• Title/Summary/Keyword: on-line design

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Minimum Cost Path for Private Network Design (개인통신망 설계를 위한 최소 비용 경로)

  • Choe, Hong-Sik;Lee, Ju-Yeong
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.11
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    • pp.1373-1381
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    • 1999
  • 이 논문에서는 통신망 설계 응용분야의 문제를 그래프 이론 문제로써 고려해 보았다. 개별 기업체가 서로 떨어진 두 곳을 연결하고자 할 때 공용통신망의 회선을 빌려 통신망을 구축하게 되는데 많은 경우 여러 종류의 회선들이 공급됨으로 어떤 회선을 선택하느냐의 문제가 생긴다. 일반적으로 빠른 회선(low delay)은 느린 회선(high delay)에 비해 비싸다. 그러나 서비스의 질(Quality of Service)이라는 요구사항이 종종 종단지연(end-to-end delay)시간에 의해 결정되므로, 무조건 낮은 가격의 회선만을 사용할 수는 없다. 결국 개별 기업체의 통신망을 위한 통로를 공용 통신망 위에 덮어씌워(overlaying) 구축하는 것의 여부는 두 개의 상반된 인자인 가격과 속도의 조절에 달려 있다. 따라서 일반적인 최소경로 찾기의 변형이라 할 수 있는 다음의 문제가 본 논문의 관심사이다. 두 개의 지점을 연결하는데 종단지연시간의 한계를 만족하면서 최소경비를 갖는 경로에 대한 해결을 위하여, 그래프 채색(coloring) 문제와 최단경로문제를 함께 포함하는 그래프 이론의 문제로 정형화시켜 살펴본다. 배낭문제로의 변환을 통해 이 문제는 {{{{NP-complete임을 증명하였고 {{{{O($\mid$E$\mid$D_0 )시간에 최적값을 주는 의사선형 알고리즘과O($\mid$E$\mid$)시간의 근사 알고리즘을 보였다. 특별한 경우에 대한 {{{{O($\mid$V$\mid$ + $\mid$E$\mid$)시간과 {{{{O($\mid$E$\mid$^2 + $\mid$E$\mid$$\mid$V$\mid$log$\mid$V$\mid$)시간 알고리즘을 보였으며 배낭 문제의 해결책과 유사한 그리디 휴리스틱(greedy heuristic) 알고리즘이 그물 구조(mesh) 그래프 상에서 좋은 결과를 보여주고 있음을 실험을 통해 확인해 보았다.Abstract This paper considers a graph-theoretic problem motivated by a telecommunication network optimization. When a private organization wishes to connect two sites by leasing physical lines from a public telecommunications network, it is often the cases that several categories of lines are available, at different costs. Typically a faster (low delay) lines costs more than a slower (high delay) line. However, low cost lines cannot be used exclusively because the Quality of Service (QoS) requirements often impose a bound on the end-to-end delay. Therefore, overlaying a path on the public network involves two diametrically opposing factors: cost and delay. The following variation of the standard shortest path problem is thus of interest: the shortest route between the two sites that meets a given bound on the end-to-end delay. For this problem we formulate a graph-theoretical problem that has both a shortest path component as well as coloring component. Interestingly, the problem could be formulated as a knapsack problem. We have shown that the general problem is NP-complete. The optimal polynomial-time algorithms for some special cases and one heuristic algorithm for the general problem are described.

Evaluation on the In-plane Bending Moment for T-joints with Square Hollow Structural Sections (각형강관 T형 접합부의 면내 휨모멘트 평가)

  • Park, Keum Sung;Lee, Sang Sup;Choi, Young Hwan;Bae, Kyu Woong
    • Journal of Korean Society of Steel Construction
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    • v.21 no.5
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    • pp.451-459
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    • 2009
  • The purpose of this study was to evaluate the in-plane bending moment for T-joints made of cold-formed square hollow steel sections. In the previous studies, the T-joint was shown not to have an obvious peak load, and the failure mode was the main chord flange failure at the branch-width-to-chord-width ratio ($\beta$) of below 0.71. Based on the experimental results, including the tests conducted by Zhao, the deformation limit of 1% B was proposed for ${16.7{\leq}2{\gamma}(=B/T){\leq}33}$ and ${0.34{\leq}{\beta}(=b_{1}/B){\leq}0.71}$. Then, the ultimate in-plane bending strength was shown to be Mu=1.5${\cdot}$M1% B. The existing strength formulae for the original T-joint were investigated and were determined to be the main chord flange failure for the branch-squared T-joint. The bending strength formulae of CIDECT and other researchers were compared with the test results. Finally, a reasonably good agreement with Zhao's formula was found. Therefore, the design guidelines were presented based on Zhao's strength formula for T-joints.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

