• Title/Summary/Keyword: One-way Communication

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A Inter-layer Path Provisioning System Architecture in Multi-layer Networks (다계층 광네트워크에서 계층간 경로설정 시스템 구조 연구)

  • Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.25-31
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    • 2013
  • Looking at the recent value change of users and the usage pattern of network users, it is changing from simple web information, one-way information acquisition and data transmission to increase of usage of multimedia, increasing demand for security and customization, and increasing demands for free mobility. Due to this change of demand, the services which were provided individually, developed into a form which is merged, the network also seems to develop into the combined network from the individual network for individual service, and the communication network control technology which is the core technology is also rapidly developing. To reflect the users' demands, the next generation network created the multi-layer network which is based on the WDM/IP transmission system and added the to make it easy to restructure. P-OTS (Packet-Optical Transport System) can be defined as a platform that combines SONET/SDH, Ethernet, DWDM, optical transport network (OTN) switching and reconfigurable optical add-drop multiplexers (ROADMs). In this paper, we suggested that the optimum path choice be performed through diversification of the PCE-based path selection using the information of various layers altogether in the multi-layer environment, compared with the established path selection method when the path was selected using the information of each layers.

Development of Multiscale Modeling Methods Coupling Molecular Dynamics and Stochastic Rotation Dynamics (분자동역학과 확률회전동역학을 결합한 멀티스케일 모델링 기법 개발)

  • Cha, Kwangho;Jung, Youngkyun
    • KIISE Transactions on Computing Practices
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    • v.20 no.10
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    • pp.534-542
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    • 2014
  • Multiscale modeling is a new simulation approach which can manage different spatial and temporal scales of system. In this study, as part of multiscale modeling research, we propose the way of combining two different simulation methods, molecular dynamics(MD) and stochastic rotation dynamics(SRD). Our conceptual implementations are based on LAMMPS, one of the well-known molecular dynamics programs. Our prototype of multiscale modeling follows the form of the third party implementation of LAMMPS. It added MD to SRD in order to simulate the boundary area of the simulation box. Because it is important to guarantee the seamless simulation, we also designed the overlap zones and communication zones. The preliminary experimental results showed that our proposed scheme is properly worked out and the execution time is also reduced.

A Design and Implementation of the DMB Data Inserter System for terrestrial DMB data Broadcasting (지상파 DMB 데이터 방송을 위한 DMB 데이터 인서터 시스템 설계 및 구현)

  • Song Jong-Chul;Kim Chang-Su;Jung Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.6
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    • pp.1218-1225
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    • 2005
  • The effort to expand digital contents market and get more users is growing. This is being done by interconnecting the existing broadcasting data services and two-way data services in mobile network with the terrestrial DMB transmitting system. However, the interconnection is not easy because various data service system uses difference protocols to transmit digital contents and the receiving protocol of terrestrial DMB system is the standardized one. In this paper, we designed and implemented the middleware structured system, trying to minimize problems and difficulties in the interconnection of the data service system and terrestrial DMB transmitting system. We considered the readiness of the extension of the various transmitting method in the various data service systems and also implemented Terrestrial DMB Data Inserter system that transmits contents data on the broadcasting schedule.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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The Perception of Character Education in Medical School (의과대학 교수-학생의 인성교육 인식에 대한 기술적 연구)

  • Kang, Ye Ji;Sung, Jidong;Rho, Jae Hee;Jang, Hye Won
    • Korean Medical Education Review
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    • v.22 no.1
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    • pp.46-54
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    • 2020
  • The purpose of this study was to examine professors' and students' perceptions of curriculum that fosters character in medical school. 'Character' can be defined as a desirable personality and the ability to be a good person. A total of 264 subjects (professors=131, students=133) participated in the study. Survey questions were divided into the three parts (education needs, factors of character, and curriculum management strategy). Data were analyzed by using t-test and one-way analysis of variance. Both professors and students recognized the need for character education. Professors were more aware of the need for education than students (t=4.35, p<0.01), and clinical professors were more aware of the need for education than basic medical science professors (t=3.48, p<0.01). Premedical students were more aware of the need for character-centered education than medical students in the later stages of their education (t=3.41, p<0.01). Professors and students commonly referred to 'consideration and communication' as the most important factor in building character. Professors considered 'self-regulation' more important than the students recognized, while students perceived 'wisdom' as more important than the professors did. There was a difference in preference for curriculum development (creating new subjects vs. revising existing subjects) between the two groups. However, both groups agreed on the teaching and evaluation methods. In conclusion, both groups acknowledged the need for character education. However, there were differences in perception on the major factors of character and preference for curriculum development. The results of this study may assist in designing character education in medical education.

Mutual Gaze Correction for Videoconferencing using View Morphing (모핑을 이용한 화상회의의 시선 맞춤 보정 방법)

  • Baek, Eu-Tteum;Ho, Yo-Sung
    • Smart Media Journal
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    • v.4 no.1
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    • pp.9-15
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    • 2015
  • Nonverbal communications such as eye gazing, posture, and gestures send forceful messages. In regard to nonverbal communication, eye gazing is one of the most strong forms that an individual can use. However, lack of mutual gazing occurs when we use video conferencing system. The displacement between locations of the eyes and a camera gets in the way of eye contact. The lack of eye gazing can give unapproachable and unpleasant feeling. In this paper, we propose an eye gazing correction for video conferencing. We use two cameras installed at the top and the bottom of the television. The captured two images are rendered with 2D warping at virtual position. We implement view morphing to the detected face, and synthesize the face and the warped image. The result shows that eye gazing is corrected and correctly preserved and the image was synthesized seamlessly.

