• Title/Summary/Keyword: 모델 기반 아키텍처

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서비스 관련 상품을 위한 비즈니스 아키텍처 모델 제안

  • Seong, Baek-min;Lee, Min-gyu;Sohn, Hyo-jung;Kim, Jong-bae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.413-414
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    • 2015
  • 통합과 융합은 산업에 있어서 전 세계적 추세이며, 최근 국내산업도 업종 겸업화, 상품과 서비스의 복합화, 대형화 등의 변화를 거치고 있다. 이러한 통합과 융합은 IT의 구조적 복잡성을 증가시키면서도 변화에 민첩하게 대응할 것을 요구한다. 따라서 통합 시대의 정보시스템은 작고 간단한 컴포넌트들이 서비스 지향적으로 통합되어 있는 구조와 지속적으로 발전할 수 있는 구조가 요구되며, 유연성, 통합성, 재사용성 등이 핵심성공요인이 된다. 이에 본 논문에서는 이러한 구조적 변화를 반영하는 IT 통합방안의 하나로 서비스 지향적 아키텍처 기반의 통합 비즈니스 아키텍처 모델의 적용을 제안하고자 한다. 차별화된 특성을 가지는 이러한 비즈니스 아키텍처는 신규 비즈니스 및 상품의 민첩한 대응, 업무의 일관성 및 유연성 향상 등의 효과를 가져 올 수 있다.

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A Method for Architecture-based Design and Implementation of Component Assembly and its Tool Support (아키텍처에 기반한 컴포넌트 조립 시스템의 설계 및 구현 방법과 지원 도구의 개발)

  • 이승연;권오천;신규상
    • Journal of KIISE:Software and Applications
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    • v.30 no.9
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    • pp.812-820
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    • 2003
  • Component-Based Development(CBD) leverages software reusability and diminishes development costs. Various works about component models, such as EJB, COM, and CCM are in progress to support CBD. However, current component models hardly support flexible assembly of pre-built components. To cope with this problem, architecture for component assembly must be defined in the abstract level and the gap between system architecture and its implementation should be diminished in the implementation level. This paper proposes a method for architecture-based design and implementation of component assembly. Architecture is described by the ADL, and the tool, COBALT Assembler, is introduced to support the proposed design and implementation phase of component assembly.

A Software Architecture Design Method that Matches Problem Frames and Architectural Patterns (문제틀과 아키텍처 패턴의 매칭을 이용한 소프트웨어 아키텍처 설계 방법)

  • Kim, Jungmin;Kang, Sungwon;Lee, Jihyun
    • Journal of KIISE
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    • v.42 no.3
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    • pp.341-360
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    • 2015
  • While architectural patterns provide software development solutions by providing schemas for structural organizations of software systems based on empirical knowledge, Jackson's problem frames provide a method of analyzing software problems. Problem frames are useful to understanding the software development problem, by putting emphasis on the problem domain, rather than on the solution space. Research exists that relates problem frames and software architecture, but most of this research uses problem frames only to understand given problems. Moreover, none of the existing research derives architectural patterns by considering both problem frames and quality attributes. In this paper, we propose a software architecture design method for pattern-based architecture design, by matching problem frames and architectural patterns. To that end, our approach first develops the problem model based on the problem frames approach, and then uses it to match with candidate architectural patterns, from the perspectives of both functionality, and quality attributes. Functional matching uses the problem frame diagram to match the problem model of an architectural pattern. We conduct a case study to show that our approach can systematically decide the right architectural patterns, and provide a basis for fine-grained software architecture design.