Development and its Effects of Contents for Blended Learning in Public Practical Center of Technical High School, Busan City (부산광역시 공업계 고등학교 공동 실습소에서 혼합형 학습을 위한 컨텐츠의 개발 및 적용)

  • Park, Jae-Taek;Lee, Sang-Hyuk
    • 대한공업교육학회지
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    • v.32 no.1
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    • pp.93-116
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    • 2007
  • The purpose of this study was to improve the academic achievement at the public practical center of technical high school in Busan. For this study, 1 class(31 students) in the second grade at "B"technical high school were selected and these students were divided into two groups. One is the experiment group which blended learning was applied to and the other is control group which traditional lecture method was applied to. Each group was divided into three sub-groups by the level of learning ability. Non-randomized control-group pretest-posttest design was applied for this experiment planning. The subject of experiment was the unit of "3D Modeling and Making NC code" in the textbook of "Application of Automatic System" applied by the public practical center of technical high school in Busan. On-line contents were developed and applied to the blended learning to control group. In order to analyze the test result, t-test with a significance level of 0.05 was carried out using SPSS 10.0. The results of this study was summarized as follows; First, as a result of the post test performed on the experiment and the control group, there was a significant difference between two groups, that was, the blended learning was more effective than the traditional lecture method in improving academic achievement. Second, blended learning was more effective than the traditional lecture method in the group of high-leveled and middle-leveled, but was little effective on the low-leveled group. Third, blended learning was more effective than the traditional lecture method in the functional domain, but was little effective in the cognitive domain and psychomotor domain.

An Extension of the DBMax for Data Warehouse Performance Administration (데이터 웨어하우스 성능 관리를 위한 DBMax의 확장)

  • Kim, Eun-Ju;Young, Hwan-Seung;Lee, Sang-Won
    • The KIPS Transactions:PartD
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    • v.10D no.3
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    • pp.407-416
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    • 2003
  • As the usage of database systems dramatically increases and the amount of data pouring into them is massive, the performance administration techniques for using database systems effectively are getting more important. Especially in data warehouses, the performance management is much more significant mainly because of large volume of data and complex queries. The objectives and characteristics of data warehouses are different from those of other operational systems so adequate techniques for performance monitoring and tuning are needed. In this paper we extend functionalities of the DBMax, a performance administration tool for Oracle database systems, to apply it to data warehouse systems. First we analyze requirements based on summary management and ETL functions they are supported for data warehouse performance improvement in Oracle 9i. Then, we design architecture for extending DBMax functionalities and implement it. In specifics, we support SQL tuning by providing details of schema objects for summary management and ETL processes and statistics information. Also we provide new function that advises useful materialized views on workload extracted from DBMax log files and analyze usage of existing materialized views.

Effects of Object-Background Contextual Consistency on the Allocation of Attention and Memory of the Object (물체-배경 맥락 부합성이 물체에 대한 주의 할당과 기억에 미치는 영향)

