• Title/Summary/Keyword: 설계 진화

Search Result 640, Processing Time 0.033 seconds

E-Business and Transaction Cost: Applications to Environment and Glocalization (e-비즈니스와 거래비용: 환경과 글로컬화에의 적용)

  • Lee, Sang-Ho;Cho, Sumi
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.109-119
    • /
    • 2013
  • Recent lifeline with Internet and smart-phone is a new ICT-based revolution that has transformed the structure of economics and business activities in digital economy. This paper deals with some economic perspectives on the conceptual concerns on transaction costs and its applications to energy and environments, and glocalization strategies of e-business. First, we consider substantial differences between offline and online channel transactions and categorize three different aspects of transaction costs in the purchasing process in both channels. Second, we examine the impacts of e-business that affect sustainable environments and provide some considerations on energy savings, product-process design, and logistics. Finally, we present some opportunities and challenges posted by global e-business and outline the economics of networking in achieving enhanced performance and competitive advantage through glocalization strategies of e-business.

Educational Usage of a Teaching Assistant Robot (교사 보조 로봇의 교육적 활용)

  • Han, Jeong-Hye;Kim, Dong-Ho
    • Journal of The Korean Association of Information Education
    • /
    • v.10 no.1
    • /
    • pp.155-161
    • /
    • 2006
  • Robots evolve from tools to information media since they generates information by interacting with human. As studies on robot-aided education are still in a starting phase, attempts need to be made to use robots for educational purposes and to investigate the effects of the use. It was showed that robot-aided learning was friendlier than other media assisted learning, and especially effective for motivating children. We developed the prototype robot Jenny that can help teachers as a educational media in class(i.e. as a T.A. robot, it can present robot contents on its chest to screen and explain about it when teacher asks). is a schoolmate for 5th or 6th grade children or an elder schoolmate for the rest. We performed the field trial at an elementary school. We carried out 9 classes for three subjects(english, korean, music) with -students in $4th{\sim}5th$ grade. They thought Jenny who was 13 years old as an elder schoolmate in 6th grade. Also, a significant difference was found in the interest and concentration of experimental groups from controlled groups.

  • PDF

A PID Genetic Controller Design Using Reference Model (기준모델을 이용한 PID 유전 제어기 설계)

  • Park, K.H.;Nam, M.H.;Hwang, Y.W.;Chun, S.J.
    • Proceedings of the KIEE Conference
    • /
    • 1999.07b
    • /
    • pp.894-896
    • /
    • 1999
  • PID 제어는 50년의 역사를 갖기 때문에 현장의 사용자는 이 제어방식에 익숙해져 있으며, 제어장치의 구성이 간단하며 제어기의 최적동조가 가능하므로 많은 분야에서 사용되고 있다[1]. 그러나 PID 제어기에 의해서 얻은 결과에 대하여 만족하기 위해서는 많은 시행착오를 겪어야 한다. 또한 만족하는 결과를 얻었다고 할지라도 외란, 플랜트의 동특성이 바뀌는 경우 시스템을 추종하지 못하기 때문에 파라미터를 재조정하여야 한다. 유전 알고리즘은 자연세계의 진화 현상에 기초한 계산모델로서 John Holland에 의해서 1975년에 개발된 전역적인 최적화 알고리즘이며[1][2], 비선형 고차원, 불연속, 다중모드, 노이즈 함수 등에 대하여 강건함을 보여주고, 복잡한 탐색 공간에서 최적 값을 스스로 발견하는 학습 능력을 갖는다. 이 방법은 재생산, 교배, 돌연변이를 통하여 최적해를 찾은 방법으로 1989년에 D. E. Goldgerg에 의해서 체계적으로 정리된 후 여러 분야에서 응용되고 있다[3][4]. 그러나 유전 알고리즘은 목적함수만을 이용하여 해집단을 탐색하기 때문에 숙련운전자가 원하는 제어 특성 명세인 상승시간, 정착시간, 초과량(oveshoot) 둥을 구체적으로 명시하여 제어에 반영할 수 없다. 또한, 유전 알고리즘은 입력 값이 크게 바뀔 경우 다른 시스템으로 인식하여 새로운 탐색을 수행하는 단점을 가지고 있다. 본 논문은 첫째, 기준모델을 도입하여 플랜트의 성능을 기준모델로 표현하여 플랜트가 요구하는 성능지표를 정량적으로 규정하는 것이 가능하였다. 또한, 이것은 미지 플랜트 동특성을 식별하기 위한 신호로 사용되어, 플랜트의 정보를 얻는데 이용되었다. 즉, 기준모델과 플랜트 출력사이의 추종 오차 정보가 적응기구인 PID 유전제어기의 입력으로 사용되며, 구형파 입력의 경우에도 기준모델과 플랜트의 출력차는 크게 변하지 않는다. 따라서, 유전 알고리즘의 목적함수에 기준 모델을 제안 적용하여 안정적이고, 세밀한 제어를 수행하였다. 둘째, PID의 간단하면서 확실한 제어가 가능하다는 점과 전역적인 최적값을 찾을 수 있는 유전 알고리즘을 적용하여 고속제어를 요하는 직류 서보 모터(DC Servo Motor) 운전 시 실시간 파라미터 동조에 적용하였다.

