• Title/Summary/Keyword: 정보접근

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A New Routing Algorithm for Performance improvement of Wireless Sensor Networks (무선 센서 네트워크의 성능 향상을 위한 새로운 라우팅 알고리즘)

  • Yang, Hyun-Suk;Kim, Do-Hyung;Park, Joon-Yeol;Lee, Tae-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.49 no.1
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    • pp.39-45
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    • 2012
  • In this paper, a distributed 2-hop routing algorithm is proposed. The main purpose of the proposed algorithm is to reduce the overall power consumption of each sensor node so that the lifetime of WSN(wireless sensor network) is prolonged. At the beginning of each round, the base station transmits a synchronization signal that contains information on the priority table that is used to decide whether each sensor node is elected as a cluster head or not. The priority table is constructed so that sensor nodes closer to half energy distance from the base station get the higher priority. 2-hop routing is done as follows. Cluster heads inside half energy distance from the base station communicate with the base station directly. Those outside half energy distance have to decide whether they choose 2-hop routing or 1-hop routing. To do this, each cluster head outside half energy distance calculates the energy consumption needed to communicate with the base station via 1-level cluster head or directly. If less energy is needed when passing through the 1-level cluster head, 2-hop routing is chosen and if not, 1-hop routing is chosen. After routing is done each sensor nodes start sensing data.

Subjectivity of Parents in Refusal of Childhood Vaccination: A Q-methodology Approach (자녀 예방접종 거부 부모의 주관성: Q 방법론적 접근)

  • Cha, Hye-Gyeong;Ha, Eun-Ho
    • Child Health Nursing Research
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    • v.19 no.3
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    • pp.216-227
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    • 2013
  • Purpose: Despite the well-known public health benefits of vaccination, increasing public concern about the safety of childhood vaccinations has led some parents to refuse or hesitate having their children immunized. The purpose of this study was to identify the subjectivity of parents toward refusal of childhood vaccination. Methods: Q-methodology, in which subjective viewpoints are explored and analyzed using a combination of quantitative and qualitative techniques, was used. Thirty-five participants were asked to rank 42 statements on diverse issues of childhood vaccination according to a continuous 9-point scale ranging from -4 for strongly disagree to +4 for strongly agree. Collected data was analyzed using the PC-QUANAL program. Results: The results revealed three discrete groups of parents in the refusal of children's immunization: type I, distrust; type II, concern about side effects, and type III, belief that vaccinations are unnecessary. Conclusion: Special nurse counselors who can provide correct information about vaccination based on the three types should be part of the government policy. Customized education programs to shift viewpoints should be also redeveloped according to the results in this study.

A Study on the patterns of land use change based on the digital parcels (필지중심 토지이용변화패튼엔 관한 연구)

  • 김정훈
    • Spatial Information Research
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    • v.10 no.1
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    • pp.153-164
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    • 2002
  • This used a new method to capture the neighbouring relationship among parcels. To define the neighbouring relationship, all the surrounding parcels in the study area can be identified as neighbours of the current parcel as long as they touch each other even at a point. To examine neighbouring parcels on all polygons of the study area, this study used ArcViews avenue programming which visited each polygon in turn and produced an outfile containing the parcel record ID and the contents of each of the adjacent parcels. The second thing is to translate the record IDs of neighbouring parcels into land use. For this, this study used the Lookup function in Excel to obtain neighbouring land use. To deal with how to calculate the ratio of each land use to neighbouring land uses, this study used Visual Basic. finally, this study considered a term of neighbour land use as the ratio of the number of urban use adjacent parcels to the total number of adjacent parcels. This study shows that GIS and spatial analysis can be applied to land use change in the urban fringe area at a very detailed level using municipal parcel data which occupies about 80% of administrative affairs, especially at the local government level in Korea. The results of analysis can be useful for local government to understand its situation and to manage land use efficiently in the urban fringe. The methodology developed in this study is especially useful for an empirical approach.

