• Title/Summary/Keyword: 정보통신 서비스

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Analysis of Spatial Trip Regularity using Trajectory Data in Urban Areas (도시부 경로자료를 이용한 통행의 공간적 규칙성 분석)

  • Lee, Su jin;Jang, Ki tae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.6
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    • pp.96-110
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    • 2018
  • As the development of ICT has made it easier to collect various traffic information, research on creating new traffic attributes is drawing attention. Estimation and forecasts of demand and traffic volume are one of the main indicators that are essential to traffic operation, assuming that the traffic pattern at a particular node or link is repeated. Traditionally, a survey method was used to demonstrate this similarity on trip behavior. However, the method was limited to achieving high accuracy with high costs and responses that relied on the respondents' memory. Recently, as traffic data has become easier to gather through ETC system, smart card, studies are performed to identify the regularity of trip in various ways. In, this study, route-level trip data collected in Daegu metropolitan city were analyzed to confirm that individual traveler forms a spatially similar trip chain over several days. For this purpose, we newly define the concept of spatial trip regularity and assess the spatial difference between daily trip chains using the sequence alignment algorithm, Dynamic Time Warping. In addition, we will discuss the applications as the indicators of fixed traffic demand and transportation services.

Applying a smart livestock system as a development strategy for the animal life industry in the future: A review (미래 동물생명산업 발전전략으로써 스마트축산의 응용: 리뷰)

  • Park, Sang-O
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.1
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    • pp.241-262
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    • 2021
  • This paper reviewed the necessity of a information and communication technology (ICT)-based smart livestock system as a development strategy for the animal life industry in the future. It also predicted the trends of livestock and animal food until 2050, 30 years later. Worldwide, livestock raising and consumption of animal food are rapidly changing in response to population growth, aging, reduction of agriculture population, urbanization, and income growth. Climate change can change the environment and livestock's productivity and reproductive efficiencies. Livestock production can lead to increased greenhouse gas emissions, land degradation, water pollution, animal welfare, and human health problems. To solve these issues, there is a need for a preemptive future response strategy to respond to climate change, improve productivity, animal welfare, and nutritional quality of animal foods, and prevent animal diseases using ICT-based smart livestock system fused with the 4th industrial revolution in various aspects of the animal life industry. The animal life industry of the future needs to integrate automation to improve sustainability and production efficiency. In the digital age, intelligent precision animal feeding with IoT (internet of things) and big data, ICT-based smart livestock system can collect, process, and analyze data from various sources in the animal life industry. It is composed of a digital system that can precisely remote control environmental parameters inside and outside the animal husbandry. The ICT-based smart livestock system can also be used for monitoring animal behavior and welfare, and feeding management of livestock using sensing technology for remote control through the Internet and mobile phones. It can be helpful in the collection, storage, retrieval, and dissemination of a wide range of information that farmers need. It can provide new information services to farmers.

Fake News Detection Using CNN-based Sentiment Change Patterns (CNN 기반 감성 변화 패턴을 이용한 가짜뉴스 탐지)

  • Tae Won Lee;Ji Su Park;Jin Gon Shon
    • KIPS Transactions on Software and Data Engineering
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    • v.12 no.4
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    • pp.179-188
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    • 2023
  • Recently, fake news disguises the form of news content and appears whenever important events occur, causing social confusion. Accordingly, artificial intelligence technology is used as a research to detect fake news. Fake news detection approaches such as automatically recognizing and blocking fake news through natural language processing or detecting social media influencer accounts that spread false information by combining with network causal inference could be implemented through deep learning. However, fake news detection is classified as a difficult problem to solve among many natural language processing fields. Due to the variety of forms and expressions of fake news, the difficulty of feature extraction is high, and there are various limitations, such as that one feature may have different meanings depending on the category to which the news belongs. In this paper, emotional change patterns are presented as an additional identification criterion for detecting fake news. We propose a model with improved performance by applying a convolutional neural network to a fake news data set to perform analysis based on content characteristics and additionally analyze emotional change patterns. Sentimental polarity is calculated for the sentences constituting the news and the result value dependent on the sentence order can be obtained by applying long-term and short-term memory. This is defined as a pattern of emotional change and combined with the content characteristics of news to be used as an independent variable in the proposed model for fake news detection. We train the proposed model and comparison model by deep learning and conduct an experiment using a fake news data set to confirm that emotion change patterns can improve fake news detection performance.

