• Title/Summary/Keyword: 기술 프레임워크

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A Performance and Change Management Based Method for Developing e-Government Enterprise Architecture (전자정부 엔터프라이즈 아키텍처 도입을 위한 성과 및 변화관리 기반의 개발 방법)

  • Seo, Kyeong-Seog;Ahn, Sang-Im;Chong, Ki-Won
    • The Journal of Society for e-Business Studies
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    • v.11 no.4
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    • pp.1-20
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    • 2006
  • Many government offices have been proceeding a development of Enterprise Architecture(EA) according to apply Government-wide Enterprise Architecture'. Each office and working-level officials have had a hard time because of no guides related to a EA development method such as the Framework, Standards, Principle, Reference Model, Etc. This paper propose a method for developing e-Government Enterprise Architecture considered a characteristic of public institutes through analyzing existing cases. The method for development e-Government EA includes the EA Performance Management Model to monitor objectively each office's long-term business promotion because the e-Government EA development is a job of long duration and cooperation with many institutes. This method also combines the EA Change Management Activities for the officials to improve general knowledge about EA's idea and EA's value, etc. We show the EA case study of the Ministry of Government Administration and Home Affairs to demonstrate feasibility of our approach. As a result, public offices will carry out their BPR(Business Process Re-engineering) and ISP(Information Strategy Planning) more efficiently based on this EA development method.

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A Normalization Method to Utilize Brain Waves as Brain Computer Interface Game Control (뇌파를 BCI 게임 제어에 활용하기 위한 정규화 방법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.115-124
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    • 2010
  • In the beginning brain waves were used for monkeys to control robot arm with neural activity. In recent years there are research that measured brain waves are used for the control of programs which monitor the progression of dementia or enhance of attention in children diagnosed with Attention Deficit Hyperactivity Disorder (ADHD). Moreover, low-price devices that can be used as a game control interface have become available. One of the problems associated with control using brain waves is that the mean amplitude, mean wavelength, and mean vibrational frequency of the brain waves differ from individual to individual. This paper attempts to propose a method to normalize measured brain waves using normal distribution and calculate the waveforms that can be used in controlling games. For this, a framework in which brain waves are converted in seven stages has been suggested. In addition, the estimation process in each stage has been described. In an experiment the waveforms of two subjects have been compared using the proposed method in the BCI English word learning program. The level of similarity between two subjects' waveforms has been compared with correlation coefficient. When the proposed method was applied, both meditation and concentration increased by 13% and 8%, respectively. Because the proposed regularization method is converted into a waveform fit for control functions by reducing personal characteristics reflected in the brain waves, it is fitting for application programs such as games.

조직적 환경에 따른 ERP 구축방법이 변화관리와 성과에 미치는 영향에 관한 연구

  • 김승윤;장윤희;손정희;이재범
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.05a
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    • pp.63-69
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    • 2003
  • 90년대부터 많은 ERP를 도입하여 회사의 전체 업무를 통합시키고 실시간으로 모든 업무를 동시에 처리함에 따라 경영환경과 정보기술의 급격한 변화에 대처하고 있다. 이러한 ERP 시스템을 도입하던 기존의 업무 수행절차와 방법대신 ERP 패키지가 제공하는 프로세스와 기능을 적용하여 기업 내 업무기능을 혁신한다는 특징을 가지고 있어 조직변화를 수반하게 된다. 따라서 효과적인 ERP 구면을 위해서는 기업의 환경에 적절한 구축방법을 정하고 변화관리 이행 프로그램을 필요로 하고 있다. 본 연구에서는 ERP를 구축하는데 어떠한 조직적 환경요인이 영향을 미지고. ERP 구축방법에 따라 변화관리의 특성이 어떻게 달라지며. 변화관리가 ERP 성과에 어떠한 영향을 미치는지 파악하기 위한 프레임워크를 제시하고 이틀 근간으로 하여 상이한 구축방법을 통하여 ERP틀 구면탄 두 기업을 대상으로 심도있게 비교 분석함으로써 ERP 구축환경의 특성과 ERP 구축방법에 따른 변화관리 특성 및 ERP성과를 살펴보았다. 연구결과 ERP 구축방법은 ERP 구축환경에 따라 차이를 보였으며, ERP 구축 방법에 따라서 변화기법이 달라진다는 사실을 알 수 있었다. 그러나 변화관리 방법 중에서도 최고 경영자의 리더십과 현업 직원의 적극적인 참여 및 전사적인 커뮤니케이션은 ERP 구축방법과 관계없이 중요한 요인으로 나타났다. 그리고 ERP 구축방법에 있어서 변화관리 활동은 ERP 성과에 긍정적인 영향을 미쳤다. 본 사례연구로 얻은 시사점은 ERP의 구현하고자 하는 국내 기업들이 ERP 구축방법을 선정하고 적합탄 변화관리 방법의 전개를 위하여 실질적인 도움을 줄 것이다.6 전문가 그룹을 통해 시범적으로 적응하는 것으로 시작해, 학교 및 연구소를 통한 정보지식 공유 그리고 기업 정보화 솔루션으로 활용 될 수 있다.을 제시한다. 이렇게 함으로써 최대한 고객 납기를 만족하도록 계획을 수립할 수 있게 된다. 본 논문에서 제시하는 계획 모델을 사용함으로써 고객 주문에 대한 대응력을 높일 수 있고, 계획의 투명성으로 인한 전체 공급망의Bullwhip effect를 감소시킬 수 있는 장점이 있다. 동시에 이것은 향후 e-Business 시스템 구축을 위한 기본 인프라 역할을 수행할 수 있게 된다. 많았고 년도에 따른 변화는 보이지 않았다. 스키손상의 발생빈도는 초기에 비하여 점차 감소하는 경향을 보였으며, 손상의 특성도 부위별, 연령별로 다양한 변화를 나타내었다.해가능성을 가진 균이 상당수 검출되므로 원료의 수송, 김치의 제조 및 유통과정에서 병원균에 대한 오염방지에 유의하여야 할 것이다. 확인할 수 있었다. 이상의 결과에 의하면 고농도의 유기물이 함유된 음식물쓰레기는 Hybrid Anaerobic Reactor (HAR)를 이용하여 HRT 30일 정도에서 충분히 직접 혐기성처리가 가능하며, 이때 발생된 $CH_{4}$를 회수하여 이용하면 대체에너지원으로 활용 가치가 높은 것으로 판단된다./207), $99.2\%$(238/240), $98.5\%$(133/135) 및 $100\%$ (313)였다. 각각 두 개의 요골동맥과 우내흉동맥에서 부분협착이나 경쟁혈류가 관찰되었다. 결론: 동맥 도관만을 이용한 Off pump CABG를 시행하여

