• Title/Summary/Keyword: 무선네트워크

Search Result 6,060, Processing Time 0.037 seconds

IPC Code Based Analysis of Technology Convergence of the IoT Patents in South Korea, China, and Japan : Focusing on PCT International Applications (한중일 사물인터넷(IoT) 관련 특허의 IPC 코드 기반 기술융복합 분석 : PCT 국제출원을 중심으로)

  • Shim, Jaeruen
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.7
    • /
    • pp.949-955
    • /
    • 2020
  • In this Study, Social Network Analysis of IoT related patents in South Korea, China, and Japan was conducted from the viewpoint of patent informatics. To this end, 2,526 patents filed by PCT until December 2019 were investigated up to the subclass level of the IPC code. As a result, in the case of South Korea, representative IPC codes are in the order of G06Q, H04L, G06F, H04W, and the highest frequency of interconnection is H04L→H04W, H04W→H04L, H04W→H04B. In China, the representative IPC codes are in the order of H04L, H04W, G05B, G06Q. South Korea has strong technological convergence centered on the G06Q, while China has strong convergence centered around H04L and H04W. Moreover, in China, H04L and H04W have more diverse combinations than in South Korea in Section A, B, G, and H. In the future, it is necessary to study the diversity of technology convergence of H04L and H04W in China.

Research on The Implementation of Smart Factories through Bottleneck improvement on extrusion production sites using NFC (NFC를 활용한 압출생산현장의 Bottleneck 개선을 통한 스마트팩토리 구현 연구)

  • Lim, Dong-Jin;Kwon, Kyu-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.2
    • /
    • pp.104-112
    • /
    • 2021
  • For extrusion processes in the process industry, the need to build smart factories is increasing. However, in most extrusion production sites, the production method is continuous, and because the properties of the data are undeed, it is difficult to process the data. In order to solve this problem, we present a methodology utilizing a near field communication (NFC) sensor rather than water-based data entry. To this end, a wireless network environment was built, and a data management method was designed. A non-contact NFC method was studied for the production performance-data input method, and an analysis method was implemented using the pivot function of the Excel program. As a result, data input using NFC was automated, obtaining a quantitative effect from reducing the operator's data processing time. In addition, using the input data, we present a case where a bottleneck is improved due to quality problems.

A Block-based Uniformly Distributed Random Node Arrangement Method Enabling to Wirelessly Link Neighbor Nodes within the Communication Range in Free 3-Dimensional Network Spaces (장애물이 없는 3차원 네트워크 공간에서 통신 범위 내에 무선 링크가 가능한 블록 기반의 균등 분포 무작위 노드 배치 방법)

  • Lim, DongHyun;Kim, Changhwa
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.10
    • /
    • pp.1404-1415
    • /
    • 2022
  • The 2-dimensional arrangement method of nodes has been used in most of RF (Radio Frequency) based communication network simulations. However, this method is not useful for the an none-obstacle 3-dimensional space networks in which the propagation delay speed in communication is very slow and, moreover, the values of performance factors such as the communication speed and the error rate change on the depth of node. Such a typical example is an underwater communication network. The 2-dimensional arrangement method is also not useful for the RF based network like some WSNs (Wireless Sensor Networks), IBSs (Intelligent Building Systems), or smart homes, in which the distance between nodes is short or some of nodes can be arranged overlapping with their different heights in similar planar location. In such cases, the 2-dimensional network simulation results are highly inaccurate and unbelievable so that they lead to user's erroneous predictions and judgments. For these reasons, in this paper, we propose a method to place uniformly and randomly communication nodes in 3-dimensional network space, making the wireless link with neighbor node possible. In this method, based on the communication rage of the node, blocks are generated to construct the 3-dimensional network and a node per one block is generated and placed within a block area. In this paper, we also introduce an algorithm based on this method and we show the performance results and evaluations on the average time in a node generation and arrangement, and the arrangement time and scatter-plotted visualization time of all nodes according to the number of them. In addition, comparison with previous studies is conducted. As a result of evaluating the performance of the algorithm, it was found that the processing time of the algorithm was proportional to the number of nodes to be created, and the average generation time of one node was between 0.238 and 0.28 us. ultimately, There is no problem even if a simulation network with a large number of nodes is created, so it can be sufficiently introduced at the time of simulation.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
    • /
    • v.22 no.2
    • /
    • pp.25-41
    • /
    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

