• Title/Summary/Keyword: ICT 실시환경

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Development of crop harvest prediction system architecture using IoT Sensing (IoT Sensing을 이용한 농작물 수확 시기 예측 시스템 아키텍처 개발)

  • Oh, Jung Won;Kim, Hangkon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.719-729
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    • 2017
  • Recently, the field of agriculture has been gaining a new leap with the integration of ICT technology in agriculture. In particular, smart farms, which incorporate the Internet of Things (IoT) technology in agriculture, are in the spotlight. Smart farm technology collects and analyzes information such as temperature and humidity of the environment where crops are cultivated in real time using sensors to automatically control the devices necessary for harvesting crops in the control device, Environment. Although smart farm technology is paying attention as if it can solve everything, most of the research focuses only on increasing crop yields. This paper focuses on the development of a system architecture that can harvest high quality crops at the optimum stage rather than increase crop yields. In this paper, we have developed an architecture using apple trees as a sample and used the color information and weight information to predict the harvest time of apple trees. The simple board that collects color information and weight information and transmits it to the server side uses Arduino and adopts model-driven development (MDD) as development methodology. We have developed an architecture to provide services to PC users in the form of Web and to provide Smart Phone users with services in the form of hybrid apps. We also developed an architecture that uses beacon technology to provide orchestration information to users in real time.

A study on the enhancement and performance optimization of parallel data processing model for Big Data on Emissions of Air Pollutants Emitted from Vehicles (차량에서 배출되는 대기 오염 물질의 빅 데이터에 대한 병렬 데이터 처리 모델의 강화 및 성능 최적화에 관한 연구)

  • Kang, Seong-In;Cho, Sung-youn;Kim, Ji-Whan;Kim, Hyeon-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.1-6
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    • 2020
  • Road movement pollutant air environment big data is a link between real-time traffic data such as vehicle type, speed, and load using AVC, VDS, WIM, and DTG, which are always traffic volume survey equipment, and road shape (uphill, downhill, turning section) data using GIS. It consists of traffic flow data. Also, unlike general data, a lot of data per unit time is generated and has various formats. In particular, since about 7.4 million cases/hour or more of large-scale real-time data collected as detailed traffic flow information are collected, stored and processed, a system that can efficiently process data is required. Therefore, in this study, an open source-based data parallel processing performance optimization study is conducted for the visualization of big data in the air environment of road transport pollution.

Development of a Student-Centered Leaning Tool for Construction Safety Education in a Virtual Reality Environment (가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발)

  • Son, JeongWook
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.1
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    • pp.29-36
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    • 2014
  • To meet changing education needs due to globalization, interdisciplinary convergence, and ICT development, it is necessary for engineering disciplines to provide student-centered education. Not only do teaching methods using ICT reproduce teaching contents in a digital format, but they are also expected to be effective media for constructive student-centered learning whereby learners build knowledge themselves. The aim of this study was to develop a tool for safety education using virtual reality technology. To achieve the objectives, the author defined the requirements and constraints of the tool, and implemented a 3D educational tool in a virtual reality environment. A pilot test with 10 students showed positive results.

An Analysis of the Professional's Cognition Regarding the Plant Factory Feasibility (식물공장 사업타당성에 관한 전문가 인식 연구)

  • Lee, Ji-Eun;Cha, WoonCheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.89-97
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    • 2015
  • Plant factory was started in Europe in the 1960. Thanks to the development of seeds science, nutrient study, environment control technology and automated systems, it has developed into the form of full artificial light system. In recent years, productivity of plant factory has increased with the convergence of ICT. An interest in plant factory has increased with several outstanding achievements. However, the plant factory industry is still stuck at an introductory stage and government investment has been reduced. In order to verify the feasibility of the plant factory, we conducted a survey targeting experts in politics, R&D and business field. We analyze the feasibility of investment in plant factory and strategies to enhance the competitiveness of plant factory.

