• Title/Summary/Keyword: Hands-on Platform

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Design and Implementation MoIP Wall-pad platform using ARM11 (ARM11 을 이용한 MoIP 월패드 플랫폼 구현)

  • Jung, Yong-Kuk;Kim, Dae-Sung;Heo, Kwang-Seon;Kweon, Min-Su;Choi, Young-Gyu
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.46-49
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    • 2011
  • This paper is to implement MoIP platform to send and receive video and audio at the same time by using high-performance Dual Core Processor. Even if Wall-Pad key component of a home network system is released by using embedded processors, it's lacking of performance in terms of multimedia processing and feature of video telephony through which video and voice are exchanged simultaneously. The main reason could be that embedded processors currently being used do not provide enough performance to support both MoIP call features and various home network features simultaneously. In order to solve these problems, Dual processor could be used, but in the other hands it brings another disadvantage of high cost. Therefore, this study is to solve the home automation features and video telephony features by using Dual Core Processor based on ARM 11 Processor and implement the MoIP Wall-Pad which can reduce the board design costs and component costs, and improve performance. The platform designed and implemented in this paper verified performance of MoIP to exchange the video and voice at the same time under the situation of Ethernet network.

Developing a B2B Integration System based on XML Database System (XML 데이터베이스 시스템을 기반으로 한 B2B 통합 시스템 개발)

  • 이정수;정상혁;주경수
    • Journal of Korea Multimedia Society
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    • v.6 no.1
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    • pp.1-14
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    • 2003
  • E-commerce requires many different types of communications and an unprecedented amount of data changes hands. The many different Platforms and systems interacting require a platform neutral standard for data exchange. One of the technologies that can fill this niche is XML, the extensible markup language established as a standard by the W3C. By being standardized and platform neutral, XML to be factor in e-commerce application and using many systems In this paper, we designed XML document that is used in transaction between corporations, and implement the B2B integration system based on XML database system. Also we use XSLT that make efficient transformation XML documents for exchanging heterogeneous XML data between corporations. So, he or she can more easily and efficiently exchange XML documents between corporations using this system.

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A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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Architecture Exploration Using SystemC and Performance Improvement of Network SoC (SystemC를 이용한 아키텍처 탐색과 네트워크 SoC 성능향상에 관한 연구)

  • Lee, Kook-Pyo;Yoon, Yun-Sup
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.45 no.4
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    • pp.78-85
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    • 2008
  • This paper presents a high-level design methodology applied on an SoC using SystemC. The topic will emphasize on high-level design approach for intensive architecture exploration and verifying cycle accurate SystemC models comparative to real Verilog RTL models. Unlike many high-level designs, we started the poject with working Verilog RTL models in hands, which we later compared our SystemC models to real Verilog RTL models. Moreover, we were able to use the on-chip test board performance simulation data to verify our SystemC-based platform. This paper illustrates that in high-level design, we could have the same accuracy as RTL models but achieve over one hundred times faster simulation speed than that of RTL's. The main topic of the paper will be on architecture exploration in search of performance degradation in source.

Development and Application of Tangible Programming Tool based on Dotmatrix LED (LED 기반 텐지블 프로그래밍 도구개발 및 적용)

  • Shim, JaeKwoun;Lee, WonGyu;Kwon, DaiYoung
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.35-43
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    • 2015
  • Tangible programming tool based on a graphic interface platform is unlike programming on a computer due to the fact that young students can utilize their hands and tools without an on-line interface. This is effective in enhancing student understanding about difficult programming algorithms. B-Bricks was constructed to consolidate multiple commands onto one block, having immediate feedback about the result, and other algorithms based on assessing the problems that arose from the previous tangible block model. Upon experimenting on 29 students of grades 4th~6th, it was observed that as problems became more difficult, the accuracy of the answers derived diminished and their problem-solving time increased.

