• Title/Summary/Keyword: 설계 진화

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A Study on the Improvement of Entity-Based 3D Artwork Data Modeling for Digital Twin Exhibition Content Development (디지털트윈 전시형 콘텐츠 개발을 위한 엔티티 기반 3차원 예술작품 데이터모델링 개선방안 연구)

  • So Jin Kim;Chan Hui Kim;An Na Kim;Hyun Jung Park
    • Smart Media Journal
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    • v.13 no.1
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    • pp.86-100
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    • 2024
  • Recently, a number of virtual reality exhibition-type content services have been produced using archive resources of visual art records as a means of promoting cultural policy-based public companies. However, it is by no means easy to accumulate 3D works of art as data. Looking at the current state of metadata in public institutions, there was no digitalization of resources when developing digital twins because it was built based on old international standards. It was found that data modeling evolution is inevitable to connect multidimensional data at a capacity and speed that exceeds the functions of existing systems. Therefore, the elements and concepts of data modeling design were first considered among previous studies. When developing virtual reality content, when it is designed for the migration of 3D modeling data, the previously created metadata was analyzed to improve the upper elements that must be added to 3D modeling. Furthermore, this study demonstrated the possibility by directly implementing the process of using newly created metadata in virtual reality content in accordance with the data modeling process. If this study is gradually developed in the future, metadata-based data modeling can become more meaningful in the use of public data than it is today.

S-MADP : Service based Development Process for Mobile Applications of Medium-Large Scale Project (S-MADP : 중대형 프로젝트의 모바일 애플리케이션을 위한 서비스 기반 개발 프로세스)

  • Kang, Tae Deok;Kim, Kyung Baek;Cheng, Ki Ju
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.555-564
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    • 2013
  • Innovative evolution in mobile devices along with recent spread of Tablet PCs and Smart Phones makes a new change not only in individual life but also in enterprise applications. Especially, in the case of medium-large mobile applications for large enterprises which generally takes more than 3 months of development periods, importance and complexity increase significantly. Generally Agile-methodology is used for a development process for the medium-large scale mobile applications, but some issues arise such as high dependency on skilled developers and lack of detail development directives. In this paper, S-MADP (Smart Mobile Application Development Process) is proposed to mitigate these issues. S-MADP is a service oriented development process extending a object-oriented development process, for medium-large scale mobile applications. S-MADP provides detail development directives for each activities during the entire process for defining services as server-based or client-based and providing the way of reuse of services. Also, in order to support various user interfaces, S-MADP provides detail UI development directives. To evaluate the performance of S-MADP, three mobile application development projects were conducted and the results were analyzed. The projects are 'TBS(TB Mobile Service) 3.0' in TB company, mobile app-store in TS company, and mobile groupware in TG group. As a result of the projects, S-MADP accounts for more detailed design information about 'Minimizing the use of resources', 'Service-based designing' and 'User interface optimized for mobile devices' which are needed to be largely considered for mobile application development environment when we compare with existing Agile-methodology. Therefore, it improves the usability, maintainability, efficiency of developed mobile applications. Through field tests, it is observed that S-MADP outperforms about 25% than a Agile-methodology in the aspect of the required man-month for developing a medium-large mobile application.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

Adaptive Design Techniques for High-speed Toggle 2.0 NAND Flash Interface Considering Dynamic Internal Voltage Fluctuations (고속 Toggle 2.0 낸드 플래시 인터페이스에서 동적 전압 변동성을 고려한 설계 방법)

  • Yi, Hyun Ju;Han, Tae Hee
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.9
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    • pp.251-258
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    • 2012
  • Recently, NAND Flash memory structure is evolving from SDR (Single Data Rate) to high speed DDR(Double Data Rate) to fulfill the high performance requirement of SSD and SSS. Accordingly, the proper ways of transferring data that latches valid data stably and minimizing data skew between pins by using PHY(Physical layer) circuit techniques have became new issues. Also, rapid growth of speed in NAND flash increases the operating frequency and power consumption of NAND flash controller. Internal voltage variation margin of NAND flash controller will be narrowed through the smaller geometry and lower internal operating voltage below 1.5V. Therefore, the increase of power budge deviation limits the normal operation range of internal circuit. Affection of OCV(On Chip Variation) deteriorates the voltage variation problem and thus causes internal logic errors. In this case, it is too hard to debug, because it is not functional faults. In this paper, we propose new architecture that maintains the valid timing window in cost effective way under sudden power fluctuation cases. Simulation results show that the proposed technique minimizes the data skew by 379% with reduced area by 20% compared to using PHY circuits.

