• Title/Summary/Keyword: 디자인 복잡도

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System Diagnosis and MEMS Driving Circuits Design using Low Power Sensors (저 전력 센서를 이용한 MEMS 회로의 구현과 시스템 효율의 진단)

  • Kim, Tae-Wan;Ko, Soo-Eun;Jabbar, Hamid;Lee, Jong-Min;Choi, Sung-Soo;Lee, Jang-Ho;Jeong, Tai-Kyeong
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.1
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    • pp.41-49
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    • 2008
  • Many machineries and equipments are being changing to various and complicated by development of recent technology and arrival of convergence age in distant future. These various and complicate equipments need more precise outcomes and low-power consumption sensors to get close and exact results. In this paper, we proposed fault tolerance and feedback theorem for sensor network and MEMS circuit which has a benefit of energy efficiency through wireless sensor network. The system is provided with independent sensor communication if possible as unused action, using idle condition of system and is proposed the least number of circuits. These technologies compared system efficiency after examining product of each Moving Distance by developed sensor which gives effects to execution of system witch is reduced things like control of management side and requirement for hardware, time, and interaction problems. This system is designed for practical application; however, it can be applied to a normal life and production environment such as "Ubiquitous City", "Factory Automata ion Process", and "Real-time Operating System", etc.

A Web Accessability Compliance Framework for Website Development: A Case of W Bank Internet Banking Project - (웹사이트 개발을 위한 웹접근성 준수 프레임워크: - W 은행 인터넷 뱅킹 시스템 구축 사례 -)

  • Kim, Yoosin;Jeong, Seung Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.87-99
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    • 2013
  • As Internet advances, websites with simpel HTML pages are changing to complex web application systems with enormous contents and various services. With this trend, it is noted that situations where Web accessibility of the old and the handicapped is inhibited are growing. To solve this problem, The Disability Discrimination Act has been enacted since April 2013. This act triggers massive website reorganization efforts. However, in order for the huge and sophisticated web applications and web sites to ensure a web accessibility, a framework is required to throughout the web site development. Based on thorough review of website development methodologies, web accessibility compliance standards, and various web accessibility issues related to website characteristics, this study proposes a practice oriented "Web Accessibility Compliance Framework". The current study also examines the usefulness and value of this framework by applying it to the internet banking development project of W bank and receiving a certificate for high quality website complying web accessibility standards.

Design and Analysis of a $AB^2$ Systolic Arrays for Division/Inversion in$GF(2^m)$ ($GF(2^m)$상에서 나눗셈/역원 연산을 위한 $AB^2$ 시스톨릭 어레이 설계 및 분석)

  • 김남연;고대곤;유기영
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.1
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    • pp.50-58
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    • 2003
  • Among finite field arithmetic operations, the $AB^2$ operation is known as an efficient basic operation for public key cryptosystems over $GF(2^m)$,Division/Inversion is computed by performing the repetitive AB$^2$ multiplication. This paper presents two new $AB^2$algorithms and their systolic realizations in finite fields $GF(2^m)$.The proposed algorithms are based on the MSB-first scheme using standard basis representation and the proposed systolic architectures for $AB^2$ multiplication have a low hardware complexity and small latency compared to the conventional approaches. Additionally, since the proposed architectures incorporate simplicity, regularity, modularity, and pipelinability, they are well suited to VLSI implementation and can be easily applied to inversion architecture. Furthermore, these architectures will be utilized for the basic architecture of crypto-processor.

Design of Parallel Algorithms for Conventional Matched-Field Processing over Array of DSP Processors (다중 DSP 프로세서 기반의 병렬 수중정합장처리 알고리즘 설계)

  • Kim, Keon-Wook
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.4 s.316
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    • pp.101-108
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    • 2007
  • Parallel processing algorithms, coupled with advanced networking and distributed computing architectures, improve the overall computational performance, dependability, and versatility of a digital signal processing system In this paper, novel parallel algorithms are introduced and investigated for advanced sonar algorithm, conventional matched-field processing (CMFP). Based on a specific domain, each parallel algorithm decomposes the sequential workload in order to obtain scalable parallel speedup. Depending on the processing requirement of the algorithm, the computational performance of the parallel algorithm reveals different characteristics. The high-complexity algorithm, CMFP shows scalable parallel performance on the array of DSP processors. The impact on parallel performance due to workload balancing, communication scheme, algorithm complexity, processor speed, network performance, and testbed configuration is explored.