International Collaboration in the Age of Digital Technologies : Focusing on the 10 East-Asian Countries (디지털 테크놀로지 시대의 국제 협동연구 : 동아시아 지역의 분석을 중심으로)

  • Park, Han-Woo
    • Journal of Information Management
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    • v.36 no.1
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    • pp.77-101
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    • 2005
  • The purpose of this paper is to examine some aspects of international collaboration in the age of digital technologies. First, the paper describes the longitudinal structure of collaborative pattern among the 10 East-Asian countries based on their frequency of co-authoring SCI journal articles in the year 2001-2003. Second, a focus interview was made to explore the way in which new digital technologies such as the Internet have changed a research practice in the field of science, technology, and innovation. This research found that Japan and China are preferred as the number one collaborator by other Asian countries. Their share of international collaboration with other Asian countries has been increasing in three years. The results of indepth interview with a scholar suggest that digital network technologies have several advantages enabling individual and institutional actors to collaborate with each other effectively in terms of knowledge management as well as information exchange.

An Object-oriented Design Method of Game System for Game Designers (기획자를 위한 객체지향적 게임시스템 기획 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.17-26
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    • 2016
  • In the domestic game development field, game system planning is the work that game designers design the gameplay mechanics system to satisfy the game concepts in the perspective of creative design by data structural methods. But the programmers work to design the game system based on the results of the game system planning in the perspective of engineering design by object-oriented methods. This work process is a high risky way for high occurring probability of communication errors between the game designers and programmers, and mismatching errors in their work results. In this study, we propose an object-oriented design method of game system for the game designers in order to resolve this problem. The proposed method is a customized one of GRAPPLE object-oriented SW development guidelines to suit the game system planning. To investigate the effectiveness of the proposed planning method for the game designers, we carried out a survey targeting 10 game system designers working in the domestic game industry. The survey results show that the necessity and effectiveness of the proposed method is "a little over" for almost the game designers.

Writing education using Characteristics at hypertext

  • Lee, Hee-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.6
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    • pp.9-14
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    • 2018
  • This paper focuses on how the latest progress in digital media and technology affects the writing education environment. In the contemporary era, collecting numerous pices of information online, and arranging them to create new knowledge is important. There is also a need to seek new methods for writing education to stay in tune with the times. To that end, this paper suggests an open writing model using hypertexts. This writing model consists of a total of five stages, which are use of information, compilation of information, open mutual discussion, search of additional information and writing to recreate knowledge. The final outcome of such writing is writing using footnotes. By describing the gist of the keyword and adding numerous footnotes, such writing opens up an infinite possibility of re-creating information into new knowledge. This method can help university students who are accustomed to the digital society to proactively use information and improve multi-disciplinary communication skills required today. This author applied such a model to university writing education and found that more than 82% of the students were satisfied. Through the process of collaboration and recreation of knowledge in writing, learners found distinct benefits and noted their horizons had broadened. Given this effect, the open writing model using hypertexts is meaningful in that it forms a learning community that goes beyond a one-way feedback from instructor to student and instead nudges students to realize collective intellect. Moreover, it is meaningful in that it moves away from a top-down approach of the instructors passing down knowledge about writing and its rules, and towards a more proactive involvement by students in creating knowledge.

A Profile Tolerance Usage in GD&T for Precision Manufacturing (정밀제조를 위한 기하공차에서의 윤곽공차 사용)

  • Kim, Kyung-Wook;Chang, Sung-Ho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.2
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    • pp.145-149
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    • 2017
  • One of the challenges facing precision manufacturers is the increasing feature complexity of tight tolerance parts. All engineering drawings must account for the size, form, orientation, and location of all features to ensure manufacturability, measurability, and design intent. Geometric controls per ASME Y14.5 are typically applied to specify dimensional tolerances on engineering drawings and define size, form, orientation, and location of features. Many engineering drawings lack the necessary geometric dimensioning and tolerancing to allow for timely and accurate inspection and verification. Plus-minus tolerancing is typically ambiguous and requires extra time by engineering, programming, machining, and inspection functions to debate and agree on a single conclusion. Complex geometry can result in long inspection and verification times and put even the most sophisticated measurement equipment and processes to the test. In addition, design, manufacturing and quality engineers are often frustrated by communication errors over these features. However, an approach called profile tolerancing offers optimal definition of design intent by explicitly defining uniform boundaries around the physical geometry. It is an efficient and effective method for measurement and quality control. There are several advantages for product designers who use position and profile tolerancing instead of linear dimensioning. When design intent is conveyed unambiguously, manufacturers don't have to field multiple question from suppliers as they design and build a process for manufacturing and inspection. Profile tolerancing, when it is applied correctly, provides manufacturing and inspection functions with unambiguously defined tolerancing. Those data are manufacturable and measurable. Customers can see cost and lead time reductions with parts that consistently meet the design intent. Components can function properly-eliminating costly rework, redesign, and missed market opportunities. However a supplier that is poised to embrace profile tolerancing will no doubt run into resistance from those who would prefer the way things have always been done. It is not just internal naysayers, but also suppliers that might fight the change. In addition, the investment for suppliers can be steep in terms of training, equipment, and software.