• Title/Summary/Keyword: networked systems

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Test development of a UAV equipped with a Fly-By-Wireless flight control system (무선네트워크 비행제어시스템을 탑재한 무인항공기의 시험개발)

  • Oh, Hyung Suk;Kim, Byung Wook;Lee, Si Hun;Nho, Won Ho;Kang, Seung Eun;Ko, Sang Ho
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.45 no.12
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    • pp.1039-1047
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    • 2017
  • This paper presents a test development of a Fly-By-Wireless flight control system for a fixed-wing unmanned aerial vehicle (UAV). Fly-By-Wireless system (FBWLS) refers to a system that uses a wireless network instead of a wired network to connect sensors and actuators with a flight control computer (FCC), reducing considerable amount of wires. FBWLS enables to design a much lighter aircraft along with decreased maintenance time and cost. In this research we developed a Zigbee-based FWBLS UAV in which sensors (GPS and AHRS) are wirelessly connected via a FCC to aileron and elevator servo motors. In order to see the effect of time delay due to wireless signal on the flight stability of the UAV, several flight tests were conducted. From the tests, it was confirmed that the effect is minor by comparing the flight response of the FBWLS with the corresponding Fly-By-Wire system.

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Fault Tolerance for IEEE 1588 Based on Network Bonding (네트워크 본딩 기술을 기반한 IEEE 1588의 고장 허용 기술 연구)

  • Altaha, Mustafa;Rhee, Jong Myung
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.331-339
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    • 2018
  • The IEEE 1588, commonly known as a precision time protocol (PTP), is a standard for precise clock synchronization that maintains networked measurements and control systems. The best master clock (BMC) algorithm is currently used to establish the master-slave hierarchy for PTP. The BMC allows a slave clock to automatically take over the duties of the master when the slave is disconnected due to a link failure and loses its synchronization; the slave clock depends on a timer to compensate for the failure of the master. However, the BMC algorithm does not provide a fast recovery mechanism in the case of a master failure. In this paper, we propose a technique that combines the IEEE 1588 with network bonding to provide a faster recovery mechanism in the case of a master failure. This technique is implemented by utilizing a pre-existing library PTP daemon (Ptpd) in Linux system, with a specific profile of the IEEE 1588 and it's controlled through bonding modes. Network bonding is a process of combining or joining two or more network interfaces together into a single interface. Network bonding offers performance improvements and redundancy. If one link fails, the other link will work immediately. It can be used in situations where fault tolerance, redundancy, or load balancing networks are needed. The results show combining IEEE 1588 with network bonding enables an incredible shorter recovery time than simply just relying on the IEEE 1588 recovery method alone.

A Software Method for Improving the Performance of Real-time Rendering of 3D Games (3D 게임의 실시간 렌더링 속도 향상을 위한 소프트웨어적 기법)

  • Whang, Suk-Min;Sung, Mee-Young;You, Yong-Hee;Kim, Nam-Joong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.55-61
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    • 2006
  • Graphics rendering pipeline (application, geometry, and rasterizer) is the core of real-time graphics which is the most important functionality for computer games. Usually this rendering process is completed by both the CPU and the GPU, and a bottleneck can be located either in the CPU or the GPU. This paper focuses on reducing the bottleneck between the CPU and the GPU. We are proposing a method for improving the performance of parallel processing for real-time graphics rendering by separating the CPU operations (usually performed using a thread) into two parts: pure CPU operations and operations related to the GPU, and let them operate in parallel. This allows for maximizing the parallelism in processing the communication between the CPU and the GPU. Some experiments lead us to confirm that our method proposed in this paper can allow for faster graphics rendering. In addition to our method of using a dedicated thread for GPU related operations, we are also proposing an algorithm for balancing the graphics pipeline using the idle time due to the bottleneck. We have implemented the two methods proposed in this paper in our networked 3D game engine and verified that our methods are effective in real systems.

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A Study on Networking Effects of Financial Leverage in Middle-Sized Hospitals (네트워크 병원의 경영성과에 관한 연구)

  • Chung, Hee-Tae;Kim, Kwang-Hwan;Park, Hwa-Gyu;Lee, Kyung-Soo
    • Journal of Digital Convergence
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    • v.11 no.1
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    • pp.339-347
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    • 2013
  • Recently, Korean medium-sized medical organizations require innovative strategies. Network-driven concerns in Korean medical organization have been a front burner issue to enhance economic and managerial efficiencies. Effective network-driven collaboration depends upon effective processes and economics strategies among medical providers group. From this motivation, we studied and provided the systems' theoretical background and networked hospital system structures. The aim of suggested research model in this paper is to overcome demerit of stand-alone medium-sized hospitals and analyze a system dynamics model to measure managerial performances. The developed system dynamics model is to quantify the effects of network strategy based on the historical financial data of real-life hospitals network experiences. The network effects are resulted in efficiencies and effectiveness enhancements in competitiveness through advertisement and effective education system. The simulations of system dynamics results can explain the improvement in financial outcome by joining in the network group. The network effects are shown more effective in dental hospital than other groups. In conclusion, it is expected that network effects have a critical influence of managerial, marketing, and medical collaboration performance for any type of medical hospitals.

