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An Efficient Routing Algorithm Considering Packet Collisions in Cognitive Radio Ad-hoc Network (CR Ad-hoc Network에서 패킷 충돌을 고려한 효율적인 경로탐색 알고리즘)

  • Kim, Jin-Su;Choi, Jun-Ho;Shin, Myeong-Jin;Lee, Ji-Seon;Yoo, Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.9
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    • pp.751-764
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    • 2013
  • In cognitive radio ad-hoc networks, common control channel overload and packet collisions are occured due to indiscriminate broadcasting of control packets. So that the path reliability is reduced and control channel is easily saturated. In this paper, we propose a new routing algorithm considering the probability of appearance of primary user and channel status of neighbor nodes. When the source node needs to transmit a data packet to the destination, it performs route discovery process by exchanging control messages using a control channel in ADOV CR Ad-hoc networks. If any intermediate node doesn't have common data channel with previous node to transmit data, it doesn't rebroadcast control packet. And if it has common data channels with previous node, each node determines channel contribution factor with the number of common channels. Based on the channel contribution factor, each node performs different back-off broadcasting. In addition, each node controls control packet flooding by applying to proposed advanced mode using such as number of available channels and channel stability. With the proposed method, the number of control packets to find the data transmission path and the probability of collision among control packets can be decreased. While the path reliability can be increased. Through simulation, we show that our proposed algorithm reduces packet collisions in comparison with the traditional algorithm.

A Study on Low-Cost RFID System Mutual Authentication Scheme using Key Division (키 분할을 이용한 Low-Cost RFID 시스템 상호 인증 방안에 관한 연구)

  • Kang, Soo-Young;Lee, Im-Yeong
    • The KIPS Transactions:PartC
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    • v.14C no.5
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    • pp.431-438
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    • 2007
  • RFID system is core technology that construct ubiquitous environment for replacement of barcode technology. Use ratio of RFID system rapidly increase because the technology has many good points such as identification speed, storage space, convenience etc. But low-cost tag operates easily by query of reader, so the system happened user privacy violent problem by tag information exposure. The system studied many ways for security application, but operation capability of low-cost tag is about $5K{\sim}10K$ gates, but only $250{\sim}3K$ gates allocated security part. So it is difficult to apply security to the system. Therefore, this scheme uses dividing 64 bits and reduces arithmetic, so proposed scheme provide mutual authentication that can apply to low-cost RFID system. Existing methods divide by 4 and used 96 bits. However, that reduces 32 bits length for lightweight and reduced from communication number of times of 7 times to 5 times. Also, because offer security by random number than existing scheme that generate two random numbers, that is more efficient. However, uses hash function for integrity that was not offered by XOR arithmetic and added extension of proposed scheme. Extended scheme is not offered efficiency than methods that use XOR arithmetic, but identification distance is mode that is proposed secure so that can use in for RFID system.

Development of a Scalable Clustering A/V Server for the Internet Personal-Live Broadcasting (인터넷 개인 생방송을 위한 Scalable Clustering A/V Server 개발)

  • Lee, Sang-Moon;Kang, Sin-Jun;Min, Byung-Seok;Kim, Hag-Bae;Park, Jin-Bae
    • The KIPS Transactions:PartC
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    • v.9C no.1
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    • pp.107-114
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    • 2002
  • In these days, rapid advances of the computer system and the high speed network have made the multimedia services popularized among various applications and services in the internet. Internet live broadcasting, a part of multimedia services, makes it possible to provide not only existing broadcasting services including audio and video but also interactive communications which also expand application scopes by freeing from both temporal and spatial limitation. In the Paper, an interned Personal-live broadcasting server system is developed by allowing individual users to actively create or join live-broadcasting services with such basic multimedia devices as a PC camera and a sound card. As the number of broadcasters and participants increases, concurrent multiple channels are established and groups are to be expanded. The system should also guarantee High Availability (HA) for continuous services even in the presence of partial failure of the cluster. Furthermore, a transmission mode switching is supported to consider network environments in the user system.

