• Title/Summary/Keyword: 이동성매체

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Analysis of the History of the Game Based on the Historical Facts - Focusing on the game "The Mythology of a Thousand Years" - (역사 사실을 기반으로 한 게임의 역사 사실성 분석 -게임 천년의 신화를 중심으로-)

  • Choi, Min-Seok;Lee, Dong-Yeop
    • Journal of Digital Convergence
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    • v.15 no.6
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    • pp.361-368
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    • 2017
  • Recently, the historical displeasure of celebrities caused a problem that the people were scolded by the people. On the other hand, people's historical consciousness is rising for a series of broadcasts organized by a famous entertainment program. We are now in the idea of our country people like this in history when history will not be left unsaid thing about realism. Inmates because there is a powerful force that is, that media is the 'immersion' players are interested more in the game, it is important to do it. Therefore, the history of games are made based on players to attract attention and interest or historical fact and to make a feature of the game and character.Does not occur to production. So correct history can have a sense of history the players are in fact this study, based on the development called an 'the mythology of the millennium' in 'hq team', manufactured. Choose the game. Scenario is based on thorough historical facts of the game 'the mythology of the millennium' authority order to conduct verification of the historians made it. These production process to appear in the game 'King Gwanggaeto,', 'Geunchogo of Baekje' and 'muyeorwang' design and comparative analysis to the historical facts.

A Development of Fusion Processor Architecture for Efficient Main Memory Access in CPU-GPU Environment (CPU-GPU환경에서 효율적인 메인메모리 접근을 위한 융합 프로세서 구조 개발)

  • Park, Hyun-Moon;Kwon, Jin-San;Hwang, Tae-Ho;Kim, Dong-Sun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.2
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    • pp.151-158
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    • 2016
  • The HSA resolves an old problem with existing CPU and GPU architectures by allowing both units to directly access each other's memory pools via unified virtual memory. In a physically realized system, however, frequent data exchanges between CPU and GPU for a virtual memory block result bottlenecks and coherence request overheads. In this paper, we propose Fusion Processor Architecture for efficient access of main memory from both CPU and GPU. It consists of Job Manager, Re-mapper, and Pre-fetcher to control, organize, and distribute work loads and working areas for GPU cores. These components help on reducing memory exchanges between the two processors and improving overall efficiency by eliminating faulty page table requests. To verify proposed algorithm architectures, we develop an emulator based on QEMU, and compare several architectures such as CUDA(Compute Unified Device Architecture), OpenMP, OpenCL. As a result, Proposed fusion processor architectures show 198% faster than others by removing unnecessary memory copies and cache-miss overheads.

A study on direction expression of time and space in film and - Focusing on Gilles Deleuze theory and intermediality theory-

  • Lim, Yong-Seob
    • Cartoon and Animation Studies
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    • s.48
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    • pp.141-172
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    • 2017
  • The film (2000) and (2016) are based on different time slips from each other. However, these two films have many common elements that make one illusion-based illusion. In the common elements, the main characters (being and thing) are traversed at different times and directed as a cyclical one. Also, among these, the movement link of the time and space has a commonality that it becomes possible through a medium ( - radio, you, there - pill). As a result, a series of scenes expressed in showed that the scene of produced in 2000 was greatly circulated. The reason why two movies have similar structure is that the basic framework of video media based on time slip is similar. Therefore, the purpose of this study is not to analyze the problem of quoting and borrowing of two films as mentioned in the paper. To add up, the material of video media is manifold which is a dynamic object of potential which is unlimited and opened, and by rearranging one media it can be created by escaping from one territory. Also, it is a study of analysis to contribute to producer or researcher as a time slip video creation reference connecting times based on the manifold arrangement from two films.

An Automatic Identification System of Biological Resources based on 2D Barcode and UCC/EAN-128 (2차원 바코드와 UCC/EAN-128을 이용한 생물자원 자동인식시스템)

  • Chu, Min-Seok;Ryu, Keun-Ho;Kim, Jun-Woo;Kim, Hung-Tae;Han, Bok-Ghee
    • The KIPS Transactions:PartD
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    • v.15D no.6
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    • pp.861-872
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    • 2008
  • As rapid development of computing environment, field of automatic identification research which interoperates with various physical objects and digital information is making active progress. Although the automatic identification system is widely used in various industries, application of automatic identification system in the field of medical health doesn't reach other industry. Therefore research in medical health supplies such as medical equipment, blood, human tissues and etc is on progress. This paper suggests the application of automatic identification technology for biological resources which is core research material in human genome research. First of all, user environment requirements for the introduction of automatic identification technology are defined and through the experiments and research, barcode is selected as a suitable tag interface. Data Matrix which is 2D barcode symbology is chosen and data schema is designed based on UCC/EAN-128 for international defecto standard. To showapplicability of proposed method when applied to actual environment, we developed, tested and evaluated application as following methods. Experiments of barcode read time at 196 and 75 below zero which is actual temperature where biological resources are preserved resulted read speed of average of 1.6 second and the data schema satisfies requirements for the biological resources application. Therefore suggested method can provide data reliability as well as rapid input of data in biological resources information processing.