Catastrophic Art and Its Instrumentalized Selection System : From work by Hunter Jonakin and Dan Perjovschi (재앙적 예술과 그 도구화된 선별체계: 헌터 조너킨과 댄 퍼잡스키의 작품으로부터)

  • Shim, Sang-Yong
    • The Journal of Art Theory & Practice
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    • no.13
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    • pp.73-95
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    • 2012
  • In terms of element and process, art today has already been fully systemized, yet tends to become even more systemized. All phases of creation and exhibition, appreciation and education, promotion and marketing are planned, adjusted, and decided within the order of a globalized, networked system. Each phase is executed, depending on the system of management and control and diverse means corresponding to the system. From the step of education, artists are guided to determine their styles and not be motivated by their desire to become star artists or running counter to mainstream tendency and fashion. In the process of planning an exhibition, the level of artist awareness is considered more significant than work quality. It is impossible to avoid such systems and institutions today. No one can escape or be freed from the influence of such system. This discussion addresses a serious distortion in the selection system as part of the system connotatively called "art museum system," especially to evaluate artistic achievement and aesthetic quality. Called "studio system" or "art star system," the system distinguishes successful minority from failed absolute majority and justifies the results, deciding discriminative compensations. The discussion begins from work by Hunter Jonakin and Dan Perjovschi. The key point of this discussion is not their art worlds but the shared truth referred by the two as the collusive "art market" and "art star system." Through works based on their experiences, the two artists refer to these systems which restrict and confine them. Jonakin's Jeff Koons Must Die! is avideo game conveying a critical comment on authoritative operation of the museum system and star system. In this work, participants, whether viewer or artist, are destined to lose: the game is unwinnable. Players take the role of a person locked in a museum where artist Jeff Koons' retrospective is held. The player can either look around and quietly observe the works, which causes a game-over, or he can blow the classical paintings to pieces and cause the artist Koons to come out and reprimand the player, also resulting in a game-over. Like Jonakin, Dan Perjovschi's some drawings also focuses on the status of the artist shrunken by the system. Most artists are ruined in a process of competition to survive within the museum system. As John Burger properly pointed out, out of the art systems today, public collections (art museums) and private collections have become "something unbearable." The system justifies the selection system of art stars and its frame of reference, disregarding the problem of producing numerable victims in its process. What should be underlined above all else is that the present selection system seriously shrinks art's creative function and its function of generating meaning. In this situation, art might fall to the level of entertainment, accessible to more people and compromising with popularity. This discussion is based on assumption and consciousness on the matter that this situation might cause catastrophic results for not only explicit victims of the system but also winners, or ones defined as winners. The system of art is probably possible only by desire or distortion stemmed from such desire. The system can be flourished only under the economic system of avarice: quantitatively expanding economy, abundant style, resort economy in Venice and Miami, and luxurious shopping malls with up-to-date facilities. The catastrophe here is ongoing, not a sudden emergence, and dynamic, leading the system itself to a devastating end.

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Dynamics of Technology Adoption in Markets Exhibiting Network Effects