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An Application of GIS Technique to Analyze the Location of Fastfood Stores : The Case of Kangnam-Gu , Seoul (GIS 기법을 활용한 패스트푸드점의 입지분석에 관한 연구 - 서울시 강남구를 중심으로)

  • 이희연;이정미
    • Spatial Information Research
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    • v.4 no.2
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    • pp.131-146
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    • 1996
  • The purpose of this study is to extract the main locational factors to affect the location of fastfood stores in Kangnam -Gu, Seoul by using Geographic Information Systems. The Franchise system, which came to be employed in full scale since 1990, now enjoying the booming period, especially fast food industry. The procedure of this research has four steps. First, the spatial distribution of fastfood chain stores in Seoul is analyzed by the land use and road map. Second, the spatial variations of fastfood stores in dong districts of Seoul is explained by multiple regression analysis. Third, the main locational factors to affect the location of fast food stores in Kangnam -Gu are extracted by demand and supply sides using GIS technologies. Finally, the potentiallocational zones where are selected by extracted locational factors are compared with the actual distribution of f astf ood stores in Kangnam - Gu. In terms of demand side, the main locational factors include commercial and service facilities, sub¬ways and bus stops which have a lot of pedestrians, and large apartment districts that have high popu¬lation densities. In terms of supply sides, the main locational factors include land use types and land value, accessibility. After fast food chain stores of Kangnam -Gu are overlaid final potentiallocational zones extracted by demand and supply sides of locational factors, it can be identified that over 80 % of fastfood stores are located in the potentiallocational zone. In conclusion, this study shows that spatial analysis functions may potentially be improved using GIS technologies. However there are still difficulties for the locational analysis for service industries to col¬lect appropriate data in terms of computerized base maps as well as consumer behavior and store characteristics itself.

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The Study on the Career Reasons Affecting on the Desire of Entrepreneurship Education : Focus on Science and Engineering College Student (직업선택 동기에 따른 창업교육 수강의지에 대한 연구 : 이공계열 대학생을 중심으로)

  • Lee, Woo Jin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.119-128
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    • 2015
  • The role and importance of entrepreneurship is fast becoming recognized with the topic of creative economy in Korea. Especially, young generations having difficulties of finding a job choose to be an entrepreneur as a part of their career choice due to the changes in social awareness about entrepreneurship and the increase of entrepreneurship education opportunity. It is needed to approach with the analysis of young people's career choice reasons in order to provide effective entrepreneurship education to those who has the choice of career ahead. Each student has different desire to entrepreneurship lecture and education with the basis of their own motivation and goal of career choice reasons. The objective of this study is to examine career choice reasons with 1,651 science and engineering field students in universities to determine the sustainable needs of entrepreneurship education. As a result of the analysis, there is significant relationship between the satisfaction of entrepreneurship education and the intrinsic factors such as self-realization, innovativeness, role-model and independence. In addition, the satisfaction of entrepreneurship education is significantly related to the sustainable desire of entrepreneurship education. In other words, it is needed to enhance intrinsic value of the students' career choice reasons for sustainable entrepreneurship education due to successful start-ups requiring to have information and understanding process of business which comes from continuous entrepreneurship education.

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Wrap-around Motion Vector Prediction for 360 Video Streams in Versatile Video Coding (VVC에서 360 비디오를 위한 랩-어라운드 움직임 벡터 예측 방법)

  • Lee, Minhun;Lee, Jongseok;Park, Juntaek;Lim, Woong;Bang, Gun;Sim, Dong Gyu;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.313-324
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    • 2020
  • In this paper, we propose a motion vector prediction method that increases the coding efficiency at the boundary of an image by utilizing the 360 video characteristic. In the current VVC method, the location of a neighbor block is excluded from the candidate list for inter prediction in case that it is out of boundary. This can reduce coding efficiency as well as subject quality. To solve this problem, we construct new candidates adding the location of the neighbor block at the boundary of the picture from already decoded information based on the projection method for 360 video coding. To evaluate the performance of the proposed method, we compare with VTM6.0 and 360Lib9.1 under Random Access condition of JVET-360 CTC. As a result, the coding performance shows a BD-rate reduction of 0.02% on average in luma component and 0.05%, 0.06% on average in chroma components respectively, without additional computational complexity. The coding performance at the picture boundary shows a BD-rate reduction of 0.29% on average in luma component and 0.45%, 0.43% on average in chroma components, respectively. Furthermore, we perform subjective quality test with the DSCQS method and obtain MOS values. The MOS value is improved by 0.03 value, and we calculate BD-MOS using MOS value and bit-rate. As a result, the proposed method improved performance by up to 8.78% and 5.18% on average.

