• Title/Summary/Keyword: context based design

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A Design and Implementation of Digital Vessel Context Diagnosis System Based on Context Aware (상황 인식 기반 해양 디지털 선박 상황 진단 시스템 구현 및 설계)

  • Song, Byoung-Ho;Choi, Myeong-Soo;Kwon, Jang-Woo;Lee, Sung-Ro
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.6B
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    • pp.859-866
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    • 2010
  • Digital vessels can occur large a disaster at sea because vessels in fire and collision in case of certain unforeseen circumstances. In this paper, We propose digital vessel context monitoring system through risk analysis. We propose environment information analysis system using wireless sensor that have to acquire marine environment and context of marine digital vessel. For conducting simulation, we chose 300 data sets to train the neural network. As a result, we obtained about 96% accuracy for fire risk context and we obtained 88.7% accuracy for body of vessel risk context. To improve the accuracy of the system, we implement a FEC (Forward Error Correction) block. We implemented digital vessel context monitoring system that transmitted to diagnosis result in CDMA.

A Study of Service Design for the General Hospital through analyzing the User Journey Map and the User Context

  • Kim, Jong-Hyun;Yi, Won-Je
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.1
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    • pp.109-116
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    • 2012
  • Objective: The aim of this study is to present a solution to problems in the services provided by the general hospitals by creating a user-centric environment through analyzing the User Journey Map and the User Context. Background: The rapid growth in aging population and the monopolization of superior medical staffs by the general hospitals increased demand for the general hospitals in Korea. But, often services provided by the general hospitals are provider-centric and low quality. Method: This study examines problems in the services provided by the general hospitals by analyzing the User Journey Map through stakeholder interviews(contextual interviews) and on-site observation. Based on the contextual analysis of the user(i.e. the patient), this study proposes new and improved user-centric services to be provided by the general hospitals. Results: Ten new user-centric services proposed by this study are: (1) "Booklet on Success Story", (2) "FAQs by Doctor", (3) "Designated Nurse", (4) "Patient Interview Record Card", (5) "Close relationship between doctor & patient", (6) "Thank You Notice Board", (7) "Step by Step", (8) "Green Cap", (9) "Patient Kit", (10) "RFID Direction Display System". Conclusion: The service design for the general hospitals proposed by this study is an important case-study on improving the environment of the general hospitals from provider(medical staffs)-centric to user(patents and its family)-centric. Application: This study is expected to be used in various areas to improve existing system(products and/or services) to be more user-centric.

Formation of Professional Competence Among Students of Art Institutions of Higher Education in the Context Of COVID-19

  • Chyrchyk, Sergii;Rudencenko, Alla;Livshun, Oleksandr;Poltavets-Guida, Oksana;Poltavska, Yuliia;Tymenko, Volodymyr
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.31-36
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    • 2022
  • In modern socio-cultural conditions, the requirements for the quality of professional training of graduates of higher educational institutions are increasing. This issue has become especially acute with the advent of pandemic conditions. The ability to apply the existing competencies in the situation of challenges of the 21st century to solve complex social and professional problems is an important criterion for the quality of higher education. Modern professional art education is undergoing many reforms and transformations. Particular attention is paid to innovative teaching methods, thanks to which future specialists experience the breath of innovative education. This issue is especially relevant during the spread of the COVID-19 pandemic. Since students of creative specialties must also have certain competencies, within the framework of the educational process, the competence-based approach to teaching plays a key role, is the methodological basis in the system of modernization of higher professional art education. Thus, the main task of the study is to analyze the process of formation of professional competence among students of art institutions of higher education in the context of COVID-19. As a result of the study, the main aspects of the process of formation of professional competence among students of art institutions of higher education in the context of COVID-19 were investigated.

Efficient Process Checkpointing through Fine-Grained COW Management in New Memory based Systems (뉴메모리 기반 시스템에서 세밀한 COW 관리 기법을 통한 효율적 프로세스 체크포인팅 기법)

  • Park, Jay H.;Moon, Young Je;Noh, Sam H.
    • Journal of KIISE
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    • v.44 no.2
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    • pp.132-138
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    • 2017
  • We design and implement a process-based fault recovery system to increase the reliability of new memory based computer systems. A rollback point is made at every context switch to which a process can rollback to upon a fault. In this study, a clone process of the original process, which we refer to as a P-process (Persistent-process), is created as a rollback point. Such a design minimizes losses when a fault does occur. Specifically, first, execution loss can be minimized as rollback points are created only at context switches, which bounds the lost execution. Second, as we make use of the COW (Copy-On-Write)mechanism, only those parts of the process memory state that are modified (in page units) are copied decreasing the overhead for creating the P-process. Our experimental results show that the overhead is approximately 5% in 8 out of 11 PARSEC benchmark workloads when P-process is created at every context switch time. Even for workloads that result in considerable overhead, we show that this overhead can be reduced by increasing the P-process generation interval.

Layered Object and Script Language Model for Avatar Behavior Scenario Generation (아바타 행위 시나리오 생성을 위한 계층적 객체 및 스크립트 언어 모델)

  • Kim, Jae-Kyung;Sohn, Won-Sung;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.1
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    • pp.61-75
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    • 2008
  • A script language, which represents and controls avatar behaviors in a natural language style, is especially remarkable, because it can provide a fast and easy way to develop an animation scenario script. However, the studies that consider avatar behavior interactions with various virtual objects and intuitive interface techniques to design scenario script have been lack. Therefore, we proposed a context-based avatar-object behavior model and layered script language. The model defines context-based elements to solve ambiguity problems that occur in abstract behavior interface and it provides user interface to control avatar in the object-based approach. Also, the proposed avatar behavior script language consisted of a layered structure that represents domain user interface, motion sequence, and implement environment information at each level. Using the proposed methods, the user can conveniently and quickly design an avatar-object behavior scenario script.

