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Analysis on the Power Efficiency of Smartphone According to Parameters (스마트폰의 구성 변수에 따른 전력 효율성 분석)

  • Son, Dong-Oh;Kim, Jong-Myon;Kim, Cheol-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.5
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    • pp.1-8
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    • 2013
  • Smartphone enables diverse applications to be used in mobile environments. In spite of the high performance of smartphones, battery life has become one of the major constraints in mobility. Therefore, power efficiency of the smartphone is one of the most important factors in determining the efficiency of the smartphone. In this paper, in order to analyze the power efficiency of the smartphone, we have various experiments according to several configuration parameters such as processor, display and OS. We also use diverse applications. As a result, power consumption is dependent on the processor complexity and display size. However, power consumption shows the unpredictable pattern according to the OS. Smartphone using android OS consumes high power when internet and image processing applications are executed, but It consumes low power when music and camera applications are executed. In contrary, smartphone based on iOS consumes high power when game and internet applications are executed but it consumes low power when camera and processing applications are executed. In general, smartphone using iOS is more power efficient than smartphone based on android OS, because smartphone using iOS is optimized in the perspective of the hardware and OS.

The Medium Access Scheduling Scheme for Efficient Data Transmission in Wireless Body Area Network (WBAN 환경에서 효율적 데이터 전송을 위한 매체 접근 스케줄링 기법)

  • Jang, EunMee;Park, TaeShin;Kim, JinHyuk;Choi, SangBan
    • Journal of the Institute of Electronics and Information Engineers
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    • v.54 no.2
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    • pp.16-27
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    • 2017
  • IEEE 802.15.6 standard, a Wireless Body Area Network, aims to transfer not only medical data but also non-medical data, such as physical activity, streaming, multimedia game, living information, and entertainment. Services which transfer those data have very various data rates, intervals and frequencies of continuous access to a medium. Therefore, an efficient anti-collision operations and medium assigning operation have to be carried out when multiple nodes with different data rates are accessing shared medium. IEEE 802.15.6 standard for CSMA/CA medium access control method distributes access to the shared medium, transmits a control packet to avoid collision and checks status of the channel. This method is energy inefficient and causes overhead. These disadvantages conflict with the low power, low cost calculation requirement of wireless body area network, shall minimize such overhead for efficient wireless body area network operations. Therefore, in this paper, we propose a medium access scheduling scheme, which adjusts the time interval for accessing to the shared transmission medium according to the amount of data for generating respective sensor node, and a priority control algorithm, which temporarily adjusts the priority of the sensor node that causes transmission concession due to the data priority until next successful transmission to ensure fairness.

The development of a bluetooth based portable wireless EEG measurement device (블루투스 기반 휴대용 무선 EEG 측정시스템의 개발)

  • Lee, Dong-Hoon;Lee, Chung-Heon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.16-23
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    • 2010
  • Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.

Simulating Group Movement on a Roadmap-based Path (로드맵 기반 경로에서의 그룹 이동 시뮬레이션)

  • Yu, Kyeon-Ah;Cho, Su-Jin;Kim, Kyung-Hye
    • Journal of the Korea Society for Simulation
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    • v.20 no.4
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    • pp.105-114
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    • 2011
  • The roadmap-based planning is a path planning method which is used widely for a goal-directed movement in Robotics and has been applied to the world of computer animation such as computer games. However it is unnatural for computer characters to follow the path planned by the roadmap method as it is performed in Robotics. Flocking which is used for realistic and natural movements in computer animation enables character's movement by using a few simple rules without planning unlike the roadmap method. However it is impossible to achieve a goal-directed movement with flocking only because it does not keep states. In this paper we propose a simulation method which combines planning based on the road map with reactive actions for natural movements along the path planned. We define and implement steering behaviors for a leader which are needed to follow the trajectory naturally by analysing characteristics of roadmap-based paths and for the rest of members which follow the leader in various manners by detecting obstacles. The simulations are performed and demonstrated by using the implemented steering behaviors on every possible combination of roadmap-based path planning methods and models of configuration spaces. We also show that the detection of obstacle-collisions can be done effectively because paths are planned in the configuration space in which a moving object is reduced to a point.

