• Title/Summary/Keyword: 테스트 도구

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Design and Implementation of Occlusion Force Analysis Software for Malocclusion Diagnosis : A Pilot Study (부정교합 진단을 위한 교합력 분석 소프트웨어의 설계 및 구현 : A Pilot Study)

  • Park, Kyoung-Jong;Kim, Tae-Yun;Choi, Heung-Kook
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.147-155
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    • 2009
  • Occlusion force measuring and analysis is a diagnostic method of tooth dynamics through the related force analysis. In this paper, we design and implement a series of occlusion force measuring software and evaluate its utility as a base system for a new occlusion force measure and analysis system development. For the reason, we developed a group of tools to measure the normal and abnormal occlusion force. Firstly, we have visualized the occlusion force distribution with quantitative figures. The center of force (COF) variation was visualized the path of marker according to teeth dynamics and the distribution of occlusion forces in 14 tooth regions. Secondly, we have implemented a left and right tooth force balance measurement ratio tool to estimate a specific tooth region force. Furthermore, the measured occlusion force variation recorded in the software each 0.5 second. As the result of the physical examination by the accessed hardware of sensor sheet method, we confirmed the distribution and balance of forces effectively.

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A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.49-56
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    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

Measuring Perceived Depth For The Object Using 3D Content Depth Measuring Instrument (3D 콘텐츠 깊이 측정기를 이용한 오브젝트의 돌출거리 측정)

  • Han, Dong-Hee;Kang, Hang-Bong;Ki, Seok-Ho
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1109-1118
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    • 2013
  • Recently, stereoscopic three-dimensional(S3D) movie and video are becoming globally popular. However, there are some people who could not perceive 3D depth information well. Traditional stereopsia test tools could not analyze the subject's perceived depth accurately. Therefore, it is necessary to have a test tool that accurately measures the degree of perceived depth of subjects. In this paper, we suggested a 3D content depth measuring instrument and produced suitable 3D contents for the instrument. We measured subjects' perceived depth of 3D foreground objects in terms of $+1^{\circ}$, $-1^{\circ}$, $-2^{\circ}$ binocular disparity and compared the measured values with the theoretical values. Measured values were slightly bigger than the theoretical values. Deviation between the measured values and theoretical values increased with extrusion distances.

Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

Development of a Remote Interactive Shell for RTOS (RTOS 용 원격 대화형쉘 설계 및 구현)

  • Kim, Dae-Hui;Nam, Yeong-Gwang;Kim, Heung-Nam;Lee, Gwang-Yong
    • The KIPS Transactions:PartD
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    • v.9D no.4
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    • pp.677-686
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    • 2002
  • Recently, the Open-Development-Tool-Environment becomes a basic requirement of RTOS (Real Time Operating System) for embedded systems with restricted memory and CPU power in order to develop applications effectively. A remote interactive shell is one of the basic software components which makes users develop, test and control softwares without burdening target systems. In this paper, we have implemented the remote interactive shell with the following functions : loading object modules, spawning and manipulating tasks facilities thru a remote host. Comparing information reference methods with nonredundant overhead, we have achieved the system with easy maintenance. The shell has been developed with Q-PLUS RTOS under ARM EBSA285 target board and NT host.

Graph Database Benchmarking Systems Supporting Diversity (다양성을 지원하는 그래프 데이터베이스 벤치마킹 시스템)

  • Choi, Do-Jin;Baek, Yeon-Hee;Lee, So-Min;Kim, Yun-A;Kim, Nam-Young;Choi, Jae-Young;Lee, Hyeon-Byeong;Lim, Jong-Tae;Bok, Kyoung-Soo;Song, Seok-Il;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.84-94
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    • 2021
  • Graph databases have been developed to efficiently store and query graph data composed of vertices and edges to express relationships between objects. Since the query types of graph database show very different characteristics from traditional NoSQL databases, benchmarking tools suitable for graph databases to verify the performance of the graph database are needed. In this paper, we propose an efficient graph database benchmarking system that supports diversity in graph inputs and queries. The proposed system utilizes OrientDB to conduct benchmarking for graph databases. In order to support the diversity of input graphs and query graphs, we use LDBC that is an existing graph data generation tool. We demonstrate the feasibility and effectiveness of the proposed scheme through analysis of benchmarking results. As a result of performance evaluation, it has been shown that the proposed system can generate customizable synthetic graph data, and benchmarking can be performed based on the generated graph data.