  • Lee, YoonKyoung;Kim, Bia
    • Korean Journal of Cognitive Science
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    • v.24 no.2
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    • pp.133-171
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    • 2013
  • The gist of a scene can be identified in less than 100msec, and violation in the gist can influence the way to allocate attention to the parts of a scene. In other words, people tend to allocate more attention to the object(s) inconsistent with the gist of a scene and to have better memory of them. To investigate the effects of contextual consistency on the attention allocation and object memory, two experiments were conducted. In both experiments, a $3{\times}2$ factorial design was used with scene presentation time(2s, 5s, and 10s) as a between-subject factor and object-background contextual consistency(consistent, inconsistent) as a within-subject factor. In Experiment 1, eye movements were recorded while the participants viewed line-drawing scenes. The results showed that the eye movement patterns were different according to whether the scenes were consistent or not. Context-inconsistent objects showed faster initial fixation indices, longer fixation times, more frequent returns than context-consistent ones. These results are entirely consistent with those of previous studies. If an object is identified as inconsistent with the gist of a scene, it attracts attention. Furthermore, the inconsistent objects and their locations in the scenes were recalled better than the consistent ones and their locations. Experiment 2 was the same as Experiment 1 except that a dual-task paradigm was used to reduce the amount of attention to allocate to the objects. Participants had to detect the positions of the probe occurring every second while they viewed the scenes. Nonetheless, the result patterns were the same as in Experiment 1. Even when the amount of attention to allocate to the scene contents was reduced, the same effects of contextual inconsistency were observed. These results indicate that the object-background contextual consistency has a strong influence on the way of allocating attention and the memory of objects in a scene.

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The Effects of Baby Care using Dolls on Major Satisfaction, Class Satisfaction, Knowledge of Newborn Care (인형을 이용한 아기돌보기가 전공만족도, 수업만족도, 신생아 양육지식에 미치는 효과)

  • Kim, Eun-Jung;Kim, Hae-Ran
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.5
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    • pp.417-425
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    • 2020
  • This study was conducted to identify the effects of baby care using dolls on nursing students' major satisfaction, class satisfaction, and knowledge of newborn care. A quasi-experimental nonequivalent control group, pretest-posttest design was used. The subjects of the study were 95 nursing college students who agreed to participate. The control group (n=47) received lecture education consisting of watching newborn videos while the experimental group (n=48) received a practical education involving caring for a doll resembling an infant. Data were collected from March to May, 2019 and analyzed using descriptive statistics, χ2-tests, and t-tests with the SPSS/WIN 21.0 program. The major satisfaction score of the experimental group was higher than that of the control group, but it was not statistically significant (t=1.64, p=.107). The score for class satisfaction differed significantly between the experimental group and control group (t=2.08, p=.043). The knowledge of newborn care score for the experimental group was higher than that for the control group, and there was a statistically significant difference (t=-5.82, p<.001). Overall, the results show that baby care using a doll has positive effects on class satisfaction and knowledge of newborn care. In the future, it will be necessary to develop and apply effective teaching methods in line with the times.

Median Control Chart for Nonnormally Distributed Processes (비정규분포공정에서 매디안특수관리도의 모형설계와 적용연구)

  • 신용백
    • Journal of the Korean Professional Engineers Association
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    • v.20 no.3
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    • pp.15-25
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    • 1987
  • Statistical control charts are useful tools to monitor and control the manufacturing processes and are widely used in most Korean industries. Many Korean companies, however, do not always obtain desired results from the traditional control charts by Shewhart such as the X-chart, X-chart, X-chart, etc. This is partly because the quality charterstics of the process are not distributed normally but are skewed due to the intermittent production, small lot size, etc. In Shewhart X-chart, which is the most widely used one in Korea, such skewed distributions make the plots to be inclined below or above the central line or outside the control limits although no assignable causes can be found. To overcome such shortcomings in nonnormally distributed processes, a distribution-free type of confidence interval can be used, which should be based on order statistics. This thesis is concerned with the design of control chart based on a sample median which is easy to use in practical situation and therefore properties for nonnormal distributions may be easily analyzed. Control limits and central lines are given for tile more famous nonnormal distributions, such as Gamma, Beta, Lognormal, Weibull, Pareto, Truncated-normal distributions. Robustness of the proposed median control chart is compared with that of the X-chart, the former tends to be superior to the latter as the probability distribution of the process becomes more skewed. The average run length to detect the assignable cause is also compared when the process has a Normal or a Gamma distribution for which the properties of X are easy to verify, the proposed chart is slightly worse than the X-chart for the normally distributed product but much better for Gamma-distributed products. Average Run Lengths of the other distributions are also computed. To use the proposed control chart, the probability distribution of the process should be known or estimated. If it is not possible, the results of comparison of the robustness force us to use the proposed median control chart based on a normal distribution. To estimate the distribution of the process, Sturge's formula is used to graph the histogram and the method of probability plotting, $X^2$-goodness of fit test and Kolmogorov-Smirnov test, are discussed with real case examples. A comparison of the propose4 median chart and the X chart was also performed with these examples and the median chart turned out to be superior to the X-chart.

