지원을 위하여 Mobile IPv6를 사용할 것으로 예상되는 네트워크이다. 이러한 네트워크에서 끊김없는 이동성을 제공해 주기 위해서는 현재까지 연구된 핸드오버 기능 및 구조에 대한 연구와 함께 보다 다양해진 네트워크 환경과 QoS 등을 고려한 종합적인 핸드오버 기능에 대한 연구가 필요하다. 본 논문에서는 차세대 무선 네트워크에서 단말의 끊김없는 핸드오버를 제공해 주기 위하여 필요한 기능들을 도출하고, 이들간의 유기적인 연관관계를 정의하여 다양한 네트워크 환경과 사용자의 우선순위, 어플리케이션의 QoS 요구 조건 등을 고려한 종합적인 핸드오버 기능 구조를 제안하고자 한다. 제안하는 핸드오버 구조는 Monitoring, Triggering, Handover의 세 가지 module로 나뉘어져 있으며, 각각은 필요에 따라 sub-module로 다시 세분화된다. 제안하는 핸드오버 구조의 가장 큰 특징은 핸드오버를 유발시킬 수 있는 여러 가지 요소를 종합적으로 고려하며 이들간의 수평적인 비교가 아닌 다단계 비교를 수행하여 보다 정확한 triggering이 가능하도록 한다. 또한 단말의 QoS 요구 사항을 보장하고 네트워크의 혼잡도(congestion) 및 부하 조절 (load balancing)을 위한 기능을 핸드오버 기능에 추가하여 효율적인 네트워크의 자원 사용이 가능하도록 설계하였다.서버로 분산처리하게 함으로써 성능에 대한 신뢰성을 향상 시킬 수 있는 Load Balancing System을 제안한다.할 때 가장 효과적인 라우팅 프로토콜이라고 할 수 있다.iRNA 상의 의존관계를 분석할 수 있었다.수안보 등 지역에서 나타난다 이러한 이상대 주변에는 대개 온천이 발달되어 있었거나 새로 개발되어 있는 곳이다. 온천에 이용하고 있는 시추공의 자료는 배제하였으나 온천이응으로 직접적으로 영향을 받지 않은 시추공의 자료는 사용하였다 이러한 온천 주변 지역이라 하더라도 실제는 온천의 pumping 으로 인한 대류현상으로 주변 일대의 온도를 올려놓았기 때문에 비교적 높은 지열류량 값을 보인다. 한편 한반도 남동부 일대는 이번 추가된 자료에 의해 새로운 지열류량 분포 변화가 나타났다 강원 북부 오색온천지역 부근에서 높은 지열류량 분포를 보이며 또한 우리나라 대단층 중의 하나인 양산단층과 같은 방향으로 발달한 밀양단층, 모량단층, 동래단층 등 주변부로 NNE-SSW 방향의 지열류량 이상대가 발달한다. 이것으로 볼 때 지열류량은 지질구조와 무관하지 않음을 파악할 수 있다. 특히 이러한 단층대 주변은 지열수의 순환이 깊은 심도까지 가능하므로 이러한 대류현상으로 지표부근까지 높은 지온 전달이 되어 나타나는 것으로 판단된다.의 안정된 방사성표지효율을 보였다. $^{99m}Tc$-transferrin을 이용한 감염영상을 성공적으로 얻을 수 있었으며, $^{67}Ga$-citrate 영상과 비교하여 더 빠른 시간 안에 우수한 영상을 얻을 수 있었다. 그러므로 $^{99m}Tc$-transierrin이 감염 병소의 영상진단에 사용될 수 있을 것으로 기대된다.리를 정량화 하였다. 특히 선

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Data Mining Approaches for DDoS Attack Detection (분산 서비스거부 공격 탐지를 위한 데이터 마이닝 기법)

  • Kim, Mi-Hui;Na, Hyun-Jung;Chae, Ki-Joon;Bang, Hyo-Chan;Na, Jung-Chan
    • Journal of KIISE:Information Networking
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    • v.32 no.3
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    • pp.279-290
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    • 2005
  • Recently, as the serious damage caused by DDoS attacks increases, the rapid detection and the proper response mechanisms are urgent. However, existing security mechanisms do not effectively defend against these attacks, or the defense capability of some mechanisms is only limited to specific DDoS attacks. In this paper, we propose a detection architecture against DDoS attack using data mining technology that can classify the latest types of DDoS attack, and can detect the modification of existing attacks as well as the novel attacks. This architecture consists of a Misuse Detection Module modeling to classify the existing attacks, and an Anomaly Detection Module modeling to detect the novel attacks. And it utilizes the off-line generated models in order to detect the DDoS attack using the real-time traffic. We gathered the NetFlow data generated at an access router of our network in order to model the real network traffic and test it. The NetFlow provides the useful flow-based statistical information without tremendous preprocessing. Also, we mounted the well-known DDoS attack tools to gather the attack traffic. And then, our experimental results show that our approach can provide the outstanding performance against existing attacks, and provide the possibility of detection against the novel attack.