  • PDF

Design and Implementation of On-Chip Network Architecture for Improving Latency Efficiency (지연시간 효율 개선을 위한 On-Chip Network 구조 설계 및 구현)

  • Jo, Seong-Min;Cho, Han-Wook;Ha, Jin-Seok;Song, Yong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SD
    • /
    • v.46 no.11
    • /
    • pp.56-65
    • /
    • 2009
  • As increasing the number of IPs integrated in a single chip and requiring high communication bandwidth on a chip, the trend of SoC communication architecture is changed from bus- or crossbar-based architecture to packet switched network architecture, NoC. However, highly complex control logics in routers require multiple cycles to switch packet. In this paper, we design low complex router to improve the communication latency. Our NoC design is verified by simulation platform modeled by ESL tool, SoC Designer. We also evaluate our NoC design comparing to the previous NoC architecture based on VC router. Our results show that our NoC architecture has less communication latency, even small throughput degradation (about 1-2%).

Development of Underwater Acoustic Micro Modem for Real-Time Monitoring of Underwater Environment and Ecosystem (수중 환경 및 생태 실시간 모니터링을 위한 초소형 수중 음향통신 모뎀 개발)

  • Jeon, Jun-Ho;Park, Sung-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.6
    • /
    • pp.97-108
    • /
    • 2011
  • Systems for underwater environment monitoring and natural resources can be considered as a part of digital convergence where real-time data transmission is possible with the help of underwater wireless sensor network (UWSN). One of key technologies required for the deployment of the systems is underwater acoustic micro modem. In this work, we design and implement an acoustic modem equipped with a commercial omnidirectional transducer. We also make experiments at the northern Han river for the verification of the developed modem. According to the experiments, the modem supports the working distance of 250 m and the data rate of 200 bps with a negligible bit error rate. It is expected that the acoustic modem can be used for various applications based on UWSN in a near future.

Application of Soft Computing Based Response Surface Techniques in Sizing of A-Pillar Trim with Rib Structures (승용차 A-Pillar Trim의 치수설계를 위한 소프트컴퓨팅기반 반응표면기법의 응용)