Defining an Architectural Pattern for the Software Based Simulators in Consideration of Modifiability and Interoperability (변경가능성과 상호운영성을 고려한 소프트웨어 기반 시뮬레이터 아키텍처 패턴의 정의)

  • Kuk, Seung-Hak;Kim, Hyeon-Soo;Lee, Sang-Uk
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.8
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    • pp.547-565
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    • 2009
  • Simulation is the imitation of some real thing, state of affairs, or process. The act of simulating something generally entails identifying certain key characteristics or behaviors of a selected physical or abstract system. And a simulator is the software or hardware tool that performs simulation tasks. When developing a simulator, the non-functional requirements such as modifiability, interoperability, and extendability should be required. However, existing studies about the simulator development focus not on such non-functional requirements but on the methodologies to build the simulation model. In this paper, we suggest the new architectural pattern for the software based simulator in consideration of such non-functional requirements. In order to define the architectural pattern, we identify the essential elements of the simulators, define relationships between them, and design the architectural structure with the elements to accommodate such non-functional requirements. According to the proposed pattern we can solve the simulation problems to combine the various simulation model components. The pattern guarantees modifiability by reconstructing the simulation model, also guarantees interoperability and extendability by adding various interfaces to the simulation model and by keeping the consistent interfacing mechanism between the simulation model components. The suggested architectural pattern can be used as the reference architecture of the simulator systems that will be developed in future.

An Architecture-based Multi-level Self-Adaptive Monitoring Method for Software Fault Detection (소프트웨어 오류 탐지를 위한 아키텍처 기반의 다계층적 자가적응형 모니터링 방법)

  • Youn, Hyun-Ji;Park, Soo-Yong
    • Journal of KIISE:Software and Applications
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    • v.37 no.7
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    • pp.568-572
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    • 2010
  • Self-healing is one of the techniques that assure dependability of mission-critical system. Self-healing consists of fault detection and fault recovery and fault detection is important first step that enables fault recovery but it causes overhead. We can detect fault based on model, the detection tasks that notify system's behavior and compare normal behavior model and system's behavior are heavy jobs. In this paper, we propose architecture-based multi-level self-adaptive monitoring method that complements model-based fault detection. The priority of fault detection per component is different in the software architecture. Because the seriousness and the frequency of fault per component are different. If the monitor is adapted to intensive to the component that has high priority of monitoring and loose to the component that has low priority of monitoring, the overhead can be decreased and the efficiency can be maintained. Because the environmental changes of software and the architectural changes bring the changes at the priority of fault detection, the monitor learns the changes of fault frequency and that is adapted to intensive to the component that has high priority of fault detection.

Value-Based Enterprise Architecture Framework: VBEAF (가치기반 엔터프라이즈 아키텍처 프레임워크: VBEAF)

  • Lee, Jihyun;Hwang, Sunmyung
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.6
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    • pp.77-85
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    • 2014
  • Until now there have been many kinds of enterprise architecture frameworks including the DoDAF in defense domain, the FEAF in administration domain, and the TEAF in finance domain. These EAFs define EA viewpoints for supporting each domain and propose perspectives and models for each viewpoint. These EAFs provide consistent models from different perspectives that interact with each other. However, they have too many perspectives so that their complexities are too high, or they do not define enough models for concrete architecture description. Especially, they neither consider business values, that mean the ultimate purpose of an organization nor execute processes for achieving the business values. This paper thus proposes the VBEAF, business value based enterprise architecture framework that considers and executes business values in organizational business processes.

DM&S Synthetic Environment and High Level Architecture with Some Applications (DM&S 합성환경과 고수준 아키텍처 적용)

  • 이용호
    • Proceedings of the Korea Society for Simulation Conference
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    • 1998.10a
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    • pp.109-112
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    • 1998
  • 국방 모델 및 시뮬레이션 고수준 아키텍처(High Level Architecture ; HLA)는 여러 가지 군사 워게임 모델, 무기체계 시abf레이터, 야지 훈련 등을 하나로 묶어 마치 전쟁 실험실처럼 가상 전쟁환경을 조성할 수 있는 전장 합성환경(Synthetic Environment)의 구축을 위한 아키텍처이다. 합성 환경은 워게임 모델과 시뮬레이터, 실 야지 기동훈련을 통합하는 정보기술기반 모의체계로서 기존의 워게임으로부터 진일보인 동시에 전쟁을 사실에 가까운 정도로 실험해 볼 수 있는 새로운 기회를 제공하고 있다. HLA는 합성환경 조성을 용이하도록 해주는 고수준 아키텍처로 시뮬레이션 개발을 위한 표준 구조, 설계규칙, 그리고 상호 인터페이스에 대하여 규정하고 있다. 본 연구는 DM&S 합성환경과 초보적인 형태로 HLA 개념을 적용한 예를 보여주는데 그 목적이 있다.

