• Title/Summary/Keyword: 연동인터페이스

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FHIR-integrated information acquisition for emergency service systems (FHIR 연계 구급활동 정보 수집 방법)

  • Soyeon Kim;Seungah Jang;Junghoon Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.05a
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    • pp.280-281
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    • 2023
  • 본 논문에서는 FHIR 인터페이스를 통해 환자에 대한 정보를 사전에 습득하여 효율적인 응급구조 활동을 지원하기 위해 FHIR를 통해 제공되는 정보의 특성을 파악하고 수집 방법을 설계한다. 환자정보를 포함한 의료정보 시스템과 연동된 FHIR 서버에서 Condition 자원을 통해 환자의 현재 유병상태를, MedicationRequest 자원을 통해 약처방 정보를 습득할 수 있는데 HAPI 및 Synthea에서 제공하는 시험 데이터를 통해 필요한 필드를 얻는 과정을 구현한다.

Development of A HealthcareData ETL Tool Based on OMOP CDM (OMOP CDM 기반 의료 데이터 ETL 툴 개발)

  • Man-Uk Han;Pureum Lee;Ho-Woong Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1224-1225
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    • 2023
  • 디지털 헬스케어 서비스 활성화에 따라 디지털 의료 데이터의 양은 매년 급속하게 증가하고 있으며, 의 데이터의 상호 교환과 연동을 위한 다양한 CDM(Common Data Model)이 개발되고 있다. 그러나, 의료 데이터 교류에 대한 요구가 증가하면서, 기존 레거시 시스템의 데이터를 CDM으로 변환하기 위한 추가적인 비용이 소요될 수 밖에 없다. 이에 본 연구에서는 OMOP CDM (Observational Medial Outcomes Partnership Common DataModel) 기반 의료 데이터 ETL (Extract, Transform, Load) 툴을 개발하였다. OMOP CDM ETL 툴은 기존의 레거시 데이터베이스 정보를 CDM으로 변환할 수 있는 효과적인 료인터페이스를 제공함으로써, 디지털 의료 데이터 공유와 관리 및 분석의 효율성을 증대할 수 있을 것이다.

Design and Implementation of Mobile Ticket Issuing Application (모바일 티켓 발권 애플리케이션 설계 및 구현)

  • Youngkyun Kim;Gyutae Kim;Janghwan Park;Heeseung Yoo;Taewook Kang;Hyunsoo Lim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.239-240
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    • 2024
  • 본 논문에서는 모바일 기기에 티켓을 발매하는 발권 애플리케이션을 설계 및 구현하였다. 애플리케이션은 사용자가 웹 인터페이스를 통해 메뉴 선정과 결제를 완료하여 모바일 기기로 QR 코드 식권을 발급받도록 구현한다. 식권 결제는 PG 연동을 통해 이루어지며, 식권 코드의 유효성은 코드 스캐닝을 통해 실시간으로 검증되도록 구현한다. 그리고 관리자가 식권 판매와 사용 현황을 확인할 수 있는 모니터링 기능을 구현한다.

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Design and Implementation of a First-Person Shooter Game based on Unreal Engine 5 (언리얼 엔진 5 기반 1인칭 슈팅 게임 설계 및 구현)

  • Chaehun Lee;Seongho Kim;Kiwon Seo;Minseok Kim;Soyoung Hwang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.489-490
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    • 2024
  • 본 논문에서는 사용자의 입장에서 게임 논리와 밸런스를 바탕으로 흥미를 유발할 수 있는 게임 개발의 요구를 고려하여 언리언 엔진 5 기반 하이퍼 FPS 게임의 설계와 구현을 제안한다. FPS 게임 내에도 정통 FPS, 배틀로얄, 그리고 하이퍼 FPS 등 여러 종류가 있는데 그 중 순전히 총으로만 싸우지 않고 캐릭터마다 고유스킬을 사용하여 전투할 수 있는 것이 하이퍼 FPS이다. 제안하는 게임 개발을 위해 다양한 게임엔진 중에서 사용자 친화적인 인터페이스와 비교적 쉬운 작업 흐름을 가지고 있는 언리얼 엔진을 선정하였다. 개발 결과의 테스트를 통해 제안한 게임과 EOS(Epic Online Services) 연동으로 다중 사용자들의 접속과 플레이를 확인하였다.

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Engine of computational Emotion model for emotional interaction with human (인간과 감정적 상호작용을 위한 '감정 엔진')

  • Lee, Yeon Gon
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.503-516
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    • 2012
  • According to the researches of robot and software agent until now, computational emotion model is dependent on system, so it is hard task that emotion models is separated from existing systems and then recycled into new systems. Therefore, I introduce the Engine of computational Emotion model (shall hereafter appear as EE) to integrate with any robots or agents. This is the engine, ie a software for independent form from inputs and outputs, so the EE is Emotion Generation to control only generation and processing of emotions without both phases of Inputs(Perception) and Outputs(Expression). The EE can be interfaced with any inputs and outputs, and produce emotions from not only emotion itself but also personality and emotions of person. In addition, the EE can be existed in any robot or agent by a kind of software library, or be used as a separate system to communicate. In EE, emotions is the Primary Emotions, ie Joy, Surprise, Disgust, Fear, Sadness, and Anger. It is vector that consist of string and coefficient about emotion, and EE receives this vectors from input interface and then sends its to output interface. In EE, each emotions are connected to lists of emotional experiences, and the lists consisted of string and coefficient of each emotional experiences are used to generate and process emotional states. The emotional experiences are consisted of emotion vocabulary understanding various emotional experiences of human. This study EE is available to use to make interaction products to response the appropriate reaction of human emotions. The significance of the study is on development of a system to induce that person feel that product has your sympathy. Therefore, the EE can help give an efficient service of emotional sympathy to products of HRI, HCI area.