A New Bias Scheduling Method for Improving Both Classification Performance and Precision on the Classification and Regression Problems (분류 및 회귀문제에서의 분류 성능과 정확도를 동시에 향상시키기 위한 새로운 바이어스 스케줄링 방법)

  • Kim Eun-Mi;Park Seong-Mi;Kim Kwang-Hee;Lee Bae-Ho
    • Journal of KIISE:Software and Applications
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    • v.32 no.11
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    • pp.1021-1028
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    • 2005
  • The general solution for classification and regression problems can be found by matching and modifying matrices with the information in real world and then these matrices are teaming in neural networks. This paper treats primary space as a real world, and dual space that Primary space matches matrices using kernel. In practical study, there are two kinds of problems, complete system which can get an answer using inverse matrix and ill-posed system or singular system which cannot get an answer directly from inverse of the given matrix. Further more the problems are often given by the latter condition; therefore, it is necessary to find regularization parameter to change ill-posed or singular problems into complete system. This paper compares each performance under both classification and regression problems among GCV, L-Curve, which are well known for getting regularization parameter, and kernel methods. Both GCV and L-Curve have excellent performance to get regularization parameters, and the performances are similar although they show little bit different results from the different condition of problems. However, these methods are two-step solution because both have to calculate the regularization parameters to solve given problems, and then those problems can be applied to other solving methods. Compared with UV and L-Curve, kernel methods are one-step solution which is simultaneously teaming a regularization parameter within the teaming process of pattern weights. This paper also suggests dynamic momentum which is leaning under the limited proportional condition between learning epoch and the performance of given problems to increase performance and precision for regularization. Finally, this paper shows the results that suggested solution can get better or equivalent results compared with GCV and L-Curve through the experiments using Iris data which are used to consider standard data in classification, Gaussian data which are typical data for singular system, and Shaw data which is an one-dimension image restoration problems.

Analysis on Subjective Image Quality Assessments for 4K-UHD Video Viewing Environments (4K-UHD 비디오 시청환경 특성분석을 위한 주관적 화질평가 분석)

  • Park, In-Kyung;Ha, Kwang-Sung;Kim, Mun-Churl;Cho, Suk-Hee;Cho, Jin-Soo
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.563-581
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    • 2010
  • In this paper, we perform subjective visual quality assessments on UHD video for UHD TV services and analyze the assessment results. Demands for video services have been increased with availabilities of DTV, Internet and personal media equipments. With this trend, the demands for high definition video have also been increasing. Currently, 2K-HD ($1920{\times}1080$) video have been widely consumed over DTV, DVD, digital camcoders, security cameras and other multimedia terminals in various types, and recently digital cinema contents of 4K-UHD($3840{\times}2160$) have been popularly produced and the cameras, beam projects, display panels that support for 4K-UHD video start to come out into multimedia markets. Also it is expected that 4K-UHD service will appear soon in broadcasting and telecommunications environments. Therefore, in this paper, subjective assessments of visual quality on resolutions, color formats, frame rates and compression rates have been carried to provide basis information for standardization of signal specification of UHD video and viewing environments for future UHDTV. As the analysis on the assessments, UHD video exhibits better subjective visual quality than HD by the evaluators. Also, the 4K-UHD test sequences in YUV444 shows better subjective visual quality than the 4K-UHD test sequences in YUV422 and YUV420, but there is little perceptual difference on 4K-UHD test sequences between YUV422 and YUV420 formats. For the comparison between different frame rates, 4K-UHD test sequences of 60fps gives better subjective visual quality than those of 30fps. For bit-depth comparison, HD test sequences in 10-bit depth were little differentiated from those in 8-bit depth in subject visual quality assessment. Lastly, the larger the PSNR values of the reconstructed 4K-UHD test sequences are, the higher the subjective visual quality is. Against the viewing distances, the differences among encoded 4K-UHD test sequences were less distinguished in longer distances from the display.

