• Title/Summary/Keyword: communication medium

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A Study of Efficient Algorithm for Survivable Network Design with Conduit (관로가 있는 생존가능망 설계에 관한 효율적인 알고리즘 연구)

  • Kang, Hyo-Kwan;Han, Chi-Geun
    • The KIPS Transactions:PartC
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    • v.8C no.5
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    • pp.629-636
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    • 2001
  • Network is changed from voice-based network into multimedia-based network by development of communication technology and multimedia service. We need a large bandwidth for multimedia service. The optical fiber is a more suitable medium than existing copper-based cable for large bandwidth. But, it is so expensive than copper-based cable. So, Minimizing total cost becomes a more important concept. In order to construct a minimum cost network, we have to consider existing conduits in network. On the other hand, optical fiber network allows that larger amount of traffic can be transmitted than copper-based network does. However, a failure of a node or link can make a serious damage to the network service. Thus, we have to get multiple paths to support continuous service even if a loss of failure occurs in some point of the network. The network survivability problem is to design the network that can provide reliable service to customers anytime with minimum total cost. In an existing solution of the network survivability problem with conduits, a conduit is considered only one time. But, the conduit is reusable if the network satisfies the required survivability. Proposed algorithm can more effectively considered already existed conduit. Network survivability and edge cost is predetermined. The proposed algorithm finds the best solution by conduit sharing within the limits of network survivability. According to the simulation result, the proposed method can decrease 7% of total cost than an existing method by effective conduits adaption.

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Development of Web Application Based on N-screen for Play Activities of Children with Developmental Disorder (발달장애 아동의 놀이 활동을 위한 N-스크린 기반의 웹앱 개발)

  • Kang, Jung Bae;Kim, Jin Hee;Kim, Chang Geol;Song, Beong Seop
    • Journal of Korea Society of Industrial Information Systems
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    • v.18 no.4
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    • pp.1-8
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    • 2013
  • In the modern society, instructional methods using diverse media have appeared thanks to the development of Information & Communication Technology, and applicability of such instructional methods has been fully corroborated. However, customized contents allowing for disabled children's environment are still insufficient. Hence, this study produced educational contents of play activities for children with developmental disability, through applying N-screen technology, IT technology that can provide the same contents via a variety of digital media. The produced contents allow programs to be set up according to a child's individual characteristics and be carried out anywhere and anytime via an Internet-enabled digital device. Further, the developed contents were produced so that they could be accessed from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable from a child's various environment (home, school, etc.) via a PC, a smart phone, a portable device, etc. and that the same educational program could be conducted in linkage at home, school, etc. Three children with Intellectual disability and autism spectrum disorder were applied to the manufactured content. As a result, Content interaction between interaction between teachers and students in play training could use as a medium.In addition, the children's ability to select the appropriate components and reinforcements, special education professionals have used the content of the interviews are helpful in mediation than the existing content.

A Study on the chair design -from the Victorian era to the present- (의자 디자인에 관한 고찰 -빅토리아시대로부터 현재까지-)

  • 정의철
    • Archives of design research
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    • v.15 no.4
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    • pp.177-188
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    • 2002
  • A thousands of chairs have designed from the Victorian era to the present. Thonet's Nol4 chair in 1859, Wright's high-back chair in 1904, Ritveld's red/blue chair in 1917, Breuer's Wassily chair in 1925, Aalto's Paimio chair in 1932, Eames's DAR chair in 1948, Piero Gatti's Sacco chair in 1969, Starck's Von Volgelsang chair in 1984, Stumpf's Aeron Chair in 1992, Little's 'Coat of arms' chair in 1994 - the list of architects who have seized the opportunity to express their theories in the design of a chair is seemingly endless. Architects such as Machintosh(1868-1928), Wright(1807-1959), Aalto(1898-1976) included chairs within their artistic schemes for interiors and buildings. But as the manufacture of chairs moved away from the domain of the craftsman towards that of the industrial process, architects were also ideally positioned, with their background knowledge of engineering, to pioneer innovative chair design within the constraints of modern manufacturing technology. Beyond matters of function and structure, the fundamental worth of chairs, past or present, lies in their communication of attitudes, ideas and values. The persuasiveness of a chair depend on the clarity of its rhetoric. Chair has become an ideal medium for designers to make their visual statements and construct their individual manifestos. In chair design there is a ping-pong game played out between absurd and useful design, and this game is one way in which the design profession explores itself.