Training in the production of effective prototypes using Core Mechanic Diagram and Unreal Blueprint

  • Choi, Bu-ho
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.75-82
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    • 2020
  • In this paper, we propose a training method to efficiently create prototypes using 'core mechanical diagram' to make game design easier and 'BluePrint', a visual scripting tool of Unreal that enables relatively easy functionality without programming knowledge. With the development of game engines, game development is becoming faster and easier, and using this, non-programmers without knowledge of game development are clearly showing a tendency to participate in game development. However, existing game development methodologies and game implementation methods require complex design processes and specialized knowledge. In order to make it easier for non-programming experts to develop games, they will simplify the complexity of existing game development methodologies, and propose educational methods that can focus on and implement the essence of game design based on cases where non-programmers have implemented prototypes themselves.

Realistic 3D model generation of a real product based on 2D-3D registration (2D-3D 정합기반 실제 제품의 사실적 3D 모델 생성)

  • Kim, Gang Yeon;Son, Seong Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.11
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    • pp.5385-5391
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    • 2013
  • As on-line purchases is activated, customers' demand increases for the realistic and accurate digital information of a product design. In this paper, we propose a practical method that can generate a realistic 3D model of a real product using a 3D geometry obtained by a 3D scanner and its photographic images. In order to register images to the 3D geometry, the camera focal length, the CCD scanning aspect ratio and the transformation matrix between the camera coordinate and the 3D object coordinate must be determined. To perform this 2D-3D registration with consideration of computational complexity, a three-step method is applied, which consists of camera calibration, determination of a temporary optimum translation vector (TOTV) and nonlinear optimization for three rotational angles. A case study for a metallic coated industrial part, of which the colour appearance is hardly obtained by a 3D colour scanner has performed to demonstrate the effectiveness of the proposed method.

Design and Implementation of Sensor Network Actors Supporting Ptolemy Tool (Ptolemy Tool을 지원하는 무선 센서네트워크 Actor의 설계 및 구현)

  • An, Ki-Jin;Joo, Hyun-Chul;Oh, Hyung-Rae;Kim, Young-Duk;Yang, Yeon-Mo;Song, Hwang-Jun
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.113-122
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    • 2008
  • Emerging of wireless sensor networks results in several modeling and design issues on the network simulations. In previous works, most researchers have used three evaluation approaches such as analysis method, computer simulation and real test-bed measurement in order to verify the performance of wireless sensor networks. Among these approaches, analysis method is widely used since the other approaches have significant drawbacks such as limitation of network power, computational problem of distribute processing and complication of debugging process. However, the analysis method also shows poor performance when it deals with complex operations in huge wireless sensor networks. Thus, in this paper, we design and develop SMAC and AODV protocols by using Ptolemy tool in order to improve the simulation performance. The developed Ptolemy actor can be easily adapted to compare and evaluate the various protocols for wireless sensor networks.

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A Design of Lightweight-EAP Method for IoT Environment (IoT 환경에 적합한 경량 EAP 메소드 설계)

  • Yoo, Joseph;Kim, Keecheon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.305-308
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    • 2017
  • EAP is an extensible authentication protocol that supports EAP methods with various authentication mechanisms. Since EAP itself is designed as a protocol for authentication only, it is not used for general data transmission after authentication between peer and authenticator. EAP itself is a protocol that can operate lightly in terms of the simple communication structure of EAP, but the procedure may become more complicated depending on which EAP method is selected and used. In particular, the IoT market has recently become established, and frequent authentication environments arise due to data loss, modulation, and repeated connections in a wireless environment. In this case, some highly secure EAP methods are not suitable for some IoT environments that require lighter and faster communications than complex procedures. In this paper, we design a lightweight authentication EAP method that is suitable for IoT environment that does not touch the existing EAP framework and requires frequent authentication and fast communication.

