• Title/Summary/Keyword: 능력기반 접근제어

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리눅스 기반의 홈 제어 네트워크 구성 관리 소프트웨어 다중 바인딩 연결 구조

  • 이창은;박준희;손영성
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10c
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    • pp.145-147
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    • 2003
  • 홈 제어 네트워크는 전력선으로 대표되는 물리적 네트워크를 기반으로 저속의 신뢰도 있는 통신을 한다. 현재 홈 제어 네트워크의 표준으로 거론되고 있는 것들은 CEBUS, EIB, LonWorks 등이 있다. 본 논문에서는 ETRI에서 작년에 개발한 론웍스(LonWorks) 시스템을 구성 관리하는 서버 소프트웨어인 LonWare(version 2.0)의 다중 바인딩을 지원하기 위한 연결(Connections) 구조를 제안한다. Echelon사에서 제안하는 LonWorks 시스템의 구성관리 도구로서의 LonMaker는 자체적으로 개발한 LNS (LonWorks Network Service)라고 하는 비 표준화된 구성 관리 기술을 통해서 네트워크를 관리하도록 지원하며, 상기한 LNS를 인프라로 활용하는 도구로서, LNS는 빌딩 혹은 가정 내에 LonWorks 네트워크로 연결되어 있는 디바이스들에 대한 정보를 DB화하여 구축된 자료를 기반 으로 디바이스들간에 연동이 가능하도록 지원한다. 그러나 고가이며, 바인딩 과정 시 론웍스 네트워크 상에 필요 이상의 패킷을 발생시켜 전력선 채널의 Bandwidth를 감소시키며, 또한 바이딩 과정을 마치는데 걸리는 시간을 증가시킨다. 이에 본 논문에서는 다중 바이딩을 지원하는 홈 네트워크 구성 관리 서버 소프트웨어의 연결 구조를 통해서 LonWare v2.0의 유니캐스트(unicast) 바이딩시 발생 했던 모든 문제를 제거하고, 바인딩에 필요한 패킷을 최적화 하여 바인딩에 걸리는 시간을 단축시키며, 성능의 주요한 요소인 디바이스의 리소스를 최소화하는 방법으로 접근하여 바인딩 시 처리능력의 한계를 가지고 있는 뉴런칩 기반의 론웍스 디바이스의 시스템 사양에 영향을 주지 않도록 제안하였다. 제안된 리눅스 기반의 홈 네트워크 구성 관리 소프트웨어의 다중 바인딩 기능을 통해 론웍스 네트워크상의 다양한 디바이스들간의 네트워크 다양화와 분산화 기능을 얻을 수 있었고, 기존의 고가의 해외 솔루션인 Echelon사의 LonMaker 소프트웨어를 사용하지 않고도 국내의 순수 솔루션인 리눅스 기반의 LonWare 3.0 다중 바인딩 기능을 통해 저 비용으로 홈 네트워크 구성 관리 서버 시스템 개발에 대한 비용을 줄일 수 있다.

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Power Control based MAC Protocol for Interference Mitigation in an Ad Hoc Network with Directional Antennas (지향성 안테나를 사용하는 Ad Hoc 네트워크에서 간섭완화를 위한 전력제어기반 접근제어프로토콜)

  • Qingxian, Pu;Choi, Myeong-Gil;Hwang, Won-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.3A
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    • pp.278-286
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    • 2011
  • Directional antennas have been used in Ad Hoc networks, significantly improving the spatial reuse of the networks. However, the extended transmission range causes collisions at the receivers of neighbors, which prevents full exploitation of the potential of the directional antenna. In this paper, we propose a new power control MAC protocol for a directional antenna. For this protocol, we propose a method to detect a set of interference nodes in the neighbors of a receiver. We then use a power control algorithm to calculate the minimum transmission power and send data. Simulation results demonstrate that this protocol increases the network performance and reduces energy consumption.

