The Journal of the Institute of Internet, Broadcasting and Communication
/
v.23
no.2
/
pp.169-174
/
2023
Currently, overall power usage is also increasing as power demand such as homes, offices, and factories increases. The increase in power use also raised interest in standby power as a change in awareness of energy saving appeared. Home and office devices are consuming power even in standby conditions. Accordingly, there is a growing need to reduce standby power, and it aims to have standby power of 1W or less. An intelligent outlet uses a near-field wireless network to connect to a home network and cut or reduce standby power of a lamp or appliance connected to an outlet. This research aims to develop a monitoring system and an intelligent outlet that can remotely monitor the amount of electricity used in a lighting lamp or a home appliance connected to an outlet using a short-range wireless network (Zigbee). Also, The intelligent outlet and monitoring system developed makes it possible for a user to easily cut off standby power by using a portable device. Intelligent outlets will not only reduce standby power but also be applicable to fire prevention systems. Devices that cut off standby power include intelligent outlets and standby power cutoff switches, so they will prevent short circuits and fires.
The Journal of the Institute of Internet, Broadcasting and Communication
/
v.24
no.3
/
pp.27-34
/
2024
The direct and indirect damages caused by fires in underground utility tunnels have a great impact on society as a whole, so efforts are needed to prevent and manage them in advance. To this end, research is ongoing to prevent disasters such as fire flooding by applying digital twin technology to underground utility tunnels. A network is required to transmit the sensed signals from each sensor to the platform. In essence, it is necessary to analyze the application of wireless networks in the underground utility tunnel environments because the tunnel lacks the reception range of external wireless communication systems. Within the underground utility tunnels, electromagnetic interference caused by transmission and distribution cables, and diffuse reflection of signals from internal structures, obstacles, and metallic pipes such as water pipes can cause distortion or size reduction of wireless signals. To ensure real-time connectivity for remote surveillance and monitoring tasks through sensing, it is necessary to measure and analyze the wireless coverage in underground utility tunnels. Therefore, in order to build a wireless network environment in the underground utility tunnels. this study minimized the shaded area and measured the actual cavity environment so that there is no problem in connecting to the wireless environment inside the underground utility tunnels. We analyzed the data transmission rate, signal strength, and signal-to-noise ratio for each section of the terrain of the underground utility tunnels. The obtained results provide an appropriate wireless planning approach for installing wireless networks in underground utility tunnels.
Cannabis sativa is a plant widely cultivated worldwide and has been used as a material for food, medicine, building materials and cosmetics. In this study, we assessed the functional effects of C. sativa stem and root extracts using network pharmacology and confirmed their novel functions. The components in stem and root ethanol extracts were identified by gas chromatography-mass spectrometry analysis, and networks between the components and proteins were constructed using the STICHI database. Functional annotation of the proteins was performed using the KEGG pathway. The effects of the extracts were confirmed in lysophosphatidylcholine-induced THP-1 cells using real-time PCR. A total of 21 and 32 components were identified in stem and root extracts, respectively, and 147 and 184 proteins were linked to stem and root components, respectively. KEGG pathway analysis showed that 69 pathways, including the MAPK signaling pathway, were commonly affected by the extracts. Further investigation using pathway networks revealed that terpenoid backbone biosynthesis was likely affected by the extracts, and the expression of the MVK and MVD genes, key proteins in terpenoid backbone biosynthesis, was decreased in LPC-induced THP-1 cells. Therefore, this study determined the diverse function of C. sativa extracts, providing information for predicting and researching the effects of C. sativa.
The Image Signal Processor (ISP) converts RAW images captured by the camera sensor into user-preferred sRGB images. While RAW images contain more meaningful information for image processing than sRGB images, RAW images are rarely shared due to their large sizes. Moreover, the actual ISP process of a camera is not disclosed, making it difficult to model the inverse process. Consequently, research on learning the conversion between sRGB and RAW has been conducted. Recently, the ParamISP[1] model, which directly incorporates camera parameters (exposure time, sensitivity, aperture size, and focal length) to mimic the operations of a real camera ISP, has been proposed by advancing the simple network structures. However, existing studies, including ParamISP[1], have limitations in modeling the camera ISP as they do not consider the degradation caused by lens shading, optical aberration, and lens distortion, which limits the restoration performance. This study introduces Positional Encoding to enable the camera ISP neural network to better handle degradations caused by lens. The proposed positional encoding method is suitable for camera ISP neural networks that learn by dividing the image into patches. By reflecting the spatial context of the image, it allows for more precise image restoration compared to existing models.