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Characteristics of 'Modern Cyborg' in Animation - Focused on Animations of and - (애니메이션에 나타난 '현대 사이보그' 특성 - <공각기동대>와 <이노센스>를 중심으로-)

  • Seo, Soo-Jung
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.150-159
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    • 2007
  • The remark by Andy Clark that the cleverer our world is, the more difficult we perceive our world and ourselves, is very significant to us living in digital world. As the huge power of Technology are dominating the world, the people are drifting with their body fragmented in diverse kinds of chaos, being are faced with the situation that they should reorganize themselves about personal life and ways of thinking in a new technological environment. This paper approach some characteristics of contemporary society through 'Cyborg' which is the product of limitless human desire and technology. The characteristics in modern times, such as boundary disjoint, hybridity, transformation, fusion, communication with image, digital sensitivity, womanness correspond to those of the Cyborg. This paper also investigates the history of modern Cyborg through animation, one of the remarkable medium in digital age and analyze the cyber punk animation, and by Oshii Mamoru, which provoked the extension of the concept of Cyborg. This paper will give a moment to diagnose what this age is like and to present a reference line of our contemporaries exposed to the surplus images and technology.

Analysis of Emotional Colors in The Mise-en-scene of The Film (영화 <로얄 테넌바움> 미장센에 나타난 감성색채 이미지 분석)

  • Shim, Hyung-Keun
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.261-270
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    • 2020
  • In film, color is a tool for storytelling and a metaphor for a story's theme. This study constructs efficient and objective data by analyzing color images of movies delivered to the audience. This Research the visual perception process of color in films and studies the processes accepted by the audience. Through this research process, we examine the emotional response caused by the visual stimulus of film color and quantify the visual factor through color in the film as a factor that effectively induces the emotional response of viewers who watch the movie. This study analyzes the mise-en-scene of Wes Anderson's film, Royal Tenenbaum, and studies the role of communication in cinematic colors. Quantitative analysis of color distribution data is performed using computer color analysis program on the colors displayed through 10 chapters of mise en scene. Through color analysis, it was analyzed that Anderson composed the movie scenes in red and yellow red (YR) with low saturation and medium brightness. Through this analysis, we study how color is used throughout the film and how the quantitative form of its use is to be used as the psychological factor controlling audience's emotion.

An Analysis of FSK Transmission Characteristics of Spectrum Sliced Optical Signals (스펙트럼 분할된 광신호의 FSK 전송 특성 해석)

  • Ha, Eun-Sil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.339-344
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    • 2016
  • Since transmissions of large amounts of data are frequent, users require more bandwidth, and the need for communications networks having greater bandwidth is increasing. One communications network satisfying this need is an optical communications network. Therefore, studies to increase the transmission capacity of optical communications systems have been carried out. However, in a general optical communications system, a signal transmitted through optical fiber (a transmission medium) is detected through direct detection in the receiving system. This method has a disadvantage in that the entire bandwidth of the optical signal cannot be utilized. Also, when transmitting an optical signal, there is a problem where the signal-to-noise ratio is affected by neighboring channels. To overcome this situation, various studies are being conducted to minimize the influence of external interference and noise. This paper overcomes the situation by transmitting spectrum-sliced signals using the digital transmission system, FSK. Analyzing the characteristics of the signals detected in the receiver of the optical communications system, Gaussian distribution is used for the PDF of the spectrum-sliced signal, and the signal at the receiving end of the optical communications system is assumed to have a k-square distribution. The results of the analysis confirmed it is better to transmit the spectrally divided signal rather than transmit the laser source.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Compact Broad-band Antenna Using Archimediean Spiral Slot (알키메디안 스파이럴 슬롯을 이용한 소형화된 광대역 안테나)