Improving development environment for embedded software (내장 소프트웨어를 위한 개발 환경의 개선)

  • AHN, ILSOO
    • Journal of Software Engineering Society
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    • v.25 no.1
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    • pp.1-9
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    • 2012
  • RFID systems have been widely used in various fields such as logistics, distribution, food, security, traffic and others. A RFID middleware, one of the key components of the RFID system, perform an important role in many functions such as filtering, grouping, reporting tag data according to given user specifications and so on. However, manual test data generation is very hard because the inputs of the RFID middleware are generated according to the RFID middleware standards and complex encoding rules. To solve this problem, in this paper, we propose a black box test technique based on RFID middleware standards. Firstly, we define ten types of input conversion rules to generate new test data from existing test data based on the standard specifications. And then, using these input conversion rules, we generate various additional test data automatically. To validate the effectiveness of generated test data, we measure coverage of generated test data on actual RFID middleware. The results show that our test data achieve 78% statement coverage and 58% branch coverage in the classes of filtering and grouping, 79% statement coverage and 64% branch coverage in the classes of reporting.

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Bivariate drought frequency analysis using copula function (Copula 함수 기반의 이변량 가뭄빈도 해석)

  • Lee, Jeong Ju;Kim, Ha Yung;Kwon, Moon Hyuck;Kwon, Hyun Han
    • Proceedings of the Korea Water Resources Association Conference
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    • 2022.05a
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    • pp.309-309
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    • 2022
  • 특정 극치사상 자료에 대한 특성 분석 시 수문자료에 대한 빈도해석은 일반적으로 단일 확률 변수를 기준으로 이루어지는 단변량 해석 방법이 활용된다. 그러나 두 가지 이상의 변량이 서로 상관성을 가지는 경우 다변량 빈도해석이 요구되며, 이를 단변량으로 해석하는 경우 재현기간의 과소추정 등의 문제점이 발생할 수 있다. 최근 이러한 점을 개선하기 위하여 다변량 빈도해석에 관한 연구가 지속적으로 진행되고 있다(Kwon and Lall, 2016; Vaziri et al., 2018). 특히, 가뭄의 경우, 강도(intensity)뿐만 아니라 지속기간, 심도도 매우 중요한 인자로 고려되고 있다. 특히, 가뭄지속기간과 심도의 경우 두 인자 간의 상관성이 매우 크기 때문에 단변량(univariate) 가뭄빈도해석 보다 다변량으로(multivariate) 가뭄빈도해석을 수행하는 것이 가뭄위험도 평가 측면에서 유리하다고 알려져 있다(Shiau and Shen, 2001; Kim et al., 2017). 따라서 이 둘을 결합한 빈도 해석을 위해 Copula Function을 이용한 다변량 빈도 해석에 관한 연구들이 활발히 진행되고 있다. 홍수의 경우 지속시간별 연최대강수량 계열을 이용한 빈도해석 과정이 지침으로 정립되어 수자원 설계 실무에서 활용되고 있으나, 가뭄은 실무에서 활용할 수 있는 지침 및 분석 도구가 없는 실정이다. 이에 환경부와 국가가뭄정보분석센터에서는 '20년도에 단변량 가뭄빈도 해석을 위한 프로그램을 제작·배포하였다. 본 연구에서는 가뭄의 특성을 대변하는 상관도 높은 두 인자인 가뭄 심도(severity)와 가뭄 지속기간(duration)이라는 두 가지 특성을 함께 고려해 이변량(bivariate) 가뭄 빈도를 해석할 수 있는 도구를 개발하는 것을 목표로, 다양한 확률분포형을 이용한 최적 주변 확률분포형 선정과 최신 Copula Function들을 이용한 최적 결합확률분포 추정을 통해 신뢰도 높은 2변량 가뭄빈도 해석을 수행할 수 있는 프로그램을 제작하였으며, 테스트 버전 배포 등을 거쳐 누구나 사용할 수 있도록 공개할 예정이다.

