• 제목/요약/키워드: Playing environment

검색결과 317건 처리시간 0.027초

SCEM's impact on environmental activities SMEs (친환경공급망관리가 중소기업의 환경활동에 미치는 영향 분석)

  • Kim, Namkyu;Hwang, Kumju
    • Environmental and Resource Economics Review
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    • 제17권1호
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    • pp.83-120
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    • 2008
  • Small and medium sized enterprises' (SMEs) environmental performance and activities have been often of great concern toward sustainability as they have been playing a critically important role in the economic and industrial development. Among many initiatives to engage SMEs into the sustainability framework, Supply Chain Environmental Management (SCEM) of large companies has a great potential to persuade SMEs to adopt environmentally improved activities. This study investigated the relationship between SCEM approaches of large companies and environmental activities of SMEs in the Korean electronics industry. A postal questionnaire survey was used as a data collection method, and factor analysis and regression analysis were applied to analyse the collected data. The empirical findings suggested that SCEM approaches of large companies have positive impacts on environmental activities of SMEs. Among SCEM approaches, the collaborative approach was more effective than the arm's-length approach. Additionally, this study found positive impacts of trans-national SCEM approaches on SMEs' environmental activities.

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VirtAV: an Agentless Runtime Antivirus System for Virtual Machines

  • Tang, Hongwei;Feng, Shengzhong;Zhao, Xiaofang;Jin, Yan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권11호
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    • pp.5642-5670
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    • 2017
  • Antivirus is an important issue to the security of virtual machine (VM). According to where the antivirus system resides, the existing approaches can be categorized into three classes: internal approach, external approach and hybrid approach. However, for the internal approach, it is susceptible to attacks and may cause antivirus storm and rollback vulnerability problems. On the other hand, for the external approach, the antivirus systems built upon virtual machine introspection (VMI) technology cannot find and prohibit viruses promptly. Although the hybrid approach performs virus scanning out of the virtual machine, it is still vulnerable to attacks since it completely depends on the agent and hooks to deliver events in the guest operating system. To solve the aforementioned problems, based on in-memory signature scanning, we propose an agentless runtime antivirus system VirtAV, which scans each piece of binary codes to execute in guest VMs on the VMM side to detect and prevent viruses. As an external approach, VirtAV does not rely on any hooks or agents in the guest OS, and exposes no attack surface to the outside world, so it guarantees the security of itself to the greatest extent. In addition, it solves the antivirus storm problem and the rollback vulnerability problem in virtualization environment. We implemented a prototype based on Qemu/KVM hypervisor and ClamAV antivirus engine. Experimental results demonstrate that VirtAV is able to detect both user-level and kernel-level virus programs inside Windows and Linux guest, no matter whether they are packed or not. From the performance aspect, the overhead of VirtAV on guest performance is acceptable. Especially, VirtAV has little impact on the performance of common desktop applications, such as video playing, web browsing and Microsoft Office series.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • 제13권6호
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Implementation of an Application System using Middleware and Context Server for Handling Context-Awareness (상황인식 처리를 위한 미들웨어 및 컨텍스트 서버를 이용한 응용시스템의 구현)

  • Shim Choon-Bo;Tae Bong-Sub;Chang Jae-Woo;Kim Jeong-Ki;Park Seung-Min
    • Journal of KIISE:Computing Practices and Letters
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    • 제12권1호
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    • pp.31-42
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    • 2006
  • Context-awareness is a technology to facilitate information acquisition and execution by supporting interoperability between users and devices based on users' context. It is one of the most important technologies in ubiquitous computing. In this paper, we propose a middleware and a context server for dealing with context-awareness in ubiquitous Computing and implement an application system using them. The middleware proposed in our work plays an important role in recognizing a moving node with mobility by using a Bluetooth wireless communication technology as well as in executing an appropriate execution module according to the context acquired from a context server. In addition, the proposed context server functions as a manager that efficiently stores into a database server context information, such as user's current status, physical environment, and resources of a computing system. Finally, our application system implemented in our work one which provides a music playing service based on context information, and it verifies the usefulness of both the middleware and the context server developed in our work.

Comparison of field- and satellite-based vegetation cover estimation methods

  • Ko, Dongwook W.;Kim, Dasom;Narantsetseg, Amartuvshin;Kang, Sinkyu
    • Journal of Ecology and Environment
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    • 제41권2호
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    • pp.34-44
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    • 2017
  • Background: Monitoring terrestrial vegetation cover condition is important to evaluate its current condition and to identify potential vulnerabilities. Due to simplicity and low cost, point intercept method has been widely used in evaluating grassland surface and quantifying cover conditions. Field-based digital photography method is gaining popularity for the purpose of cover estimate, as it can reduce field time and enable additional analysis in the future. However, the caveats and uncertainty among field-based vegetation cover estimation methods is not well known, especially across a wide range of cover conditions. We compared cover estimates from point intercept and digital photography methods with varying sampling intensities (25, 49, and 100 points within an image), across 61 transects in typical steppe, forest steppe, and desert steppe in central Mongolia. We classified three photosynthetic groups of cover important to grassland ecosystem functioning: photosynthetic vegetation, non-photosynthetic vegetation, and bare soil. We also acquired normalized difference vegetation index from satellite image comparison with the field-based cover. Results: Photosynthetic vegetation estimates by point intercept method were correlated with normalized difference vegetation index, with improvement when non-photosynthetic vegetation was combined. For digital photography method, photosynthetic and non-photosynthetic vegetation estimates showed no correlation with normalized difference vegetation index, but combining of both showed moderate and significant correlation, which slightly increased with greater sampling intensity. Conclusions: Results imply that varying greenness is playing an important role in classification accuracy confusion. We suggest adopting measures to reduce observer bias and better distinguishing greenness levels in combination with multispectral indices to improve estimates on dry matter.

