• Title/Summary/Keyword: Information Communication Technology Education

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Design of Simulation Environment for Intelligent Disaster Prevention System and Implementation of Management Application (지능형 방재 시스템 시뮬레이션 환경 및 관리 어플리케이션 구현)

  • Cho, Young-Ho;Kang, Heau-Jo;Sung, Kyung
    • Journal of Advanced Navigation Technology
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    • v.15 no.4
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    • pp.602-608
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    • 2011
  • In this paper, we implemented an android mobile management application of intelligent prevention of disaster system which can manage the current status monitoring and whether operating or not by using Ubiquitous Sensor Network based self wireless communication system of scattered emergency light, fire extinguishers and sprinkler inside the high complex building. This system is composed with fire facilities attached sensor nodes, management server for collection of information and control, and smart phone application that transmits and receives information with management server. As a result of the test, the embodied android-based smart phone application to be performed anywhere could confirm status and monitoring information of fire facilities which are communicated with the management server.

A Method of Service Reuse using Analysis of Process Similarity and Meta Repository (프로세스 유사도 분석과 메타 저장소를 이용한 서비스 재사용 기법)

  • Hwang, Chi-Gon;Yoon, Chang-Pyo;Jung, Kye-Dong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1375-1380
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    • 2014
  • SaaS at a cloud computing is a framework to provide a software as a service. Depending on the difference of the tenant and the use, if the service provider re-establish a service, they are required resources In terms of costs and managerial. So we propose a technique for analysis of software structure using the process algebra to reuse existing software. A process algebra analyze the structure of the software, express in different languages and verify that it can be reused. CCS in a process algebra is useful to convert the business process or XML, by using this, we structure a process as process view and propose meta storage for comparison and management a structured document.

A Study on IPTV Video Quality by Routing Protocols in Wireless LAN (무선 LAN 환경에서 경로 배정 프로토콜에 따른 IPTV 영상 서비스 품질에 관한 연구)

  • Jung, Jae-hoon;Park, Seung-seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.572-575
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    • 2009
  • With the advent of integration environment of broadcasting and communication, IPTV has been widely used. It provides services such as information, movie contents and broadcasting through TV using super-high speed networks. Developments of Wireless LAN and IP network technology create various and fusional services such as IPTV, VoIP that are based on IP network. The development of Wireless LAN is very important in IPTV network field which requires the best quality of service on the security, QoS and bandwidth. In this Paper, We configure the experimental network in its RIP and OSPF environment to test the Video Quality of IPTV in Wireless LAN. We measure and evaluate broadcasting quality by using PSNR to show the corelation of Routing Protocols in Wireless LAN in which how they affect to the IPTV real-time Video Quality.

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The Analysis of Chosun Danasty Poetry Using 3D Data Visualization (3D 시각화를 이용한 조선시대 시문 분석)

  • Min, Kyoung-Ju;Lee, Byoung-Chan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.7
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    • pp.861-868
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    • 2021
  • With the development of technology for visualizing big-data, tasks such as intuitively analyzing a lot of data, detecting errors, and deriving meaning are actively progressing. In this paper, we describe the design and implementation of a 3D analysis that collects and stores the writing data in Chinese characters provided by the Korean Classical Database of the Korean Classics Translation Institute, stores and progress the data, and visualizes the writing information in a 3D network diagram. It solves the problem when a large amount of data is expressed in 2D, intuitive that analysis, error detection, meaningful data extraction such as characteristics, similarity, differences, etc. and user convenience can be provided. In this paper, we improved the problems of analyzing Chosun dynasty poetry in Chinese characters using 2D visualization conducted in previous studies.

A Comparative Analysis of PKI Internet Banking and Blockchain Payment Transactions (PKI 인터넷 뱅킹과 블록체인 지불 거래의 비교 분석)

  • Park, Seungchul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.5
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    • pp.604-612
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    • 2019
  • PKI Internet banking is used to have users register their public keys with the banking server together with the identity information, and verify the signature for both user and transaction authentications by using the registered public keys. Although the Blockchain-based financial systems such as Bitcoin adopt similar digital signature-based authentication scheme, there is no server that participants can register public keys with because they perform P2P payment transactions. The purpose of this paper is to identify the advantages and disadvantages of the Blockchain-based payment transactions by analyzing the differences between the most common PKI Internet banking and Blockchain payment systems. Based on the analysis, this paper suggests the issues that need to be enhanced from the aspects of architecture and security in order for Blockchain payment transaction systems to be applied universally.