  • Kim, Seung-Jin;Kim, Hyeong-Gon;Lee, Jong-Su;Gang, Sin-Il
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.25 no.3
    • /
    • pp.537-547
    • /
    • 2001
  • The paper proposes the fuzzy logic global approximate optimization strategies in optimal sizing of automotive A-pillar trim with rib structures for occupant head protection. Two different strategies referred to as evolutionary fuzzy modeling (EFM) and neuro-fuzzy modeling (NFM) are implemented in the context of global approximate optimization. EFM and NFM are based on soft computing paradigms utilizing fuzzy systems, neural networks and evolutionary computing techniques. Such approximation methods may have their promising characteristics in a case where the inherent nonlinearity in analysis model should be accommodated over the entire design space and the training data is not sufficiently provided. The objective of structural design is to determine the dimensions of rib in A-pillar, minimizing the equivalent head injury criterion HIC(d). The paper describes the head-form modeling and head impact simulation using LS-DYNA3D, and the approximation procedures including fuzzy rule generation, membership function selection and inference process for EFM and NFM, and subsequently presents their generalization capabilities in terms of number of fuzzy rules and training data.

Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.17 no.3
    • /
    • pp.153-158
    • /
    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

Capacity Analysis of University Cloud Computer for Integrating Academic Affairs Business (대학 학사정보시스템의 클라우드 컴퓨팅을 위한 최적용량 분석)

  • Lee, Goo Yeon;Choi, Hwang Kyu;Choi, Chang Yeol;Jang, Min;Yoon, Jae Ku
    • Journal of Digital Contents Society
    • /
    • v.15 no.3
    • /
    • pp.413-423
    • /
    • 2014
  • Recently, cloud computing has been affecting academic information system buildup. When university academic affairs information system is designed with cloud computing, it is very important to estimate the adequate processing capacity for the cloud computer taking into account a waste of resources and the quality of service. Cloud computer's processing capacity to meet the quality of service expected by users should be predicted based on users' transaction patterns and resource requirements characteristics. In this paper, we analyze actual traffic patterns occurring in university academic affairs business and propose a method to calculate the optimal processing capacity for cloud computer to satisfy the given average response time. To justify our research, we apply the research results to a real university academic affairs business case and obtain the optimal processing capacity for the integrated academic affairs business.

Design of an Optimal Controller with Neural Networks for Nonminimum Phase Systems (신경 회로망을 이용한 비최소 위상 시스템의 최적 제어기 설계)

  • 박상봉;박철훈
    • Journal of the Korean Institute of Telematics and Electronics C
    • /
    • v.35C no.6
    • /
    • pp.56-66
    • /
    • 1998
  • This paper investigates a neuro-controller combined in parallel with a conventional linear controller of PID type in order to control nonminimum phase systems more efficiently. The objective is to minimize overall position errors as well as to maintain small undershooting. A costfunction is proposed with two conflict objectives. The neuro-controller is trained off-line with evolutionary programming(EP) in such a way that it becomes optimal by minimizing the given cost function through global evaluation based on desired control performance during the whole training time interval. However, it is not easy to find an optimal solution which satisfies individual objective simultaneously. With the concept of Pareto optimality and EP, we train the proposed controller more effectively and obtain a valuable set of optimal solutions. Simulation results show the efficacy of the proposed controller in a viewpoint of improvement of performance of a step response like fast settling time and small undershoot or overshoot compared with that of a conventional linear controller.

  • PDF

Design and Implementation of the Smart AR System based on Contextual UX for Expansion of the Interaction (상호작용 확장을 위한 상황적 UX 기반의 스마트 증강현실 시스템 설계 및 구현)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.7 no.2
    • /
    • pp.439-445
    • /
    • 2012
  • IT convergence technology is gradually becoming anthropocentric and evolving based on the low-carbon green growth. Augmented reality technique is a contents convergence technology that can mix virtual objects while maintaining a sense of the real world. For that reason, interaction between user and system is possible, can make various applications, and has a high possibility for expandability. To expand the scope of existing interaction, this paper suggests contextual UX-based augmented reality system. It is a system which creates virtual objects that respond to the changes in the real world environment, and users can directly apply their personal preferences to virtual objects. Also, several virtual objects can be registered all at once, and even shows animations corresponding to either day and night according to the brightness of illumination. As said, it improves user's satisfaction through a system of mixed usability, and leads to a continuous use of augmented reality contents.