• Title/Summary/Keyword: 융합형

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Design of Fusion Multilabeling System Controlled by Wi-Fi Signals (Wi-Fi신호로 제어되는 융합형 다중라벨기 설계)

  • Lim, Joong-Soo
    • Journal of the Korea Convergence Society
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    • v.6 no.1
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    • pp.1-5
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    • 2015
  • In this paper, we describe the design of a fusion labeling system which is controlled by the Wi-Fi signals. The Current labeling system which is used in the industry is designed to work independently on the production line not connected with internet network services. For such reasons, it is very inconvenient for the labeling system to transfer such labeling data of the production line to the server computer. We propose a labeling system connected to the Wi-Fi service being able to send real-time transmission of labeling data. This system can supply the labeling data of production line to the server computer in realtime and improve the production quality than the existing system.

An Agro-ICT Convergence Model for Smart Agricultural Service Based on IoT (IoT기반의 지능형 농업서비스를 위한 농업ICT 융합 모델)

  • Kwak, Kyunghun;Kim, Hong-geun;Cho, Kyongryong;Park, Jangwoo;Cho, Yongyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.04a
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    • pp.1033-1035
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    • 2015
  • 최근, IT기술과의 융합은 전 산업 분야에서 활발히 적용되고 있으며, 기후 및 환경변화와 식품 안전에 대한 관심의 증대와 함께, 농축수산업 분야에서의 ICT융합 연구 시도가 크게 증가하고 있다. 특히, 농업환경에서의 생산성 향상 및 식품 안전성 확보를 위해 다양한 형태의 상황정보 기반 연구와 센서 네트워크를 활용한 지능형 서비스 제공 기술 연구가 활발히 진행되고 있다. 본 논문에서는 다양한 장비 및 센서가 컴퓨팅 장비와의 네트워킹을 통해 식물공장 및 유리온실과 같은 시설농업환경에서 지능형 농업서비스를 제공하기 위한 농업ICT 융합 모델을 제안한다. 제안하는 서비스 융합모델은 센서를 통해 획득한 다양한 상태정보를 인식하기 위해 상황정보 모델과, 이를 장비와 센서간에 공유된 지식으로 표현하고 활용하기 위한 온톨로지 모델을 사용한다. 제안하는 서비스 융합 모델은 농업ICT 융합 환경에서의 IoT기반 지능형 서비스를 위한 향후 관련 연구에 도움을 줄 것으로 기대한다.

A Study on Modeling Framework of Convergence Business (융합 비즈니스 모델링 프레임워크에 관한 연구)

  • Kim, Duk-Hyun
    • The Journal of Society for e-Business Studies
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    • v.17 no.4
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    • pp.175-196
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    • 2012
  • Compared to the wide spread of convergence in government and industries there are still lack of theoretical foundation and effective methodologies to successfully implement it. Especially, there are few remarkable results on the ideal types of convergence business model (BM) in both domestic and foreign researchers. In this paper we show theoretical types, strategic alternatives, and design steps of convergence BM could be developed based on '4WH1H model' which is a conceptual framework of a BM. 4W1H model includes 5 constituents of a BM, i. e., customer value, value proposition, operation, target market, and supply capability. We derive 5 theoretical types of convergence BMs depending on the focus of innovation, i.e., value, product, operation, market, and capability. After defining the constituents and types (i.e., structural aspects) of convergence BM, we also show a BM could be linked with business strategy by defining the interaction among 5 constituents (i.e., behavioral aspects) of convergence BM.

Development of SW convergence Education program for the patriotism applying Novel Engineering (Novel Engineering을 적용한 SW융합형 호국보훈 수업 방안)

  • Hong, Ji-Yeon;Kim, Yung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.600-603
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    • 2018
  • The purpose of this study is to describe the SW Convergence education class applying the Novel Engineering teaching method during the creative experiential activity time. We developed a SW convergence education program for a patriotism class applying Novel Engineering, a new educational method instead of writing and drawing. Through this lesson program, students can improve their problem-solving ability based on their computational thinking and enhance their love spirit about country. Students read a book that tells the story of patriot, writes the historical scene presented in the book through scenarios through Re-enactment, and implements the simulation situation using Lego WeDo 2.0. The results of this study based on the analysis of the data on the questionnaire showed that there is a significant students' change through the SW convergence education program for patriotism class. In the future, we will expand the scope to more various grades and subjects so that we can generalize the effectiveness of SW convergence education applying Novel Engineering.