Influences of a Sound Design of Media Contents on Communication Effects - TV-CF Sound Using a BQ-TEST (영상음향의 사운드디자인설계가 커뮤니케이션 효과에 미치는 영향 - TV광고음향을 뇌 지수 분석기법으로 -)

  • Yoo, Whoi-Jong;Suh, Hyun-Ju;Moon, Nam-Mee
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.602-611
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    • 2008
  • The sound design performed in the production of media contents, such as TV, movie, and CF, have been conducted through the experienced feeling of some experts in the aspect of auditory effects that communicates stories. Also, there have been few studies of the quantitative approach and verification to apply visual and auditory effects felt by users. This study is a non-equivalent control group pretest-posttest design and investigates the difference in communication effects in which the difference in a sound design in the production of media contents that affects users. This study analyzed the brain quotient (BQ) obtained by the measurement of brain waves during the watching of an experiment image (track A) designed by using a 60-second TV CF only and an experiment image (track B) designed by sound effects and music and investigated which sound design represents differences in communication effects for users. The results of this investigation can be summarized as follows: First, in the results of the comparison of the attention quotient (ATQ), which is the BQ of recognition effects, between A and B tracks, the track A showed a higher difference in activation than the track B. It can be analyzed that the sound design based on music showed higher levels in attention and concentration than that of the sound effect design. Second, in the results of the comparison of the emotional quotient (EQ), which is emotional effects, between A and B tracks, the track A represented a higher difference than the track B. It means that the sound design based on music showed higher contribution levels in emotional effects than that of the design based on sound effects. Third, in the results of the comparison of the left and right brain equivalent quotient (ACQ), which is memory activation effects, between A and B tracks, there were no significant differences. In the results of the experiments, although there are some constraints in TV CF based on the conventional theories in which sound effects based design affects strong concentration, and music based design affects emotional feeling, the music based design may present more effects in continued concentration. In addition, it was evident that the music based design showed higher effects in emotional aspects. However, it is necessary to continue the study by increasing the number of subjects for improving the little differences in ACQ. This study is useful to investigate the communication effects of the sound based design in media contents as a quantitative manner through measuring brain waves and expect the results of this study as the basic materials in the fields of sound production.

The Method of Multi-screen Service using Scene Composition Technology based on HTML5 (HTML5 기반 장면구성 기술을 통한 멀티스크린 서비스 제공 방법)

  • Jo, Minwoo;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.18 no.6
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    • pp.895-910
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    • 2013
  • Multi-screen service is a service that consumes more than one media in a number of terminals simultaneously or discriminately. This multi-screen service has become useful due to distribute of smart TV and terminals. Also, in case of hybrid broadcasting environment that is convergence of broadcasting and communication environment, it is able to provide various user experience through contents consumed by multiple screens. In hybrid broadcasting environment, scene composition technology can be used as an element technology for multi-screen service. Using scene composition technology, multiple media can be consumed complexly through the specified presentation time and space. Thus, multi-screen service based on the scene composition technology can provide spatial and temporal control and consumption of multiple media by linkage between the terminals. However, existing scene composition technologies are not able to use easily in hybrid broadcasting because of applicable environmental constraints, the difficulty in applying the various terminal and complexity. For this problems, HTML5 can be considered. HTML5 is expected to be applied in various smart terminals commonly, and provides consumption of diverse media. So, in this paper, it proposes the scene composition and multi-screen service technology based on HTML5 that is expected be used in various smart terminals providing hybrid broadcasting environment. For this, it includes the introduction in terms of HTML5 and multi-screen service, the method of providing information related with scene composition and multi-screen service through the extention of elements and attributes in HTML5, media signaling between terminals and the method of synchronization. In addition, the proposed scene composition and multi-screen service technology based on HTML5 was verified through the implementation and experiment.

Effect of Environmental Factors on the Growth of Rabbit Oral Keratinocytes (토끼 구강점막 상피세포 성장에 미치는 환경인자의 영향)