Parents' Perception and Satisfaction of School Food Materials and Supplier -Performance in Mokpo, Korea- (학교급식 식재료 및 공급업체에 대한 학부모들의 인식 및 만족도 -목포지역 중심으로-)

  • Lee, Seok-In;Kang, Pyong-Yon;Jung, Hyun-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.44 no.11
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    • pp.1741-1749
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    • 2015
  • The purpose of this study was to investigate parents' perception and satisfaction of school food materials and supplier performance in Mokpo. To achieve these research objectives, a questionnaire was distributed to parents at 66 schools, and a total of 589 were used in the final analysis. The results of this study were as follows. First, satisfaction of school foodservice, showed the following scores: overall was 3.75, quality of food materials was 3.84, reliability of food suppliers was 3.80, education was 3.53, and information was 3.50. Second, 38.5% of parents participated in receiving school materials. Exactly 80.6% of parents showed intentions to participate. The most difficult thing for receiving materials was comparing quality of food materials (46.3%). Third, the most important factor cited for school food supplier was quality (62.3%) and sanitation and safety (24.1%). Forth, most parents were positive about the possibility of replacing foods used at school with environment friendly products. Local foods were cited for use in school foodservice (92.2%). The reasons were good quality (39.9%) and contribution to the local community (28.5%). In conclusion, parent's perception of school foodservice should increase to improve food material quality of school foodservice. Institutions for certifying are needed to offer high quality food materials at school foodservice and improved communication and education tool between the school and parents.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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The Individual Discrimination Location Tracking Technology for Multimodal Interaction at the Exhibition (전시 공간에서 다중 인터랙션을 위한 개인식별 위치 측위 기술 연구)

  • Jung, Hyun-Chul;Kim, Nam-Jin;Choi, Lee-Kwon
    • Journal of Intelligence and Information Systems
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    • v.18 no.2
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    • pp.19-28
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    • 2012
  • After the internet era, we are moving to the ubiquitous society. Nowadays the people are interested in the multimodal interaction technology, which enables audience to naturally interact with the computing environment at the exhibitions such as gallery, museum, and park. Also, there are other attempts to provide additional service based on the location information of the audience, or to improve and deploy interaction between subjects and audience by analyzing the using pattern of the people. In order to provide multimodal interaction service to the audience at the exhibition, it is important to distinguish the individuals and trace their location and route. For the location tracking on the outside, GPS is widely used nowadays. GPS is able to get the real time location of the subjects moving fast, so this is one of the important technologies in the field requiring location tracking service. However, as GPS uses the location tracking method using satellites, the service cannot be used on the inside, because it cannot catch the satellite signal. For this reason, the studies about inside location tracking are going on using very short range communication service such as ZigBee, UWB, RFID, as well as using mobile communication network and wireless lan service. However these technologies have shortcomings in that the audience needs to use additional sensor device and it becomes difficult and expensive as the density of the target area gets higher. In addition, the usual exhibition environment has many obstacles for the network, which makes the performance of the system to fall. Above all these things, the biggest problem is that the interaction method using the devices based on the old technologies cannot provide natural service to the users. Plus the system uses sensor recognition method, so multiple users should equip the devices. Therefore, there is the limitation in the number of the users that can use the system simultaneously. In order to make up for these shortcomings, in this study we suggest a technology that gets the exact location information of the users through the location mapping technology using Wi-Fi and 3d camera of the smartphones. We applied the signal amplitude of access point using wireless lan, to develop inside location tracking system with lower price. AP is cheaper than other devices used in other tracking techniques, and by installing the software to the user's mobile device it can be directly used as the tracking system device. We used the Microsoft Kinect sensor for the 3D Camera. Kinect is equippedwith the function discriminating the depth and human information inside the shooting area. Therefore it is appropriate to extract user's body, vector, and acceleration information with low price. We confirm the location of the audience using the cell ID obtained from the Wi-Fi signal. By using smartphones as the basic device for the location service, we solve the problems of additional tagging device and provide environment that multiple users can get the interaction service simultaneously. 3d cameras located at each cell areas get the exact location and status information of the users. The 3d cameras are connected to the Camera Client, calculate the mapping information aligned to each cells, get the exact information of the users, and get the status and pattern information of the audience. The location mapping technique of Camera Client decreases the error rate that occurs on the inside location service, increases accuracy of individual discrimination in the area through the individual discrimination based on body information, and establishes the foundation of the multimodal interaction technology at the exhibition. Calculated data and information enables the users to get the appropriate interaction service through the main server.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

