• Title/Summary/Keyword: SW/ICT

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Trend of Edge Machine Learning as-a-Service (서비스형 엣지 머신러닝 기술 동향)

  • Na, J.C.;Jeon, S.H.
    • Electronics and Telecommunications Trends
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    • v.37 no.5
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    • pp.44-53
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    • 2022
  • The Internet of Things (IoT) is growing exponentially, with the number of IoT devices multiplying annually. Accordingly, the paradigm is changing from cloud computing to edge computing and even tiny edge computing because of the low latency and cost reduction. Machine learning is also shifting its role from the cloud to edge or tiny edge according to the paradigm shift. However, the fragmented and resource-constrained features of IoT devices have limited the development of artificial intelligence applications. Edge MLaaS (Machine Learning as-a-Service) has been studied to easily and quickly adopt machine learning to products and overcome the device limitations. This paper briefly summarizes what Edge MLaaS is and what element of research it requires.

Development of 3D Joystick for Flight Simulator using Gyro Sensor (자이로 센서를 활용한 비행 시뮬레이터용 3D 조이스틱 개발)

  • Cha-Hun Park;Sung-Ho Lee;Myeong-Chul Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.333-334
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    • 2023
  • 비행시뮬레이터는 ICT 및 SW 응용분야에 속하는 기술로 항공기의 환경을 재현하는 시뮬레이션 환경을 제공한다. 시뮬레이터의 조종 장치인 일반적인 조이스틱을 대체한 기존 VR장비의 컨트롤러는 허공에 들고 조종하므로 정확하고 정교한 실제 항공기 조종에 사용하기에는 많은 문제점이 있다. 본 연구에서는 비행시뮬레이터와 VR분야에서 사용될 수 있는 가속도 센서와 진동 센서를 적용한 3D 조이스틱을 제안한다. 이를 위하여 3축 센싱과 정보를 표시하는 디스플레이 및 와이파이 통신을 위한 보드를 설계하고 유니티 기반의 가상 환경을 구현하여 적용 가능성을 확인하였다. 정상적으로 통신 인터페이스를 통하여 조종 장치가 동작하였고 게임 및 구현된 보드에서 확인한 센싱값이 일치함을 확인하였다. 연구의 결과물은 비행시뮬레이터 외에도 VR 및 다양한 메타버스 관련 콘텐츠에 사용될 수 있을 것으로 판단한다.

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A Study on the Obstacle Factors and the Development Strategy of High Value Occupational Training for Women (여성 고부가가치 직업훈련의 장애요인과 발전방안 연구)

  • Lee, Ji-Eun;Lim, Hee-Jeong
    • Journal of Digital Convergence
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    • v.17 no.3
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    • pp.181-189
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    • 2019
  • The purpose of this study is to derive obstacle factors to 'high value vocational training' and to suggest development strategies. The training aims to solve the quantitative and qualitative problems of female employment by providing professional training in high value areas such as ICT, SW and knowledge service. To verify the training to meet these objectives, 48 processes operated in 2018 were analyzed and field monitoring was conducted. As a result of the analysis, problems were identified and improvements were derived in terms of learners management, training course design, field practice operation, and performance evaluation. Based on these results, researchers suggested four ways to develop high value vocational training. First, select learners based on combined talent and second, strengthen the project of linking enterprises and structured field practices. Third, establish a performance evaluation system of its own and manage performance and fourth, expand support for excellent training courses and provide consulting for course development. The results of this study are expected to be used as a reference for establishing policies for high value occupational training. In the future, quantitative research should be conducted to clarify the performance and problems.

Study on International Bases for Improving International Competitiveness of Korean ICT Industries (국내 SW기업의 해외진출을 지원하기 위한 해외거점 정책 연구)

  • Nam, Youngho;Kim, Inkyu;Yoon, Ilseon
    • Journal of Information Technology and Architecture
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    • v.11 no.1
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    • pp.53-62
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    • 2014
  • The research tries to find appropriate nations and cities of the international supporting centers according to Korean firms' requests. It also tries to find out proper designs of governance structure and strategic and operational control system of the center. Two methods are used to find out Korean firms' requests. One is the expert interviews and the other is the questionnaire survey. The email survey is sent to 120 firms of IT service, package software, telecom facilities and broadcasting equipment industries. Their opinions in addition to interview results are used as a basis of selecting potential regions for new centers and types of their services. According to survey results, southeast asia is the most preferred region and Indonesia, Vietnam, Thailand, Malaysia and Singapore are selected as potential nations for a location of the center in southeast asia. However, the survey result is not fully agreed with the interviewees' opinions. The interviewees tell that there are not much demand in nations with low purchasing power and low IT industry level. That is, Indonesia and Vietnam are not proper places for the centers.

Indoor positioning system for naval ship personnel using beacon

  • Kim, Jong-Hwa;Kim, Joo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.135-142
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    • 2019
  • In this paper, we propose a system that can identify the position of naval ship personnel at a glance by utilizing the Bluetooth-based beacons. The system proposed in this paper, installs a beacon receiver which are short-range wireless communication devices for each cabin, and in the installed beacon receiver receives information from beacons held by personnel. The received information is transmitted to the processing server, and the processing server transmits the integrated information of the cabin to the display module. Display module displays personnel information located in each cabin. As a result of simulations using the designed system, it was confirmed that the integrated information is transferred to the display module and displayed. Unlike existing situations where personnel positions are reported orally within the ship, the system can quickly and in real time determine the position of personnel, allowing for the management of personnel in non-combat situations and the rapid battle disposition in combat situations. This is expected to contribute greatly to the improvement of fighting power.

