• 제목/요약/키워드: network-based business

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VMS를 위한 Unified Modeler Framework 개발 (Development of a Unified Modeler Framework for Virtual Manufacturing System)

  • 이덕웅;황현철;최병규
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2004년도 춘계공동학술대회 논문집
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    • pp.52-55
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    • 2004
  • VMS (virtual manufacturing system) may be defined as a transparent interface/control mechanism to support human decision-making via simulation and monitoring of real operating situation through modeling of all activities in RMS (real manufacturing system). The three main layers in VMS are business process layer, manufacturing execution layer, and facility operation layer, and each layer is represented by a specific software system having its own input modeler module. The current version of these input modelers has been implemented based on its own 'local' framework, and as a result, there are no information sharing mechanism, nor a common user view among them. Proposed in this paper is a unified modeler framework covering the three VMS layers, in which the concept of PPR (product-process-resource) model is employed as a common semantics framework and a 2D graphic network model is used as a syntax framework. For this purpose, abstract class PPRObject and GraphicObject are defined and then a subclass is inherited from the abstract class for each application layer. This feature would make it easier to develop and maintain the individual software systems. For information sharing, XML is used as a common data format.

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딥 러닝 기술 이용한 얼굴 표정 인식에 따른 이모티콘 추출 연구 (A Study on the Emoticon Extraction based on Facial Expression Recognition using Deep Learning Technique)

  • 정봉재;장범
    • 한국인공지능학회지
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    • 제5권2호
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    • pp.43-53
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    • 2017
  • In this paper, the pattern of extracting the same expression is proposed by using the Android intelligent device to identify the facial expression. The understanding and expression of expression are very important to human computer interaction, and the technology to identify human expressions is very popular. Instead of searching for the emoticons that users often use, you can identify facial expressions with acamera, which is a useful technique that can be used now. This thesis puts forward the technology of the third data is available on the website of the set, use the content to improve the infrastructure of the facial expression recognition accuracy, in order to improve the synthesis of neural network algorithm, making the facial expression recognition model, the user's facial expressions and similar e xpressions, reached 66%.It doesn't need to search for emoticons. If you use the camera to recognize the expression, itwill appear emoticons immediately. So this service is the emoticons used when people send messages to others, and it can feel a lot of convenience. In countless emoticons, there is no need to find emoticons, which is an increasing trend in deep learning. So we need to use more suitable algorithm for expression recognition, and then improve accuracy.

효과적인 단말 Software 업데이트를 위한 Mobile Device Management 기법 (Implementation of the Mobile Device Management for Updating the Cellphone Software)

  • 지창우;Chang-Woo;이욱재;서태삼;김민석
    • 한국정보통신설비학회:학술대회논문집
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    • 한국정보통신설비학회 2007년도 학술대회
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    • pp.371-375
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    • 2007
  • In this paper, we have implemented the device management system to upgrade T-PAK software in mobile phone. The hybrid scheduling method and selective upgrade method are proposed. Hybrid scheduling method is based on distribution of delivery data in accordance with network traffic load and service priority from device management server to mobile phone. Selective upgrade method manages DSL classified by T-PAK software version to be upgrade using version management established in OMA DM SCOMO. Key mechanism of selective upgrade method is to only deliver DSL to be replaced to the mobile phone. We made an experiment on two methods using MS-700T terminals. The experimental result shows that the proposed method is faster than normal from delivery time standpoint.

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온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로 (An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence)

  • 엄명용;김태웅;김정구
    • 경영과학
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    • 제22권1호
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구 (An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games)

  • 엄명용;김태웅
    • 기술혁신연구
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    • 제12권1호
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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유전자 알고리즘을 활용한 부실예측모형의 구축 (A GA-based Rule Extraction for Bankruptcy Prediction Modeling)

  • Shin, Kyung-shik
    • 지능정보연구
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    • 제7권2호
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    • pp.83-93
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    • 2001
  • 기업부실예측은 과거로부터 많은 연구가 이루어진 분야로, 주로 통계기법에 의한 분류예측문제로 다루어져 왔다. 최근에는 인공신경망, 의사결정나무 등 비선형성을 반영할 수 있는 인공지능 기법을 적용한 연구가 많이 수행되고 있다. 본 연구에서는 최적화에 주로 활용하는 인공지능 기법인 유전자 알고리즘을 규칙추출을 통한 기업부실예측 모형의 개발에 적용하고, 활용가능성을 검증하였다.