A Study of Performance Analysis on Effective Multiple Buffering and Packetizing Method of Multimedia Data for User-Demand Oriented RTSP Based Transmissions Between the PoC Box and a Terminal (PoC Box 단말의 RTSP 운용을 위한 사용자 요구 중심의 효율적인 다중 수신 버퍼링 기법 및 패킷화 방법에 대한 성능 분석에 관한 연구)

  • Bang, Ji-Woong;Kim, Dae-Won
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.1
    • /
    • pp.54-75
    • /
    • 2011
  • PoC(Push-to-talk Over Cellular) is an integrated technology of group voice calls, video calls and internet based multimedia services. If a PoC user can not participate in the PoC session for various reasons such as an emergency situation, lack of battery capacity, then the user can use the PoC Box which has a similar functionality to the MM Box in the MMS(Multimedia Messaging Service). The RTSP(Real-Time Streaming Protocol) method is recommended to be used when there is a transmission session between the PoC box and a terminal. Since the existing VOD service uses a wired network, the packet size of RTSP-based VOD service is huge, however, the PoC service has wireless communication environments which have general characteristics to be used in RTSP method. Packet loss in a wired communication environments is relatively less than that in wireless communication environment, therefore, a buffering latency occurs in PoC service due to a play-out delay which means an asynchronous play of audio & video contents. Those problems make a user to be difficult to find the information they want when the media contents are played-out. In this paper, the following techniques and methods were proposed and their performance and superiority were verified through testing: cross-over dual reception buffering technique, advance partition multi-reception buffering technique, and on-demand multi-reception buffering technique, which are designed for effective picking up of information in media content being transmitted in short amount of time using RTSP when a user searches for media, as well as for reduction in playback delay; and same-priority packetization transmission method and priority-based packetization transmission method, which are media data packetization methods for transmission. From the simulation of functional evaluation, we could find that the proposed multiple receiving buffering and packetizing methods are superior, with respect to the media retrieval inclination, to the existing single receiving buffering method by 6-9 points from the viewpoint of effectiveness and excellence. Among them, especially, on-demand multiple receiving buffering technology with same-priority packetization transmission method is able to manage the media search inclination promptly to the requests of users by showing superiority of 3-24 points above compared to other combination methods. In addition, users could find the information they want much quickly since large amount of informations are received in a focused media retrieval period within a short time.

Development of Digital Transceiver Unit for 5G Optical Repeater (5G 광중계기 구동을 위한 디지털 송수신 유닛 설계)

  • Min, Kyoung-Ok;Lee, Seung-Ho
    • Journal of IKEEE
    • /
    • v.25 no.1
    • /
    • pp.156-167
    • /
    • 2021
  • In this paper, we propose a digital transceiver unit design for in-building of 5G optical repeaters that extends the coverage of 5G mobile communication network services and connects to a stable wireless network in a building. The digital transceiver unit for driving the proposed 5G optical repeater is composed of 4 blocks: a signal processing unit, an RF transceiver unit, an optical input/output unit, and a clock generation unit. The signal processing unit plays an important role, such as a combination of a basic operation of the CPRI interface, a 4-channel antenna signal, and response to external control commands. It also transmits and receives high-quality IQ data through the JESD204B interface. CFR and DPD blocks operate to protect the power amplifier. The RF transmitter/receiver converts the RF signal received from the antenna to AD, is transmitted to the signal processing unit through the JESD204B interface, and DA converts the digital signal transmitted from the signal processing unit to the JESD204B interface and transmits the RF signal to the antenna. The optical input/output unit converts an electric signal into an optical signal and transmits it, and converts the optical signal into an electric signal and receives it. The clock generator suppresses jitter of the synchronous clock supplied from the CPRI interface of the optical input/output unit, and supplies a stable synchronous clock to the signal processing unit and the RF transceiver. Before CPRI connection, a local clock is supplied to operate in a CPRI connection ready state. XCZU9CG-2FFVC900I of Xilinx's MPSoC series was used to evaluate the accuracy of the digital transceiver unit for driving the 5G optical repeater proposed in this paper, and Vivado 2018.3 was used as the design tool. The 5G optical repeater digital transceiver unit proposed in this paper converts the 5G RF signal input to the ADC into digital and transmits it to the JIG through CPRI and outputs the downlink data signal received from the JIG through the CPRI to the DAC. And evaluated the performance. The experimental results showed that flatness, Return Loss, Channel Power, ACLR, EVM, Frequency Error, etc. exceeded the target set value.