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Channel Equalization Simulator for Hybrid 3DTV Based on ATSC 3.0 (ATSC 3.0 융합형 3DTV를 위한 채널등화 시뮬레이터)

  • Lim, Sol;Kim, Seung Gi;Kim, Sung-Hoon;Kim, Hui Yong;Kim, Dae Jin
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.23-25
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    • 2015
  • 최근 디지털 방송의 새로운 서비스에 대한 소비자의 기대와 무선 통신 및 영상 압축 기술의 발전으로 인해 차세대 방송 기술에 대한 관심이 고조되고 있다. 미국 방송 표준화 기구인 ATSC에서는 차세대 국제 방송 표준을 위해 ATSC 3.0을 시작하였고, 고정 방송 및 이동 방송의 동시 서비스 제공을 목표로 하고 있다. TDM을 사용하여 두 방송 서비스를 제공하는 경우 ATSC 3.0 융합형 3DTV 서비스를 제공할 수 있으며, 모바일 방송의 파일럿 심볼을 이용한 채널 추정이 가능하므로 고정 방송만을 제공하는 경우보다 채널 등화 성능 측면에서 더 유리하다. 이에 본 논문에서는 ATSC 3.0 융합형 3DTV를 위한 채널 등화 시뮬레이터를 설계 및 구현하여 고정 방송 환경과 성능을 비교한다.

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Development of Hybrid 3D Broadcast platform Using MMT and MPEG2-TS (MMT와 MPEG2-TS 융합형 Hybrid 3D 방송 플랫폼 개발 Part 1 : 파일 생성 및 전송 파트)

  • Kang, Dong-jin;Kim, Da-young;Choi, Won-geun;Kim, Kyu-heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.476-479
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    • 2015
  • 현 3D 실험방송은 좌 영상과 우 영상의 듀얼 스트림을 전송하는 서비스 호환 3D서비스를 제공하고 있다. 이와 같은 방식은 지상파를 이용해 전송되므로 제한된 대역폭에 따른 화질의 저하가 불가피한 것으로 여겨진다. 이에 본 논문에서는 상기 두 영상을 각각 기존의 지상파와 IP망으로 전송하여 화질의 열화 없이 안정적인 화질을 제공할 수 있는 MMT와 MPEG2-TS 융합형 Hybrid 3D 방송 시스템을 제안하였다. 제안한 시스템은 기존의 지상파를 통해 주영상을 MMT의 GFD mode를 이용하여 보조영상을 전송하여 두 영상의 동기화를 통해 고화질 스테레오스코픽 영상을 구성한다. 이를 위해 본 논문에서는 MPEG2-TS와 MMT의 GFD mode의 파일 구성을 각각 분석하고, 실험결과를 통해 제안한 MMT와 MPEG2-TS 융합형 Hybrid 3D 방송 시스템을 검증하였다.

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The Study on the Market Competitiveness Reinforcement for Convergence Industry (융합산업의 시장 경쟁력 강화에 관한 연구)

  • Park, Eun-Young;Kwag, Dong-Gi
    • Journal of the Korea Convergence Society
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    • v.6 no.5
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    • pp.99-106
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    • 2015
  • The purpose of this research is to bring supportive ways to reinforce the market competitiveness of fusion industry based on the rapidly arising fusion industries considering system improvement and fusion R&D support. The research has proceeded in the order of setup for competitiveness reinforcing way of fusion industry and deduction for competitiveness reinforcing way based on directivity. It classified the fusion industry into introduction, diffusion and development by time, and suggested expert fusion R&D, open type fusion R&D, customized fusion R&D, system improvement of market entrance and supportive way for public purchase as the supportive way. It's purpose is to lead the entrance into the new fusion market, stabilize to settle into the market and create high value products by resolving difficulties for the market entrance of the new fusion products & service, reinforcing the fusion capability and securing the competitive advantage.

The creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum (2015 개정 교육과정의 창의융합형 인재상과 역량 중심의 교육목적 체제 분석)

  • Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.743-752
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    • 2017
  • This paper analysis the creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum. For this end, first, It discuss the educational purposes of the elementary and secondary school. The educational purposes are specified in the law, the general guideline and subject matters of the national curriculum. Second, It find out the relationship between creative convergence person and educational purposes. The core competencies that emerged from 2015 revised curriculum are an important role for the realization of creative convergence person. Finally, each purpose for the promotion of creative convergence person review how adequately defined. The review divided the three; the stipulation of legislation, general guideline of the national curriculum, subject matters of the national curriculum. As a result, the purpose of the direct role for the realization of creative convergence person is core competence and special competency of a subject matters. These competencies are reflected in achievement standards of the contents system in subject matters of 2015 revised curriculum. The core competence is a kind of educational purposes in terms of learners.

Design of Mixed Reality based Convergence Edutainment System using Cloud Service (클라우드 서비스를 이용한 복합현실 기반의 융합형 에듀테인먼트 시스템 설계)

  • Kim, Donghyun;Kim, Minho
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.103-109
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    • 2015
  • TOLED(Transparent, Organic Light Emitting Diodes) based edutainment system has been studied to solve the actual feeling training and educational experience problem of e-learning. However, edutainment system using TOLED has a problem for the non-detection of multi marker array and rotate marker array, and it has problem for the dissonance phenomena caused by Illumination Environment between real world and virtual object. It also has a do not provide services through a variety of devices problem. Therefore, in this paper, we designed a system that provides a realistic actual feeling edutainment contents by recognizes the marker array rotation and a plurality of marker arrangement via an improved marker detection technique. And to unify the real space and virtual space of the lighting environment through a nested block layer.

PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.