Implications to High-tech Starts-up Driven from Implementing Business Model of Leading High Tech Ventures : A Case Study of KOSDAQ Listed High-tech Ventures (선도 기술벤처기업의 비즈니스모델 실행이 창업기업에 주는 시사점 : 코스닥상장기업의 사례분석 중심으로)

  • Kim, Jongsun;Yang, Youngseok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.23-33
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    • 2014
  • This paper aims at delivering significant implications to high-tech startups by visualizing the implementation process of leading KOSDAQ listed companies's business model. This paper founded two meaningful outcomes; first, hish-tech starts-up make a clear direction of implementing intangible business model in real business, second, targeting the role model of benchmarking business model among leading companies, by linking common feature between high-tech starts-up and leading KOSDAQ listed venutures sharing one of Key performance indexes falls on viable business model. The research results of visualizing the implementation of leading KOSDAQ listed ventures' business model shows three major implications. First, business model indicates not just simple logic of creating and delivering values, but more shows CEO leading management vehicle. Second, business model represents the multi-dimension process itself of integrating in and out company's core assets and competencies initiated by CEO. Third, financial outcomes of business model is automatic result of implementing on setting target customer, creating value, and delivering it rather than planned strategically. Fourth, the focal points of implementing business model falls on collecting real information from business sites.

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A Study on the Development Methodology of the U-City Service Scenarios which Apply the Scenario Management Techniques (시나리오 경영기법을 적용한 U-City 서비스 시나리오 개발 방안 연구: u-수질 모니터링 서비스를 중심으로)

  • Seo, Hyun-Sik;Lee, Jong-Myun;Oh, Jay-In
    • Information Systems Review
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    • v.11 no.2
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    • pp.23-44
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    • 2009
  • U-Services are inevitably essential for the realization of u-Cities. Most local governments in Korea have expressed much interest in introducing u-Cites and related u-Services. Since researchers anticipate that developing u-Cities will produce economic effects, the Korea government has support local governments to develop u-Cities and necessary u-Services. However, the technology issues have been dominiated in the field of U-City services and most of the U-City services do not reflects all the complicated and pluralistic sides of environment, which are caused by future uncertainties in developing u-Cites. For the purpose of addressing the above uncertainties, this paper attempts to develop the possible scenarios for U-City services through a scenario planning approach. A focus group interview and survey with professionals in the field of planning u-Cities was performed to identify these uncertainties. Then, in order to investigate the validity of the scenario planning methodology, the u-Service "u-Water purity monitoring" is adopted. After considering the relevant issues, we developed two possible scenarios: a mutual linkage service among u-Service related organization and a cooperating and coordinating service among local governments. On the basis of these scenarios, the strategies for potential U-City services are formulated. Various participants in developing U -City services are encouraged to use the scenarios as the foundation of predicting future features of u-Cities and developing the framework of the U-City service scenarios effectively.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Exploring the Effects of the Antecedents to Flow Experience and the Characteristics of War Simulation Systems on Soldiers' Intentions to Use the War Simulation Systems (플로우 경험의 선행요인들과 시뮬레이션 시스템의 특성이 군(軍)전투시뮬레이션 시스템 사용 의도에 미치는 영향에 관한 실증 분석)

  • Baek, Dae Kwan;Hau, Yong Sauk;Kim, Young-Gul
    • Information Systems Review
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    • v.16 no.1
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    • pp.89-106
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    • 2014
  • The war simulation systems in Republic of Korea Army have been getting more and more important because soldiers can effectively and efficiently learn and share their war-related knowledge based on the interactions through the systems. But, up to now, the access to the war simulation systems has been limited to only soldiers. So, little research on them has been conducted. This study explores the effects of the antecedents to the flow experience and the characteristics of the systems on soldiers' intentions to use them. Based on the 118 samples collected from officers in Republic of Korea Army, this study empirically shows the logical reality of the war simulation systems and the flow experience positively influence soldiers' intentions to use the systems and the clarified goals, feedbacks, and the levels of the missions in the systems are significant antecedents to the flow experience. Useful implications are presented and discussed based on the new findings.