Concurrency Control for Global Transaction Management in Integrated Heterogeneous Database System (이질형 통합 데이타베이스 시스템의 전역 트랜잭션을 위한 병행수행 제어기법)

  • Lee, Gyu-Ung
    • The KIPS Transactions:PartD
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    • v.8D no.5
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    • pp.473-482
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    • 2001
  • Integrated heterogeneous database systems provide the unified interface for users and applications today in order to access the underlying diverse data sources located in different sites. The multiple heterogeneous data sources have the different and specialized data structures and transaction processing capabilities. Because of local autonomy, the local system does not have the capability of cooperation to control the global transaction. Hence designing the global transaction manager with supporting the global serializability is difficult task. To resolve the well-known indirect conflict, we define the global transaction model by using the characteristics of global integrity constraints. And then we propose the site-locking operation and its protocol to manage the global transaction. The correctness and analysis of our site-locking protocol is proved and performance gain over the related other methods is also estimated in this paper.

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Development of Web-based User Script Linking System for Three-dimensional Robot Simulation (3차원 로봇 시뮬레이션 환경을 위한 웹 기반의 사용자 스크립트 연동 시스템 개발)

  • Yang, Jeong-Yean
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.469-476
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    • 2019
  • Robotic motion is designed by the rotation and the translation of multiple joint coordinates in a three-dimensional space. Joint coordinates are generally modeled by homogeneous transform matrix. However, the complexity of three dimensional motions prefers the visualization methods based on simulation environments in which models and generated motions work properly. Many simulation environments have the limitations of usability and functional extension from platform dependency and interpretation of predefined commands. This paper proposes the web-based three dimensional simulation environment toward high user accessibility. Also, it covers the small size web server that is linked with Python script. The non linearities of robot control apply to verify the computing efficiency, the process management, and the extendability of user scripts.

A Study on the Practical Methodology of Engineering Education through the Making of Smart Mirror (스마트 거울의 제작을 통해 이루어진 공학 교육 실천 방법론에 관한 연구)

  • Seo, Myeong-Deok;Kwon, Ji-Young;Chang, Eun-Young
    • Journal of Practical Engineering Education
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    • v.10 no.1
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    • pp.9-15
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    • 2018
  • A digital signage is constructed using a speech recognition based API, and VRSM (Voice Recognition Smart Mirror) that obtains information such as weather, map, exercise information, schedule, and image by user's voice command so as to be different from other commercialized products is proposed. This course provides an effective method of engineering education through the process of being evaluated as the result of independent graduation certification system, and also it had been the opportunity to design and produce works for 3 semesters by 2 students one group in the majors. Through the comprehensive capstone design, it has experienced engineering approach and creative thinking opportunity. We have won the best academic prize by participating in the academic conferences of the institute about the interim result, and obtained the results of the prize contest in other academic conferences. The improvement in practical skills obtained through this process proved to be beneficial for self-confidence and job-seeking opportunities through actual employment.

Intelligent Real-time Game Characters using Genetic Algorithms (유전자 알고리즘을 사용한 지능적인 실시간 게임 캐릭터)

  • Tae-Hong Ahn;Sung-Kwan Kang;Sang-Kyu Lee;U-Jung Kim;Hong-Ki Kim
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1309-1316
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    • 2001
  • In the majority of todays animation and computer games, the behaviours of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on learning ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.

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Lightweight Home Network Middleware Security Mechanism supporting Mobility Management (이동성 관리를 지원하는 경량 홈 네트워크 미들웨어 보안 기술)

  • Koh Kwang-Man;Hyun Ho-Jae;Hong Ju-Hee;Han Sun-Young
    • The KIPS Transactions:PartC
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    • v.13C no.3 s.106
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    • pp.375-382
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    • 2006
  • As various kinds of embedded systems (or devices) become widely available, research on home network middleware which can access and control embedded home appliances are actively being progressed. However, there is a significant problem in applying the home network technology to embedded systems because of their limited storage space and low computing power. In this paper, we present a lightweight middleware for home network on embedded systems. Also, we propose a mechanism for mobility management which adopts the anycast technology.

