In this paper, we have described the Ramp Activity Coordination Expert System (RACES) which can solve aircraft parking problems. RACES includes a knowledge-based scheduling problem which assigns every daily arriving and departing flight to the gates and remote spots with the domain specific knowledge and heuristics acquired from human experts. RACES processes complex scheduling problem such as dynamic inter-relations among the characteristics of remote spots/gates and aircraft with various other constraints, for example, custome and ground handling factors at an airport. By user-driven modeling for end users and knowledge-driven near optimal scheduling acquired from human experts, RACES can produce parking schedules of aircraft in about 20 seconds for about 400 daily flights, whereas it normally takes about 4 to 5 hours by human experts. Scheduling results in the form of Gantt charts produced by the RACES are also accepted by the domain experts. RACES is also designed to deal with the partial adjustment of the schedule when unexpected events occur. After daily scheduling is completed, the messages for aircraft changes and delay messages are reflected and updated into the schedule according to the knowledge of the domain experts. By analyzing the knowledge model of the domain expert, the reactive scheduling steps are effectively represented as rules and the scenarios of the Graphic User Interfaces (GUI) are designed. Since the modification of the aircraft dispositions such as aircraft changes and cancellations of flights are reflected to the current schedule, the modification should be notified to RACES from the mainframe for the reactive scheduling. The adjustments of the schedule are made semi-automatically by RACES since there are many irregularities in dealing with the partial rescheduling.
Journal of the Korea Academia-Industrial cooperation Society
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v.20
no.12
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pp.76-82
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2019
The development of Internet technology and the deployment of smart devices provide a convenient environment for people, and this is becoming common with the technology called the Internet of Things (IoT). But the development of, and demand for, IoT technology is causing various problems, such as personal information leaks due to the attacks of hackers who exploit it. A number of devices are connected to a network, and network attacks that have been exploited in the existing PC environment are occurring in the IoT environment. When it comes to IP cameras, security incidents (such as distributed denial of service [DDoS] attacks, hacking someone's personal information, and monitoring without consent) are occurring. However, it is difficult to install and implement existing security solutions because memory space and power are limited owing to the characteristics of small devices in the IoT environment. Therefore, this paper proposes a security protocol that can look at and prevent IoT security threats. A security assessment verified that the proposed protocol is able to respond to various security threats that could arise in a network. Therefore, it is expected that efficient operation of this protocol will be possible if it is applied to the IoT environment.
The reason why creativity becomes the important subject in 21th century is that it does an important role which solves many problems surrounding our whole life in this internationalization, globalization, knowledge-information age. But scholars who formerly researched the creativity-field explain the necessity of creativity with the internal and fundamental reasons. That is, scholars say that creative activities produce originative products and originality itself. And it is the root of which will be able to discover meaning of life and it -creativity - is successive activities that is demanded when individual life want to obtain important value by expressing one's inner world to the outside using creative resource. Recently, with the trends of present age and the educational needs, research about creativity is actively carried out and it draws out the results that creativity can be developed and enhanced through education and training. So, now many researches have focused on how to develop the creativity. Investigating those researches, we found that the recent issues of researches on creativity were changing and now they focused on creative instruction methods and behavioral factors. Especially, they were selected as the subject related to the creative education - creative instructional method and program, atmosphere in classroom, and factors of teacher. It means that the past researches which were a little bit conceptive have been changing to material ones which will be able to enhance creativity and its effect. So, in this research, we have developed the program for CPS(Creativity Problem Solving) and verified its effect.
The Journal of Korean Institute of Communications and Information Sciences
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v.39B
no.5
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pp.309-316
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2014
It is easy to reverse engineer an Android app package file(APK) and get its decompiled source code. Therefore, attackers obtains economic benefits by illegally using the decompiled source code, or modifies an app by inserting malware. To address these problems in Android, we propose an APK overwrite scheme that protects apps against illegal modification of themselves by using a new anti-reverse engineering technique. In this paper, the targets are the apps which have been written by any programmer. For a target app (original app), server system (1) makes a copy of a target app, (2) encrypts the target app, (3) creates a stub app by replacing the DEX (Dalvik Executable) of the copied version with our stub DEX, and then (4) distributes the stub app as well as the encrypted target app to users of smartphones. The users downloads both the encrypted target app and the corresponding stub app. Whenever the stub app is executed on smartphones, the stub app and our launcher app decrypt the encrypted target app, overwrite the stub app with the decrypted target one, and executes the decrypted one. Every time the target app ends its execution, the decrypted app is deleted. To verify the feasibility of the proposed scheme, experimentation with several popular apps are carried out. The results of the experiment demonstrate that our scheme is effective for preventing reverse engineering and tampering of Android apps.
I . Objective and significance of the study To design a data acquisition chart, which facilitates data collection and analysis. The chart is also useful for solving problems that arise from personal variations in clinical symptoms and filling the knowledge base of an expert system. II. Content and scope 1. Collect the diagnosis knowledge of cerebrovacular diseases from doctors and analyze it. 2. Design a data acquisition chart. 3. Compare ODS and doctors with respect to their diagnosis results 4. Select patients who are determined to suffer from cerebrovascular diseases using CT(computed tomographic) scan, collect clinical data from them. III. Results and Application The chart be used for data collection and analysis in different medical hospitals, The results of data analysis facilitates collecting clinical data about other diseases and implementing the knowledge base. Also, the collected data serves as a tool for medical education, and cooperative diagnosis of oriental and western medical doctors.