휨 구조의 압전 마이크로-켄틸레버를 이용한 진동 에너지 수확 소자

  • Na, Ye-Eun;Park, Hyeon-Su;Park, Jong-Cheol
    • Proceedings of the Korean Vacuum Society Conference
    • /
    • 2014.02a
    • /
    • pp.476-476
    • /
    • 2014
  • 서론: 저 전력 소모를 필요로 하는 무선 센서 네트워크 관련 기술의 급격한 발달과 함께 자체 전력 수급을 위한 진동 에너지 수확 기술에 대한 연구가 활발히 이루어지고 있다. 다양한 구조와 소재를 압전 외팔보에 적용하여 제안하고 있다. 그 중에서도 진동 기반의 에너지 수확 소자는 주변 환경에서 쉽게 진동을 얻을 수 있고, 높은 에너지 밀도와 제작 방법이 간단하다는 장점을 가지고 있어 많은 분야에 응용 및 적용 가능하다. 기존 연구에서는 2차원적으로 진동 에너지 수확을 위한 휜 구조의 압전 외팔보를 제안 하였다. 휜 구조를 갖는 압전 외팔보는 각각의 짧은 두 개의 평평한 외팔보가 일렬로 연결된 것으로 볼 수 있다. 하나의 짧고 평평한 외팔보는 진동이 가해지면 접선 방향으로 응력이 생겨 최대 휨 모멘텀을 갖게 된다. 그러므로 휜 구조를 갖는 외팔보는 진동이 인가됨에 따라 길이 방향과 수직 방향으로 진동한다. 하지만, 이 구조는 수평 방향으로 가해지는 진동에 대한 에너지를 수확하기에는 한계점을 가진다. 즉, 3축 방향에서 임의의 방향에서 진동 에너지를 수확하기는 어렵다. 본 연구에서는 3축 방향에서 에너지를 효율적으로 수확할 수 있도록 헤어-셀 구조의 압전 외팔보 에너지 수확소자를 제안한다. 제안된 소자는 길이 방향과 수직 방향뿐만 아니라 수평 방향으로도 진동하여 임의의 방향에서 진동 에너지를 수확할 수 있다. 구성 및 공정: 제안하는 소자는 3축 방향에서 임의의 진동을 수확하기 위해서 길이를 길게 늘이고 길이 방향을 따라 휘어지는 구조의 헤어-셀 구조로 제작하였다. 외팔보의 구조는 외팔보의 폭 대비 길이의 비가 충분히 클 때, 추가적인 자유도를 얻을 수 있다. 그러므로 헤어-셀 구조의 에너지 수확 소자는 기본적인 길이 방향, 수직방향 그리고 수평방향에 더불어 추가적으로 뒤틀리는 방향을 통해서 3차원적으로 임의의 주변 진동 에너지를 수확하여 전기적인 에너지로 생성시킬 수 있다. 제작된 소자는 높은 종횡비를 갖는 무게 추($500{\times}15{\times}22{\mu}m3$)와 길이 방향으로 길게 휜 압전 외팔보($1000{\times}15{\times}1.7{\mu}m3$)로 구성되어있다. 공정 과정은 다음과 같다. 먼저, 실리콘 웨이퍼 위에 탄성층을 형성하기 위해 LPCVD SiNx를 $0.8{\mu}m$와 LTO $0.2{\mu}m$를 증착 후, 각각 $0.03{\mu}m$$0.12{\mu}m$의 두께를 갖는 Ti와 Pt을 하부 전극으로 스퍼터링한다. 그리고 Pb(Zr0.52Ti0.48)O3 박막을 $0.35{\mu}m$ 두께로 졸겔법을 이용하여 증착하고 상부 Pt층을 두께 $0.1{\mu}m$로 순차적으로 스퍼터링하여 형성한다. 상/하부 전극은 ICP(Inductively Coupled Plasma)를 이용해 건식 식각으로 패턴을 형성한다. PZT 층과 무게 추 사이의 보호막을 씌우기 위해 $0.2{\mu}m$의 Si3N4 박막이 PECVD 공정법으로 증착되고, RIE로 패턴을 형성된다. Ti/Au ($0.03/0.35{\mu}m$)이 E-beam으로 증착되고 lift-off를 통해서 패턴을 형성함으로써 전극 본딩을 위한 패드를 만든다. 초반에 형성한 실리콘 웨이퍼 위의 SiNx/LTO 층은 RIE로 외팔보 구조를 형성한다. 이후에 진행될 도금 공정을 위해서 희생층으로는 감광액이 사용되고, 씨드층으로는 Ti/Cu ($0.03/0.15{\mu}m$) 박막이 스퍼터링 된다. 도금 형성층을 위해 감광액을 패턴화하고, Ni0.8Fe0.2 ($22{\mu}m$)층으로 도금함으로써 외팔보 끝에 무게 추를 만든다. 마지막으로, 압전 외팔보 소자는 XeF2 식각법을 통해 제작된다. 제작된 소자는 소자의 여러 층 사이의 고유한 응력 차에 의해 휨 변형이 생긴다. 실험 방법 및 측정 결과: 제작된 소자의 성능을 확인하기 위하여 일정한 가속도 50 m/s2로 3축 방향에 따라 입력 주파수를 변화시키면서 출력 전압을 측정하였다. 먼저, 소자의 기본적인 공진 주파수를 얻기 위하여 수직 방향으로 진동을 인가하여 주파수를 변화시켰다. 그 때에 공진 주파수는 116 Hz를 가지며, 최대 출력 전압은 15 mV로 측정되었다. 3축 방향에서 진동 에너지 수확이 가능하다는 것을 확인하기 위하여 제작된 소자를 길이 방향과 수평 방향으로 가진기에 장착한 후, 기본 공진 주파수에서의 출력 전압을 측정하였다. 진동이 길이방향으로 가해졌을 때에는 33 mV, 수평방향으로 진동이 인가되는 경우에는 10 mV의 최대 출력 전압을 갖는다. 제안하는 소자가 수 mV의 적은 전압은 출력해내더라도 소자는 진동이 인가되는 각도에 영향 받지 않고, 3축 방향에서 진동 에너지를 수확하여 전기에너지로 얻을 수 있다. 결론: 제안된 소자는 3축 방향에서 진동 에너지를 수확할 수 있는 에너지 수확 소자를 제안하였다. 외팔보의 구조를 헤어-셀 구조로 길고 휘어지게 제작함으로써 기본적인 길이 방향, 수직방향 그리고 수평방향에 더불어 추가적으로 뒤틀리는 방향에서 출력 전압을 얻을 수 있다. 미소 전력원으로 실용적인 사용을 위해서 무게추가 더 무거워지고, PZT 박막이 더 두꺼워진다면 소자의 성능이 향상되어 높은 출력 전압을 얻을 수 있을 것이라 기대한다.

