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A Study on Instruction Method for Mutual Exclusion Using Simulation Based on Graphic (그래픽 기반 시뮬레이션을 활용한 상호배제 교육방법 연구)

  • Lee, Young-Suk;Nam, Young-Ho
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.9-21
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    • 2010
  • Concurrent processes come into conflict with each other when they are competing for the use of the same resources. In the case of competing processes three control problems must be faced: mutual exclusion, deadlock, and starvation. The concurrency is a subject rather difficult to understand. In addition, because concurrent programs included in most of OS texts are described by pseudocode and are not being able to execute directly, almost learners are difficult to understand behaviour of concurrent programs. The purpose of this study is to propose instruction method for mutual exclusion using SDL and MSC base on graphic. In order to verify the effectiveness of the proposed materials, we compare with materials based on pseudocode. The results indicated that the proposed materials is more effective than materials based on pseudocode in teaching-learning for mutual exclusion mechanisms.

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A Study on Secure Routing Technique using Trust Model in Mobile Ad-hoc Network (신뢰 모델을 이용한 보안 라우팅 기법에 관한 연구)

  • Yang, Hwan Seok
    • Convergence Security Journal
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    • v.17 no.4
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    • pp.11-16
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    • 2017
  • MANET composed of only mobile node is applied to various environments because of its advantage which can construct network quickly in emergency situation. However, many routing vulnerabilities are exposed due to the dynamic topology and link failures by the movement of nodes. It can significantly degrade network performance. In this paper, we propose a secure routing protocol based on trust model. The domain-based network structure is used for efficient trust evaluation and management of nodes in the proposed technique. The reliability evaluation of nodes was performed by the discard ratio of control packet and data packet of the nodes. The abnormal nodes are detected by performing traffic check and inspecting of nodes on a path that generates excessive traffic in order to increase the efficiency of routing. It is confirmed through experiments of the proposed technique that data transmission is performed securely even if an attack exists on the path.

A Study on New Gameplay Experience Based on Brain-Computer Interface (BCI를 기반으로 하는 플레이어의 새로운 게임플레이 경험 연구)

  • Ko, Min-Jin;Oh, Gyu-Hwan;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.31-44
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    • 2009
  • BCI (Brain-Computer Interface) is a way to control computer by using the human brain waves. As the hardware using brain wave technologies has developed, former expensive and big sized brain wave measuring devices have recently become much smaller and cheaper in their prices, making it possible for the individuals to buy them. This predicts them to be applied in various fields of multimedia industry. This thesis is to give an insight into whether the BCI device can be used as a new gaming device approaching it in a game designing point of view. At first, we proposed game play elements that can effectively utilizing the BCI devices, systematize, and produced a game prototype adopting the BCI device based on such game play elements. Next, we verified it with statistical data analysis to show that the prototype adopting the BCI device gives more clear and efficient controls in its game play than a game of only adopting keyboard & mouse devices and analysis verified that BCI-based game play elements provide users with a more intuitive and interesting experience than traditional non-BcI-based game play elements. The results will give a guideline for effective game design methodology for making BCI based games.

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Design and Implementation of A Operation and Management Supporting System for Power Telecommunication Network Using Knowledge Database (지식 데이터베이스를 이용한 전력통신망 운용 관리 지원시스템 설계 및 구현)