An Exploratory Study on the Effect of Product Architecture on Catch-up Performance: The Development Case of Numerical Controllers in Korea (제품 아키텍처가 추격 성과에 미치는 영향에 대한 탐색연구: 우리나라의 공작기계 수치제어장치 개발 사례를 중심으로)

  • Kwak, Kiho;Kim, Wonjoon
    • Journal of Technology Innovation
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    • v.24 no.2
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    • pp.21-56
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    • 2016
  • Despite many previous studies on catch-up, understanding on the effect of product architecture developed by latecomers on the catch-up performance remains limited. On the other hands, in contrast to the semiconductor, ship building, and automotive industry, even if Korean industry and government have invested the development of numerical controllers for machine tools in the past four decades, the industry and government have failed to achieve catch-up. Therefore, we newly examine the effect of product architecture on the catch-up performance of the Korea by implementing comparative research with periods on the evolution of product architecture of Fanuc's numerical controllers, which have achieved the largest market share in the world. We found that Fanuc developed open modular architecture based numerical controllers and provided product with customization of user requirements as well as cost effectiveness. Consequently, Fanuc has sustained market leader position since the mid-1980s. However, despite all the efforts of the industry and government, we found that the Korea failed to develop open modular architecture based numerical controllers and could not achieve significant catch-up performance. Our findings provide important theoretical backgrounds for examining the catch-up performance as well as investigating the reason why latecomers failed to achieve market catch-up even if they accomplished technological catch-up.