The Transactions of the Korea Information Processing Society
/
v.13
no.9
/
pp.444-452
/
2024
This study proposes a deep learning architecture optimized for fire detection derived through Layer Importance Evaluation. In order to solve the problem of unnecessary complexity and operation of the existing Convolutional Neural Network (CNN)-based fire detection system, the operation of the inner layer of the model based on the weight and activation values was analyzed through the Layer Importance Evaluation technique, the layer with a high contribution to fire detection was identified, and the model was reconstructed only with the identified layer, and the performance indicators were compared and analyzed with the existing model. After learning the fire data using four transfer learning models: Xception, VGG19, ResNet, and EfficientNetB5, the Layer Importance Evaluation technique was applied to analyze the weight and activation value of each layer, and then a new model was constructed by selecting the top rank layers with the highest contribution. As a result of the study, it was confirmed that the implemented architecture maintains the same performance with parameters that are about 80% lighter than the existing model, and can contribute to increasing the efficiency of fire monitoring equipment by outputting the same performance in accuracy, loss, and confusion matrix indicators compared to conventional complex transfer learning models while having a learning speed of about 3 to 5 times faster.
The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.
This study proposes a novel recommender system using the structural hole analysis to reflect qualitative and emotional information in recommendation process. Although collaborative filtering (CF) is known as the most popular recommendation algorithm, it has some limitations including scalability and sparsity problems. The scalability problem arises when the volume of users and items become quite large. It means that CF cannot scale up due to large computation time for finding neighbors from the user-item matrix as the number of users and items increases in real-world e-commerce sites. Sparsity is a common problem of most recommender systems due to the fact that users generally evaluate only a small portion of the whole items. In addition, the cold-start problem is the special case of the sparsity problem when users or items newly added to the system with no ratings at all. When the user's preference evaluation data is sparse, two users or items are unlikely to have common ratings, and finally, CF will predict ratings using a very limited number of similar users. Moreover, it may produces biased recommendations because similarity weights may be estimated using only a small portion of rating data. In this study, we suggest a novel limitation of the conventional CF. The limitation is that CF does not consider qualitative and emotional information about users in the recommendation process because it only utilizes user's preference scores of the user-item matrix. To address this novel limitation, this study proposes cluster-indexing CF model with the structural hole analysis for recommendations. In general, the structural hole means a location which connects two separate actors without any redundant connections in the network. The actor who occupies the structural hole can easily access to non-redundant, various and fresh information. Therefore, the actor who occupies the structural hole may be a important person in the focal network and he or she may be the representative person in the focal subgroup in the network. Thus, his or her characteristics may represent the general characteristics of the users in the focal subgroup. In this sense, we can distinguish friends and strangers of the focal user utilizing the structural hole analysis. This study uses the structural hole analysis to select structural holes in subgroups as an initial seeds for a cluster analysis. First, we gather data about users' preference ratings for items and their social network information. For gathering research data, we develop a data collection system. Then, we perform structural hole analysis and find structural holes of social network. Next, we use these structural holes as cluster centroids for the clustering algorithm. Finally, this study makes recommendations using CF within user's cluster, and compare the recommendation performances of comparative models. For implementing experiments of the proposed model, we composite the experimental results from two experiments. The first experiment is the structural hole analysis. For the first one, this study employs a software package for the analysis of social network data - UCINET version 6. The second one is for performing modified clustering, and CF using the result of the cluster analysis. We develop an experimental system using VBA (Visual Basic for Application) of Microsoft Excel 2007 for the second one. This study designs to analyzing clustering based on a novel similarity measure - Pearson correlation between user preference rating vectors for the modified clustering experiment. In addition, this study uses 'all-but-one' approach for the CF experiment. In order to validate the effectiveness of our proposed model, we apply three comparative types of CF models to the same dataset. The experimental results show that the proposed model outperforms the other comparative models. In especial, the proposed model significantly performs better than two comparative modes with the cluster analysis from the statistical significance test. However, the difference between the proposed model and the naive model does not have statistical significance.
