• Title/Summary/Keyword: 교육학술정보

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A Study on Spacecraft Development Tool for the Development of the next Generation Satellite (차세대 위성개발을 위한 위성전자전산시스템 개발검증장비에 대한 연구)

  • Lee, Jae-Seung;Choi, Jong-Wook;Kang, Soo-Yeon;Chae, Dong-Seok;Lee, Jong-In
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.1513-1516
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    • 2004
  • 선진국들은 위성개발을 위한 첨단기술의 개발 및 적용을 위한 연구가 지속적으로 이루어지고 있으며 실제 위성의 개발에도 직접적으로 적용하고 있다. 그러나 이러한 첨단 위성의 기술이전을 기피함에 따라 국내주도의 독자적인 차세대 위성의 개발이 필요하게 되었다. 국내에서도 우주개발 중장기계획에 따라 지구관측위성, 통신위성, 기상위성 등 다양한 위성개발이 추진되고 있으나, 새로운 위성의 설계, 제작, 조립 및 시험, 검증에는 많은 시설 및 장비가 필요하며 오랜 개발기간과 많은 예산이 소요된다. 이를 해결하기 위해 새로운 위성의 개발 시 선진국에서는 범용위성 개발 테스트베드를 제작하여 사전에 위성시스템을 모델링 및 검증함으로써 개발기간의 최적화, 개발예산의 최소화, 신기술의 적용 등에 활용하고 있는 추세이다. 국내의 경우, 현재 위성의 지상관제와 운용요원의 교육을 위해 위성시뮬레이터를 제작하여 활용하는 단계이며, 새로운 위성 개발을 위한 위성전자전산시스템 개발검증장비 및 활용기술에 대한 기반기술 확보를 위한 연구가 진행 중이다. 향후 다양한 위성임무에 대응한 위성의 개발기간 단축 및 비용절감과 첨단 위성전자시스템 및 부품기술의 사전 검증을 위해 위성전자전산시스템 개발검증장비에 대한 기반기술 확보가 필수적이다. 본 논문에서는 해외 위성선진국에서의 위성전자전산시스템 기술에 대해 살펴보고 현재까지 진행된 차세대 위성개발을 위한 위성시스템 개발검증장비의 설계에 대해 알아보고자 한다.

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Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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RaspberryPi board control with GPIO (GPIO를 사용한 RaspberryPi 보드 제어)

  • Lee, Sung-jin;Choi, Chul-kil;Choi, Byeong-yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.429-431
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    • 2014
  • Raspberry Pi is in the UK (Paspberry Pi) Foundation created a compact / Cheap PC and was developed as part of the educational project. RCA connection jack and has been released in March 2012 was also sold out in one hour. Raspberry Pi Linux kernel based operating system called Raspberry Pi using optimized Raspbian Debian-based operating systems are often used to be free. Raspberry Pi is currently in the field of IoT with the board quite Cubie limelight and Cubie board holds more data. Arduino is quite easy to reach and access to the avr but impossible to include any custom code associated to a library and customize drawbacks must be solved only. Raspberry Pi using the Raj Caribbean and limitations of low cost, but there is a small output. So, for a combination of the two, with GPOI was reminiscent of hardware control. In this paper, using GPIO Cooking Hacks RaspberryPi board for controlling input and output by using the shield is insufficient expansion raspberry pie was confirmed that the good operation was verified.

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A Design of Payment Approval Management System for Teenager Children's Indiscriminate Consumption Habit Prevention (청소년 자녀들의 무분별한 소비습관 방지를 위한 결제 허가 관리 시스템)

  • Kim, dayoung;Kim, KyeYoung;Moon, Daejin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.573-575
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    • 2016
  • Consumption habits of children who economic consumption habits has not been established is a very big concern for parents. According to the credit recovery committee (2006) youth consumption behavior and needs assessment of the education of, he answered that 60.9% of young people have experienced the impulse buying. Student consumption of is done in pin money to receive almost to the parent. Most of the pin money, in order to be paid in cash, is often consumed with the payment directly in the offline sales floor. Pin money is, or waste to students senseless consumption, to trick the price of the purchase goods, to parents, so as to require a greater amount without parental monitoring and agree. In this paper, we would like to propose a system to solve the problem of giving the authority to make decisions off-line payment from student to the parent.

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A Study for properties of Subdivision to 3D game character education (3D 게임 캐릭터 교육을 위한 Subdivision 특성 연구 (3ds Max의 Open subdivision을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.210-212
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    • 2016
  • Today, video games created via 3D softwares become a core part of the essential the video game contents field because their properties that can produce more easier than 2D games and can save budget of contents makings. It is very important that reducing polygon counts of 3D characters and environments for Gaming optimization. We can formulate elaborate 3D game models with low polygon counting in virtue of technological advancements, and these technologies continue to evolve. In 2012, Pixar made public Open subdivision which is the new technology to make high quality 3D models with low polygons and distributed that via Open source verification. This paper will compare and analyze the characteristics, and merits and demerits of these various kinds of these skills(Mesh smooth, Turbo Smooth, Open subdivision) and will inquire which method is the most efficient one to make 3D video games.