  • Kim, June-Hyong;Cho, Tae-June;Lee, Hong-Min
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.47 no.3
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    • pp.50-56
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    • 2010
  • In this paper, compact broad-band antenna using circular spiral slot and CPW (coplanar waveguide) feed is proposed. The proposed antenna is designed on the same plane of the substrate by using CPW fed structure, archimediean spiral slot structure. So it was achieved both the size of compact antenna and the broad band. A archimediean spiral slot structure is introduced for resonance of medium band operation. The distances of a CPW feeder line and a ground plane are modified for impedance matching and lower/higher band operation. The proposed antenna has a compact size ($8mm\;{\times}\;13mm$) and it is etched on the FR-4 (relative dielectric constant 4.4, thickness 0.8mm) dielectric substrate. The simulated impedance bandwidth (VSWR $\leq$ 2) and maximum gain of the proposed antenna are 5.98GHz (4.1GHz ~ 10.08GHz) and 3.97dBi, respectively. The measured impedance bandwidth (VSWR $\leq$ 2) and maximum gain of the proposed antenna are 6.02GHz (4.48GHz ~ 10.5GHz) and 2.68dBi, respectively. The simulation and measured result shows good impedance matching and radiation pattern over the interesting frequency bands. It can be applied to antenna of broad-band wireless communication system.

Comparison and Analysis of Techniques for Achieving Azimuth Resolution of Imaging Radar (영상레이다의 방위 해상도 구현기법 비교 분석)

  • Hong, In-Pyo;kim, Nam
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.8 no.2
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    • pp.185-196
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    • 1997
  • By considering the definition and application of resolution as well as the concept and theory of SAR, the essential contents of the SAR design and analysis are described. This paper is to compare and analyze the resolution performance capability of three techniques for achieving azimuth resolution such as the real aperture, the unfocused and the focused techniques, through the simulation. Simulation is performed to make the restricted conditions for the unfocused technique that can be implemented by the less commputing load of signal processingand the lower cost. Through the mission analysis, the use of SAR image can be applied for estimation of whole situation at the regional area in the field of military demands for tactical purpose as well as civilian demands for the damage of disaster. RPV and sall or medium aircraft are selected to carry the SAR for these purposes and the proper resolution turns ou 5~15 m. The trade-off study of variables through the simulations results in the proper conditions such that range is less 3, 000 m, Wavelength is 1~10 m, and the raw signals and results processed by three techniques for two point targets are exhibited undr such conditions. Therefore, at some points, the result of this paper si proposed for useful applications of unforcused technique in the restricted conditions except the identification of the small target at a long range re- quired for high resolution.

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Mobile Point-of-Sales System (모바일 판매 시점 관리 시스템)

  • Kwon, O-Byoung;Shin, Hyun-Cheul
    • Convergence Security Journal
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    • v.7 no.3
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    • pp.87-93
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    • 2007
  • We propose a mobile point-of-sale system, which consists of only mobile information terminals and personal computers. The proposed system provides most of functionalities related with resource planning, adminstration and management, provided by medium-scale or large-scale POS systems, with additional functionalities, such as automatic information gathering and management through mobile interconnection, while eliminating the necessity of additional special-purpose devices, such as bar-code systems. The proposed system transmits order information through wireless and wired communication lines, thus allowing real-time sharing of order information among diverse information devices, such as mobile order receiving terminals, main server within stores, monitors and printers located in production lines. Also, the system is able to transfer such detail information produced within stores in real-time to the enterprise-level accounting, sales, logistics, personnel management system, which facilitate enterprise-wide management and administrative decision-making. No additional programs are required for mobile terminals. Order information received by such terminals are entered into databases through web server of main server and that information is again transferred to main server and production line printers. The proposed system can handle all the point-of-sale information and can provide almost of the POS functionalities by simply utilizing wireless internet, personal computers, and mobile terminals without installing specific-purpose peripheral devices. The proposed system can be widely applied to the small-scale stores and will contribute in reducing construction and maintenance cost required for point-of-sale management.

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