  • Oh, Do-Eun;Park, Myoung-Hye;Sung, Gi-Hyeok;Lee, Jin-Kee;Cho, Sun-Ku
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2794-2796
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    • 2002
  • 기업 네트워크에서 안전하고 효과적이며 안정된 망 운영관리 환경 제공은 당면한 중요과제이며 기업 경쟁력의 핵심인 정보기술을 통한 생산성과도 연계성을 갖고 있다. 특히 전력통신망의 경우 전자메일, 회계관리, 전자결재, 도면자료관리 등의 데이터 통신망에서부터 IBM 온라인, 사내 방송망, 전력계통설비 원방 제어용 시스템들 간을 연결하는 EMS, SCADA 등 전력 수급용 전용 통신망에 이르기까지 다양한 종류의 통신망이 구축 운용되고 있다. 이러한 기업환경에 따라 네트워크를 효율적으로 관리하기 위한 네트워크 관리 시스템에 대한 관심이 증대되고 있으며 많은 네트워크 관리 시스템들이 도입되어 운영되었으나 이들 관리 시스템들은 모니터링에 의한 통계값 제공과 같은 단순 평면적인 관리 기능만을 제공한 뿐 네트워크의 특성과 환경에 따른 분석, 진단 기능은 제공하지 못하고 있다. 이와 더불어 네트워크 관리자는 보다 손쉬운 방법으로 네트워크를 관리하고자 하며, 보다 지능적이고 효율적으로 관리하고자 한다. 하지만 관리 시스템이 모든 네트워크에 대해 효율적이고 지능적인 관리 기능을 제공하기는 매우 어려우며 이는 장기간의 관리 네트워크의 특성과 트래픽 형태를 파악한 후에나 가능하다. 결국 지능적이고 효율적인 네트워크 관리는 네트워크의 특성과 함께 이전에 관리자에 의해서 내려졌던 관리 행위 및 의견 그리고 조치에 대한 이력정보를 학습하고 있을 때만 가능하다. 본 논문은 전력통신망을 대상으로 전력통신망이 지닌 네트워크 특성을 반영하며 네트워크 운영 과정에서 축적된 관리자의 의견과 이에 대한 조치를 지식 데이터베이스화하여 지능적인 관리 시스템을 제공하기 위한 기반 시스템으로써 전력통신망 운용 관리 지원시스템을 설계 및 구현하였다. 본 시스템은 향후 지식 정보를 학습하고 이를 바탕으로 논리적인 추론을 통해 관리 네트워크를 지능적이고 자동적으로 관리할 수 있는 시스템으로 확대 개발될 것이다.

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Implementation of Educational Brain Motion Controller for Machine Learning Applications

  • Park, Myeong-Chul;Choi, Duk-Kyu;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.111-117
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    • 2020
  • Recently, with the high interest of machine learning, the need for educational controllers to interface with physical devices has increased. However, existing controllers are limited in terms of high cost and area of utilization for educational purposes. In this paper, motion control controllers using brain waves are proposed for the purpose of students' machine learning applications. The brain motion that occurs when imagining a specific action is measured and sampled, then the sample values were learned through Tensor Flow and the motion was recognized in contents such as games. Movement variation for motion recognition consists of directionality and jump motion. The identification of the recognition behavior is sent to a game produced by an Unreal Engine to operate the character in the game. In addition to brain waves, the implemented controller can be used in various fields depending on the input signal and can be used for educational purposes such as machine learning applications.

The Method for Real-Time Systems Modeling Based On the Object and Temporal Logic (객체 및 시제논리에 기반한 실시간 시스템 모형화 방법)

  • Kim, Jung-Sool;Kang, Byung-Wook
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.6
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    • pp.1522-1536
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    • 1998
  • In this paper, we present a modeling method for the real-time systems. This method is based on the DARTS (Design Approach for Real-Time Systems) and widely extended to analysis phase. The DARTS method provides a good guideline for the real -time software design, but it uses structured analysis and does not provide a specification language. So. this paper provides extended DARTS modeling techniques to the analysis area based on the objects. Internal behavior of system showed by means of a NPN (Numerical Petri Net) for analysis, and the specification language is provided based on the temporal logic for transition synchronization sequence control. By the example, we identified the proposed method was applied well. And through the reachability graph, we verified whether the deadlocks may occur or not in the analysis phase before the design phase. Thus. it gives easy way to analysis, so that it will lead to the design phase naturally.