Biological Accessibility to Algae Control through Measurement of Filtration Rate of Three Freshwater Bivalves (담수 이매패류 3종의 여과율 측정을 통한 조류 제어의 생물학적 접근 가능성)

  • Na, Young-Kwon;Kim, Dong-Kyun;Kim, Young-Shin;Park, Jung-Ho;Kwak, Ihn-Sil
    • Korean Journal of Ecology and Environment
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    • v.54 no.1
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    • pp.39-48
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    • 2021
  • In order to control algal bloom, which causes environmental problems such as eutrophication in freshwater ecological environments, many attempts have recently been made using biological approaches. Among them is filtration using bivalve. Algae control with filter-feeding bivalves is emerging as an eco-friendly method. In this study, bivalves collected at Baekje weir in Geum River in Korea from Jun to Sep 2020 were tested to find out the possibility of algae control using filter-feeding bivalves through laboratory experiments. The Unio douglasiae, Anodonta woodiana, and Anodonta arcaeformis collected from Baekje weir were put into a water tank (2 L) containing Clorella vulgaris, and as a result, the average filtration rate was 95.9% per animal after 24 hrs. Calculating this with the Chl-a concentration converted to a calibration curve, it was found that the average of 154.84 ㎍ L-1 of Chl-a was reduced. Based on this calculation, the possibility that one bivalve can eliminate Chl-a in one month is 0.0005%. It is expected that the effect is 20.14% when there are 40,000 animals. These results indirectly showed how effective bivalve's ability to control Chl-a in their habitat is. Although this study was limited to calculating the algae control ability of aquatic ecosystem based on the filtration rate of bivalve and the corresponding Chl-a reduction rate, it is thought that it will be used as basic data for integrated research from various factors and viewpoints (phytoplankton, aquatic plants, benthic organisms, and sediments) through additional research.

Shared Key and Public Key based Mobile Agent Authentication Scheme supporting Multiple Domain in Home Network Environments (홈 네트워크 환경에서 다중 도메인을 지원하는 공유키 및 공개키 기반의 이동 에이전트 인증 기법)

  • 김재곤;김구수;엄영익
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.14 no.5
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    • pp.109-119
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    • 2004
  • The home network environment can be defined as a network environment, connecting digital home devices such as computer systems, digital appliances, and mobile devices. In this kind of home network environments, there will be numerous local/remote interactions to monitor and control the home network devices and the home gateway. Such an environment may result in communication bottleneck. By applying the mobile agents that can migrate among the computing devices autonomously and work on behalf of the user, remote interactions and network traffics can be reduced enormously. The mobile agent authentication is necessary to apply mobile agent concept to the home network environments, as a prerequisite technology for authorization or access control to the home network devices and resources. The existing mobile agent systems have mainly used the public key based authentication scheme, which is not suitable to the home network environments, composed of digital devices of limited computation capability. In this paper, we propose a shared key based mobile agent authentication scheme for single home domain and expand the scheme to multiple domain environments with the public key based authentication scheme. Application of the shared key encryption scheme to the single domain mobile agent authentication enables to authenticate the mobile agent with less overhead than the public key based authentication scheme.

A New Hardware Design for Generating Digital Holographic Video based on Natural Scene (실사기반 디지털 홀로그래픽 비디오의 실시간 생성을 위한 하드웨어의 설계)

  • Lee, Yoon-Hyuk;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.11
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    • pp.86-94
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    • 2012
  • In this paper we propose a hardware architecture of high-speed CGH (computer generated hologram) generation processor, which particularly reduces the number of memory access times to avoid the bottle-neck in the memory access operation. For this, we use three main schemes. The first is pixel-by-pixel calculation rather than light source-by-source calculation. The second is parallel calculation scheme extracted by modifying the previous recursive calculation scheme. The last one is a fully pipelined calculation scheme and exactly structured timing scheduling by adjusting the hardware. The proposed hardware is structured to calculate a row of a CGH in parallel and each hologram pixel in a row is calculated independently. It consists of input interface, initial parameter calculator, hologram pixel calculators, line buffer, and memory controller. The implemented hardware to calculate a row of a $1,920{\times}1,080$ CGH in parallel uses 168,960 LUTs, 153,944 registers, and 19,212 DSP blocks in an Altera FPGA environment. It can stably operate at 198MHz. Because of the three schemes, the time to access the external memory is reduced to about 1/20,000 of the previous ones at the same calculation speed.