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A Study on the VLSI Design of Efficient Color Interpolation Technique Using Spatial Correlation for CCD/CMOS Image Sensor (화소 간 상관관계를 이용한 CCD/CMOS 이미지 센서용 색 보간 기법 및 VLSI 설계에 관한 연구)

  • Lee, Won-Jae;Lee, Seong-Joo;Kim, Jae-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.43 no.11 s.353
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    • pp.26-36
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    • 2006
  • In this paper, we propose a cost-effective color filter may (CFA) demosaicing method for digital still cameras in which a single CCD or CMOS image sensor is used. Since a CFA is adopted, we must interpolate missing color values in the red, green and blue channels at each pixel location. While most state-of-the-art algorithms invest a great deal of computational effort in the enhancement of the reconstructed image to overcome the color artifacts, we focus on eliminating the color artifacts with low computational complexity. Using spatial correlation of the adjacent pixels, the edge-directional information of the neighbor pixels is used for determining the edge direction of the current pixel. We apply our method to the state-of-the-art algorithms which use edge-directed methods to interpolate the missing color channels. The experiment results show that the proposed method enhances the demosaiced image qualify from $0.09{\sim}0.47dB$ in PSNR depending on the basis algorithm by removing most of the color artifacts. The proposed method was implemented and verified successfully using verilog HDL and FPGA. It was synthesized to gate-level circuits using 0.25um CMOS standard cell library. The total logic gate count is 12K, and five line memories are used.

고대(古代) Egypt 복식(服飾)에 나타난 상징성(象徵性) - Tutankhamen 왕조(王朝)를 중심으로 -

  • Jeong, Heung-Suk
    • Journal of the Korean Society of Costume
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    • v.6
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    • pp.121-143
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    • 1982
  • Many studies have done on Egyptian Clothing because its unique characteristic culture. However, I was facinated by the exhibitions of Tutankhamen burial treasures which were shown in San Francisco and New York in 1978 and 1979. I found out myself that there are several interesting aspects of clothing to compare 18th dynasty king, Tutankhamun and other dynasties in Egyptian culture. Therefore, I tryed to analized the Egyptian clothing including accessaries with theigr symbols durin 18th dynasty King, Tutankhamun. The most of people were shocked and amazed when they toured the exhibition of Tutankhamun articles which were the most incredible burial treasures in existence today. The body of the King has been embalmed, bandaged and fitted in eight layers of coffins with pure gold mask to represent the god Osiris. Among eight layers of coffins, one is pure solid gold in mummiform, two of mummiforms are made of compact wood covered with sheets of gold and inlaid with multi-colored glass-paste and semi-precious stones. The Egyptian belived that the soul continued to exist throughout eternity if it had passed on examination of its deeds on earth at a "Last Judgement" presided over by Osiris. They also believed that the mummified body could exist in the tomb as a habitation that the soul could revisited. Thus a proper burial was vital for a full existence in the hereafter. They buried dead person in the sealed vault of the tomb with some of the possessions he had used during his life time, such as his furniture, clothing and jewels. In this studies, I've tried to research to various clothings, and accessories with their symbols used during 18th dynasty king, Tutankhamun. The studies are shown as: I) Clothings of Tutankhamun dynasity of Kalasiris, Sheath skirt. Gala skirt, Loin skirt, Hike and Dalmatic. The Dalmatic was first seen in this dynasty. Probably the Roman Christian borrowed the Dalmatica from Egyptian Dalmatic. No where has the same design at the period. II) Egyptian of 18th dynasty Tutankhamun wore big headdress, broad collar necklace passium, pendants, armlets, rings and earrings with very beautiful, exquisite handcraft. They seem the first people who wore earrings in Egyptian history. III) The symbols of decorated items vulture, lotus...Upper Egypt Uraeus, papyrus...Lower Egypt scaravaeus, Nile Riber...rebirth man(Ankh), +...eternal life solar disc, gold...sun ostrich-feather...nobleness God, Horus' eye...protection against enemy IV) Also Egyptian prefered the straight line and a right angle which were the basic principles of architectural arrangement.

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