2013, 달라지는 클라우드 컴퓨팅

  • Yang, Hui-Dong;Hwang, Se-Un
    • Information and Communications Magazine
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    • v.30 no.4
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    • pp.23-28
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    • 2013
  • 개념적으로 존재하던 클라우드 컴퓨팅의 사용이 본격적으로 심화되면서 기업들의 클라우드 컴퓨팅에 대한 개념과 생각에도 많은 변화가 생기게 되었다. 클라우드 컴퓨팅 구축이 더욱 가속화되는 가운데, 그로 인한 비용절감이나 투자수익 창출 효과에 대한 검증이 활발해질 것으로 예측됐다. 시대를 뒤바꾸는 혁신적인 기술도 잇달아 등장할 것이란 기대도 높다. 2013년은 클라우드 컴퓨팅의 발전에 또 한번의 변곡점이 될 것으로 전망된다. 본 고에서는 2013년 클라우드 컴퓨팅에 관한 예측 몇 가지를 살펴보고자 한다. 첫째, 중소기업에서의 클라우드 컴퓨팅 사용 및 정착이 가속화될 것으로 보인다. 대기업의 경우에는 기존에 구축되어 있는 IT 시스템에 대한 거버넌스 체계를 완성해 나가고 있는 상황 속에서 중앙집중형과 사용자 편의성이 강화된 클라우드 컴퓨팅을 도입하기 위해서는 아직 추구 해야 할 과제가 많다. 하지만 중소기업은 예산을 문제로 대기업과 같은 수준의 IT 인프라를 갖추지 못하고 있기 때문에 클라우드 컴퓨팅 도입으로 비용대비 고효율의 IT 인프라를 갖출 수 있다. 둘째, CSP, CSB와 통합허브가 성장할 것이다. 플랫폼 전쟁이 시장 점유율 '횡령' 싸움임을 CSP들이 깨닫게 됨에 따라 이러한 가격 경쟁들은 더 잦아질 것으로 전망된다. 그리고 2013년 클라우드 벤더들은 클라우드 가격 책정이 비용-수익 관리(costyield management)의 연장선에 있음도 알게 될 것이다. 핵심은 효율적 설계와 저비용 운영, 그리고 무엇보다 높은 사용률에 있다. 또한 기업들이 점점 많은 애플리케이션을 소프트웨어 형태로 구매하고 있기 때문에 애플리케이션 자체를 통합하는 문제, 애플리케이션에 대한 보안과 감사 프로세스개발 등의 문제가 제기되고 있다. 시스템 통합 서비스와 통합 허브는 이런 문제를 해결하기 위해 노력하게 될 것이다 셋째, 2013년은 하이브리드 클라우드 컴퓨팅이 급부상할 것으로 전망된다. 앞으로는 클라우드 컴퓨팅 시장에서 공급업체끼리 경쟁하는 것은 의미가 없으며 기업들은 절대 한 가지 클라우드 기술이나 공급자에 안주하지 않을 것이다. 이것은 곧 2013년에는 하이브리드 및 이종 클라우드 컴퓨팅이 각광 받을 것을 의미한다. 이러한 하이브리드 클라우드 컴퓨팅을 도입하기 위해서는 클라우드 컴퓨팅의 단점과 문제 해결을 위해 하나의 목적을 가지고 다양한 산업체들이 모여 경쟁업체이면서도 협력관계를 이루는 것이 중요하다. 넷째, 멀티 디바이스를 이용한 클라우드 사용이 폭발적으로 증가될 것으로 보인다. 1인당 여러 대의 단말 보유, 이동성 향상 요구, 4G 확산 등 모바일 시장을 중심으로 한 환경 변화로 인해 이전보다 한층 진화된 클라우드 기반의 서비스가 다양하게 등장할 것으로 예상된다. 또한 4G 시대가 본격적으로 개막되면서 데이터 및 앱을 저장하는 것뿐만 아니라 앱을 실행하는 프로세싱까지도 모두 인터넷 상의 서버에서 이루어지는 방식인 클라우드 스트리밍(Cloud Streaming)이라는 신기술이 상용화될 것으로 기대된다. 다섯째, 2013년에는 'XaaS(Everything as a Service)' 개념이 보다 확장될 것이다. 클라우드 컴퓨팅의 사용이 확산됨에 따라 하드웨어의 도입, 소프트웨어 및 데이터베이스 개발과 구축, IT 서비스 등 IT 인프라 스트럭처의 토대에 많은 변화가 생겼다. 인프라스트럭처는 더 이상 고정불변의 자산으로서가 아니라 유연성과 확장성을 강조하는 서비스로서의 특징으로 점점 부각되고 있다. 따라서 모든 IT 인프라스트럭처가 Ondemand화 서비스로 제공되는 비즈니스 모델들이 부상하고 있으며 플랫폼, 하드웨어 데이터베이스 등 모든 IT 요소를 서비스 형태로 제공하는 XaaS가 2013년 새로운 개념으로 떠오를 것으로 기대된다. 여섯번째로 스토리지를 둘러싼 가격 경쟁이 더욱 심화될 것으로 보인다. 업체들의 가격 인하는 앞으로도 계속될 것이며 사용자들에게도 큰 혜택으로 돌아갈 것이지만 사람들은 가격만으로 서비스를 선택하지 않을 것이기 때문에 가격보다는 차별화된 기능 및 서비스 전략이 필요할 것이다.

A Study on the Software Convergence Education for Non-Majors Computer Science using Creative Robot (창작로봇을 이용한 비전공자의 소프트웨어 융합 교육에 관한 연구)

  • Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.631-638
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    • 2017
  • In the age of the Fourth Industrial Revolution, lifestyle and industrial structures are faced with evolution from IT-based automation to the intelligent stage, demanding talents with software capabilities in various fields. Reflecting these demands, the government has enhanced basic software education for non-majors in elementary and secondary schools as well as universities. In this study, the software convergence education of Non-Majors is proposed to improve the general problem solving ability based on computational thinking and the software convergence ability in the field of their own by developing robot activity. The subjects of this study were 91 students, who were composed of various majors. The class was designed with computing thinking, convergence elements, and creative robot activity. The study was conducted for 13 weeks. To examine the effects of software convergence education through the creative robot activity, this study observed changes in the students' learning outcomes, satisfaction with creative robot activities, and perceptions of other disciplines after class based on pre-diagnosis surveys. The survey asked 12 questions including an understanding of the learning contents, overall satisfaction with multidisciplinary collaborative learning, understanding of other disciplines, and self-evaluation of problem solving ability through creative robot activities, which were compared with that before the class. They answered that their ability was improved.