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IoT를 사용한 라이프로그 빅데이터기반 라이프스타일 (생활패턴) 분석 및 웰니스 예측케어 서비스시스템

  • Jo, Wi-Deok;Yang, Seung-Guk;Choe, Seon-Tak;Baek, Jae-Sun;Min, Myeong-Gi;Lee, Yeong-Gwon;Park, Gyeong-Chan;Lee, Gyu-Pil
    • Information and Communications Magazine
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    • v.31 no.12
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    • pp.17-24
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    • 2014
  • 빅데이터, IoT, 클라우드 인프라 등 기술의 발달에 따라 일상생활 중에서도 개인과 환경의 변화에 대해 실시간 데이터 수집이 용이하게 되었다. 이를 활용하여 개인의 다양한 특성과 상황을 인지하고 다면적으로 의미를 분석할 수 있는 개인의 라이프스타일(lifestyle, 생활습관) 분석 기술이 중요하게 부각되고 있다. 이 라이프스타일 데이터는 개인의 질병이나 사회 심리적 문제의 원인 분석과 미래 트렌드의 변화예측을 할 수 있는 중요한 근거로 활용된다. 최근 이를 위한 연구로서 활동량, 스트레스, 위치, 수면 등의 라이프스타일 패턴을 추출하여 체계적인 프로세스로 삶의 질을 향상시키는 웰니스 (Wellness) 예측케어 서비스 연구와 서비스들이 활발히 진행되고 있다. 하지만 이러한 서비스를 제공하기에 앞서 개인의 복잡한 라이프스타일 패턴의 추출이 단편적으로만 이뤄지고 있어서, 패턴들 사이의 복잡한 관계를 분석하거나 연계 서비스로의 확장 및 라이프스타일 패턴의 재사용적인 측면에서의 문제가 어려운 이슈가 되고 있다. 이 때문에 웰니스 서비스의 신뢰도가 낮아 사용자가 단순히 재미로 느끼는 수준이거나 일회성에 그치는 모바일 어플리케이션 서비스를 제공받는 경우가 다반사이다. 본 논문에서는 IoT환경에서 다양한 스마트 디바이스에 의해 수집되는 라이프로그로 부터 라이프스타일 패턴 추출 및 모델링, 라이프스타일 패턴 분석으로부터 개인의 행동 추론 및 예측, 원인파악과 관련 지표를 정량적으로 설계하는 분석 엔진 개발 방안, 서비스 디자인을 통하여 실효적인 생활개선의 변화를 유도하는 기술, 개인의 심리적 특성까지 고려한 신뢰성 높은 케어 서비스 제공까지의 전반적인 웰니스 예측케어 서비스시스템 프로세스 및 플랫폼 설계 방안을 제시한다.

Gadget Arms: Interactive Data Visualization using Hand Gesture in Extended Reality (가젯암: 확장현실을 위한 손 제스처 기반 대화형 데이터 시각화 시스템)

  • Choi, JunYoung;Jeong, HaeJin;Jeong, Won-Ki
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.2
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    • pp.31-41
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    • 2019
  • Extended Reality (XR), such as virtual and augmented reality, has huge potential for immersive data visualization and analysis. In XR, users can interact with data and other users realistically by navigating the shared virtual space, allowing for more intuitive data analysis. However, creating a visualization in XR also poses a challenge because complicated, low-level programming is required, which hinders broad adaptation in visual analytics. This paper proposes an interactive visualization authoring tool based on hand gesture for immersive data visualization-Gadget Arms. The proposed system provides a novel user interaction to create and place visualization in the 3D virtual world. This simple, but intuitive, user interaction enables user designs the entire visualization space in the XR without using a host computer and low-level programming. Our user study also confirmed that the proposed user interaction significantly improves the usability of the visualization authoring tool.