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An Implementation of IEEE 1516.1-2000 Standard with the Hybrid Data Communication Method (하이브리드 데이터 통신 방식을 적용한 IEEE 1516.1-2000 표준의 구현)

  • Shim, Jun-Yong;Wi, Soung-Hyouk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.11
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    • pp.1094-1103
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    • 2012
  • Recently, software industry regarding national defense increases system development of distributed simulation system of M&S based to overcome limit of resource and expense. It is one of key technologies for offering of mutual validation among objects and reuse of objects which are discussed for developing these systems. RTI, implementation of HLA interface specification as software providing these technologies uses Federation Object Model for exchanging information with joined federates in the federation and each federate has a characteristic that is supposed to have identical FOM in the federation. This technology is a software which is to provide the core technology which was suggested by the United state's military M&S standard framework. Simulator, virtual simulation, and inter-connection between military weapons system S/W which executes on network which is M&S's core base technology, and it is a technology which also can be used for various inter-connection between S/W such as game and on-line phone. These days although RTI is used in military war game or tactical training unit field, there is none in Korea. Also, it is used in mobile-game, distribution game, net management, robot field, and other civilian field, but the number of examples are so small and informalized. Through this developing project, we developed the core technique and RTI software and provided performance of COTS level to improve communication algorithms.

An emotional speech synthesis markup language processor for multi-speaker and emotional text-to-speech applications (다음색 감정 음성합성 응용을 위한 감정 SSML 처리기)

  • Ryu, Se-Hui;Cho, Hee;Lee, Ju-Hyun;Hong, Ki-Hyung
    • The Journal of the Acoustical Society of Korea
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    • v.40 no.5
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    • pp.523-529
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    • 2021
  • In this paper, we designed and developed an Emotional Speech Synthesis Markup Language (SSML) processor. Multi-speaker emotional speech synthesis technology that can express multiple voice colors and emotional expressions have been developed, and we designed Emotional SSML by extending SSML for multiple voice colors and emotional expressions. The Emotional SSML processor has a graphic user interface and consists of following four components. First, a multi-speaker emotional text editor that can easily mark specific voice colors and emotions on desired positions. Second, an Emotional SSML document generator that creates an Emotional SSML document automatically from the result of the multi-speaker emotional text editor. Third, an Emotional SSML parser that parses the Emotional SSML document. Last, a sequencer to control a multi-speaker and emotional Text-to-Speech (TTS) engine based on the result of the Emotional SSML parser. Based on SSML which is a programming language and platform independent open standard, the Emotional SSML processor can easily integrate with various speech synthesis engines and facilitates the development of multi-speaker emotional text-to-speech applications.

Trusted Non-3GPP Access Interworking in 3GPP 5G System (3GPP 5G 시스템에서 Trusted Non-3GPP 액세스 연동 기술)

  • Kang, Yoohwa;Kim, Changki
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.639-647
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    • 2018
  • A common core network is the one of main architectural principles in 3GPP 5G System which has common interfaces with different multiple accesses. 3GPP 5G System Phase 1 (Release 15) supports Untrusted Non-3GPP access as well as 3GPP access with common interfaces. Non-3GPP Interworking Function (N3IWF) has been defined to interface with a UE and a core network for supporting Untrusted Non-3GPP access in 3GPP Release 15. However, interworking with Trusted Non-3GPP access is under study to be completed in 3GPP 5G System Phase 2 (Release 16). Therefore, this paper proposes a Trusted Non-3GPP access network architecture and related signaling procedures, and then the implementation based on the proposal shows how to interwork between Trusted Non-3GPP access and the 5G core network. In our proposal, N3IWF can interwork with either Untrusted or Trusted Non-3GPP access without any architectural modification or addition of 3GPP 5G system Phase 1.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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Design and Implementation of Simulator for Link-16 Network Operational Performance Analysis (Link-16 네트워크 운용성능분석을 위한 시뮬레이터 설계 및 구현)

  • Lee, Sangtae;Wi, Sounghyouk;Kim, Youngseung;Lee, Jungsik;Jee, Seungbae;Lee, Seungchan
    • Journal of the Korea Society for Simulation
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    • v.28 no.4
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    • pp.33-43
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    • 2019
  • Link-16 is a data link that provides joint interoperability to the US Navy, Air Force and NATO. Currently, the military relies entirely on foreign SW and tools for test environment, tactical simulation training and interoperability verification test for Link-16 operation. Therefore, it is necessary to develop Link-16 based operation environment test tool. In this paper, Link-16 network operational performance analysis simulator was developed by analyzing the function of Link-16 foreign tools. It also implements the SIMPLE standard interface for interworking with foreign SW and tools. The functional model for Link-16 network operation performance analysis consists of pre-analysis, real-time operational analysis, and post-analysis functional model. Each functional model test was performed through SIMPLE interworking with foreign SW and tools. Link-16 network operation performance analysis If we replace foreign SW through simulator, we can perform tactical training, network design verification and operation (scenario) verification for our military.