  • PDF

Selectively Partial Encryption of Images in Wavelet Domain (웨이블릿 영역에서의 선택적 부분 영상 암호화)

  • ;Dujit Dey
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.28 no.6C
    • /
    • pp.648-658
    • /
    • 2003
  • As the usage of image/video contents increase, a security problem for the payed image data or the ones requiring confidentiality is raised. This paper proposed an image encryption methodology to hide the image information. The target data of it is the result from quantization in wavelet domain. This method encrypts only part of the image data rather than the whole data of the original image, in which three types of data selection methodologies were involved. First, by using the fact that the wavelet transform decomposes the original image into frequency sub-bands, only some of the frequency sub-bands were included in encryption to make the resulting image unrecognizable. In the data to represent each pixel, only MSBs were taken for encryption. Finally, pixels to be encrypted in a specific sub-band were selected randomly by using LFSR(Linear Feedback Shift Register). Part of the key for encryption was used for the seed value of LFSR and in selecting the parallel output bits of the LFSR for random selection so that the strength of encryption algorithm increased. The experiments have been performed with the proposed methods implemented in software for about 500 images, from which the result showed that only about 1/1000 amount of data to the original image can obtain the encryption effect not to recognize the original image. Consequently, we are sure that the proposed are efficient image encryption methods to acquire the high encryption effect with small amount of encryption. Also, in this paper, several encryption scheme according to the selection of the sub-bands and the number of bits from LFSR outputs for pixel selection have been proposed, and it has been shown that there exits a relation of trade-off between the execution time and the effect of the encryption. It means that the proposed methods can be selectively used according to the application areas. Also, because the proposed methods are performed in the application layer, they are expected to be a good solution for the end-to-end security problem, which is appearing as one of the important problems in the networks with both wired and wireless sections.