Ionomer Binder in Catalyst Layer for Polymer Electrolyte Membrane Fuel Cell and Water Electrolysis: An Updated Review (고분자 전해질 연료전지 및 수전해용 촉매층의 이오노머 바인더)

  • Park, Jong-Hyeok;Akter, Mahamuda;Kim, Beom-Seok;Jeong, Dahye;Lee, Minyoung;Shin, Jiyun;Park, Jin-Soo
    • Journal of the Korean Electrochemical Society
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    • v.25 no.4
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    • pp.174-183
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    • 2022
  • Polymer electrolyte fuel cells and water electrolysis are attracting attention in terms of high energy density and high purity hydrogen production. The catalyst layer for the polymer electrolyte fuel cell and water electrolysis is a porous electrode composed of a precious metal-based electrocatalyst and an ionomer binder. Among them, the ionomer binder plays an important role in the formation of a three-dimensional network for ion conduction in the catalyst layer and the formation of pores for the movement of materials required or generated for the electrode reaction. In terms of the use of commercial perfluorinated ionomers, the content of the ionomer, the physical properties of the ionomer, and the type of the dispersing solvent system greatly determine the performance and durability of the catalyst layer. Until now, many studies have been reported on the method of using an ionomer for the catalyst layer for polymer electrolyte fuel cells. This review summarizes the research results on the use of ionomer binders in the fuel cell aspect reported so far, and aims to provide useful information for the research on the ionomer binder for the catalyst layer, which is one of the key elements of polymer electrolyte water electrolysis to accelerate the hydrogen economy era.

Three-Dimensional Numerical Simulation of Impacts of Layered Heterogeneity and Groundwater Pumping Schemes on Seawater Intrusion (해수 침투에 대한 층상 불균질성 및 지하수 양수 방식의 영향 삼차원 수치 모의)

  • Park, Hwa-Seok;Kihm, Jung-Hwi;Yum, Byoung-Woo;Kim, Jun-Mo
    • Journal of Soil and Groundwater Environment
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    • v.13 no.4
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    • pp.8-21
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    • 2008
  • A series of three-dimensional numerical simulations using a hydrodynamic dispersion numerical model is performed to analyze quantitatively impacts of layered heterogeneity of geologic media and groundwater pumping schemes on groundwater flow and salt transport in coastal aquifer systems. A two-layer heterogeneous coastal aquifer system composed of a lower sand layer (aquifer) and an upper clay layer (aquitard) and a corresponding single-layer homogeneous coastal aquifer system composed of an equivalent lumped material are simulated to evaluate impacts of layered heterogeneity on seawater intrusion. In addition, a continuous groundwater pumping scheme and two different periodical groundwater pumping schemes, which withdraw the same amount of groundwater during the total simulation time, are applied to the above two coastal aquifer systems to evaluate impacts of groundwater pumping schemes on seawater intrusion. The results of the numerical simulations show that the periodical groundwater pumping schemes have more significant adverse influences on groundwater flow and salt transport not only in the lower sand layer but also in the upper clay layer, and groundwater salinization becomes more intensified spatially and temporally as the pumping intensity is higher under the periodical groundwater pumping schemes. These imply that the continuous groundwater pumping scheme may be more suitable to minimize groundwater salinization due to seawater intrusion. The results of the numerical simulations also show that groundwater salinization in the upper clay layer occurs significantly different from that in the lower sand layer under the periodical groundwater pumping schemes. Such differences in groundwater salinization between the two adjacent layers may result from layered heterogeneity of the layered coastal aquifer system.