A Study on Evaluation of the Reading Culture Promotion Project and Develpment Direction of Smart Era at the National Library for Children and Young Adults (국립어린이청소년도서관의 독서문화진흥사업 평가와 스마트 시대 발전방향에 대한 연구)

  • Kang, Ji Hei;Cha, Sung-Jong
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.2
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    • pp.203-221
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    • 2020
  • This study closely analyzed changes in the educational environment and changes in the needs of children's and young people's reading culture programs, which are directly beneficiaries of the promotion of reading culture as they enter the fourth industrial revolution. It also comprehensively evaluated the reading culture promotion project for children and adolescents promoted by the National Children and Youth Library and proposed a reading culture promotion project that meets the needs of the smart era. This study investigated the cases of various domestic and foreign reading culture promotion projects to divulge trends. The authors invited experts from public libraries and school libraries with experience of the reading culture promotion projects and performed Focus Group Interviews (FGI). The authors evaluated individual reading culture program based on the PDCA method (Plan, Do, Check, Act). Based on the data obtained through case studies and expert evaluations, the development plan of reading culture promotion project and the strategy of promoting new projects to be pursued in the National Children and Youth Library were presented. By gathering the results of the research, 'Interactive e-book making platform production / distribution business', 'Game-type reading program production / distribution business', 'Habruta reading culture dissemination project using backward learning method', 'Youth coding branding "Teen-Start -Up"' were proposed as new services.

A Cross Sectional Study on Elementary Students' Access to Computer Online Pornography (일개지역 초등학교 고학년들의 컴퓨터 음란물 접촉 실태에 관한 연구)

  • Kim, Chung-Nam;Woo, Hae-Ja
    • Research in Community and Public Health Nursing
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    • v.12 no.1
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    • pp.150-167
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    • 2001
  • This cross sectional study was done to find out the situation of computer online pornography access by 4th to 6th grade elementary school students. The subjects of this study were three elementary schools in Andong, which were selected randomly and 120 students randomly selected from 4th to 6th grade for a total of 360 students. The questionnaire was composed with the help of a community health nursing professor and through the reference review. The collected data were analysed by a PC SPSS 10.0 according to school grade and sex, an 12-test was implemented to learn what percent of students have computers and software which prohibit the viewing of online pornography, access motivation and time, content viewed, attitude after accessing the contents, and opinions about computer online pornography. The results of this study were as follows. 1. A total of 86.1% of students had computers at home. Most students placed computers in their own room, 78.9% of students had computer online communication experience. Higher grade students tended to have more experience of communications on the internet (P<0.001). Most students chatted on the internet once or twice a week and higher grade students tended to communicate online more frequently. (P<0.001). Most students used computers more than one hour a day (P<0.05). They used computers according to the following priorities: game, studying, listening to music, communications, chatting. 2. Regarding the frequency of going computer online more than seven times per week, male students showed a higher frequency than female students (P<0.05). Male students used computers more than one hour a day and female students less than half an hour (P<0.001). Male students mostly used computers to play computer games. On the other hand. female students used the computer to study, listen to music, and chat (P<0.001). 3. Regarding software installation to prevent access of computer online pornography, a total of 19.4% of students responded they installed one. but 80.6% didn't have any, 20.3% of students had accessed pornography, 46.6% of students responded. they first get to know to the computer online pornography through friends. 4. The reasons for accessing computer online pornography were ranked as follows: curiosity, interest, to release stress, and sex drive (P<0.05). Obscene contents were found in computer games, pictures, and video. Among these, pictures were the most common. 5. Regarding students' attitude toward online pornography, most students responded that they took much pleasure in the contents (P<0.05). 6. Regarding the question 'Does online pornography degrade morals and cause a sex crime', most students responded as 'no'. They also responded positively to the suggestion that the contents would be effective in preventing sex crimes and to release stress. 74.7% of students responded that males' access of the contents as proper but females' access as immoral. Regarding social efforts to protect students from this harmful environment. most replied that those efforts were unnecessary (P<0.001).

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The differences in Constellation drawings among different countries

  • Karimova, Ulkar;Yi, Yu;Oh, Suyeon
    • The Bulletin of The Korean Astronomical Society
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    • v.37 no.2
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    • pp.95-95
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    • 2012
  • Constellations are formed of bright stars which appear close to each other on the sky, but are really far apart in space. The shapes you see all depend on your point of view. Back before people had televisions and electricity to light their homes at night, they spent a lot more time looking at the stars. People all over the world used their imaginations to draw pictures in the sky, as if it were a giant connect-the-dot game. The patterns they imagined are called constellations. People usually saw patterns that reflected their different cultures. Native Americans in North America imagined many animals and shapes from the natural world. The ancient Greeks found images of gods and goddesses in the stars. Sometimes people from very different parts of the world even imagined the same animal or shape in the same stars. Most of the constellations we recognize today were made up by the ancient Greeks around 6,000 years ago. Different constellations are visible at different times of year, so the first appearance of these patterns told farmers of the changing seasons and reminded them to plant or harvest their crops. The constellations also help us to find our way around the night sky and to remember which stars are which. The star names we use today are mostly from Greek and Arabic, but many are changed a bit from the original, as often happens when words are passed from one language to another. It can be difficult to picture just what those folks long ago were seeing in the stars, so don't be discouraged if you have trouble seeing their patterns. You can even make up your own! In ancient world all the countries or regions had their own way to name things up in the sky, make up stories and draw different shapes for constellations. Today there are 88 official constellations, but you may find that different books show their stars connected in slightly different ways. The official constellations are specific regions of the sky, so the exact patterns are not all that important. However in various cultures there are some famous star patterns that use stars from only apart of a constellation, or even connect stars from different constellations. These patterns of stars that are not official constellations are called asterisms. The Big Dipper is a very famous asterism, found in the constellation Ursa Major, or Great Bear.