Light-Weight Mobile VR Platform using HMD with 6 Axis (6 축센서를 갖는 HMD 경량 모바일 VR Platform)

  • Kang, Yunhee;Kang, JungJu
    • Journal of Platform Technology
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    • v.6 no.2
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    • pp.3-9
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    • 2018
  • Recently VR environment is used in many areas including mobile learning, smart factory. However HMD(head-mounted display) is required to a dedicated and expensive system with high-end specification. When designing a VR system, it is needed to handle performance, mobility and usability. Many VR applications need to handle diverse sensors and user inputs continuously in a streaming manner. In this paper we design a VR mobile platform and implement a low-cost mobile VR HMD running on the platform. The VR HMD supports 3D contents delivery in a mobile manner. It is used to detect the motion detection based on angle value of a VR player from accelerator and gyro sensor. The MPU-6050, 6-axis sensor, is used to get a sensory value and the sensory value is taken as an input to a VR rendering server on a Unity game engine that is generated 3D images.

Customer Willingness to Use Smart Grid Services in Home (스마트 그리드 서비스에 대한 고객 수용도 분석)

  • Kim, Young-Myoung;Lee, Young-Woo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.9B
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    • pp.1399-1406
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    • 2010
  • Customers can monitor electricity use in real time in smart grid(ICT is grafted onto current grid), so various beneficial services can be provided to customer. We did a qualitative survey, HV(Home Visit) and FGD(Focus Group Discussion), in order to derive customer's cognition of using electricity in home and values that customers consider significantly and a quantitative survey in order to know willingness to use. Customers consider electricity indispensible for using home appliances, want to use safely far from electromagnetic waves, short circuit and electronic shock. Also, customers want to save energy conveniently with no stress. Customers want 'a function', 'information', 'motivation' for energy saving, and 'electromagnetic waves cutting', 'to prevent electronic shock', 'to prevent short circuit' for safe electricity use. In this study, we derived 4 services - energy monitoring, standby power cutting, remote control, energy consulting - based on customer values and unmet needs, which is connected to home network that customers can monitor total and each appliance's electricity usage in real time and control home appliances. The willingness to use of services is over 60% and especially energy monitoring and standby power cutting service have high willingness to use rate, about 80%.

A Study on Composition and Utilization of Digital Literacy Education elements Using Open Contents (오픈 콘텐츠를 활용한 디지털 리터러시 학습 요소 구성과 활용)

  • Hong, Myunghui;Lee, Soonyoung
    • Journal of The Korean Association of Information Education
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    • v.22 no.6
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    • pp.711-721
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    • 2018
  • The development of artificial intelligence technology and the shift to a software-driven society are raising the need for digital literacy education on how to access, understand, use, create and share new open content in a variety of sustainable open content. At this point in time, this paper defines the digital literacy as the subliteracy concept for data, tools, and device elements. It is defined as a concept that includes cognitive and non-cognitive abilities and is stratified by computer literacy, ICT literacy, and information literacy. Open content is also defined as teaching-learning materials that can be used and shared freely by anyone, such as the Open Education Resource (OER) and the Open Access movement. Based on the two definitions, a three-step strategy for digital literacy education was developed to select open content in the digital environment, followed by a digital literacy education plan, and finally, an education frame to foster digital literacy capabilities.

A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.62-71
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    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

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A Study on the Effectiveness of Secure Responses to Malicious E-mail (악성 이메일에 대한 안전한 대응의 효과성 연구)

  • Lee, Taewoo;Chang, Hangbae
    • Journal of Platform Technology
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    • v.9 no.2
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    • pp.26-37
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    • 2021
  • E-mail is one of the important tools for communicating with people in everyday life. With COVID-19 (Coronavirus) increasing non-face-to-face activity, security incidents through e-mail such as spam, phishing, and ransomware are increasing. E-mail security incidents are increasing as social engineering attack using human psychology rather than arising from technological weaknesses that e-mails have. Security incidents using human psychology can be prevented and defended by improving security awareness. This study empirically studies the analysis of changes in response to malicious e-mail due to improved security awareness through malicious e-mail simulations on executives and employees of domestic and foreign company. In this study, the factors of security training, top-down security management, and security issue sharing are found to be effective in safely responding to malicious e-mail. This study presents a new study by conducting empirical analysis of theoretical research on security awareness in relation to malicious e-mail responses, and results obtained from simulations in a practical setting may help security work.

A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.