• Title/Summary/Keyword: 분석적 계층 프로세스

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A Study of Practical Field Application Cryptographic Module through Evaluation Derived by Connection Indicators (품질 연계지표 평가방법을 사용한 암호화 모듈 실무현장 적용체계 연구)

  • Noh, SiChoon;Na, SangYeob
    • Convergence Security Journal
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    • v.14 no.4
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    • pp.55-60
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    • 2014
  • In this study, we propose a cryptographic module quality evaluation system referenced by ISO/IEC 9000 quality system with Quality, Quality Factor, Quality Subfactor, Metric. Practical application process encryption algorithm based on the encryption algorithm to encrypt the pros and cons valuation of diagnosis, point selection algorithm, analysis, and quality items(quality factor), eliciting constraints derived, such as the cryptographic module design quality evaluation system is set to step 5. The five steps are examples of field-based diagnostic tool for cryptographic operations, the most essential work to be done in order to derive one will work. 2-Factor encryption module for connection between indicator items(quality factor) to identify and ensure the quality of the item the constraints of the environment are two kinds of cryptographic operations. This study is an encryption module and a practical field application system, it presents the standardized model. We have to meet the rapid changes in information technology. The environment, development and the encryption algorithm applied to model a wide variety of on-site development encryption will be able to expect the efficiency.

A Routing Protocol for Assuring Scalability and Energy Efficiency of Wireless Sensor Network (WSN의 확장성과 에너지 효율성을 보장하는 라우팅 프로토콜)

  • Jeong, Yoon-Su;Kim, Yong-Tae;Park, Gil-Cheol;Lee, Sang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.4
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    • pp.105-113
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    • 2008
  • While the wireless sensor network has a strong point which does not have effect on whole activities of network even though neighboring sensor nods fail activities of some sensor nod or make some functions disappear by the characteristic of similar information detection, it has problems which is slowing down of wireless medium, transfer character with severe error, limited power supply, the impossibility of change by optional arrangement of sensor nods etc. This paper proposes PRML techniques which performs the fittest course searching process to reduce power consumption of entire nods while guarantees the scalability of network organizing sensor nods hierarchically. The proposed technique can scatter the load of cluster head by considering the connectivity with surplus energy of nod and reduce the frequency of communication among the nods. As a result of the analysis in comparison with LEACH-C and HEED technique, PRML technique get efficiency of average 6.4% in energy consuming respect of cluster head, efficiency of average 8% in entire energy consuming respect, and more efficiency of average 7.5% in other energy consuming distribution of network scalability than LEACH-C and HEED technique.

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Relationship between Dynamic Capabilities, Operational Capabilities and Innovation Performance : Considering Moderating Effect of Environmental Dynamism (동적역량, 운영역량, 혁신성과 간의 관계: 환경역동성을 조절변수로 하여)

  • Park, Sang Oon;Cho, Keun Tae
    • Journal of Technology Innovation
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    • v.28 no.4
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    • pp.27-62
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    • 2020
  • This study empirically verified the effect of environmental dynamism on changes in the dynamic and operational capabilities of an enterprise and its innovation performance. With the aim of quantification, the concept and definition of each capability were defined as a hierarchical structure of dynamic and operational capabilities. Five research hypotheses were established through prior research on dynamic capabilities, operational capabilities, innovation performance, and environmental dynamism. For empirical analysis, the hypotheses were verified based on surveys from 300 Korean manufacturing companies. It was shown that Dynamic capabilities had a positive relationship with operational capabilities and operational capabilities had a positive relationship with innovation performance. And it was shown that operational capabilities had a positive relationship with radical innovation in business groups with high environmental dynamism while operating capabilities had a positive relationship with gradual innovation in business groups with low environmental dynamism. Also, the moderating effect of environmental dynamism was not significant in the relationship with dynamic capabilities on operational capabilities. This study is meaningful in that it lays the groundwork for empirically verifying the dynamic capabilities of an enterprise by embodying its dynamic capabilities and operational capabilities into processes, and verifies the effect of environmental change on its capabilities and innovation performance. And it has implications to suggest how an enterprise should transform its capabilities to sustain its competitive advantage in a rapidly changing environment.

A Study on the Management of Manhwa Contents Records and Archives (만화기록 관리 방안 연구)

  • Kim, Seon Mi;Kim, Ik Han
    • The Korean Journal of Archival Studies
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    • no.28
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    • pp.35-81
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    • 2011
  • Manhwa is a mass media (to expose all faces of an era such as politics, society, cultures, etc with the methodology of irony, parody, etc). Since the Manhwa records is primary culture infrastructure, it can create the high value-added industry by connecting with fancy, character, game, movie, drama, theme park, advertising business. However, due to lack of active and systematic aquisition system, as precious Manhwa manuscript is being lost every year and the contents hard to preserve such as Manhwa content in the form of electronic records are increasing, the countermeasure of Manhwa contents management is needed desperately. In this study, based on these perceptions, the need of Manhwa records management is examined, and the characteristics and the components of Manhwa records were analyzed. And at the same time, the functions of record management process reflecting the characteristics of Manhwa records were extracted by analyzing various cases of overseas Cartoon Archives. And then, the framework of record-keeping regime was segmented into each of acquisition management service areas and the general Manhwa records archiving strategy, which manages the Manhwa contents records, was established and suggested. The acquired Manhwa content records will secure the context among records and warrant the preservation of records and provide diverse access points by reflecting multi classification and multi-level descriptive element. The Manhwa records completed the intellectual arrangement will be preserved after the conservation in an environment equipped with preservation facilities or preserved using digital format in case of electronic records or when there is potential risk of damaging the records. Since the purpose of the Manhwa records is to use them, the information may be provided to diverse classes of users through the exhibition, the distribution, and the development of archival information content. Since the term of "Manhwa records" is unfamiliar yet and almost no study has been conducted in the perspective of records management, it will be the limit of this study only presenting acquisition strategy, management and service strategy of Manhwa contents and suggesting simple examples. However, if Manhwa records management strategy are possibly introduced practically to Manhwa manuscript repositories through archival approach, it will allow systematic acquisition, preservation, arrangement of Manhwa records and will contribute greatly to form a foundation for future Korean culture contents management.

A Study on Methodology of Scenario-Based Interface Design - with an focus on Scenario Collection and Verification method through Web Survey (시나리오 기반 인터페이스 디자인 방법론에 관한 연구 - 웹 서베이를 통한 시나리오 수집과 검증 방법을 중심으로)

  • 김현정
    • Archives of design research
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    • v.16 no.2
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    • pp.395-404
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    • 2003
  • As scenario-based design is expanded to various fields of design, it is introduced to HCI(Human Computer Interaction) in order to figure out user information & tasks. However, scenario based design methods that is focused on collecting scenarios regarding users'needs, is mainly utilized conceptual design stage for system itself. There is a gap between users'need scenarios to interface design of HCI system. In this study, web survey is suggested as scenario based interface design method in order to connect scenario collecting to task specification and to menu structure design of home-network controller. The degree of users'need for specified tasks was verified to various kinds of users through web survey and it decideddepth and order of menu structure. Tasks also was categorized to situation mode and users can make their own menu structure by selecting menu contents or even mode itself, because degrees of need for specified task situation were varied by lifestyle of user group. Finally, it is found that web survey method can be applied to collect and database various scenarios of. various users when a questionnaire is well designed for collection.

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Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.