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Automatic Classification Technique of Offence Patterns using Neural Networks in Soccer Game (뉴럴네트워크를 이용한 축구경기 공격패턴 자동분류에 관한 연구)

  • Kim, Hyun-Sook;Yoon, Ho-Sub;Hwang, Chong-Sun;Yang, Young-Kyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10a
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    • pp.727-730
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    • 2001
  • 멀티미디어 환경의 급속한 발전에 의해 영상처리 기술은 인간의 인체와 관련하여 얼굴인식, 제스처 인식에 관한 응용과 더불어 스포츠 관련분야로 깊숙히 정착하고 있다. 그러나 입력영상으로부터 움직이고 있는 선수들의 동작을 추출 및 추적하는 일은 컴퓨터비전 연구의 난 문제 중의 하나로 알려져 있다. 이러한 축구경기의 TV 중계에 있어서 하이라이트 장면의 자동추출(자동색인)은 그 경기의 가장 집약적인 표현이며, 축구경기 전체를 한 눈에 파악할 수 있도록 해주는 요약(summary)이자 intensive actions이고 경기의 진수이다. 따라서 축구경기와 같이 비교적 기 시간(대체로 1시간 30분) 동안 다수의 선수(양 팀 합해서 22명)들이 서로 복잡하게 뒤얽히면서 진행하는 경기의 하이라이트 장면을 효과적으로 포착하여 표현해 줄 수 있다면 TV를 통해서 경기를 관람하는 시청자들에게는 경기의 진행상황을 한 눈에 효과적으로 파악할 수 있게 해주어 흥미진진한 경기관람을 할 수 있게 해주고, 경기의 진행자들(감독, 코치, 선수 등)에게는 고차원적이고 과학적인 정보를 효과적으로 제공함으로써 한층 진보된 경기기법을 개발하고 과학적인 경기전략을 세울 수 있게 해준다. 본 논문은 이상과 같이 팀 스포츠(Team Spots)의 일종인 축구경기 하이라이트 장면의 자동색인을 위해 뉴럴네트워크 기법을 이용하여 그룹 포메이션(Group Formation) 중의 공격패턴 자동분류 기법을 개발하고 이를 검증하였다. 본 연구에서는 축구경기장 내의 빈번하게 변화하는 장면들을 자동으로 분할하여 대표 프레임을 선정하고, 대표 프레임 상에서 선수들의 위치정보와 공의 위치정보 등을 기초로 하여 경기 중에 이루어지는 선수들의 그룹 포메이션을 추적하여 그룹행동(group behavior)을 분석하고, 뉴럴네트워크의 BP(Back-Propagation) 알고리즘을 사용하여 축구경기 공격패턴을 자동으로 인식 및 분류함으로써 축구경기 하이라이트 장면의 자동추출을 위한 기반을 마련하였다. 본 연구의 실험에는 '98 프랑스 월드컵 축구경기의 다양한 공격패턴에 대한 비디오 영상에서 각각 좌측공격 60개, 우측공격 74개, 중앙공격 72개, 코너킥 39개, 프리킥 52개의 총 297개의 데이터를 추출하여 사용하였다. 실험과는 좌측공격 91.7%, 우측공격 100%, 중앙공격 87.5%, 코너킥 97.4%, 프리킥 75%로서 매우 양호한 인식율을 보였다.

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Effects of Geography Class Using Taboo Games on Student's Learning (터부 게임을 활용한 지리수업이 학습에 미치는 영향)

  • Choi, Jung-Sook;Cho, Chul-Ki
    • Journal of the Korean association of regional geographers
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    • v.20 no.2
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    • pp.230-244
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    • 2014
  • This study is to analyze the effects of geography class using taboo games on developing student's ability to think. After playing taboo games in which students explain keyword without using presented taboo words, worksheets of participants were analyzed with interviews to demonstrate what kind of thinking skills are working. The results of the analyses are as follows. First, while divergent thinking is applied to students who explain keyword in taboo games, convergent thinking is applied to students who listen to and guess them. Second, as groups play a role as explainer or answerer in turn, they can learn divergent and convergent thinking together. Third, students seem to improve high-order thinking ability like decision-making, critical thinking, metacogniton through taboo games. Fourth, students have a tendency to use a variety of direct and/or indirect experiences (especially, from media) as well as cross curricular knowledge in order to explain keyword without using taboo words.

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A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.493-510
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    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.