• Title/Summary/Keyword: 션

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Implementation of Intra-Partition Communication in Layered ARINC 653 for Drone Flight-Control Program (드론 비행제어 프로그램을 위한 계층적 ARINC 653의 파티션 내 통신 구현)

  • Park, Joo-Kwang;Kim, Jooho;Jo, Hyun-Chul;Jin, Hyun-Wook
    • Journal of KIISE
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    • v.44 no.7
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    • pp.649-657
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    • 2017
  • As the type and purpose of drones become diverse and the number of additional functions is increasing, the role of the corresponding software has increased. Through partitioning and an efficient solving of SWaP(size, weight and power) problems, ARINC 653 can provide reliable software reuse and consolidation regarding avionic systems. ARINC 653 can be more effectively applied to drones, a small unmanned aerial vehicle, in addition to its application with large-scale aircraft. In this paper, to exploit ARINC 653 for a drone flight-control program, an intra-partition communication system is implemented through an extension of the layered ARINC 653 and applied to a real drone system. The experiment results show that the overheads of the intra-partition communication are low, while the resources that are assigned to the drone flight-control program are guaranteed through the partitioning.

Design and verification of VR gamification contents for cooperative thinking (협력적 사고 함양을 위한 VR 게이미피케이션 콘텐츠 설계 및 검증)

  • Jeong, Ji-Yong;Kim, Sang-kyun;Park, Sung-Jin;Jang, Jin-Tae;Kim, Sae-Ron
    • Journal of Digital Contents Society
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    • v.19 no.5
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    • pp.853-860
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    • 2018
  • The purpose of this study is to analyze the effectiveness of cooperative thinking and communication ability through gamified VR contents. For the experiment, we designed the Forum VR content using gamification approach and validated its effectiveness with a survey tool. The experiment was answered after 63 elementary school students played the Forum VR content. According to the survey results, Forum VR content has positive effects on the development of collaborative spirit and communication skills of elementary school students. Based on the results of this study, it is necessary to study the systematic and technical measures to spread VR contents at educational sites, and to differentiate them according to the characteristics of the curriculum for connecting various educational topics and VR contents.

A Validation of Differences in Academical Achievement among Bartle's Player Types in Educational Gamification Environments (교육 게이미피케이션 환경에서 바틀의 플레이어 유형간 학업 성취도 차이 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.25-36
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    • 2017
  • The purpose of this study is to verify the difference in academic achievement among Bartle's player types in an educational gamification environment. For the research, we conducted a questionnaire survey of 250 students who took courses at the K - university in $2^{nd}$ semester, 2016. A total of 235 people participated a survey. The Overall score data and player type questionnaire results were combined and statistical analysis was used to validate the difference in academic achievement. According to the results, there was a significant difference in academic achievement by each type of players. The result of this study may be used to design a gamified curriculum considering the characteristics of learner's player types.

Region-Based Video Object Extraction Using Potential of frame - Difference Energies (프레임차 에너지의 전위차를 이용한 영역 기반의 비디오 객체 추출)

  • 곽종인;김남철
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.3A
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    • pp.268-275
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    • 2002
  • This paper proposes a region-based segmentation algorithm fur extracting a video object by using the cost of potential of frame-difference energies. In the first step of a region-based segmentation using spatial intensity, each frame is segmented into a partition of homogeneous regions finely so that each region does not contain the contour of a video object. The fine partition is used as an initial partition for the second step of spatio-temporal segmentation. In spatio-temporal segmentation, the homogeneity cost for each pair of adjacent regions is computed which reflects the potential between the frame-difference energy on the common contour and the frame-difference energy of the lower potential region of the two. The pair of adjacent regions whose cost is minimal then is searched. The two regions of minimum cost ale merged, which result in updating the partition. The merging is recursively performed until only the contours remain which have Same difference energies of high potential. In the fecal step of post-processing, the video object is extracted removing the contours inside the object.

Task Migration in Cooperative Vehicular Edge Computing (협력적인 차량 엣지 컴퓨팅에서의 태스크 마이그레이션)

  • Moon, Sungwon;Lim, Yujin
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.12
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    • pp.311-318
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    • 2021
  • With the rapid development of the Internet of Things(IoT) technology recently, multi-access edge computing(MEC) is emerged as a next-generation technology for real-time and high-performance services. High mobility of users between MECs with limited service areas is considered one of the issues in the MEC environment. In this paper, we consider a vehicle edge computing(VEC) environment which has a high mobility, and propose a task migration algorithm to decide whether or not to migrate and where to migrate using DQN, as a reinforcement learning method. The objective of the proposed algorithm is to improve the system throughput while satisfying QoS(Quality of Service) requirements by minimizing the difference between queueing delays in vehicle edge computing servers(VECSs). The results show that compared to other algorithms, the proposed algorithm achieves approximately 14-49% better QoS satisfaction and approximately 14-38% lower service blocking rate.