A Study on User-Centered Design for Cut-scene in Action-Adventure Games (액션어드벤쳐게임 컷신을 위한 UCD 디자인 연구)

  • Ruan, Xiaoyin;Cho, Dong-Min
    • Journal of Korea Game Society
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    • 제14권5호
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    • pp.137-146
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    • 2014
  • Recently, the games on the market are getting rich and excellent in the category of design and productions. The style and production quality of cut-scenes also have achieved a continuous development, so how to stand out from multiple designs and gain popularity always acts as a challenge to designers. However, such design strategy up to developers will be failed to judge whether or not design achievements are loved by players and thus cannot meet rapidly changing market demands on both in a quantity and quality. Therefore, this study holds that cut-scene design for video games must set out from user-centered design(UCD). According to literatures with respect to product market, we know that Market Pull imposes far more impacts on success in bringing new products to the market than the technology Push, hence players actually determines the success of a game in competitive game market. This study will help to enhance the immersion of playing game, including the interest and standing out the designer's message without distorting the original impression in the game publishing environment.

Landscape Design for the Buchon Special School (부천특수학교 조경설계)

  • 김신원;이시영
    • Journal of the Korean Institute of Landscape Architecture
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    • 제30권3호
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    • pp.57-63
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    • 2002
  • This landscape design was proposed for the Buchon Special School Competition, held by the Kyonggi Province Office of Education. The authors collaborated on this design and won first prize in November of 2001. In the design proposal, on the basis of the knowledge of; mentally retarded children the children's activities, nature and health, and the healing gardens, the special school outdoor spaces were designed to meet the particular needs of the users. The school outdoor spaces are design for various types of users-children, adolescents, parents, siblings, staff, volunteers and visitors. The following are some of the basis concerns in the design of the school outdoor spaces : garden site planning, garden location, security, microclimate, entering and exiting, accessibility, usability, user group territories, supervision, attracting trained volunteers, a range of high-quality social settings, accommodation of different student types, accommodation of needs for both challenge and rest, child nature interaction, diversity of natural settings, hands-on activity, integrating the arts, and maintenance. The following are some of the major features in the design of school outdoor spaces : pleasant and inviting entry areas, sports grounds with different levels of challenge, gardens with plants having strong fragrances and/or tactile qualities, resting places with many types and forms of seating and weather-mitigating features, play grounds for all student types, roof gardens for users to experience nature in man-made environments, and walkways and winding paths with various trees, shrubs and flowers. In the special school outdoor spaces, people would perceive a unique sense of place through the various types of spaces and features described above. An example of the true meaning of a playing and resting place and a restorative and therapeutic environment is provided in the school outdoor spaces.

A Study on the Planning Directions of Railway Station from the Perspective of Place Branding (플레이스 브랜딩 관점에서 본 철도역사의 계획방향 연구)

  • Woo, Hee-Kyung;Chu, Beom
    • Korean Institute of Interior Design Journal
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    • 제23권1호
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    • pp.172-180
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    • 2014
  • A railway station appears in the form of multi-use station building where cultural and commercial elements such as shopping and leisure are mixed, getting out of simple space configuration oriented to the space for station work, where a passenger stays for a little while. Now, a railway station is a place expanded to the inside of city, and builds a relationship with urban fabric, and therefore it should receive the social change in the time together with the surrounding infrastructure, and should inevitably form the urban environment. And it should become the 'Place' so as to be capable of playing a role of buffer and a role of regional gateway landmark by making users included in the inside through various uses with regard to the dispersed urban connection. Hence, this study is intended to examine the planning through the place branding of railway station. In the method of research, the characteristics that place branding had was investigated, and an analysis was made on the basis of 10 place branding strategic elements and 6 railway design guidelines. And it was intended to set a direction in which the existing place branding strategy could be applied to the railway station, and was intended to derive the place branding planning strategic elements of railway station. Hence, the planning can be classified into the following 5 kinds in connection with railway station. First, identity should be embodied through the strategy of constructing the symbolic image of railway station. Second, a role of mediating variously approaching flows in the city should be played. Third, the spatial layout of railway station, which can increase the efficiency of use, should be arranged. Fourth, special characteristics should be intensified through creative storytelling that stimulates emotion. Fifth, an organic change is gradually necessary for sustainability. These planning elements should be applied in harmonious combination. Therefore, a new railway station can be maded by building identity and placeness and by giving the value through these planning directions in the future.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • 제11권4호
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.

An Implementation of Context-Awareness Support System based on Voice Service for Medical Environments (의료 환경을 위한 음성 서비스 기반의 상황인식 지원 시스템의 구현)

  • Shim, Choon-Bo;Shin, Yang-Won;Park, Byung-Rae
    • Journal of the Korea Society of Computer and Information
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    • 제10권4호
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    • pp.29-36
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    • 2005
  • As computing environments are more rapidly developed, an adaptive and intelligent services using post PC such as PDA. Laptop, and Tablet PC in case of rounding and examining patients are highly demanded. The objective of this study is to design and implement a context-awareness support system based on voice service for medical environments. To achieve it, we propose a context middleware which plays an important role in recognizing a client with PDA by using a Bluetooth wireless communication technology as well as in executing an appropriate execution module, like delivery for diagnosis information of patients, according to the staff's context acquired from a context server. In addition, the context server functions as a manager that efficiently stores context information such as client's current status, physical environment, and device resources into a database server. Finally, for verifying the usefulness of the proposed system, we develop an application system which provides voice playing services for notification of other physicians through our context middleware.

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