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Relationship Between Skin Impedance Signal, Reaction time, and Eye Blink Depending on Arousal Level (각성상태에 따른 피부임피던스 신호와 반응시간 및 눈 잡학임의 상관관계(E))

  • 고한우;김연호
    • Journal of Biomedical Engineering Research
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    • v.18 no.4
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    • pp.485-491
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    • 1997
  • This paper describes the relationship between skin impedance signal, behavioral signal, and subjective evaluation depending on arousal level. Nz and reaction time had similar trend with mKSS level, but eyeblink rate was different from these two parameters. eye-blink rate increased slowly from mKSS level 1 to 5, and had high increasing rate at mKSS 7. But it showed steep descent at mKSS level 9. Each subject showed different eye-blink rates, but changing rates of EBR was similar at eachm KSS level. Therefore it suggests that rising rate of EBR can be used arousal level criterion. From the result of reaction time test. human performance was decreased rapidly above the mKSS level 5, and false positive and false negative data was observed above the mKSS level 3. It is desirable to give a subject some stimuli such as sound or aroma to rise arousal level between mKSS level 3 and mKSS level 5.

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A Study on the Construction of CIS(Cooperative Information System) based on CBD (CBD 기반의 CIS 구성에 관한 연구)

  • Kim, Haeng-Gon;Sin, Ho-Jun
    • The KIPS Transactions:PartD
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    • v.8D no.6
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    • pp.715-722
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    • 2001
  • In recent years, we recognize a new paradigm in the development process:From object oriented development, to the development process which has focused on the use of standard components. In recent years a lot of research related to the component-based development has been done, especially in business domain. but still there are many open and unresolved problems in this area. such as established development process for a distributed environment, formal process, infrastructure for COTS, development and management tool considering maintenance to guarantee a proper treatment of components. It also required a service and an application integration for component. In this paper, we propose cooperative information systems (CIS) that supports component based development. It must address for component based systems to achieve their full potential. We identify a set of CIS organized 3-tier which is a presentation layer, business logic layer and data control layer. We also discuss the specific roles and activities for the layers. we also define the behavior and managed information for business logic layer as core level. As an illustration of the CIS, we present a successful considerations which is widely helpful to user when they make decision in component development and assemble. Also, we expect to component reusability and efficiency in business domain.

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Learning Method using RDS for Creative Problem Solving (RDS를 이용한 창의적 문제해결 학습방법)

  • Hong, Seong-Yong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.11
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    • pp.1126-1130
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    • 2010
  • Research on intelligent robot is in active progress as the next generation IT education area. Since intelligent robots are closely related to the real human world, they should provide human behaviors or judging ability as their functions. For this reason, research is recently done not only on diverse hardware of robot education but also on service component architecture which includes various functions. In this paper we propose a study on learning to creative solve problems using RDS(Robotics Developer Studio). RDS is a software tool to control or program intelligence robot as a software module. Using service component framework which considers standardization of the integrated development of intelligent robot, we expect to provide 3-dimensional visual simulation environment, and save time and costs in education the environment for the intelligence robot experiment.

Cognitive Approach for Building Intelligent Agent (지능 에이전트 구현의 인지적 접근)

  • Tae Kang-Soo
    • Journal of Internet Computing and Services
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    • v.5 no.2
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    • pp.97-105
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    • 2004
  • The reason that an intelligent agent cannot understand the representation of its own perception or activity is caused by the traditional syntactic approach that translates a semantic feature into a simulated string, To implement an autonomously learning intelligent agent, Cohen introduces a experimentally semantic approach that the system learns a contentful representation of physical schema from physically interacting with environment using its own sensors and effectors. We propose that negation is a meta-level schema that enables an agent to recognize its own physical schema, To improve the planner's efficiency, Graphplan introduces the control rule that manipulates the inconsistency between planning operators, but it cannot cognitively understand negation and suffers from redundancy problem. By introducing a negative function not, IPP solves the problem, but its approach is still syntactic and is inefficient in terms of time and space. In this paper, we propose that, to represent a negative fact, a positive atom, which is called opposite concept, is a very efficient technique for implementing an cognitive agent, and demonstrate some empirical results supporting the hypothesis.

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