  • Hur, Won-Chang
    • Asia pacific journal of information systems
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    • v.20 no.1
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    • pp.127-140
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    • 2010
  • The benefit that a consumer derives from the use of a good often depends on the number of other consumers purchasing the same goods or other compatible items. This property, which is known as network externality, is significant in many IT related industries. Over the past few decades, network externalities have been recognized in the context of physical networks such as the telephone and railroad industries. Today, as many products are provided as a form of system that consists of compatible components, the appreciation of network externality is becoming increasingly important. Network externalities have been extensively studied among economists who have been seeking to explain new phenomena resulting from rapid advancements in ICT (Information and Communication Technology). As a result of these efforts, a new body of theories for 'New Economy' has been proposed. The theoretical bottom-line argument of such theories is that technologies subject to network effects exhibit multiple equilibriums and will finally lock into a monopoly with one standard cornering the entire market. They emphasize that such "tippiness" is a typical characteristic in such networked markets, describing that multiple incompatible technologies rarely coexist and that the switch to a single, leading standard occurs suddenly. Moreover, it is argued that this standardization process is path dependent, and the ultimate outcome is unpredictable. With incomplete information about other actors' preferences, there can be excess inertia, as consumers only moderately favor the change, and hence are themselves insufficiently motivated to start the bandwagon rolling, but would get on it once it did start to roll. This startup problem can prevent the adoption of any standard at all, even if it is preferred by everyone. Conversely, excess momentum is another possible outcome, for example, if a sponsoring firm uses low prices during early periods of diffusion. The aim of this paper is to analyze the dynamics of the adoption process in markets exhibiting network effects by focusing on two factors; switching and agent heterogeneity. Switching is an important factor that should be considered in analyzing the adoption process. An agent's switching invokes switching by other adopters, which brings about a positive feedback process that can significantly complicate the adoption process. Agent heterogeneity also plays a important role in shaping the early development of the adoption process, which has a significant impact on the later development of the process. The effects of these two factors are analyzed by developing an agent-based simulation model. ABM is a computer-based simulation methodology that can offer many advantages over traditional analytical approaches. The model is designed such that agents have diverse preferences regarding technology and are allowed to switch their previous choice. The simulation results showed that the adoption processes in a market exhibiting networks effects are significantly affected by the distribution of agents and the occurrence of switching. In particular, it is found that both weak heterogeneity and strong network effects cause agents to start to switch early and this plays a role of expediting the emergence of 'lock-in.' When network effects are strong, agents are easily affected by changes in early market shares. This causes agents to switch earlier and in turn speeds up the market's tipping. The same effect is found in the case of highly homogeneous agents. When agents are highly homogeneous, the market starts to tip toward one technology rapidly, and its choice is not always consistent with the populations' initial inclination. Increased volatility and faster lock-in increase the possibility that the market will reach an unexpected outcome. The primary contribution of this study is the elucidation of the role of parameters characterizing the market in the development of the lock-in process, and identification of conditions where such unexpected outcomes happen.

Analysis on Dynamics of Korea Startup Ecosystems Based on Topic Modeling (토픽 모델링을 활용한 한국의 창업생태계 트렌드 변화 분석)

  • Heeyoung Son;Myungjong Lee;Youngjo Byun
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.315-338
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    • 2022
  • In 1986, Korea established legal systems to support small and medium-sized start-ups, which becomes the main pillars of national development. The legal systems have stimulated start-up ecosystems to have more than 1 million new start-up companies founded every year during the past 30 years. To analyze the trend of Korea's start-up ecosystem, in this study, we collected 1.18 million news articles from 1991 to 2020. Then, we extracted news articles that have the keywords "start-up", "venture", and "start-up". We employed network analysis and topic modeling to analyze collected news articles. Our analysis can contribute to analyzing the government policy direction shown in the history of start-up support policy. Specifically, our analysis identifies the dynamic characteristics of government influenced by external environmental factors (e.g., society, economy, and culture). The results of our analysis suggest that the start-up ecosystems in Korea have changed and developed mainly by the government policies for corporation governance, industrial development planning, deregulation, and economic prosperity plan. Our frequency keyword analysis contributes to understanding entrepreneurial productivity attributed to activities among the networked components in industrial ecosystems. Our analyses and results provide practitioners and researchers with practical and academic implications that can help to establish dedicated support policies through forecast tasks of the economic environment surrounding the start-ups. Korean entrepreneurial productivity has been empowered by growing numbers of large companies in the mobile phone industry. The spectrum of large companies incorporates content startups, platform providers, online shopping malls, and youth-oriented start-ups. In addition, economic situational factors contribute to the growth of Korean entrepreneurial productivity the economic, which are related to the global expansions of the mobile industry, and government efforts to foster start-ups. Our research is methodologically implicative. We employ natural language processes for 30 years of media articles, which enables more rigorous analysis compared to the existing studies which only observe changes in government and policy based on a qualitative manner.

Patients Setup Verification Tool for RT (PSVTS) : DRR, Simulation, Portal and Digital images (방사선치료 시 환자자세 검증을 위한 분석용 도구 개발)