Mania Construction and Constitution based on Animation 'Full metal Alchemist's Character (애니메이션 '강철의 연금술사' 의 캐릭터를 중심으로 한 매니아 형성과 구조)

  • Park, Yoon-Sung;Kim, Hye-Sung;Lee, Ga-Young
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.253-260
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    • 2006
  • As media and product became variety, the propensity of the people is be coming various. From diversity, there we could search for some popularity is called 'the mania.' When Mania takes shape, the product will being longer even masses in these days only have short-term life. Also there are hundreds of animations that has short-term life whom people forgot everyday they watch. However, the animations could lasting its value which has the Mania. This thesis is a studies on the constitution of Mania from animation 'Fullmetal Alchemist's Character The BONES had made. We can learn that the audience were not just like the animation, but get crazy for it by comparing Japanese animation industry in those days; before it has been shrinking and manufacturing various contents from Fullmetal Alchemist means there is enough consumtions. There are many reasons to form Mania group, but specially the character symbols at the works as a whole. From this study is to know a cause of how the animation 'Fullmetal Alchemist' made huge Mania group, and significance value of the work those group left.

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Research on pre-service teachers' perceptions of smartphones for educational use and suggestions for school policy (스마트폰의 교육적 활용에 대한 예비교사의 인식 및 학교정책 개선방안 연구)

  • Lim, Keol;Lee, Dong Yub
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.47-57
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    • 2012
  • This study was conducted to investigate the pre-service teacher's perception of the possibility of using smartphones in the classroom, moreover, to confirm the policy related to using smartphones in schools. For the objectives, this study, firstly, investigated the pre-service teacher's awareness of having cellphones in the classroom, secondly, analyzed the pre-service teacher's opinion of using smartphones for educational objectives and elements for those investigated objectives, finally, investigated the school policy for educational objectives of using smartphones. The participants of this study were 146 pre-service teachers among three universities in Seoul. The results showed that the pre-service teachers opposed using cellphones in the classroom. Next, it was found that most of them had smartphones and they knew how to use them effectively. For the aspects of educational use of smartphones, they recognized that smartphones could be used as a smart educational tool, an efficient teaching and learning tool, and an assistant tool for teaching and learning. In order to use smartphones for the investigated educational tools, the learning contents, the ways of teaching and learning, and the technical support of the school should be prepared. Finally, the pre-service teachers thought that the school policy should be changed in order to use smartphones for educational objectives, and the school policy with regard to using smartphones in the classroom should be decided by the teachers. Most of all, for the educational use of smartphones, the pre-service teachers believed that the change of the students' perception was the most significant.

AFTL: An Efficient Adaptive Flash Translation Layer using Hot Data Identifier for NAND Flash Memory (AFTL: Hot Data 검출기를 이용한 적응형 플래시 전환 계층)

  • Yun, Hyun-Sik;Joo, Young-Do;Lee, Dong-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.1
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    • pp.18-29
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    • 2008
  • NAND Flash memory has been growing popular storage device for the last years because of its low power consumption, fast access speed, shock resistance and light weight properties. However, it has the distinct characteristics such as erase-before-write architecture, asymmetric read/write/erase speed, and the limitation on the number of erasure per block. Due to these limitations, various Flash Translation Layers (FTLs) have been proposed to effectively use NAND flash memory. The systems that adopted the conventional FTL may result in severe performance degradation by the hot data which are frequently requested data for overwrite in the same logical address. In this paper, we propose a novel FTL algorithm called Adaptive Flash Translation Layer (AFTL) which uses sector mapping method for hot data and log-based block mapping method for cold data. Our system removes the redundant write operations and the erase operations by the separating hot data from cold data. Moreover, the read performance is enhanced according to sector translation that tends to use a few read operations. A series of experiments was organized to inspect the performance of the proposed method, and they show very impressive results.

Privacy Protection for 5G Mobile-based IoT Users (5G 이동 통신 기반의 IoT 사용자를 위한 프라이버시 보호 기법)

  • Jeong, Yoon-Su;Yoon, Deok-Byeong;Shin, Seung-Soo
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.1-7
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    • 2020
  • Recently 5G technology is one of the technologies that has been receiving much positive responses from users as it is integrated with virtual technology. However, 5G's security issues have not been fully resolved and more security is soon required. In this paper, an approach technique is proposed as a probability-based hierarchy to provide personal privacy for 5G-based IoT users more safely. The proposed technique is aimed at not exposing the privacy of IoT users to third parties by using two random keys created personally by IoT users. In order to satisfy both safety and efficiency, the proposed technology divides the privacy of IoT users into two layers. In the first stage, IoT users will control access to intermediate media using anonymous keys generated by IoT users, and in the second stage, information of IoT users registered with servers will be darkened and replicated. The proposed technique has improved the accuracy of the privacy protection of IoT users as they assign weights to layered information after layering users' privacy information on a probabilistic basis.