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A Study on the Development Methodology of the U-City Service Scenarios which Apply the Scenario Management Techniques (시나리오 경영기법을 적용한 U-City 서비스 시나리오 개발 방안 연구: u-수질 모니터링 서비스를 중심으로)

  • Seo, Hyun-Sik;Lee, Jong-Myun;Oh, Jay-In
    • Information Systems Review
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    • v.11 no.2
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    • pp.23-44
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    • 2009
  • U-Services are inevitably essential for the realization of u-Cities. Most local governments in Korea have expressed much interest in introducing u-Cites and related u-Services. Since researchers anticipate that developing u-Cities will produce economic effects, the Korea government has support local governments to develop u-Cities and necessary u-Services. However, the technology issues have been dominiated in the field of U-City services and most of the U-City services do not reflects all the complicated and pluralistic sides of environment, which are caused by future uncertainties in developing u-Cites. For the purpose of addressing the above uncertainties, this paper attempts to develop the possible scenarios for U-City services through a scenario planning approach. A focus group interview and survey with professionals in the field of planning u-Cities was performed to identify these uncertainties. Then, in order to investigate the validity of the scenario planning methodology, the u-Service "u-Water purity monitoring" is adopted. After considering the relevant issues, we developed two possible scenarios: a mutual linkage service among u-Service related organization and a cooperating and coordinating service among local governments. On the basis of these scenarios, the strategies for potential U-City services are formulated. Various participants in developing U -City services are encouraged to use the scenarios as the foundation of predicting future features of u-Cities and developing the framework of the U-City service scenarios effectively.

The Analysis of Contents on Education for Sustainable Development(ESD) in Middle School Home Economics Textbooks : Focused on the Units of 'Adolescence Consumption Life' (지속가능발전교육(ESD)을 위한 중학교 기술·가정 교과서 가정생활 영역 분석 연구 - 청소년의 소비 생활 단원을 중심으로 -)

  • Ju, Sueun
    • Journal of Korean Home Economics Education Association
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    • v.28 no.2
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    • pp.79-93
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    • 2016
  • This study analyzes the middle school Home Economics textbook's 'Adolescence consumption life' unit using framework of Education for Sustainable Development(ESD) to examine correlation with the current Home Economics ESD, and aims to provide the base data for the composition of the educational curriculum that can help the students cultivate the capability for leading sustainable life from the future oriented perspective and for the selection of educational contents. This study analyzes the 'Adolescence consumption life' unit in the Home Economics textbook of the 12 type revised curriculum of 2009. As for the analysis method, Romey's content analysis method is used to carry out in-depth analysis of the ESD content elements. The analysis demonstrates the following. First, content elements extracted commonly from the 'Adolescence consumption life' unit are analyzed with the ESD's criteria of analysis (environment, economic and social domain), which led to the composition with the sub content elements following 23 related topics. Secondly, content elements of 12 types of Home Economics textbook's 'Adolescence consumption life' unit used in middle school are analyzed in three domains, which led to social domain (68%), economic domain (58%) and environmental domain (40%) in the order mentioned. This focused on the role of the Adolescent-consumer on the active consumer that is presented in the 2009 revised educational curriculum, and it is possible to see that this is very closely related to the right to organize and to be active in terms of the human safety, consumption culture, social interest and group.

