• Title/Summary/Keyword: Info-communication

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The Evaluation on EU′s Info-Communication Regulatory Policy in Preparation for Media Convergence (미디어 융합에 대응한 EU의 통신규제정책에 대한 평가)

  • Kim Pang-Ryong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.11B
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    • pp.1001-1011
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    • 2004
  • The structure of info-communications industry has been changing from vertical integration to horizontal layered disintegration as the Internet technology has been rapidly developed. Considering with this background, EU has decided to introduce new regulatory framework called 2003 framework and asked member states to shift to new framework by July 2003. The key words of the new framework is to be denoted by the following three characteristics: Introduction of cross-media regulatory framework Alleviation of entry regulation by general authorization, Transition from ex ante regulation to ex post regulation.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.

A Study on the Implementation of 9.6Kbps Power Line Communication System for Smart Home (스마트 홈용 9.6Kbps급 전력선 통신 시스템 구현에 관한 연구)

  • Kim, Chul;Jeong, Young-Hwa
    • The Journal of Information Technology
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    • v.6 no.4
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    • pp.81-91
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    • 2003
  • This paper is concerned with the implementation of power line communication system with 9.6Kbps. This system is suitable to establish the smart home using the power line having been installed in house. In the suggested power line communication system, we use the chirp signal with a linearity and spread spectrum frequency band of 100KHz~200KHz. We had the performance experiment for the implementation system. The experiment was achieved in the pseudo load network similar to real circumstance of power line communication. As the result, the communications under the circumstance were accomplished satisfactorily. We confirmed that the suggested 9.6Kbps power line communication system with the Chirped-SS method had the performance enough to commercialize the smart home.

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A Study on the Protocol of SSB Wireless Data for Advancing of Fishery Communication (어업통신의 선진화를 위한 SSB 무선데이타 프로토콜에 대한 연구)

  • Kim, Jeong-Nyun;Jo, Hag-Hyun
    • Journal of Navigation and Port Research
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    • v.28 no.5
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    • pp.443-448
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    • 2004
  • The Ministry of Maritime Affairs & Fisheries have plaining the advancing fishery information integrated system for the fishing present condition, marine resource administration and applicability considering. The fishery info17nation communication system is build up to the raw data & process-network-content. The communication system must be small size, low cost and adapted SSB transceiver, that is using fishery shipping. In this paper We present digital data communication network to exchange information for fishery and safety between fishing ship and coast station in cheeper communication fee using SSB in HF band.

Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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Transmission status monitoring method for improving the performance of MPTCP in Bufferbloat environment (Bufferbloat 환경에서 MPTCP 성능 개선을 위한 전송 상태 모니터링 방법)

  • Jung, Il Hyung;Lee, Jae Yong;Kim, Byung Chul
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.3
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    • pp.259-269
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    • 2018
  • Multipath TCP (MPTCP) can be expected to provide improved network performance because it transmits data through multiple paths. However, Bufferbloat, which unexpectedly occurs in the transmission path, degrades not only the performance of the corresponding path but also the performance of other paths, so that the performance is worse than that of a single TCP. In this paper, we propose the transmission status monitoring method at the sender's MPTCP level and also HoL packets retransmission algorithm in order to solve the Bufferbloat problem. The proposed algorithm enables Bufferbloat detection by the sender side independently, and it can resolve the HoL blocking problem by identifying the HoL packet in the proposed transmission status monitoring buffer and retransmitting it to the normal path. Simulation results based on NS-3 show that the proposed algorithm achieves the improved throughput performance up to 22.8% compared to the existing MPTCP, and the average number of queued packets in the sender and receiver's buffers is decreased to 44.3% and 9.2%, respectively.