• Title/Summary/Keyword: 네트워크 디자인

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The Value chain and the Networks of Apparel Industry in Guro-Gasan, Seoul (서울 구로.가산동 의류패션산업의 가치사슬과 네트워크)

  • Lee, Sang Wook;Kim, Kyung-Min
    • Journal of the Economic Geographical Society of Korea
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    • v.17 no.3
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    • pp.465-481
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    • 2014
  • This study is about an apparel industry in Guro-Gasan where is growing up to the one of the apparel industry cluster beyond an agglomeration in Seoul. The purpose of this study is twofold: (1) to define industrial functions and roles of Guro-Gasan in a value chain of the apparel industry; and (2) to understand whether an industrial cluster is built on the local networks. This study reviewed formation and transitions of its local industries and industrial size, characteristics, spatial distribution and spatial properties using GIS analysis and field surveys. Through in-depth interviews, it analyzed the production system and spatial dispersion of the value chain to understand its functions and roles.

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The Design, Implementation, and Evaluation of a User-Level Mobile Ad Hoc Network Routing with COTS Devices (사용자 계층 모바일 애드혹 라우팅 네트워크 설계와 실제 환경에서의 성능 검증)

  • Kim, Joon-Gyum;Gong, Taesik;Lee, Sung-Ju
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.7
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    • pp.845-851
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    • 2019
  • We design, implement, and evaluate a user-level ad hoc network routing protocol on the COTS (commercial off-the-shelf) mobile devices. In situations such as disaster recovery, emergency communication between mobile devices is necessary. For wide deployability and usability of such a system, we design and implement the networking protocols on the user level instead of modifying the kernel of mobile devices. In order to support reliable data transfer in high mobility scenarios, we selected to implement AODV (Ad Hoc On-Demand Distance Vector) as the routing protocol and TCP as the transport layer protocol. With our implementation of ad hoc networking stack on COTS smartphones, we conducted experiments in various networking environments. Our experimental results show that ad hoc networking is possible in up to 12 hops in a line topology and 5 concurrent devices in a star topology.

Distributed Data Management based on t-(v,k,1) Combinatorial Design (t-(v,k,1) 조합 디자인 기반의 데이터 분산 관리 방식)

  • Song, You-Jin;Park, Kwang-Yong;Kang, Yeon-Jung
    • The KIPS Transactions:PartC
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    • v.17C no.5
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    • pp.399-406
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    • 2010
  • Many problems are arisen due to the weakness in the security and invasion to privacy by malicious attacker or internal users while various data services are available in ubiquitous network environment. The matter of controlling security for various contents and large capacity of data has appeared as an important issue to solve this problem. The allocation methods of Ito, Saito and Nishizeki based on traditional polynomial require all shares to restore the secret information shared. On the contrary, the secret information can be restored if the shares beyond the threshold value is collected. In addition, it has the effect of distributed DBMS operation which distributes and restores the data, especially the flexibility in realization by using parameters t,v,k in combinatorial design which has regularity in DB server and share selection. This paper discuss the construction of new share allocation method and data distribution/storage management with the application of matrix structure of t-(v,k,1) design for allocating share when using secret sharing in management scheme to solve the matter of allocating share.

Data Transmission Processing System Design for Real-Time Distributed Simulation by Using Software Design Patterns (소프트웨어 디자인 패턴을 적용한 실시간 분산 시뮬레이션을 위한 데이터 전달처리 시스템 설계)

  • Suk, Jin-Weon;Ryoo, In-Tae
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.649-657
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    • 2009
  • Usually, The data transmission processing efficiency of the distributed system running on high speed networks depends on the system architecture and the data transmission processing system. In order to secure the real-time rate and the system reliability, the real-time distributed simulation system on the distributed environment has tried to satisfy the performance required by the data transmission processing system. However, the client/server-based data transmission processing system in the real-time simulation system has been difficult to satisfy the system stability, extensibility and maintenability, especially when system changes. So, it is natural to study another improved data transmission processing system to solve the problems at the existing real-time simulation system. After analyzing the existing real-time simulation system, this paper will propose the improved real-time data transmission system by using Software Design Pattern, which enhances extensibility, interoperability, reusability and maintenability of the system.

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A Study on the User Behavior Analysis Framework (사용자 행태 분석 프레임워크에 관한 연구 <홈 환경 내 사용자 행태 분석을 중심으로>)