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HTML5-based Streaming System Designed for Real-time Store Video (HTML5기반 실시간 저장 영상에 대한 스트리밍 시스템 설계)

  • Ban, Tae-Hak;Bae, Eun-Ah;Kim, Jong-Moon;Jeong, In-Yong;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.736-738
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    • 2014
  • As part of real-time streaming service, which is one of the latest QoS technology has become the issue. But the current majority of streaming services are specific S/W I a separate setup program supports real-time streaming service a reality, will be stored until the end of the video, save for a video about editing and is not available. In this paper, a video about multi-threaded and distributed processing system applied to the Storm technique based on separate software or installation of programs without the H T M L 5-based Web content is produced by each device using a Web browser, real-time streaming system you want, no. This is a streaming service that provides users with real-time editing and the footage is stored as about and respond in real time between the server and the client and content sharing that need training and will be utilized in the field of multimedia streaming.

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Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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스마트팜의 기술적 특성이 수용의도에 미치는 영향요인 연구: 노력기대의 매개효과를 중심으로

  • An, Mun-Hyeong;Heo, Cheol-Mu
    • 한국벤처창업학회:학술대회논문집
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    • 2018.11a
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    • pp.111-120
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    • 2018
  • 최근 농촌 고령화와 노동력 부족, 경지면적의 감소, 이상기후에 따른 환경 변화, 시장개방에 따른 무한경쟁 상태에 놓인 국내 농업의 어려운 상황 속에서 스마트팜은 미래 농업의 새로운 트렌드로 주목받고 있다. 이에 본 연구는 스마트팜의 기술수용의도에 미치는 영향요인들을 살펴보고 이를 바탕으로 스마트팜 도입 확산을 위한 제언을 하고자 한다. 본 연구에서는 스마트팜 수용의도에 가장 영향을 미치는 요인으로 통합기술수용이론(UTAUT)을 근거로 스마트팜의 기술적 특성과 노력기대를 제시하였다. 실제 농업에 종사하고 있는 농업인들을 대상으로 수집한 설문결과를 자료분석에 사용하였으며, 독립변수로는 스마트팜의 기술적 특성으로 가용성, 신뢰성, 경제성을 선정하여 종속변수인 스마트팜 수용의도에 미치는 영향요인을 분석하였고, 노력기대의 매개효과를 분석하였다. 연구결과, 스마트팜의 기술적 특성 중 가용성과 경제성은 스마트팜 수용의도에 정(+)의 영향을 미치며, 신뢰성은 스마트팜 수용의도에 영향을 미치지 않는 것으로 나타났다. 또한, 스마트팜의 기술적 특성인 가용성, 신뢰성, 경제성은 스마트팜 노력기대에 정(+)의 영향을 미치는 것으로 나타났다. 이와 함께 스마트팜에 대한 노력기대는 스마트팜의 기술적 특성과 독립적으로 스마트팜 수용의도에 정(+)의 영향을 미치는 것으로 나타났다. 매개효과와 관련해서는, 스마트팜에 대한 노력기대는 스마트팜의 기술적 특성인 가용성, 신뢰성, 경제성과 스마트팜 수용의도간의 관계를 매개하는 것으로 나타났다. 이러한 분석결과는 농업인들의 스마트팜 도입을 촉진시키기 위해서는 스마트팜 기술의 안정적 기능 수행을 체감할 수 있는 전문적인 현장실습교육 프로그램, 기기 및 통신의 표준화, 스마트팜 도입에 따른 투자대비 수익성 변화의 구체적 제시, 양질의 환경 생육 데이터 수집 및 활용 체계 구축이 필요함을 시사한다.

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Industrial Communication Gateway Design of Communications Module Additive layer type (통신 모듈 적층형 산업용 통신 게이트웨이 설계)

  • Eum, Sang-hee;Nam, Jae Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.133-136
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    • 2019
  • Recently, many industrial devices are facing protocol compatibility problems with external monitoring and control systems. This paper designed an industrial communication gateway that can support the transformation of industrial communication protocol using multi-layered communication module. Industrial communication gateways have a structure that connects individual communication modules using rs485 serial communication to multiple layers. Each communication module consisted of analog data card, a digital data card LAN, and a CAN-enabled card. The main board processor used Atmega micro-processor, and the rs485 serial slot was placed to have a multi-layer communication module structure. These additive layer type communication modules support analog and digital I/O functions and LAN and CAN for wide use in industrial communication control and monitoring.

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Quantum Inspired Eco-system Transformation in Augmented Reality (양자 기법 기반 증강현실 객체 간 생태계 변형)

  • Kim, Ju-Hwan;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.573-575
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    • 2019
  • Recently, augmented reality (AR) technology has been widely used in a variety of fields such as defense, medical, education, and entertainment. In the augmented reality environment, a user can interact a virtual object by the user 's specific behaviors. Also, it is necessary to use a technique to automatically interacts among the generated virtual objects. In this paper, we propose an authoring model to apply augmented reality environments based on quantum computing inspired entanglement and overlapping phenomenon. For example, it is possible to allow the user to automatically increase and decrease the number of the object with the characteristics of the virtual object without user intervention. As a tested platform for this purpose, this paper provide an augmented reality eco-system environment with automatic interaction among virtual animals.

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