센서 네트워크용 초소형 OS

  • Song, Jun-Geun;Ma, Pyeong-Su;Park, Seung-Min
    • Information and Communications Magazine
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    • v.24 no.7
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    • pp.26-35
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    • 2007
  • 최근 몇 년간 유비쿼터스 서비스를 구현하기 위한 핵심 기술 중 하나인 무선 센서 네트워크에 대한 관심이 높아지고 있다. 무선 센서 네트워크 기술은 물류, 유통, 환경 감시, 홈오토메이션, 군사 분야 등 다양한 분야에 적용 될 수 있기 때문에 앞으로 관련 분야의 시장 또한 커질 것으로 예상되고 있다 [1]. 무선 센서 네트워크는 기존 유선 센서 네트워크나 무선 네트워크 환경과는 많은 차이를 가진다. 우선 극도로 제한된 시스템 자원만을 가질 수 있으며, 열악한 환경 속에서 무선매체를 통해 유기적으로 동작하여야 하는 특징을 가지고 있다. 적게는 수십 개에서 많게는 수백, 수천 개의 자율적인 하드웨어 노드들로 구성되는 무선 센서 네트워크에서 제한된 자원을 효과적으로 활용하기 위해서는 센서 노드에 적합한 운영체제가 필수적으로 요구된다. 지난 몇 년간 센서 노드하드웨어의 발달과 더불어 많은 센서 네트워크용 초소형 운영체제가 개발되어왔다. 현재 많이 알려져 있는 센서 네트워크용 OS로는, 가장 활발한 참여를 보이고 있는 TinyOS[3]부터 SOS[4], MANTIS[5], Contiki[6], T-kernel[7] 등이 있으며, 국내 기술로 개발된 Nano-Qplus[8] 등이 존재한다. 본고에서는 우선 센서 네트워크에 대한 배경 지식과 플랫폼 등에 대한 내용을 간단히 다루고, 본론에서 센서 네트워크용 운영체제가 가져야 할 조건과 현재 개발되어 있는 센서 네트워크 OS들의 특징에 대해 간략히 살펴보도록 하겠다. 또한 센서 네트워크 OS와 밀접한 연관성을 가지는 분야에 대해 간단히 살펴보고, 마지막으로 앞으로의 방향에 대해 알아본다.고려해 볼 때 atlas의 장축의 시계방향 회전은 액티베이터의 사용 효과로 생각되며, 이는 차후 II급 부정교합자에서 액티베이터 치료 효과를 판단하는 또 하나의 지표가 될 수 있다고 생각한다.인해 한반도를 포함한 동아시아 대륙이 태평양판 쪽으로 밀려감으로써 섭입하던 태평양판의 각도가 급해져 동아시아 연변에 강력한 흡입력이 발생하였으며, 이 때문에 태평양판의 운동 방향이 북북서에서 서북서방향으로 회전되었을 가능성이 있다. 따라서 약 51 Ma부터 한반도 동남부에는 지판 경계의 강력한 흡입력으로 동서 내지 서북서-동남동의 인장력이 작동되어 B그룹 암맥군이 관입한 것으로 해석된다.Ledge는 세 군 모두에서 나타나지 않았다. 4. 파일 binding 횟수는 MC군이 가장 적고 PT군이 가장 많았다 (p < 0.05). 이상의 결과를 볼 때, Mtwo 전동 파일을 crown-down technique으로 사용하는 것이 single length technique과 유사한 성형 효율을 보이면서도 더 안전할 것으로 추정된다.고 1명(3%)에서 원격전이를 보였다. 치료 중 급성 합병증으로 11명(37%)에서 RTOG grade 1-2의 장염을 보였으며 1명은 대장의 천공이 발생하여 수술로 치유되었다. 12명(40%)에서 RTOG grade 1-2의 급성 방광염을 보였다. 3명(10%)에서 RTOG grade 1-2의 백혈구 감소증이 보였으며 1명에서 심한 백혈구 감소증(RTOG grade 4)이 나타났으나 회복되어 치료를 완료하였다. 만성 합병증으로 5명(15%)에서 RTOG grade 1-2의 만성 장염을 보였으며 별다른 치료 없이 지내고 있으며

Impulse Based TOA Estimation Method Using Non-Periodic Transmission Pattern in LR-WPAN (LR-WPAN에서 비주기적 전송 패턴을 갖는 임펄스 기반의 TOA 추정 기법)

  • Park, Woon-Yong;Park, Cheol-Ung;Hong, Yun-Gi;Choi, Sung-Soo;Lee, Won-Cheol
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.4A
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    • pp.352-360
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    • 2008
  • Recently Task Group (TG) 4 of the Institute of Electrical and Electronics Engineers (IEEE) 802.15a has been recommended a system with ranging capability in existence of multiple Simultaneous operating piconets (SOPs) as well as low-cost, low-power. According to the ranging service, coherent and non-coherent based ranging schemes using ternary code have been adopted as a standard. However it is hard to estimate an accurate time of arrival (TOA) in case of using direct sequence based TOA estimation method because pulse repetition interval (PRI) offered by TG is more limited than the maximum excess delay (MED) of channel. To mitigate inter pulse interference (IPI) problem, this paper proposes a non-coherent TOA estimation scheme using non-periodic transmission (NPT) pattern. The proposed receiver is based on a non-coherent energy detection considering with motivation of low rate wireless personal area network (LR-WPAN). TOA information is estimated via proper comparison with a prescribed threshold after the sliding correlation and search back window (SBW) process for reducing TOA error. To verify the performance of proposed ranging scheme, two distinct channel models approved by IEEE 802.15.4a TG are considered. According to the simulation results, we could conclude that the proposed scheme have performed better performance than the conventional method on the existence of multiple SOPs.