A High Performance and Low Power Banked-Promotion TLB Structure (저전력 고성능 뱅크-승격 TLB 구조)

  • Lee, Jung-Hoon;Kim, Shin-Dug
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.4
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    • pp.232-243
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    • 2002
  • There are many methods for improving TLB (translation lookaside buffer) performance, such as increasing the number of entry in TLB, supporting large page or multiple page sizes. The best way is to support multiple page sizes, but any operating system doesn't support multiple page sizes in user mode. So, we propose the new structure of TLB supporting two pages to obtain the effect of multiple page sizes with high performance and at low cost without operating system support. we propose a new TLB structure supporting two page sizes dynamically and selectively for high performance and low cost design without any operating system support. For high performance, a promotion-TLB is designed by supporting two page sizes. Also in order to attain low power consumption, a banked-TLB is constructed by dividing one fully associative TLB space into two sub-fully associative TLBs. These two banked-TLB structures are integrated into a banked-promotion TLB as a low power and high performance TLB structure for embedded processors. According to the results of comparison and analysis, a similar performance can be achieved by using fewer TLB entries and also power consumption can be reduced by around 50% comparing with the fully associative TLB.

Transponder and Ground Station Systems for Drones

  • Kim, Ki-Su;Ha, Heon-Seong;Lee, Jong-Chan
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.9-15
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    • 2020
  • In this paper, we propose a case that drone (unmanned aerial vehicle), one of the representative technologies of the 4th Industrial Revolution, threatens airport safety and privacy infringement, and describes a drone control system proposal to solve the problem. Unmanned aerial vehicle (Drone) is creating a serious problem recently, In Korea, on May 21, 19, according to the Jeju Regional Aviation Administration, drones flew over Jeju Jeongseok Airfield twice in the same month, causing problems in aircraft operation. In overseas cases, two drones near the runway of Gatwick International Airport in the UK There has been a disturbance in which the takeoff and landing of the aircraft flies for a while, and various problems have occurred, such as voyeuring the private life of an individual using a drone. This paper is equipped with an Acess Point transponder mounted on a drone (unmanned aerial vehicle), and unspecified many who want to receive flight information (coordinates, altitude, and obstacles) of the drone access the drone AP, receive and receive the flight information of the drone, and receive unspecified multiple Drone AP flight information is collected and collected to provide the information of the drone currently floating on one user interface screen. In addition, an AP transponder is proposed to operate a safe drone (unmanned aerial vehicle) and the drone's flight information is transmitted., To receive and collect and collect data.

A Study on the Application of the Price Prediction of Construction Materials through the Improvement of Data Refactor Techniques (Data Refactor 기법의 개선을 통한 건설원자재 가격 예측 적용성 연구)

  • Lee, Woo-Yang;Lee, Dong-Eun;Kim, Byung-Soo
    • Korean Journal of Construction Engineering and Management
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    • v.24 no.6
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    • pp.66-73
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    • 2023
  • The construction industry suffers losses due to failures in demand forecasting due to price fluctuations in construction raw materials, increased user costs due to project cost changes, and lack of forecasting system. Accordingly, it is necessary to improve the accuracy of construction raw material price forecasting. This study aims to predict the price of construction raw materials and verify applicability through the improvement of the Data Refactor technique. In order to improve the accuracy of price prediction of construction raw materials, the existing data refactor classification of low and high frequency and ARIMAX utilization method was improved to frequency-oriented and ARIMA method utilization, so that short-term (3 months in the future) six items such as construction raw materials lumber and cement were improved. ), mid-term (6 months in the future), and long-term (12 months in the future) price forecasts. As a result of the analysis, the predicted value based on the improved Data Refactor technique reduced the error and expanded the variability. Therefore, it is expected that the budget can be managed effectively by predicting the price of construction raw materials more accurately through the Data Refactor technique proposed in this study.

