• Title/Summary/Keyword: 컴포넌트기반 계층 구조

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EKCS: Design and Implementation for Encryption Key Control System on wireless Environment (EKCS: 무선환경에서의 암호화 키 관리를 위한 시스템 설계 및 구현)

  • 이현창;국윤규;김운용;최영근
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10a
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    • pp.748-750
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    • 2003
  • 정보 인프라가 제공됨에 있어서 정보보호를 위한 암호화의 중요성이 강조되고 있다. 기존의 유선 인터넷환경에서 EDI의 전자서명과, 기밀성 서비스는 RSA 방식을 동해 이루어지고 있다. 이러한 유선환경의 방식을 무선환경에 적용시키기 위해서는 여러가지 제약조건으로 인하여 속도, 데이터 교환 및 암호화 알고리즘의 적용에 있어서 문제점이 야기된다. 본 논문에서는 무선 환경에서의 효율적인 암호화키 관리를 위한 EKCS(Encryption Key Control System) 시스템을 제시한다. EKCS 시스템은 적은 메모리와 제한된 환경에서의 처리능력을 가진 무선 환경에 적합한 ECC 암호화 알고리즘과 무선환경에서의 제약성을 극복하고자 데이터의 폭넓은 활용성을 가진 XML문서를 사용한다. 본 논문은 무선환경에서 컴포넌트 기반의 다중 계층 구조를 갖는 암호화 키 관리 시스템을 설계 및 구현한다.

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Ubiquitous Operation Composition based on Task (태스크 기반의 유비쿼터스 오퍼레이션 조합)

  • Hwang, Yun-Young;Lee, Kyu-Chul
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.5
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    • pp.519-524
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    • 2010
  • In this paper, we will introduce our approach for composing operation based on user tasks. It is based on Service Component Architecture (SCA). In addition, we developed ontology based on OWL and the MIT process handbook, called u-TO(universal task ontology), which can be used for users describing and specifying semantically their needs. We represent the hierarchy of tasks, and classify tasks according to views in u-TO. It aims at facilitating the modeling of complex demands or systems without regarding details of technical aspects of underlying infrastructure.

The DEVS Integrated Development Environment for Simulation-based Battle experimentation (시뮬레이션 기반 전투실험을 위한 DEVS 통합 개발 환경)

  • Hwang, Kun-Chul;Lee, Min-Gyu;Han, Seung-Jin;Yoon, Jae-Moon;You, Yong-Jun;Kim, Sun-Bum;Kim, Jung-Hoon;Nah, Young-In;Lee, Dong-Hoon
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.39-47
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    • 2013
  • Simulation based Battle Experimentation is to examine the readiness for a battle using simulation technology. It heavily relies on the weapon systems modeling and simulation. To analyze the characteristics and complexity of the weapon systems in the experiment, the modeling & simulation environment has to be able to break down the system of systems into components and make the use of high fidelity components such as real hardware in simulation. In that sense, the modular and hierarchical structure of DEVS (Discrete EVent System Specification) framework provides potentials to meet the requirements of the battle experimentation environment. This paper describes the development of the DEVS integrated development environment for Simulation based Battle Experimentation. With the design principles of easy, flexible, and fast battle simulation, the newly developed battle experimentation tool mainly consists of 3 parts - model based graphical design tool for making DEVS models and linking them with external simulators easily through diagrams, the experiment plan tool for speeding up a statistic analysis, the standard components model libraries for lego-like building up a weapon system. This noble simulation environment is to provide a means to analyze complex simulation based experiments with different levels of models mixed in a simpler and more efficient way.

A Component storage Design Supporting formalization of Game Engine Development Process (게임엔진 개발 공정의 정형화를 지원하는 컴포넌트 저장소의 설계)

  • Song, Eui-Cheol
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.35-41
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    • 2003
  • There arose problems of double investment about the game engine part when a lot of game software similar to the property and procedure processed in the game engine develop new game without the reference or reuse in the other games. In particular, using various software development processes is one of main problems of double investment when the enterprises for the game software development develop games now Accordingly, because it does not make standardization of process about the game engine, it does not understand and reuse products created in process of the other software development process in development now. Accordingly, the newly analyzed and designed software was big problems with the present game software about the game engine process similar to the other game software when the enterprises for any game software develop a special game. For solving these problems, this study is to suggest the process improvement about the game engine development, analysis of structure and relation, classification and combination method by the class and module, implementation of storage, and processor model in order to apply the development method based on the component.

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