A Method to Manage Faults in SOA using Autonomic Computing (자율 컴퓨팅을 적용한 SOA 서비스 결함 관리 기법)

  • Cheun, Du-Wan;Lee, Jae-Yoo;La, Hyun-Jung;Kim, Soo-Dong
    • Journal of KIISE:Software and Applications
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    • v.35 no.12
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    • pp.716-730
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    • 2008
  • In Service-Oriented Architecture (SOA), service providers develop and deploy reusable services on the repositories, and service consumers utilize blackbox form of services through their interfaces. Services are also highly evolvable and often heterogeneous. Due to these characteristics of the service, it is hard to manage the faults if faults occur on the services. Autonomic Computing (AC) is a way of designing systems which can manage themselves without direct human intervention. Applying the key disciplines of AC to service management is appealing since key technical issues for service management can be effectively resolved by AC. In this paper, we present a theoretical model, Symptom-Cause-Actuator (SCA), to enable autonomous service fault management in SOA. We derive SCA model from our rigorous observation on how physicians treat patients. In this paper, we first define a five-phase computing model and meta-model of SCA. And, we define a schema of SCA profile, which contains instances of symptoms, causes, actuators and their dependency values in a machine readable form. Then, we present detailed algorithms for the five phases that are used to manage faults the services. To show the applicability of our approach, we demonstrate the result of our case study for the domain of 'Flight Ticket Management Services'.

The Structural and Functional Role of p53 as a Cancer Therapeutic Target (암 치료 표적으로서 p53의 구조적 및 기능적 역할)

  • Han, Chang Woo;Park, So Young;Jeong, Mi Suk;Jang, Se Bok
    • Journal of Life Science
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    • v.28 no.4
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    • pp.488-495
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    • 2018
  • The p53 gene plays a critical role in the transcriptional regulation of cellular response to stress, DNA damage, hypoxia, and tumor development. Keeping in mind the recently discovered manifold physiological functions of p53, its involvement in the regulation of cancer is not surprising. In about 50% of all human cancers, inactivation of p53's protein function occurs either through mutations in the gene itself or defects in the mechanisms that activate it. This disorder plays a crucial role in tumor evolution by allowing the evasion of a p53-dependent response. Many recent studies have focused on directly targeting p53 mutants by identifying selective, small molecular compounds to deplete them or to restore their tumor-suppressive function. These small molecules should effectively regulate various interactions while maintaining good drug-like properties. Among them, the discovery of the key p53-negative regulator, MDM2, has led to the design of new small molecule inhibitors that block the interaction between p53 and MDM2. Some of these small molecule compounds have now moved from proof-of-concept studies into clinical trials, with prospects for further, more personalized anti-carcinogenic medicines. Here, we review the structural and functional consequences of wild type and mutant p53 as well as the development of therapeutic agents that directly target this gene, and compounds that inhibit the interaction between it and MDM2.

Analysis of Living Lab Cases in R&D Initiatives for Solving Societal Problems and Challenges (사회문제 해결형 기술개발사업에서의 리빙랩 적용 사례 분석)

  • Seong, Ji Eun;Han, Kyu Young;Jeong, Seo Hwa
    • Journal of Science and Technology Studies
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    • v.18 no.1
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    • pp.177-217
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    • 2018
  • This study examines the case of living lab applied in the R&D initiatives for solving societal problems and challenges. It discusses how to use the living lab in national R&D projects. The analyzed cases are 'Develop portable fundus camera for eye disease screening test to resolve health inequalities' and 'Auto-sensing integrated system development in rural pedestrian crosswalk'. As a result of the analysis, both cases were designed as a user participatory R&D structure by utilizing living lab. In other words, living lab has operated as a system that evolves technology-products-services into an infrastructure. It can realize final demand specification, product, service improvement and demonstration through continuous interaction of end users. As a result of the case analysis, the following policy tasks can be derived. First, living lab is a new concept and it is in the early stage of implementation in Korea. Therefore, it is necessary to monitor and evaluate living lab experiments and build suitable models for Korean society by sharing cases and achievements. Second, the strategic niche management are necessary for the introduction of living lab. Third, living lab can be used as a tool to transform the existing technology acquisition centered innovation policy to the policy for customer needs and problem solving. Fourth, there is a need for flexibility and adaptability in strategy and system to correct errors that appear in the living lab processes.