A Study on the Online Study Platform Using Gamification's Badge Rewards and Storytelling Method (게이미피케이션의 배지 보상과 스토리텔링 방식을 활용한 온라인 스터디 플랫폼 연구)

  • Chang, Ye-Jun;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.145-150
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    • 2021
  • The trend of learning as an online study platform continues, and motivation of learners for continued use of the platform is also becoming important. In addition to learning, various services use gamification techniques that excite users for continued use. This study analyzes successful service cases and proposes guidelines applicable to learning platforms to present ways to increase learners' interest and efficiency in online study platforms using reward systems and storytelling techniques among gamification elements. Based on the three guidelines drawn through this study, it can contribute to the digitization of educational infrastructure by increasing the immersion of learners within the online study platform that will be more commercialized in the future.

BlockChain Technology Core Principle Education of Elementary School Student Using Gamification (게이미피케이션을 활용한 초등학생 블록체인기술 핵심원리 교육 탐구)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.2
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    • pp.141-148
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    • 2019
  • We proposed a curriculum that can learn the principle of blockchain by using the gamification which can bring up the interest and concentration of the students by connecting the contents of the class with the game. The proposed method is to educate the blockchain in a game format and to solve the problem that can be easily accessed in everyday life by applying the blockchain. By strengthening the thinking ability of computing, By growing information processing capacity, communication capacity, and community capacity, students can naturally enhance their education capacity. It is expected that the blockchain curriculum using the proposed gamification can be used to improve the information curriculum.

Effects of Using Gamification-Based Quiz on Recalling Formulaic Sequences (게이미피케이션 기반의 퀴즈 활동이 정형화 배열 회상에 미치는 영향)

  • Lee, Ji-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.589-596
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    • 2022
  • This study aims to investigate the effect of an educational gamification-based quiz on the recall of formulaic sequences (FS). The experiment involved 87 freshmen enrolled in general English classes at a university in Seoul. As material, EFL textbooks based on content from popular franchises, such as the Marvel Cinematic Universe, Twilight, and Harry Potter, were used. The experiment was carried out as follows: first, vocabulary learning, second, reading comprehension, and third, writing. The fourth activity proceeded differently in two groups. The experimental group used gamification-based quiz to practice FS, whereas the comparison group summarized the reading. FS was evaluated using meaning recall and form recall. Consequently, no difference was found between the groups on meaning recall tests of FS, but the experimental group had a significantly higher average score than the comparison group on the post-test on the form recall of FS.

A Study on Hair Color Design Works using the Gradient Technique among Hair Color Design Techniques: Focusing on Women (헤어 컬러디자인 기법 중 그라데이션 기법을 응용한 헤어 컬러디자인 작품연구:여성을 중심으로)

  • Seung-Joo Lee;Ki-Weon Park
    • Advanced Industrial SCIence
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    • v.2 no.3
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    • pp.29-36
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    • 2023
  • The purpose of this study is to present basic data for hair color work plans that can consistently produce hair color design products for designers through analysis of gradient techniques among hair color design techniques. The research method was to select 10 photos of women that appeared in mass media from 2022 to September 15, 2023, extract color chips and RGB values using the Eyedropper Tool in Adobe Photoshop CS6, and convert the RGB values of the color chips into Munsell Conversion ( The data was converted into HV/C values of version 12.1.13a). Based on the extracted data, the gradient hair colors of female pop stars were analyzed by displaying the data on a color scale. As a result, in the I.R.I color scheme image scale, the image of female pop stars was more hard than soft. In addition, it was confirmed that the focus was on static rather than dynamic. Color matching images according to hair color were extracted with adjectives such as noble, decent, elegant, and subtle. Three hairstyles were created using this theme.

Classifying and Characterizing the Types of Gentrified Commercial Districts Based on Sense of Place Using Big Data: Focusing on 14 Districts in Seoul (빅데이터를 활용한 젠트리피케이션 상권의 장소성 분류와 특성 분석 -서울시 14개 주요상권을 중심으로-)

  • Young-Jae Kim;In Kwon Park
    • Journal of the Korean Regional Science Association
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    • v.39 no.1
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    • pp.3-20
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    • 2023
  • This study aims to categorize the 14 major gentrified commercial areas of Seoul and analyze their characteristics based on their sense of place. To achieve this, we conducted hierarchical cluster analysis using text data collected from Naver Blog. We divided the districts into two dimensions: "experience" and "feature" and analyzed their characteristics using LDA (Latent Dirichlet Allocation) of the text data and statistical data collected from Seoul Open Data Square. As a result, we classified the commercial districts of Seoul into 5 categories: 'theater district,' 'traditional cultural district,' 'female-beauty district,' 'exclusive restaurant and medical district,' and 'trend-leading district.' The findings of this study are expected to provide valuable insights for policy-makers to develop more efficient and suitable commercial policies.