  • Yoon, Moon-Young;Park, Hee-Jung;Lee, Doo-Hoon;Jang, In-Keun;Park, Jung-Keug;Kim, Woo-Sik
    • Korean Chemical Engineering Research
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    • v.43 no.1
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    • pp.103-109
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    • 2005
  • Isolation and primary culture technique of rabbit oral keratinocytes, and the study for effect of environmental factors on the cell growth were carried out in T75-flask. $1.92{\pm}0.59{\times}10^6$ viable cells were isolated by trypsin enzymatic digestion method from $0.25cm^2$ biopsy of rabbit oral mucosa. Primary culture with 10 mL of K-SFM containing 50 mg/L BPE, $5.0{\mu}g/L$ EGF and 0.15 mM $Ca^{2+}$ showed confluence after 8 days and doubling time was 2.54 days. Effect of medium types, medium volume and supplement types on the cell growth was investigated after the cultured keratinocytes had been harvested from primary confluence. Serum addition showed adverse effect and the increase of serum concentration didn't have an effect on the cell growth. The increase of medium volume decreased the cell growth. The increase of calcium concentration increased the cell growth and 2.0 mM was optimum value. In conclusion, when rabbit oral keratinocytes was cultured in T75-flask, the most effective conditions was to use 10 mL of K-SFM containing 50 mg/L BPE, $5.0{\mu}g/L$ EGF and 2.0 mM $Ca^{2+}$, and doubling time was 1.32 days. This study can provide the useful informations to develop a process and design a bioreactor for the culture of keratinocytes in human body like skin and cornea, as well as mucosa.

Production and CO2 Adsorption Characteristics of Activated Carbon from Bamboo by CO2 Activation Method (CO2 활성화법에 의한 대나무 활성탄 제조와 CO2 흡착 특성)

  • Bak, Young-Cheol;Cho, Kwang-Ju;Choi, Joo-Hong
    • Korean Chemical Engineering Research
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    • v.43 no.1
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    • pp.146-152
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    • 2005
  • The activated carbon was produced from Sancheong bamboo by carbon dioxide gas activation methods. The carbonization of raw material was conducted at $900^{\circ}C$, and $CO_2$ activation reactions were conducted under various conditions: activation temperatures of $750-900^{\circ}C$, flow rates of carbon dioxide $5-30cm^3/g-char{\cdot}min$, and activation time of 2-5 h. The yield, adsorption capacity of iodine and methylene blue, specific surface area and pore size distribution of the prepared activated carbons were measured. The adsorption capacity of iodine (680.8-1450.1 mg/g) and methylene blue (23.5-220 mg/g) increased with increasing activation temperature and activation time. The adsorption capacity of iodine and methylene blue increased with the $CO_2$ gas quantity in the range of $5-18.9cm^3/g-char{\cdot}min$. But those decreased over those range due to the pore shrinkage. The specific volume of the mesopore and macropore of bamboo activated carbon were $0.65-0.91cm^3/g$. Because of this large specific volume, it can be used to the biological activated carbon process. Bamboo activated carbon phisically adsorbed the $CO_2$ of maximum 106 mg/g-A.C in the condition of 90% $CO_2$ and adsorption temperature of $20^{\circ}C$. The $CO_2$ adsorption ability of bamboo activated carbon was not changed in the 5 cyclic test of desorption and adsorption.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
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    • v.2 no.4
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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A Study of Nitrous Oxide Decomposition using Calcium Oxide (Calcium Oxide를 이용한 N2O 분해에 관한 CO2의 영향 연구)

  • Paek, Jin-Young;Park, Yeong-Sung;Shun, Dowon;Bae, Dal-Hee
    • Korean Chemical Engineering Research
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    • v.40 no.6
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    • pp.746-751
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    • 2002
  • Fluidized bed combustion is a coal combustion technology that can reduce both SOx and NOx emission; SOx is removed by limestone that is fed into the combustion chamber and the NOx is reduced by low temperature combustion in a fluidized bed combustor and air stepping, but $N_2O$ generation is quite high. $N_2O$ is not only a greenhouse gas but also an agent of ozone destruction in the stratosphere. The calcium oxide(CaO) is known to be a catalyst of $N_2O$ decomposition. This study of $N_2O$ decomposition reaction in fixed bed reactor packed over CaO bed has been conducted. Effects of parameters such as concentration of inlet $N_2O$ gas, reaction temperature, CaO bed height and effect of $CO_2$, NO, $O_2$ gas on the decomposition reaction have been investigated. As a result of the experiment, it has been shown that $N_2O$ decomposition reaction increased with the increasing fixed bed temperature. While conversion of the reaction was decreased with increasing $CO_2$ concentration. Also, under the present of NO, the conversion of $N_2O$ decomposition is decreased. From the result of kinetic study gained the heterogeneous reaction rate on $N_2O$ decomposition. In the case of $N_2O$ decomposition over CaO, heterogeneous reaction rate is. $\frac{d[N_2O]}{dt}=\frac{3.86{\times}10^9{\exp}(-15841/R)K_{N_2O}[N_2O]}{(1+K_{N_2O}[N_2O]+K_{CO_2}[CO_2])}$. In this study, it is found that the calcium oxide is a good catalyst of $N_2O$ decomposition.