TEM 도파관을 이용한 전자파 장해 측정 연구 및 표준화 동향

  • 권종화
    • The Proceeding of the Korean Institute of Electromagnetic Engineering and Science
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    • v.13 no.1
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    • pp.51-62
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    • 2002
  • EMI/EMS 측정을 위해서는 주변 전자파 잡음(background noise)이 낮은 야외시험장(Open Area Test Site)이 가장 바람직하나, 근래 전자(전기 기기 사용의 증가와 방송.무선통신 시스템의 다양화로 인한 인공잡음(artificial noise)의 증대로 조건에 부합된 부지 선정이 어렵고, 설치 비용이 매우 크며 날씨 변화에 따라 시험 계획이 변경 될 수도 있는 단점이 있다. 전자파 분-무반사실(Semi Anechoic Chamber)은 대부분의 환경 잡음을 감쇠시키므로 야외시험장처럼 장소의 구애를 받지 않아 도시나 혹은 제품 생산지 가까이에 설치 운용이 가능하다. 그러나 큰 설치 공간과 많은 시설 유지 비용을 필요로 하며, 저주파 대역에서는 반사에 의한 공진을 완전히 제거할 수 없어 성능이 떨어진다. 또한, 최근 컴퓨터 CPU의 동작주파수가 급속하게 높아지고 PCS, IMT-2000 등과 같은 이동전화의 사용주파수도 계속해서 높아짐에 다라 미연방통신위원회(Federal Communication Commission)에서는 5㎓까지의 복사 방출 시험을 요구하고 있다. IEC 61000-4-3 복사 내성 시험규격도 휴대폰 주파수인 2㎓까지 확장되었으며 IMT-2000, Bluetooth 등 새로운 이동통신서비스가 속속 개발됨에 따라 18㎓ 까지 시험 주파수가 확장되는 추세이다. 그러나, 현재 국내 각 연구실에서 보유하고 있는 야외시험장이나 전자파 반-무반사실의 경우 1㎓이상에서의 시험이 곤란하여 수 ㎓주파수대역에서 시험이 가능한 복사 및 내성시험 시설이 필요하게 되었다. 이러한 문제점들을 해결하기 위해 고안된 대용 측정 시설 중 대표적인 것이 TEM 셀이나 GTEM셀과 같은 TEM 도파관(waveguide) 형태의 장비들이다. 이들은 본래 EMS 측정을 위한 장비이지만 협소한 공간이나 외부와의 전자파 간섭의 우려가 없고, 설치가 비교적 자유로워 여러 연구기관에서 도파관 원리를 이용한 측정 방식을 연구(개발하여 범용적인 전자파 적합성 측정 장비로서 활용하고 있다. 야외시험장과 무반사실 등이 안테나에 의한 피시험기기 주변 공간에서의 1점 측정으로 인해 시험 시간이 많아 소요되는 공통적인 단점이 있는 반면, TEM 도파관에 의한 측정은 일단 피시험기기의 모델링 정보만 얻어지면 계산에 의해 EMI 측정을 바로 할 수 있다. <표 1>에서 현재 상용화되어 사용되고 있는 TEM/GTEM 셀, 야외 시험장 및 전자파 무반사실에 대해 EMI 측정과 관련된 몇 가지 사안에 대해 비교하였다. 본 문서에서는 야외시험장이나 전자파 반-무반사실 등과 같은 기존 EMI/EMS 측정 시설의 단점을 보완하고, 광대역 특성을 갖는 대용 측정 시설로서의 TEM 도파관에 대해 소개하고 야외시험장 결과와의 상관관계 알고리즘 및 표준화 동향에 대해 기술하였다. 2절에서는 대표적인 TEM 도파관 구조의 측정 시설인 TEM 셀과 GTEM 셀의 전기적.구조적 특징에 대해 간단히 기술하고, 3절에서는 TEM 셀과 GTEM 셀에서이 측정결과를 이용하여 야외 시험장 결과를 얻어내는 상관관계 알고리즘에 대해 기술하였다. 4절에서는 IEC/CISPR와 TC77에서의 표준화 활동을 중심으로 현재 진행중인 TEM 도파관 관련 표준화 동향과 내용에 대해 기술하고자 한다.