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교육기관의 학습공동체 평가 모델 개발 - 사회연결망분석을 중심으로 (Development of an assessment model for the CoP in Educational institutes - towards social network analysis)

  • 홍종의
    • 한국산학기술학회논문지
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    • 제15권11호
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    • pp.6502-6508
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    • 2014
  • 학습공동체는 지식의 효율적 공유를 위해서 다양한 분야에서 강조되고 있다. 학습공동체의 중요성과 이의 활성화에 대한 연구는 많이 이루어지고 있다. 그러나 학습공동체를 평가하고 전략을 제시하고자 하는 연구는 거의 이루어지지 않고 있다. 학습공동체를 평가하고자 하는 연구는 이루어지고 있을지라도 단순 평가가 전략을 제시하는 수준으로는 이어지지 않고 있다. 따라서 본 연구에서는 학습공동체를 지식흐름을 토대로 진단하고 이를 토대로 전략을 제시하고자 한다. 교육기관에서는 지식의 전이와 공유를 위해서 학습공동체를 다양한 형태로써 활용하고 있다. 지식흐름을 진단하기 위한 프레임워크를 사회연결망분석을 기반으로 제시하고, 이를 교육기관에 적용함으로써 본 연구의 적용가능성 및 유용성을 검증하고자 한다.

Relationship between Local SNS Usage and Social Capital

  • Yao, Chunliang;Joo, Jae-Hun;Shin, M. Minsuk
    • 유통과학연구
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    • 제14권8호
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    • pp.35-44
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    • 2016
  • Purpose - This study aims to understand the relationship between Chinese local SNS usage and social capital building through Chinese international students in South Korea. A research model that illustrates the relationship between the SNS usage (i.e., intensity, communication and social capital building is proposed. Based on the analysis, this study will provide responses to the question of if SNS really presents the danger of trapping international consumers in their local comfort zone or enhance social capital for the users. Research design, data, and methodology - The survey questionnaire is circulated among the WeChat (a Chinese local SNS) users who are the Chinese international students studying in South Korea. The collected data is analyzed by structural equation method using SPSS and AMOS. Results - Proposed hypotheses of the positive relationships between the attachment of SNS use and both individuals' bridging and bonding social capital are supported. It's also supported that (1) interpersonal communication, (2) interpersonal communication with old friends, and (3) interpersonal communication for making new friends on SNS positively influence individuals' bridging social capital. Conclusions - This paper demonstrates the importance of intensity of WeChat use and interpersonal communication that impact Chinese international students' bridging and bonding social capital on WeChat.

Influence of SNS Characteristics on the Brand Image of Infant Food Products

  • CHA, Seong-Soo;LYU, Moon-Sang
    • 산경연구논집
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    • 제10권8호
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    • pp.7-15
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    • 2019
  • Purpose - This study aims to examine the influence of social network service (SNS) on the brand image of infant food products; highlight the effects of brand image on the purchasing and word-of-mouth intention; and explore the effects of the purchasing intention on the word-of-mouth intention. Research design, data, and methodology - Based on previous studies, it was found that the fundamental SNS characteristics for infant food products are reliability, interactivity, and informative. Using AMOS 22.0 and structural equation modeling (SEM), 288 questionnaires were surveyed as a statistical method for examining the proposed hypotheses. Results - The analysis shows that reliability and informative have significant impacts on brand image, whereas interactivity does not. Again, the effect of brand image of infant food products on the purchase and word-of-mouth intention is statistically significant. However, the results differ across the "working housewife" and the "full-time housewife" groups. The connection between reliability and brand image was found to be statistically significant in this study. Conclusions - This study analyzes the effects of SNS characteristics on the brand image of infant food products and the effect of the brand image on purchase and word-of-mouth intentions, and provides practical implications for the same.

IEEE 802.11 네트워크에서 Proxy Mobile IPv6의 네트워크기반 이동성 감지 기법 (A Network-based Movement Detection Scheme for Proxy Mobile IPv6 over IEEE802.11 Networks)

  • 김아람;한연희;최현영;민성기;유흥렬
    • 한국정보과학회:학술대회논문집
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    • 한국정보과학회 2007년도 가을 학술발표논문집 Vol.34 No.2 (D)
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    • pp.505-509
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    • 2007
  • Proxy Mobile IPv6 (PMIPv6)는 Mobile Node (MN)가 스스로 이동성을 지원하지 않더라도 Mobile Access Gate가 MN대신 이동성을 처리하여 IPv6 이동성을 지원하는 기술이다. 좀 더 향상된 핸드오버 성능을 얻기 위해 Proxy Mobile IPv6에서도 버퍼링을 통한 패킷 손실을 줄이는 기법을 사용할 수 있다. 하지만, IEEE 802.11 네트워크에서는 Handover 발생 직전에 MN이 어떠한 통보도 AP로 하지 않기 때문에 Handover시에 패킷 손실을 줄이기 위한 패킷 버퍼링 방법을 사용하기가 어렵다. 본 논문에서 PMIPv6에서 MAG와 AP가 MN의 이동성을 감지하여 버퍼링을 시작하고 Handover가 발생하였을 경우에 대비해 버퍼링을 하는 Cross-layer 버퍼링 방법을 제안한다. 이를 통해 PMIPv6에서도 MN의 변경 없이 Handover시에 발생하는 패킷 손실을 최소화 할 수 있다. 또한 간단한 성능 비교를 통하여 제안 방법이 기존 PMIPv6보다 우수함을 알 수 있다.

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