  • Lee Suk;Seong Jinsil;Kwon Soo I1;Chu Sung Sil;Lee Chang Geol;Suh Chang Ok
    • Radiation Oncology Journal
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    • v.21 no.1
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    • pp.100-106
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    • 2003
  • Purpose : To develop a patients' setup verification tool (PSVT) to verify the alignment of the machine and the target isocenters, and the reproduclbility of patients' setup for three dimensional conformal radiotherapy (3DCRT) and intensity modulated radiotherapy (IMRT). The utilization of this system is evaluated through phantom and patient case studies. Materials and methods : We developed and clinically tested a new method for patients' setup verification, using digitally reconstructed radiography (DRR), simulation, porial and digital images. The PSVT system was networked to a Pentium PC for the transmission of the acquired images to the PC for analysis. To verify the alignment of the machine and target isocenters, orthogonal pairs of simulation images were used as verification images. Errors in the isocenter alignment were measured by comparing the verification images with DRR of CT Images. Orthogonal films were taken of all the patients once a week. These verification films were compared with the DRR were used for the treatment setup. By performing this procedure every treatment, using humanoid phantom and patient cases, the errors of localization can be analyzed, with adjustments made from the translation. The reproducibility of the patients' setup was verified using portal and digital images. Results : The PSVT system was developed to verify the alignment of the machine and the target isocenters, and the reproducibility of the patients' setup for 3DCRT and IMRT. The results show that the localization errors are 0.8$\pm$0.2 mm (AP) and 1.0$\pm$0.3 mm (Lateral) in the cases relating to the brain and 1.1$\pm$0.5 mm (AP) and 1.0$\pm$0.6 mm (Lateral) in the cases relating to the pelvis. The reproducibility of the patients' setup was verified by visualization, using real-time image acquisition, leading to the practical utilization of our software Conclusions : A PSVT system was developed for the verification of the alignment between machine and the target isocenters, and the reproduclbility of the patients' setup in 3DCRT and IMRT. With adjustment of the completed GUI-based algorithm, and a good quality DRR image, our software may be used for clinical applications.

A Study about the Direction and Responsibility of the National Intelligence Agency to the Cyber Security Issues (사이버 안보에 대한 국가정보기구의 책무와 방향성에 대한 고찰)

  • Han, Hee-Won
    • Korean Security Journal
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    • no.39
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    • pp.319-353
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    • 2014
  • Cyber-based technologies are now ubiquitous around the glob and are emerging as an "instrument of power" in societies, and are becoming more available to a country's opponents, who may use it to attack, degrade, and disrupt communications and the flow of information. The globe-spanning range of cyberspace and no national borders will challenge legal systems and complicate a nation's ability to deter threats and respond to contingencies. Through cyberspace, competitive powers will target industry, academia, government, as well as the military in the air, land, maritime, and space domains of our nations. Enemies in cyberspace will include both states and non-states and will range from the unsophisticated amateur to highly trained professional hackers. In much the same way that airpower transformed the battlefield of World War II, cyberspace has fractured the physical barriers that shield a nation from attacks on its commerce and communication. Cyberthreats to the infrastructure and other assets are a growing concern to policymakers. In 2013 Cyberwarfare was, for the first time, considered a larger threat than Al Qaeda or terrorism, by many U.S. intelligence officials. The new United States military strategy makes explicit that a cyberattack is casus belli just as a traditional act of war. The Economist describes cyberspace as "the fifth domain of warfare and writes that China, Russia, Israel and North Korea. Iran are boasting of having the world's second-largest cyber-army. Entities posing a significant threat to the cybersecurity of critical infrastructure assets include cyberterrorists, cyberspies, cyberthieves, cyberwarriors, and cyberhacktivists. These malefactors may access cyber-based technologies in order to deny service, steal or manipulate data, or use a device to launch an attack against itself or another piece of equipment. However because the Internet offers near-total anonymity, it is difficult to discern the identity, the motives, and the location of an intruder. The scope and enormity of the threats are not just focused to private industry but also to the country's heavily networked critical infrastructure. There are many ongoing efforts in government and industry that focus on making computers, the Internet, and related technologies more secure. As the national intelligence institution's effort, cyber counter-intelligence is measures to identify, penetrate, or neutralize foreign operations that use cyber means as the primary tradecraft methodology, as well as foreign intelligence service collection efforts that use traditional methods to gauge cyber capabilities and intentions. However one of the hardest issues in cyber counterintelligence is the problem of "Attribution". Unlike conventional warfare, figuring out who is behind an attack can be very difficult, even though the Defense Secretary Leon Panetta has claimed that the United States has the capability to trace attacks back to their sources and hold the attackers "accountable". Considering all these cyber security problems, this paper examines closely cyber security issues through the lessons from that of U.S experience. For that purpose I review the arising cyber security issues considering changing global security environments in the 21st century and their implications to the reshaping the government system. For that purpose this study mainly deals with and emphasis the cyber security issues as one of the growing national security threats. This article also reviews what our intelligence and security Agencies should do among the transforming cyber space. At any rate, despite of all hot debates about the various legality and human rights issues derived from the cyber space and intelligence service activity, the national security should be secured. Therefore, this paper suggests that one of the most important and immediate step is to understanding the legal ideology of national security and national intelligence.

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