Park, Hyun-Soo;Lim, Sung-Bin;Chung, Chin-Hyung;Hong, Ki-Seok
Journal of Periodontal and Implant Science
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v.36
no.2
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pp.531-554
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2006
Oral implants must fulfill certain criteria arising from special demands of function, which include biocompatibility, adequate mechanical strength, optimum soft and hard tissue integration, and transmission of functional forces to bone within physiological limits. And one of the critical elements influencing the long-term uncompromise functioning of oral implants is load distribution at the implant- bone interface, Factors that affect the load transfer at the bone-implant interface include the type of loading, material properties of the implant and prosthesis, implant geometry, surface structure, quality and quantity of the surrounding bone, and nature of the bone-implant interface. To understand the biomechanical behavior of dental implants, validation of stress and strain measurements is required. The finite element analysis (FEA) has been applied to the dental implant field to predict stress distribution patterns in the implant-bone interface by comparison of various implant designs. This method offers the advantage of solving complex structural problems by dividing them into smaller and simpler interrelated sections by using mathematical techniques. The purpose of this study was to evaluate the stresses induced around the implants in bone using FEA, A 3D FEA computer software (SOLIDWORKS 2004, DASSO SYSTEM, France) was used for the analysis of clinical simulations. Two types (external and internal) of implants of 4.1 mm diameter, 12.0 mm length were buried in 4 types of bone modeled. Vertical and oblique forces of lOON were applied on the center of the abutment, and the values of von Mises equivalent stress at the implant-bone interface were computed. The results showed that von Mises stresses at the marginal. bone were higher under oblique load than under vertical load, and the stresses were higher at the lingual marginal bone than at the buccal marginal bone under oblique load. Under vertical and oblique load, the stress in type I, II, III bone was found to be the highest at the marginal bone and the lowest at the bone around apical portions of implant. Higher stresses occurred at the top of the crestal region and lower stresses occurred near the tip of the implant with greater thickness of the cortical shell while high stresses surrounded the fixture apex for type N. The stresses in the crestal region were higher in Model 2 than in Model 1, the stresses near the tip of the implant were higher in Model 1 than Model 2, and Model 2 showed more effective stress distribution than Model.
With the breakthrough development of computing environment, the design phases have been changed a lot nowadays. In the case of prior phases of transportation design such as cars and forklift-trucks design, designers have depended on surveys and 2D line drawings for fixing a product layout and extracting ergonomic data. In this method, designers don't meet only the problem of reliability of measuring data but also, the problems of unknown situation of operators' fatigue and comfort in work situation. In these methods, it has much less creditability to have a 2D human model to check the real world motion due to the limitation of the 3 Dimension. Even though with a 2D human model, perfect layout is determined, it is still difficult to measure about comfort and fatigue for a user because it measuring an analysing method is static. The development of computer hardware and software have not only changed the flow in the social-wide range but also immerged design into Virtual Environment. In conventional design method, visualization and data transferring have been the main issues but, in virtual environment, determining of design layout and analysing ergonomic data with sophisticated feeling about comfort and fatigue are possible by using 3D virtual human. In this study, the general characteristics of virtual environment was discussed and the possibility of digital process of design was treated. For these studies, layout design for forklift-trucks was tested. Eventually, the merits of each design phase applied virtual environment are discussed.
The culture and education are very active with the active policy and support to form the government's Maker Movement. The purpose of this study is to grasp the current status of the education sector of the domestic maker movement, which is increasing recently, and to propose a plan for activating maker education for the development of a positive direction. To this end, first, the current status and problems of domestic maker training are derived through in-depth interviews with existing maker training operators and participants. Second, based on the contents of the interview script, keyword analysis and its characteristics through the qualitative survey analysis program (NVIVO) are identified. Third, based on the analysis results, we propose a plan and development direction for domestic maker education. Based on the educators who performed maker training and the students involved, professional maker teachers were required for the professionalism of education, and the expansion of maker channels and professional networking of participating students was required. In addition, there was a need for specialized programs and appropriate policy support that reflected the characteristics of maker training. This study aims at contributing to the activation of maker education, which is a major field of maker movement, by helping to improve concrete support methods, training related educators, and educational environment for maker education.
The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.
Journal of Korean Society of Coastal and Ocean Engineers
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v.32
no.6
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pp.434-445
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2020
In this study, the minimization of harbor oscillation using permeable breakwater was applied to the actual harbor and investigated an effect of minimization by computer simulation in order to take into account the water quality problems and measures of harbor oscillation by infragravity waves at the same time. The study site is Mukho harbor located at East coast of Korea that harbor oscillation has been occurred frequently. The infragravity waves obtained by analyzing the observed field data for five years focused on the distribution between wave periods of 40 s and 70 s and wave heights in less than 0.1 m was 94% of analyzing data. The target wave periods was 68.0 s. The most effective method of minimization of harbor oscillation by infragravity waves was to install a detached permeable breakwater with transmission coefficient of 0.3 on the outside harbor and replace some area of the vertical wall in the harbor with wave energy dissipating structure to achieve a reflectivity of 0.9 or less. The amplitude reduction rate of this method shown in 27.4%. And the effect of the difference in transmission coefficient of permeable breakwater on the reduction rate of the amplitude was not significant.
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