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VLSI Design of H.264/AVC CAVLC encoder for HDTV Application (실시간 HD급 영상 처리를 위한 H.264/AVC CAVLC 부호화기의 하드웨어 구조 설계)

  • Woo, Jang-Uk;Lee, Won-Jae;Kim, Jae-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.7 s.361
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    • pp.45-53
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    • 2007
  • In this paper, we propose an efficient hardware architecture for H.264/AVC CAVLC (Context-based Adaptive Variable Length Coding) encoding. Previous CAVLC architectures search all of the coefficients to find statistic characteristics in a block. However, it is unnecessary information that zero coefficients following the last position of a non-zero coefficient when CAVLC encodes residual coefficients. In order to reduce this unnecessary operation, we propose two techniques, which detect the first and last position of non-zero coefficients and arrange non-zero coefficients sequentially. By adopting these two techniques, the required processing time was reduced about 23% compared with previous architecture. It was designed in a hardware description language and total logic gate count is 16.3k using 0.18um standard cell library Simulation results show that our design is capable of real-time processing for $1920{\times}1088\;30fps$ videos at 81MHz.

Knowledge-based Approximate Life Cycle Assessment System in a Collaborative Design Environment (협업설계 환경에서의 지식기반 근사적 전과정평가 시스템)

  • 박지형;서광규;이석호;이영명
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.877-880
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    • 2003
  • In a competitive and globalized business environment, the need for the green products becomes stronger. To meet these trends, the environmental assessment besides delivery, cost and quality of products should be considered as an important factor in new product development phase. In this paper. a knowledge-based approximate life cycle assessment system (KALCAS) for the collaborative design environment is developed to assess the environmental impacts in context of product concept development. It aims at improving the environmental efficiency of the product using artificial neural networks consisting of high-level product attributes and LCA results. The overall framework of the collaborative environment including KALCAS is proposed. This architecture uses the CO environment to allow users on a wide variety of platforms to access the product data and other related information. It enables us to trade-off the evaluation results between the objectives of the product development including the approximate environmental assessment in the collaborative design environment.

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A study on the method of developing Scenario for Service Design in Ubiquitous computing environment -Focused on UC service development for Future home life (유비쿼터스 컴퓨팅 환경 하의 서비스 디자인을 위한 시나리오 개발 방법론에 관한 연구 미래 가정의 UC(Ubiquitous computing) 서비스 개발을 중심으로)

  • 심민정;이은종;안재순;김창수;김성운
    • Archives of design research
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    • v.17 no.3
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    • pp.403-412
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    • 2004
  • Ubiquitous computing will bring on comprehensive changes of environment. We need to understand how this change will change human life and what will be needed in this circumstances. Then we have to develope the appropriate sonics in ubiquitous computing environment. The design of ubiquitous computing environment has the concept of designing human life. Thus to develope the scenarios which are able to predict human life is to make a foundation of developing design concepts effectively. However there is a gap due to the lack of the dear methodology between the analyzing trend of technology and the process of estimating the future life and developing the service scenarios. So, most of the scenarios which have developed up to now do not present the service that exactly reflects all the complicated and pluralistic sides of environment. The service in the ubiquitous computing environment should take the form of grasping the user's context and offering the information with the most adequate way. Therefore we have to know when they need services, where they use services and what kind of services they want. It means that we should understand the life and the environment of user clearly and wholly with the prospect of developing service. We also need the method for developing UC(ubiquitous computing) service based on this. This study focuses on the future family life and analyzes the user's context from a point of view of service development and in this ground, we have progressed the research about the methodology to develop the UC service scenario for suggesting the service. Through the applying of this methodology, we could analyze the user's context systematically and could make the best use of the analyzed data for proposal service idea. And the UC service scenarios which reflect future life on the basis of various use's context could be developed.

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Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

A Design and Implementation of a Context-Aware Framework for Mobile Navigation Services (모바일 항법 서비스를 위한 상황인지형 프레임워크의 설계 및 구현)

  • Kim, Hyun-Duk;Choi, Won-Ik;Kim, Jin-Su;Chae, Jin-Seok
    • Journal of Korea Multimedia Society
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    • v.11 no.2
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    • pp.214-227
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    • 2008
  • As cellular network technologies continue to evolve, various network standards coexist in most CDMA-based cellular networks. This means that mobile device users access mobile services over different network bandwidths according to the users' positions or the mobile devices' network access capabilities. Such differences of network bandwidths cause big differences in service response times. To address this problem, we present a framework called CANS (Context-Aware framework for mobile Navigation Services), which takes into account the user's network profile to adapt the contents for CDRG(Centrally Determined Route Guidance) navigation services for cellular phones. To the best of the authors' knowledge, CANS is the first context-aware framework to make mobile navigation services more feasible. The experimental results under commercial CDMA network show that CANS is able to provide similar service response times regardless of type of wireless network to which users connect by adapting the contents to network bandwidths.

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