Study on the Achievement Goals, Teaching-Learning Methods and Evaluation Methods of 'Convergence Activities' Section ('융합 활동' 영역의 성취 목표, 교수학습 방법 및 평가 방법에 관한 연구)

  • Ahn, Seonghun;Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.173-184
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    • 2014
  • The ability to need information-oriented society is the convergence ability based in information ability. A new curriculum is demanded by new technology and circumstance to need the core ability. Korea Association of Information Education have studied a new curriculum and suggest a new plan that content of information education classified by 'computer system', 'SW production' and 'convergence activities'. Therefore, we studied on convergence activities of K-9. In this paper we firstly suggested concept of convergence ability as activities to use ICT, information communication ethics and robot. We nextly suggested object to achieve, teaching-learning methods and evaluation methods of convergence activities. We expect the curriculum we suggested about convergence activities will contribute to training talented individuals.

Analysis of Student Satisfaction Survey on Computer Practice Subject by Applying Blended Learning (컴퓨터 실습 수업에의 블렌디드 러닝 적용과 학생만족도 분석)

  • Kim, Wanseop
    • Journal of The Korean Association of Information Education
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    • v.19 no.3
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    • pp.373-384
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    • 2015
  • Computer education is gradually focusing on a wide variety of areas of expertise such as production of visual media and software development, instead of on the use of ICT like before. Particularly, computer courses related to production of image media require a complex practice procedure and repeated practice, making the future hands-on work difficult. Therefore, this study tried to verify the effect of the change in running methods of the "computer graphic" course from offline to blended learning. This analyzed the students' lecture satisfaction survey results of before and after the change. As a result, blended learning was well received and led to the small variations in the scores of the satisfaction surveys between the lecturers. Additionally, many students responded that the blended learning was more effective in their satisfaction surveys.

User Dynamic Access Control Mechanism Using Smart Contracts in Blockchain Environment (블록체인 환경에서 스마트 컨트랙트를 활용한 사용자 동적 접근제어 메커니즘)

  • Cho, Do-Eun
    • Journal of Platform Technology
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    • v.9 no.1
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    • pp.46-57
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    • 2021
  • Recently, research has been actively conducted to utilize blockchain technology in various fields. In particular, blockchain-based smart contracts are applied to various automation systems that require reliability as they have the characteristics of recording data in a distributed ledger environment to verify the integrity and validity of data. However, blockchain does not provide data access control and information security because data is shared among network participants. In this paper, we propose a user dynamic access control mechanism utilizing smart contracts in blockchain environments. The proposed mechanism identifies the user's contextual information when accessing data, allocating the user's role and dynamically controlling the data access range. This can increase the security of the system and the efficiency of data management by granting data access dynamically at the time of user authentication, rather than providing the same services in roles assigned to each user group of the network system. The proposed mechanism is expected to provide flexible authentication capabilities through dynamic data access control by users to enhance the security of data stored within blockchain networks.

Analysis of Research Trends in Elementary Information Education According to Changes in Curriculum (교육과정 변화에 따른 초등 정보교육 연구 동향 분석)

  • Lee, Youngho
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.537-545
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    • 2021
  • Contents related to computers in the curriculum have been presented from the 5th curriculum released in 1987. The practical education curriculum of the 2015 revised curriculum is composed of software-related content from the existing ICT-related contents. Related research needs to be preceded in order to revise the curriculum according to the times and social needs. Research on elementary school information education is mainly conducted by the Korean Society for Information Education. Therefore, in this study, based on the thesis of the Society for Information Education, the research trends of the society were analyzed by a period of change in the curriculum. Research Results The research of the society shows a change in research trends similar to the change in the curriculum. And it can be seen that the research of society precedes the change in the curriculum.

Technology Requirements for Wearable User Interface

  • Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.531-540
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    • 2015
  • Objective: The objective of this research is to investigate the fundamentals of human computer interaction for wearable computers and derive technology requirements. Background: A wearable computer can be worn anytime with the support of unrestricted communications and a variety of services which provide maximum capability of information use. Key challenges in developing such wearable computers are the level of comfort that users do not feel what they wear, and easy and intuitive user interface. The research presented in this paper examines user interfaces for wearable computers. Method: In this research, we have classified the wearable user interface technologies and analyzed the advantages and disadvantages from the user's point of view. Based on this analysis, we issued a user interface technology to conduct research and development for commercialization. Results: Technology requirements are drawn to make wearable computers commercialized. Conclusion: The user interface technology for wearable system must start from the understanding of the ergonomic aspects of the end user, because users wear the system on their body. Developers do not try to develop a state-of-the-art technology without the requirement analysis of the end users. If people do not use the technology, it can't survive in the market. Currently, there is no dominant wearable user interface in the world. So, this area might try a new challenge for the technology beyond the traditional interface paradigm through various approaches and attempts. Application: The findings in this study are expected to be used for designing user interface for wearable systems, such as digital clothes and fashion apparel.