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A MDA Transformation System for Building EJB Applications (EJB 어플리케이션 생성을 위한 MDA 변환 규칙 정의)

  • Lee, Jin-Yeal;La, Hyun-Jung;Kim, Soo-Dong
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07b
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    • pp.436-438
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    • 2005
  • 모델 기반 아키텍처 (Model Driven Architecture, MDA)는 플랫폼 독립적인 모델로부터 변환 규칙을 이용하여 특정 플랫폼 용 모델을 생성하는 소프트웨어 자동화 기술로 각광을 받고 있다. EJB(Enterprise JavaBeans)는 컴포넌트 기반의 분산 컴퓨팅을 위한 아키텍처로써 Java 기반 어플리케이션 개발에서 가장 널리 사용되는 개발 플랫폼이다. 기존의 PIM에서 EJB 용 PSM으로 변환 규칙에 대한 연구는 아직 미흡하고 체계적이지 못하다. 본 논문에서는 PIM 의 구조적인 구성요소와 EJB 용 PSM 의 구성요소를 비교 분석하여 변환 규칙을 정의한다. EJB 어플리케이션 개발을 위해 제안된 변환 규칙을 적용한다면 모델간의 대응관계를 효율적으로 표현 할 수 있기 때문에 이들간의 일관성과 추적성을 높일 수 있고 제품의 생산성, 유지보수성을 높일 수 있다.

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A Study on the Implementation and Operation of an Architecture-Based M&S System for Ministry of National Defense (아키텍처 기반의 국방 Modeling & Simulation 체계 구축 및 운영에 관한 연구)

  • Kim, Hyoung Jin;Park, Chan Uk
    • Informatization Policy
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    • v.18 no.1
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    • pp.73-99
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    • 2011
  • The Korean military has developed and operated computer, network, communication technologies as well as war game models to strengthen the national defense M&S continuously. In particular, lots of projects for developing models for drill/training, analyses, and acquired fields are being conducted in the military. However, it needs to look into the actual conditions and seek for strategies to develop the national defense M&S. First of all, in the field of war games, various national defense architectures have been built, including war and information environment architectures starting from the resource architecture in 2006. However, the function of drill and training is limited, so additional war game architectures are required to be built. To build joint war game architectures available as an effective verification tool to implement plans of the national defense and war architectures, this study examines the actual conditions of the current war game systems and suggested building joint war game architectures.

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A Study on Fast Packet Processing Using Pipeline Architecture-Based Network Processors (파이프라인 아키텍처 기반의 네트워크 프로세서를 이용한 고속 패킷 처리에 관한 연구)

  • Son Kyoung-Duk;Jin Hyun-Jung;Kim Hwa-Jong
    • 한국정보통신설비학회:학술대회논문집
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    • 2004.08a
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    • pp.115-118
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    • 2004
  • 본 논문에서는 파이프라인 아키텍처 기반의 네트워크 프로세서를 이용한 네트워크 시스템 개발에 대해 다룬다. 파이프라인 아키텍처는 구조상 Hazards 문제가 발생할 수 있으며 이는 시스템의 성능에 중요한 영향을 주게 된다. 또한 네트워크 프로세서는 고수준의 프로그래밍 모델을 제공하므로 고속의 패킷 처리를 위한 코드 작성이 수월하다. 따라서 파이프라인 아키텍처 기반의 네트워크 프로세서를 이용한 시스템 개발시 Hazards 문제를 피할 수 있는 방법과 효율적인 패킷 처리를 위한 코드 작성에 대한 지침을 제시하고 그 방법이 일반적인 방법보다 효율적임을 확인하였다.

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