• Title/Summary/Keyword: 기술콘텐츠

Search Result 7,226, Processing Time 0.038 seconds

A Study on Human-friendly Path Decision using Fuzzy Logic (퍼지 로직을 이용한 인간 친화적인 경로 설정에 관한 연구)

  • Choi, Woo-Kyung;Kim, Seong-Joo;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.16 no.5
    • /
    • pp.616-621
    • /
    • 2006
  • Recently many cars are equipping a navigation system. The main purpose of the early system guides a user through the route. A navigation system includes various abilities by development of various technologies and it has given more convenience to user. It can play various records on the tape and announces which are useful information about each road. Also it can use various multi-media contents by DMB device during driving. However, guide function of basic and important road in the navigation system has not grown greatly yet. In this paper, we proposed recommendation method of human-friendly road considering user's condition through various information of outside environment, user's velocity intention, a driver's emotion and a preference of the road. Modules consists of hierarchical structure that can easily correct and add each algorithm and those use fuzzy logic algorithm.

Design of a Truncated Floating-Point Multiplier for Graphic Accelerator of Mobile Devices (모바일 그래픽 가속기용 부동소수점 절사 승산기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.11 no.3
    • /
    • pp.563-569
    • /
    • 2007
  • As the mobile communication and the semiconductor technology is improved continuously, mobile contents such as the multimedia service and the 2D/3D graphics which require high level graphics are serviced recently. Mobile chips should consume small die area and low power. In this paper, we design a truncated floating-point multiplier that is useful for the 2D/3D vector graphics in mobile devices. The truncated multiplier is based on the radix-4 Booth's encoding algorithm and a truncation algorithm is used to achieve small area and low power. The average percent error of the multiplier is as small as 0.00003% and neglectable for mobile applications. The synthesis result using 0.35um CMOS cell library shows that the number of gates for the truncated multiplier is only 33.8 percent of the conventional radix-4 Booth's multiplier.

Block Selection Strategy for P2P Streaming (P2P 스트리밍을 위한 블록 선택 전략)

  • Kim, Heung-Jun;Son, Sei-Il;Lee, Kwang-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.12
    • /
    • pp.2179-2187
    • /
    • 2008
  • The P2P technology has been widely used to distribute files efficiently, and its use in streaming is rapidly increasing. P2P streaming has issues about startup-delay, scalability, and real-time playback, however, what affects these factors has not been researched sufficiently. This paper suggests a buffering model for progressive download within mesh-based P2P system, which corresponds to downloading and playing the content at the same time. It is used to analyze PDF(Playback Deadline First), Rarest algorithms which are block-selection strategies of P2P streaming and proposes a mixed selection of them. The mixed block selection strategy dynamically performs different strategies based on whether the blocks to be played are received or not. In consequence, it enhances the QoS of streaming in a single peer point of view, as well as improving block distributions in an overlay network.

A Study on IPTV Video Quality by Routing Protocols in Wireless LAN (무선 LAN 환경에서 경로 배정 프로토콜에 따른 IPTV 영상 서비스 품질에 관한 연구)

  • Jung, Jae-hoon;Park, Seung-seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2009.05a
    • /
    • pp.572-575
    • /
    • 2009
  • With the advent of integration environment of broadcasting and communication, IPTV has been widely used. It provides services such as information, movie contents and broadcasting through TV using super-high speed networks. Developments of Wireless LAN and IP network technology create various and fusional services such as IPTV, VoIP that are based on IP network. The development of Wireless LAN is very important in IPTV network field which requires the best quality of service on the security, QoS and bandwidth. In this Paper, We configure the experimental network in its RIP and OSPF environment to test the Video Quality of IPTV in Wireless LAN. We measure and evaluate broadcasting quality by using PSNR to show the corelation of Routing Protocols in Wireless LAN in which how they affect to the IPTV real-time Video Quality.

  • PDF

A Method of Commerce Activation of the Old City-Center of Jeju City Using Augmented Reality Technology (증강현실을 활용한 원도심 상권 활성화방안)

  • Lee, Bongkyu
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.11
    • /
    • pp.1-7
    • /
    • 2019
  • Jeju City is one of the cities where decline of old city-center is appearing due to the reduction of residential and floating population. The decline of old city-center of Jeju City has been on the rise since the 1990s, and has been intensifying in the 2000s. Jeju City is currently activating specific policies to ensure activation and diversification of the local commercial area. In this paper, we propose a new method to increase the number of visitors to Jeju-Mokkwana by using Augmented Reality technology for activating commerce of old city-center. Various Augmented Reality contents based on smart-phone are implemented and operated in Jeju-Mokkwana. Also the survey is conducted to 574 visitors who have experienced online/offline promotion for analyzing effects. Survey results show that the proposed method can be effectively used to activate the old city-center by increasing the floating population.