Design & Implementation of a Motion Capture Database Based on Motion Ontologies (온톨로지 기반의 모션 캡처 데이터베이스 설계 및 구현)

  • Chung Hyun-Sook
    • Journal of Korea Multimedia Society
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    • v.8 no.5
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    • pp.618-632
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    • 2005
  • A framework for semantic annotation oi human motion sequences is proposed in this paper. Motion capture technology is widely used for manuiacturing animation since it produces high qualify character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. It is difficult for animators to retrieve the desired motion sequences from motion capture files as there is no semantic annotation on already captured motion data. Our goal is to improve the reusability of motion capture data. To archive our goal first, we propose a standard format for integrating different motion capture file formals. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (extensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents Second, we define motion ontologies that are used to annotate and semantically organize human motion sequences. This ontology-based approach provides the means for discovering and exploiting the information and knowledge surrounding motion capture data.

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Efficient Publishing Spatial Information as GML for Interoperability of Heterogeneous Spatial Database Systems (이질적인 공간정보시스템의 상호 운용성을 위한 효과적인 지리데이터의 GML 사상)

  • 정원일;배해영
    • Journal of Korea Multimedia Society
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    • v.7 no.1
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    • pp.12-26
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    • 2004
  • In the past, geographic data is constructed and serviced through independent formats of its own according to each GIS(Geographic Information System). Recently the provision of interoperability in GIS is important to efficiently apply the various geographic data between conventional GIS's. Whereupon OGC(Open GIS Consortium) proposed GML(Geography Markup Language) to offer the interoperability between heterogeneous GISs in distributed environments. The GML is an XML encoding for the transport and storage of geographic information, including both the spatial and non-spatial properties of geographic features. Also, the GML includes Web Map Server Implementation Specification to service the GML documents. Accordingly the prototype to provide the reciprocal interchange of geographic information between conventional GIS's and GML documents is widely studied. In this paper, we propose a mapping method of geographic in formation between spatial database and GML for the prototype to support the interoperability between heterogeneous geographic information. For this method, firstly the scheme of converting geographic in Formation of the conventional spatial database into the GML document according to the GML specification is explained, and secondly the scheme to transform geographic information of GML documents to geographic data of spatial database is showed. Consequently, the proposed method is applicable to the framework for integrated geographic information services based on Web by making an offer the interoperability between already built geographic information of conventional GIS's using a mapping method of geographic information between spatial database and GML.

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A Model-based Methodology for Application Specific Energy Efficient Data path Design Using FPGAs (FPGA에서 에너지 효율이 높은 데이터 경로 구성을 위한 계층적 설계 방법)

  • Jang Ju-Wook;Lee Mi-Sook;Mohanty Sumit;Choi Seonil;Prasanna Viktor K.
    • The KIPS Transactions:PartA
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    • v.12A no.5 s.95
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    • pp.451-460
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    • 2005
  • We present a methodology to design energy-efficient data paths using FPGAs. Our methodology integrates domain specific modeling, coarse-grained performance evaluation, design space exploration, and low-level simulation to understand the tradeoffs between energy, latency, and area. The domain specific modeling technique defines a high-level model by identifying various components and parameters specific to a domain that affect the system-wide energy dissipation. A domain is a family of architectures and corresponding algorithms for a given application kernel. The high-level model also consists of functions for estimating energy, latency, and area that facilitate tradeoff analysis. Design space exploration(DSE) analyzes the design space defined by the domain and selects a set of designs. Low-level simulations are used for accurate performance estimation for the designs selected by the DSE and also for final design selection We illustrate our methodology using a family of architectures and algorithms for matrix multiplication. The designs identified by our methodology demonstrate tradeoffs among energy, latency, and area. We compare our designs with a vendor specified matrix multiplication kernel to demonstrate the effectiveness of our methodology. To illustrate the effectiveness of our methodology, we used average power density(E/AT), energy/(area x latency), as themetric for comparison. For various problem sizes, designs obtained using our methodology are on average $25\%$ superior with respect to the E/AT performance metric, compared with the state-of-the-art designs by Xilinx. We also discuss the implementation of our methodology using the MILAN framework.

Design and Implementation of IR-UWB Packet Analyzer Based on IEEE 802.14.5a (IEEE 802.15.4a IR-UWB 패킷 분석기 설계 및 구현)

  • Lim, Sol;Lee, Kye Joo;Kim, So Yeon;Hwang, Intae;Kim, Dae Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.2857-2863
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    • 2014
  • IR-UWB has been developed as a standard of indoor ranging technology, because it has robust and good transmission characteristics in indoor environments and it can be operated with low power. In this paper, a IR-UWB packet analyzer is designed and implemented based on IEEE 802.15.4a, which is useful in developing IR-UWB real time location system with resolution of a few ten centimeters. A sniffer device of the packet analyzer monitors IR-UWB wireless networks, captures MAC packet frames, and transmits packet frames to the packet analyzing computer. The packet analyzing program in a computer analyzes received MAC packet frames and displays parsed packet information for developing engineers. Developed packet analyzer is used to analyze IEEE 802.15.4a MAC protocol, and also it can be used in other IEEE 802 series MAC protocol by modifying some functions.

Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.658-669
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    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.