The Traveling Salesman Problem(TSP) is one of the NP-complete (None-deterministic Polynomial time complete) route optimization problems. Its calculation time increases very rapidly as the number of nodes does. Therefore, the near optimum solution has been searched by heuristic algorithms rather than the real optimum has. This paper reviews the Ant System Algorithm(ANS), an heuristic algorithm of TSP and its applicability in the parcel delivery service in Korea. ASA, which is an heuristic algorithm of NP-complete has been studied by M. Dorigo in the early 1990. ASA finds the optimum route by the probabilistic method based on the cumulated pheromone on the links by ants. ASA has been known as one of the efficient heuristic algorithms in terms of its calculation time and result. Its applications have been expanded to vehicle routing problems, network management and highway alignment planning. The precise criteria for vehicle routing has not been set up in the parcel delivery service of Korea. Vehicle routing has been determined by the vehicle deriver himself or herself. In this paper the applicability of ASA to the parcel delivery service has been reviewed. When the driver s vehicle routing is assumed to follow the Nearest Neighbor Algorithm (NNA) with 20 nodes (pick-up and drop-off places) in $10Km{\times}10Km$ service area, his or her decision was compared with ASA's one. Also, ASA showed better results than NNA as the number of nodes increases from 10 to 200. If ASA is applied, the transport cost savings could be expected in the parcel delivery service in Korea.
Management systems for electronic library have been developed on the basis of Client/Server or ASP framework in domestic market for a long time. Therefore, both service provider and user suffer from their high cost and effort in management, maintenance, and repairing of software as well as hardware. Recently in addition, mobile devices like smartphone and tablet PC are frequently used as terminal devices to access computers through the Internet or other networks, sophisticatedly customized or personalized interface for n-screen service became more important issue these days. In this paper, we propose a new scheme of integrated management system for electronic library based on SaaS and Web Standard. We design and implement the proposed scheme applying Electronic Cabinet Guidelines for Web Standard and Universal Code System. Hosted application management style and software on demand style service models based on SaaS are basically applied to develop the management system. Moreover, a newly improved concept of duplication check algorithm in a hierarchical evaluation process is presented and a personalized interface based on web standard is applied to implement the system. Algorithms of duplication check for journal, volume/number, and paper are hierarchically presented with their logic flows. Total framework of our development obeys the standard feature of Electronic Cabinet Guidelines offered by Korea government so that we can accomplish standard of application software, quality improvement of total software, and reusability extension. Scope of our development includes core services of library automation system such as acquisition, list-up, loan-and-return, and their related services. We focus on interoperation compatibility between elementary sub-systems throughout complex network and structural features. Reanalyzing and standardizing each part of the system under the concept on the cloud of service, we construct an integrated development environment for generating, test, operation, and maintenance. Finally, performance analyses are performed about resource usability of server, memory amount used, and response time of server etc. As a result of measurements fulfilled over 5 times at different test points and using different data, the average response time is about 62.9 seconds for 100 clients, which takes about 0.629 seconds per client on the average. We can expect this result makes it possible to operate the system in real-time level proof. Resource usability and memory occupation are also good and moderate comparing to the conventional systems. As total verification tests, we present a simple proof to obey Electronic Cabinet Guidelines and a record of TTA authentication test for topics about SaaS maturity, performance, and application program features.
Park, Sung-Soo;Baek, Ji-Won;Jo, Sun-Moon;Chung, Kyungyong
Journal of the Korea Convergence Society
/
v.10
no.3
/
pp.1-6
/
2019
In modern society, lifestyle and individuality are important, and personalized lifestyle and patterns are emerging. The number of people with articulation diseases is increasing due to wrong living habits. In addition, as the number of households increases, there is a case where emergency care is not received at the appropriate time. We need information that can be managed by ourselves through accurate analysis according to the individual's condition for health and disease management, and care appropriate to the emergency situation. It is effectively used for classification and prediction of data using CNN in deep learning. CNN differs in accuracy and processing time according to the data features. Therefore, it is necessary to improve processing speed and accuracy for real-time healthcare. In this paper, we propose motion monitoring using Mask R-CNN for articulation disease management. The proposed method uses Mask R-CNN which is superior in accuracy and processing time than CNN. After the user's motion is learned in the neural network, if the user's motion is different from the learned data, the control method can be fed back to the user, the emergency situation can be informed to the guardian, and appropriate methods can be taken according to the situation.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.