The Need and Improvement Direction of New Computer Media Classes in Landscape Architectural Education in University (대학 내 조경전공 교육과정에 있어 새로운 컴퓨터 미디어 수업의 필요와 개선방향)

  • Na, Sungjin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.49 no.1
    • /
    • pp.54-69
    • /
    • 2021
  • In 2020, civilized society's overall lifestyle showed a distinct change from consumable analog media, such as paper, to digital media with the increased penetration of cloud computing, and from wired media to wireless media. Based on these social changes, this work examines whether the use of computer media in the field of landscape architecture is appropriately applied. This study will give directions for new computer media classes in landscape architectural education in the 4th Industrial Revolution era. Landscape architecture is a field that directly proposes the realization of a positive lifestyle and the creation of a living environment and is closely connected with social change. However, there is no clear evidence that landscape architectural education is making any visible change, while the digital infrastructure of the 4th Industrial Revolution, such as Artificial Intelligence (AI), Big Data, autonomous vehicles, cloud networks, and the Internet of Things, is changing the contemporary society in terms of technology, culture, and economy among other aspects. Therefore, it is necessary to review the current state of the use of computer technology and media in landscape architectural education, and also to examine the alternative direction of the curriculum for the new digital era. First, the basis for discussion was made by studying the trends of computational design in modern landscape architecture. Next, the changes and current status of computer media classes in domestic and overseas landscape education were analyzed based on prior research and curriculum. As a result, the number and the types of computer media classes increased significantly between the study in 1994 and the current situation in 2020 in the foreign landscape department, whereas there were no obvious changes in the domestic landscape department. This shows that the domestic landscape education is passively coping with the changes in the digital era. Lastly, based on the discussions, this study examined alternatives to the new curriculum that landscape architecture department should pursue in a new degital world.

The Implementation of a HACCP System through u-HACCP Application and the Verification of Microbial Quality Improvement in a Small Size Restaurant (소규모 외식업체용 IP-USN을 활용한 HACCP 시스템 적용 및 유효성 검증)

  • Lim, Tae-Hyeon;Choi, Jung-Hwa;Kang, Young-Jae;Kwak, Tong-Kyung
    • Journal of the Korean Society of Food Science and Nutrition
    • /
    • v.42 no.3
    • /
    • pp.464-477
    • /
    • 2013
  • There is a great need to develop a training program proven to change behavior and improve knowledge. The purpose of this study was to evaluate employee hygiene knowledge, hygiene practice, and cleanliness, before and after HACCP system implementation at one small-size restaurant. The efficiency of the system was analyzed using time-temperature control after implementation of u-HACCP$^{(R)}$. The employee hygiene knowledge and practices showed a significant improvement (p<0.05) after HACCP system implementation. In non-heating processes, such as seasoned lettuce, controlling the sanitation of the cooking facility and the chlorination of raw ingredients were identified as the significant CCP. Sanitizing was an important CCP because total bacteria were reduced 2~4 log CFU/g after implementation of HACCP. In bean sprouts, microbial levels decreased from 4.20 logCFU/g to 3.26 logCFU/g. There were significant correlations between hygiene knowledge, practice, and microbiological contamination. First, personnel hygiene had a significant correlation with 'total food hygiene knowledge' scores (p<0.05). Second, total food hygiene practice scores had a significant correlation (p<0.05) with improved microbiological qualities of lettuce salad. Third, concerning the assessment of microbiological quality after 1 month, there were significant (p<0.05) improvements in times of heating, and the washing and division process. On the other hand, after 2 months, microbiological was maintained, although only two categories (division process and kitchen floor) were improved. This study also investigated time-temperature control by using ubiquitous sensor networks (USN) consisting of an ubi reader (CCP thermometer), an ubi manager (tablet PC), and application software (HACCP monitoring system). The result of the temperature control before and after USN showed better thermal management (accuracy, efficiency, consistency of time control). Based on the results, strict time-temperature control could be an effective method to prevent foodborne illness.