A Project-Based Embedded Software Design Course (실습에 기반한 임베디드 소프트웨어 설계 교육)

  • Moon, Jung-Ho;Park, Lae-Jeong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.5
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    • pp.581-587
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    • 2011
  • This paper presents a senior-level embedded software design course using a customized training kit. Embedded software design courses commonly entail a lot of practice hours and a semester-long project and thus requires a hardware platform on which the embedded software runs. A training kit has been designed such that both hardware system and operating system are not too complicated or heavy for undergraduate students to fully understand and to develop embedded software on their own. The course using the customized training kit gives the students hands-on experience of embedded software design and programming ranging from device drivers to user interface, thereby enabling them to have in-depth understanding of embedded software and to improve their programming skills more easily and faster than when using commercial training kits.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

The Effects of the Online Learning Using Virtual Reality (VR) Geological Data: Focused on the Geo-Big Data Open Platform (가상현실(VR) 지질자료 개발을 통한 원격수업의 효과 분석: 지오빅데이터 오픈플랫폼 활용을 중심으로)

  • Yoon, Han Do;Kim, Hyoungbum;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.47-61
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    • 2022
  • In this study, We developed VR (Virtual Reality) geological resources based on the Geo Big Data of the Big Data platform that provided by the Korea Institute of Geoscience and Mineral Material (KIGAM). So students selected the theme of lessons by using these resources and we operated Remote classes using the materials that developed as to Virtual Reality. Therefore, the geological theme maps provided by the Geo Big Data Open Platform were reconstructed and produced materials were created for Study about Real Korean geological outcrops grounded in Virtual Reality. And Topographic information data was used to produce class materials for Remote classes. Twenty students were selected by Random sampling, and data were collected by conducting a survey including interviews to confirm the change in students' perception of remote classes in virtual reality geological data development and the effect of the classes, so data were analyzed through inductive categorization. The results of this study are as follows. First, students showed positive responses in terms of interest, utilization, and knowledge utilization as taking remote classes for developing geological data in virtual reality geological data. This is the result of showing the adaptability of diverse and flexible learning getting away from a fixed framework by motivating and encouraging students and inducing cooperation for communication. Second, students recognized distance education in the development of Virtual Reality geological data as 'Realistic hands-on learning process', 'Immersive learning process by motivation', and 'Learning process of acquiring knowledge in the field of earth science'.

A Computer Architecture Education Framework in IT Convergence Services Era (IT융합 서비스 환경을 위한 컴퓨터 아키텍쳐 교육 프레임워크)

  • Choi, Chang Yeol;Choi, Hwang Kyu
    • Journal of Information Technology and Architecture
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    • v.10 no.1
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    • pp.23-31
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    • 2013
  • A rapid growth of IT convergence into different application areas draws a lot of interest in high performance platform and embedded system. Industry needs well educated computer professionals with the practical understanding on the emerging technologies and core issues of contemporary popular services. In this paper, we present an education framework for computer system architecture based on rigorous analyses of the characteristics of IT convergence services and information technology trends. The proposed framework puts emphasis on real-world and hands-on subjects related to multicore architecture, embedded system and parallel processing. We believe effective use in the development and management of computer system architecture courses encouraging both industries and students.

Dynamics Transition of Electroconvective Instability Depending on Confinement Effect (공간 제약 효과에 따른 전기와류 불안정성의 동역학 전이)

  • Lee, Seungha;Hyun, Cheol Heon;Lee, Hyomin
    • Korean Chemical Engineering Research
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    • v.59 no.4
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    • pp.626-631
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    • 2021
  • One of the nonlinear electrokinetic phenomena around ion exchange membrane is electroconvective instability which can be found in various electrokinetic applications such as electrodialysis, electrochemical battery, microfluidic analysis platform, etc. Such instability acts as a positive transport mechanism for the electrodialysis via amplifying mass transport rate. On the other hands, in the electrochemical battery and the microfluidic applications, the instability provokes unwanted mass transport. In this research, to control the electroconvective instability, the onset of the instability was analyzed as a function of confinement effect as well as applied voltage. As a result, we figured out that the dynamic behavior of electroconvective instability transited as a sequence of stable regime - static regime - chaotic regime depending on the applied voltage and confinement effect. Furthermore, stability curves about the dynamic transition were numerically determined as well. Conclusively, the confinement effect on electroconvective instability can be applied for effective means to control the electrokinetic chaos.