  • Oh, Sung-Yong;Kim, Yun-Jung;Lee, Eun-Shin;Bae, Hong-Joo;Jung, Ji-Hong
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.340-344
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    • 2006
  • 홈 환경은 독립 환경에서 네트워크 환경으로 발전되고 있으며, 더 나아가 센서를 기초로 하는 컨텍스트 어웨어(context-aware) 환경으로 변화될 것이다. 이러한 홈 환경의 변화는 사용자에게 더 많은 요구와 니즈를 발생시키고, 이것을 만족시키기 위해서는 사용자의 관점에서 요구와 니즈를 파악하는 것이 필요하다. 본 연구에서는 '사용자의 행위는 사용자의 요구와 니즈를 표출한다' 와 '사용자의 행위는 홈 환경 컨텍스트를 판단한 사용자 컨텍스트에 의해 발생된다' 라는 두 가지 주장을 전제로 하여, 사용자 행위와 사용자 컨텍스트를 통해 사용자의 니즈를 파악할 수 있는 프레임워크를 제안하는 데 그 목적이 있다. 이러한 프레임워크는 사용자 정보를 체계적으로 분석할 수 있게 하여 디자인 과정에서 사용자의 니즈를 추출하는 효과적인 장치가 될 것이다. 이에 먼저, 사용자 행위의 특성을 파악하기 위해 '행위카드 기록법' 을 이용한 사용자 조사를 실시하여 분석을 위한 데이터를 수집하였고, 그 다음으로, 수집 된 데이터를 도널드 노만(D.A.Norman)의 행동 7 단계 모델과 5W1H를 근거로 분석하여 사용자의 행위는 바라보는 관점에 따라 다른 해석을 가진다는 것을 밝혀내었다. 마지막으로, 그 관점을 '행위간의 연관성', '사용자 컨텍스트 요소간의 연관성', '사용자 행위와 사용자 컨텍스트 요소 간의 연관성'의 세가지 프레임워크로 구성하여 디자인 또는 기획의 과정에서 사용자의 정보를 활용할 수 있는 활용방안과 함께 제안한다.

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Study on Component-Based Middleware for IoT Service Scalability (IoT 서비스 확장성을 고려한 컴포넌트 기반의 미들웨어에 관한 연구)

  • Shin, Seung-Hyeok
    • Journal of Advanced Navigation Technology
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    • v.19 no.4
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    • pp.330-337
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    • 2015
  • A service in the environments of internet of things (IoT) exist various types with automation facilities and sensors. There can configure so many communication protocols to networking facilities and sensors. To provide efficient various kind of service, a middleware platform, is based on the internet protocol network, is needed a unified access with devices, controlling and monitoring huge kind of facilities and sensors, to provide a efficient IoT service and application configurations. In this paper, we propose a middleware that an application and service interact with automation facilities and monitor sensors. The proposed middleware is designed with adapter pattern that one of the software engineering design pattern. The adapter pattern is to ensure communication with each sensor and to make sure of service scalability. Finally, the proposed component middleware shows that variety sensors can be easily configure the service in the IoT environment.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.369-376
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    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

An Investigation of a Sensibility Evaluation Method Using Big Data in the Field of Design -Focusing on Hanbok Related Design Factors, Sensibility Responses, and Evaluation Terms- (디자인 분야에서 빅데이터를 활용한 감성평가방법 모색 -한복 연관 디자인 요소, 감성적 반응, 평가어휘를 중심으로-)

  • An, Hyosun;Lee, Inseong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.6
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    • pp.1034-1044
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    • 2016
  • This study seeks a method to objectively evaluate sensibility based on Big Data in the field of design. In order to do so, this study examined the sensibility responses on design factors for the public through a network analysis of texts displayed in social media. 'Hanbok', a formal clothing that represents Korea, was selected as the subject for the research methodology. We then collected 47,677 keywords related to Hanbok from 12,000 posts on Naver blogs from January $1^{st}$ to December $31^{st}$ 2015 and that analyzed using social matrix (a Big Data analysis software) rather than using previous survey methods. We also derived 56 key-words related to design elements and sensibility responses of Hanbok. Centrality analysis and CONCOR analysis were conducted using Ucinet6. The visualization of the network text analysis allowed the categorization of the main design factors of Hanbok with evaluation terms that mean positive, negative, and neutral sensibility responses. We also derived key evaluation factors for Hanbok as fitting, rationality, trend, and uniqueness. The evaluation terms extracted based on natural language processing technologies of atypical data have validity as a scale for evaluation and are expected to be suitable for utilization in an index for sensibility evaluation that supplements the limits of previous surveys and statistical analysis methods. The network text analysis method used in this study provides new guidelines for the use of Big Data involving sensibility evaluation methods in the field of design.

A Study on the Factors Influencing the User Experience of Mobile Payment Services in China -Centered on people in their 20s and 30s- (중국의 모바일 결제 서비스의 사용자 경험에 영향을 미치는 요인에 관한 연구 -20,30대 중심으로-)

  • Du, Jian;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.271-276
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    • 2021
  • This study is about finding factors affecting user experience in China's mobile payment. The recen development of 5G networks and the spread of phones provide the basis for the development of mobile payment, and the development of mobile payment is showing a rapid upward trend. Because of the simplicity and mobility, it is appealing to people, especially young people. Therefore, this study conducted a survey on mobile payment users in 20s and 30s and confirmed the factors affecting the user experience through regression analysis. Unlike previous studies on mobile payment technology, this study focused on user experience and identified factors affecting user experience, so it is expected to be helpful in the development of mobile payment in China.