Real-time Optimized Composition and Broadcasting of Multimedia Information (다중 미디어 정보의 실시간 최적화 합성 및 방송)

  • Lee, Sang-Yeob;Park, Seong-Won
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.2
    • /
    • pp.177-185
    • /
    • 2012
  • In this paper, we developed the composition system that it can efficiently edit camera recording data, images, office document such as powerpoint data, MS word data etc in real-time and broadcasting system that the file is made by the composition system. In this Study, we developed two kinds of algorithm; Approximate Composition for Optimization (ACFO) and Sequence Composition using Memory Que (SCUMQ). Especially, the system is inexpensive and useful because the system is based on mobile devices and PCs when lectures hope to make video institutional contents. Therefore, it can be contributed for e-learning and m-learning. In addition, the system can be applied to various fields, different kinds of multimedia creation, remote conferencing, and e-commerce.

The Research for the external environment of the Smart Science Museum (스마트 과학관의 외적환경에 대한 연구)

  • Cho, Eunyoungi;Choi, Yoojung;Yoon, Youngdoo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.118-121
    • /
    • 2014
  • In modern society, to be achieved status as a Science edutainment experience, not just a science museum is established. It requires strategy and differentiation of a variety of entertainment, including theme parks, games, movies which are youth like. When the understanding of the audience for the principles of science to improve the use of ICT Convergence contents display, you need to take measures to increase the effectiveness of the Science Museum by giving the function of interesting leisure space in addition to the popular area of Science Education, Scientific and Cultural aspects reached. This role requires a science museum as a cultural space with the community as a chapter in science education. Science Museum is not a need to worry about what will convey to the public as efficiently as the Mecca of the educational content for the National Science Education. The analysis of the external environment, the composition will take on science education as a mecca of science education and how to combining ICT convergence technology in modern society beyond mere science museum experience and education in this study.

  • PDF

Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.185-195
    • /
    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

Realtime Tidal Flat Modeling using Procedural Generation Method (절차적 생성 방법을 이용한 실시간 갯벌 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.16 no.5
    • /
    • pp.947-956
    • /
    • 2021
  • As an interest in metaverse increases, there are many studies to apply virtual reality to indirect experiences. Virtual reality is increasingly being used not only for entertainment such as games but also for educational content. A key technology of indirect experience is modeling an object to provide a realistic experience to the user. Natural environments such as tidal flats change with time, and many living things also live there. In this paper, we propose a method for creating experiential content that accurately models the ecological environment of tidal flats. The proposed method explains how to naturally model the temporal change of tidal flats. We also explain how to model a crab, a creature that inhabits the tidal flat, in the forms of an NPC using the behavior tree. Implementation results show that the proposed method uses simple algorithms but expresses the shapes of tidal flats well.

Analysis of research status on domestic AI education (국내 인공지능 교육에 대한 연구 현황 분석)

  • Park, Mingyu;Han, Kyujung;Sin, Subeom
    • Journal of The Korean Association of Information Education
    • /
    • v.25 no.5
    • /
    • pp.683-690
    • /
    • 2021
  • The purpose of this study is to identify research trends on artificial intelligence education. We analyzed 164 domestic journal papers related to AI education published since 2016. The criteria for papers analysis are number of publications by year, journal name, research topic, research type, data collection method, research subject, and subject. The main research areas and areas that require further research are reviewed. The method of the study was analyzed based on the topic and summary of the selected papers, but the text was checked if it was unclear. As a result of the study, research on 'artificial intelligence education' started in earnest after 2017, and has been rapidly increasing in recent years. As a result of the analysis, there were many studies on artificial intelligence education programs and content development, and artificial intelligence perception and image. As for the type of research, there were many quantitative studies, and the development research method was used a lot as a data collection method. In the study subjects, elementary school had a high proportion, and in subject, it was found that there were many practicial subject(technology) dealing with artificial intelligence contents.