A Study on the Development and usefulness of the x/y Plane and z Axis Resolution Phantom for MDCT Detector (MDCT 검출기의 x/y plane과 z축 분해능 팬텀 개발 및 유용성에 관한 연구)

  • Kim, Yung-Kyoon;Han, Dong-Kyoon
    • Journal of the Korean Society of Radiology
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    • v.16 no.1
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    • pp.67-75
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    • 2022
  • The aim of this study is to establish a new QC method that can simultaneously evaluate the resolution of the x/y plane and the z-axis by producing a phantom that can reflect exposure and reconstruction parameter of MDCT system. It was used with Aquilion ONE(Cannon Medical System, Otawara, Japan), and the examination was scanned using of 120 kV, 260 mA, and the D-FOV of 300 mm2. It produced new SSP phantom modules in which two aluminum plates inclined at 45° to a vertical axis and a transverse axis to evaluate high contrast resolution of x/y plane and z axis. And it changed factors such as the algorithm, distance from gantry iso-center. All images were reconstructed in five steps from 0.6 mm to 10.0 mm slice thickness to measure resolution of x/y plane and z-axis. The image data measured FWHM and FWTM using Profile tool of Aquarius iNtusion Edition ver. 4.4.13 P6 software(Terarecon, California, USA), and analysed SPQI and signal intensity by ImageJ program(v1.53n, National Institutes of Health, USA). It decreased by 4.09~11.99%, 4.12~35.52%, and 4.70~37.64% in slice thickness of 2.5 mm, 5.0 mm, and 10.0 mm for evaluating the high contrast resolution of x/y plane according to distance from gantry iso-center. Therefore, the high contrast resolution of the x/y plane decreased when the distance from the iso-center increased or the slice thickness increased. Additionally, the slice thicknesses of 2.5 mm, 5.0 mm, and 10.0 mm with a high algorithm increased 74.83, 15.18 and 81.25%. The FWHM was almost constant on the measured SSP graph for evaluating the accuracy of slice thickness which represents the resolution of x/y plane and z-axis, but it was measured to be higher than the nominal slice thickness set by user. The FWHM and FWTM of z-axis with axial scan mode tended to increase significantly as the distance increased from gantry iso-center than the helical mode. Particularly, the thinner slice thickness that increased error range compare with the nominal slice thickness. The SPQI increased with thick slice thickness, and that was closer to 90% in the helical scan than the axial scan. In conclusion, by producing a phantom suitable for MDCT detectors and capable of quantitative resolution evaluation, it can be used as a specific method in the management of research quality and management of outdated equipment. Thus, it is expected to contribute greatly to the discrimination of lesions in the field of CT imaging.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

Online Catalog Use Study in a University Library (대학도서관의 온라인목록 이용특성에 관한 연구 -덕성여자대학교를 중심으로-)

  • Yoo Jae-Ok
    • Journal of the Korean Society for Library and Information Science
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    • v.31 no.4
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    • pp.289-318
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    • 1997
  • The purpose of this study is to identify users behavioral characteristics for using the online catalog opened in May 1996 at Duksung Women's University Library. 278 student users were surveyed from October 4th to 8th in 1996. Major findings are as follows. 1. Most users$(87.4\%)$ prefer the online catalog to the card catalog and regard the online catalog easy to use$(89.6\%)$ 2. $(65.8\%)$ of users are active users who frequently use the online catalog at least 10 times or more per semester. 3. $10.4\%$ of users feel the online catalog difficult because they do not know how to use it. 4. Most users prefer the menu search mode among menu, command and fill-in-blank search modes offered by DISCOVER. The most preferred access points are the title for known-item search and subject headings for subject search. 5. User's attitude toward the online catalog is very favorable$(83.5\%)$, however, the search success rate is rather low $(77.0\%)$ compared to that of the card catalog $(87.0\%)$ 6. The title and author are regarded easy to use among access points offered by DISCOVER. Classification numbers and call numbers are the least easy access points to use. 7. Since users show lack of knowledge of how to use the online catalog, education and training programs on the online catalog use for users are needed. 8. Users showed different search patterns for pursuing different search goals. The most preferred access points are the title for known-item search and subject headings for subject search. These search behaviors are different from those in using the card for both the known-item search and subject search was the title.

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A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.