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Personalized Multimedia content adaptation system in Ubiquitous Computing Supported Residential Environment (유비쿼터스 주거 환경에서의 개인화된 컨텐츠 적응 시스템)

  • Choi, Jeong-Hwa;Suh, Dong-Jun;Ryo, Yong-Man
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1325-1330
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    • 2006
  • 유비쿼터스 켬퓨팅 환경에서는 디지털 멀티미디어 컨텐츠를 사용자가 언제 어디서나 컨텐츠를 소비할 수 있도록 다양한 환경에 맞게 능동적으로 적응변환 시켜주는 기술이 필요하다. 본 논문에서는 유비쿼터스 컴퓨팅 환경이 가능하도록 구성된 가정에서 여러 종류의 디스플레이에 색각인 사용자에게 필요한 서비스와 정보를 제공해 주는 시스템을 제안한다. 단순히 세션 정보를 이용하여서 다양한 위치의 디스플레이에 정보를 제공해주는 기능에 '사용자의 취향과 색각 유무에 따라 변형되어진 정보' 를 제공해주게 되는 시스템을 설계하였다. 제안한 시스템은 크게 사람의 위치 정보를 인지하는 센서 입력부, LCD 모니터나 TV 브라운관과 같이 영상 정보를 출력해 줄 수 있는 출력부, 사용자에 대한 세션 정보 관리와 스트리밍 서비스를 제공해주는 서버 부분으로 구성되어 있다. 사용자의 위치에 대한 정보는 유비쿼터스 컴퓨팅 환경으로 구성된 테스트 베드 내부 센서를 통해 각 디스플레이의 해당 서비스 지역에 사용자가 들어가게 되면 사용자를 인지하도록 하였다. 제공되는 영상은 인지된 사용자 정보를 통해, 색각자인 경우, 색각자를 위해서 변환 되어진 영상을 사용하며, 또한 미리 설정되어진 사용자의 취향에 관련되어진 장르로 구성되어진 메뉴를 통해서 제공된다. 제안한 시스템은 가정에서 유비쿼터스 컴퓨팅이 가능하도록 한 구성한 Active Home상에 구현하였다. Active Home에서는 서버에서부터 실시간으로 사용자의 위치 정보를 제공 받으며, 사용자의 색각 유무에 따라 색각자를 위해 변환된 영상 또는 원본 영상을 보여준다. Active Home에서의 실험을 통해, 제안한 시스템은 유비쿼터스 컴퓨터 환경에서 사용자의 취향에 따라 자연스러운 인터렉션과 세션 정보를 Seamless하게 제공해주는 도구로 사용 가능함을 보였다.

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Requirement management program for the Development of the Avionics Operational Flight Program (항공전자장비 비행운용프로그램 개발을 위한 요구도 관리 시스템)

  • Park, Kyoung-Choon;Seo, Jung-Bae;Bae, Jong-Min;Kang, Hyun-Syug
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.2050-2058
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    • 2011
  • The objective of this thesis is to research the software requirement management system for the development of operational flight program (OFP) which is embedded in aircraft avionics. It offers the function to record the requirement revision log. In fact, the COTS (commercial off-the-shelf) program which has similar function already exists in the market. But this kind of software programs are too complicated and relatively expensive in acquisition. Furthermore, they require too expensive maintenance cost, medium sized business company, this thesis intended to provide the software requirement management system that can be simply installed and easily used.