Selection and research of physical computing game elements through case analysis (사례 분석을 통한 피지컬 컴퓨팅 게임 요소 선별 및 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.5
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    • pp.659-666
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    • 2021
  • This research will apply the environmental characteristics of physical computing to game development, which has the concept of giving substantial materiality to digital media that do not exist in reality. The processing process of physical computing is digital input and digital output, and analog input and analog output, which mainly uses Malik controllers. Therefore, we select development elements by analyzing research cases in the field of digital art and information education where physical computing is studied a lot, and by analyzing games that borrowed some physical computing elements. The derived elements are verified by the Delphi's research methodology through agreement with experts. 12 elements are selected in this study, and the importance is shown in order of the physical properties in the virtual world, the suitability of the implementation technology, and the conformity between real and virtual players.

Reduced RSU-dependency Authentication Protocol to Enhance Vehicle Privacy in VANET (VANET에서 RSU의 의존성을 줄이고 차량의 프라이버시를 강화한 인증 프로토콜)

  • Rhim, Won-Woo;Kim, Jong-Sik;Kim, Sang-Jin;Oh, Hee-Kuck
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.21-34
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    • 2011
  • VANET offers variety of services to allow safe and comfortable driving through V2V and V2I communications in transportation systems. To use these services, safe and reliable V2V and V2I communications must be guaranteed. In this regards, many RSU-based studies have been carried out to meet certain issues such as: efficiency of frequent communication between RSU and vehicles, security of stored information in RSU, and invasion on vehicle's privacy. In this paper, a scheme is proposed to reduce the dependency on RSU and to enhance the vehicle privacy by using signature-based authentication protocol. The proposed protocol is more efficient than existing protocol with group signature, and satisfies all the requirements of VANET.

A Study on the Reading Performance of Elementary School Students by Media Type (매체 유형에 따른 초등학생의 읽기 성과에 관한 연구)

  • Kyungkuk Noh;Byoungmoon So
    • Journal of Korean Library and Information Science Society
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    • v.54 no.1
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    • pp.221-240
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    • 2023
  • This study proposes a medium-specific reading instruction method for digital natives exposed to various reading media with the development of information and communication technology. For this purpose, an elementary school located in H-si, Gyeonggi-do was selected and the readability and literacy tests according to the media were conducted for 6th graders. In the experiment, the same article contents were divided into three groups, and the time required to read and read using different media was measured, and the literacy according to the media was confirmed through quizzes. As a result of the measurement, the average reading time of the web-page was 3 minutes 28 seconds, the quiz correct answer rate (average) 3.99 questions, the average reading time of the pdf file in the form of an e-book was 5 minutes 23 seconds, the correct answer rate (average) 4.35 questions, the average reading time of the printed text was 7 minutes 14 seconds, and the correct answer rate (average) 6.26 questions. The number of students who participated in the experiment is 144, and there is a limit to generalizing the reading method according to the media type only with the results of the researcher's experiment.

A Study on R&BD Strategy for Promoting Consumer's Value Based Converged Industry (소비자 가치 기반 융합산업 육성을 위한 R&BD 전략 연구)

  • Chung, Kyung-Ryul
    • Transactions of the KSME C: Technology and Education
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    • v.4 no.2
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    • pp.111-116
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    • 2016
  • Consumer's value based content and business platform are more important than the existing supplier based market. Convergence civilization paradigm is being accelerated with expanded combination of information & communication technology and others. In this study, it was classified into four groups with respect to the level and viewpoints of innovation in products and services, which were already supplied on the market by industry convergence activity. Barriers that are obstacles to the development of a new converged industry through strategic approaches were identified by surveying the current industrial status. In detail, they were summarized with respect to three aspects, such as, target, infrastructure and main agent of individual sector. Finally, it presents an alternative to overcome the obstacles and develop a new growth engines for the future industrial evolution.

3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers (무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발)

  • 정영범;박창현;김기현;장길수
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.1
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    • pp.22-30
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    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.