• 제목/요약/키워드: standard man model

검색결과 105건 처리시간 0.038초

임베디드 시스템을 위한 가상기계의 설계 및 구현 (Design and Implementation of a Virtual Machine for Embedded Systems)

  • 오세만;고광만;이양선
    • 한국멀티미디어학회논문지
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    • 제8권9호
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    • pp.1282-1291
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    • 2005
  • 본 논문에서는 모바일 디바이스(휴대폰, PDA), 셋톱박스, 디지털 TV 등의 임베디드 시스템에 탑재되어 수많은 동적 애플리케이션을 다운로드하여 실행할 수 있는 임베디드 가상기계(Embedded Virtual Machine)를 설계하고 구현하였다. 이를 위해 표준 중간 언어인 SIL(Standard Intermediate Language)을 정의하고, 자바와 .NET 언어로 구현된 프로그램이 EVM에서 실행될 수 있도록 SIL-코드로 번역해 주는 MSIL-to-SIL 번역기와 Bytecode-to-SIL 번역기를 구현하였다. 또한, SIL 코드를 EVM의 실행파일인 *.evm으로 변환해주는 어셈블러인 EFF 빌더를 개발하였으며, EFF 빌더가 생성한 *.evm 파일을 입력으로 받아 실행하는 가상기계(EVM)를 구현하였다. 본 연구에서 구현한 가상기계는 플랫폼이 변경되더라도 컨텐츠의 수정없이 실행할 수 있는 소프트웨어 기술이다. 실제로, 제안된 가상기계는 기존에 존재하는 가상기계들의 표준화 모델로 사용될 수 있을 뿐만 아니라 모바일 디바이스, 디지털 TV, 셋톱박스 등과 같은 임베디드 시스템에 내장되어 응용프로그램을 효율적으로 실행시켜 줄 수 있다.

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군 통합보안시스템 구축 방안 연구 (A study on method of setting up the defense integrated security system)

  • 장월수;최중영;임종인
    • 정보보호학회논문지
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    • 제22권3호
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    • pp.575-584
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    • 2012
  • 군의 정보화, 과학화 추진에 따른 환경 변화에 따라 기존 수작업, 오프라인 중심의 제반 군사보안 업무도 효율적이고 체계적인 업무 수행을 지원할 수 있도록 변화와 발전이 필요하다. 이에 본 연구에서는 주요 군사보안 업무 분야에 대한 실태 및 문제점 분석과 미국, 영국 등의 사례 분석을 기반으로, 주요 군사보안 업무를 자동화, 정보화하기 위한 국방통합보안시스템 구축 표준 Model을 제시하였다. 표준 Model은 통합보안체계, 비밀관리시스템, 인원출입 시스템, 차량출입시스템, 첨단경계시스템, 테러 예방시스템 및 보안사고분석시스템 등의 단위 시스템으로 구성되며, 현재 가용한 기술 및 시스템을 기반으로 제안하였는데, 이를 각급부대에 적용할 경우 군사보안 발전에 기여할 것으로 기대된다.

Size Specification for Customized Production Size and 3D Avatar : An Apparel Industry Case Study

  • Choi, Young Lim
    • 한국의류산업학회지
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    • 제17권2호
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    • pp.278-286
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    • 2015
  • Fashion industry has tried to adopt the virtual garment technology to reduce the time and effort spent on sample creation. For garment manufacturers to adopt the virtual garment technology as an alternative to sample creation, 3D avatars that meet the needs of each brand should be developed. Virtual garment softwares that are available in the market provide avatars with standardized body models and allow to modify the size by manually entering size specifications. This study proposed a methodology to develop size specifications for 3D avatars as well as brand-customized production sizes. For this, a man's fashion brand which is using virtual garment technology is selected. And the Size Korea database is used to develop size specification based on the customers' body shape. This study developed regression equations on body size specifications, which in turn proposed a regression model to proportionately change size specifications of 3D fitting-models. Based on the each body size calculated by the regression model, a standard model is created, and the skeleton-skin algorithm is applied to the regression model to obtain the results of size changes. Then, the 3D model sizes are tested for size changes as well as measured, which verifies that the regression model reflects body size changes.

VALIDATION AND UTILIZATION OF THE SKINTEXTM SYSTEM

  • Gordon, V.C.;Realica, B.;Tolstrup, K.;Puls, B.
    • 대한화장품학회지
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    • 제17권1호
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    • pp.64-80
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    • 1991
  • The SKINTEX Method is based on a two-compartment physico-chemical model which includes a Biomembrane Barrier in compartment one and an organized macromolecular matrix in compartment two. Test samples absorb onto or permeate through the keratin/collagen Biomembrane Barrier and then can interact with the organized macromolecular matrix. Changes in the integrity of the barrier release a dye indicator: Changes in the matrix can alter its transparency. The sum of these two responses is read spectrophotometrically at 470nm. An early investigation of 950 chemicals and formulations in the SKINTEX System produced results which were 89% concordance to in vivo Draize dermal irritation results obtained with 24-hour occluded application of test samples with-out abrasion and standard scoring. Alkaline materials were analyzed in a specialized SKINTEX AMA Protocol. In this early study, the model did not distinguish nonirritant test materials and formulation with PDII(Primary Dermal Irritation Index)in the range from 0 to 1.2, A High Sensitivity Assay Protocol(HSA)was developed to amplify the changes in both compartments of this model and provide more accurate calibration of these changes. A study of 60 low irritation test samples including cosmetics, household products, chemicals and petro-chemicals distinguished nonirritants with PDII $\leq$ 0.7 for 26 of 30 nonirritants. A second protocol was developed to evaluate the SKINTEX model predictability with respect to human irritation. The Human Response Assay (HRA )has been optimized based on differences in penetration and irritation responses in humans and rabbits. An additional 32 test materials with different mechanisms and degrees of dermal toxicity were evaluated by the HRA. These in vitro results were 86% concordant to human patch test results. In order to further evaluate this model, a Standard Chemical Labelling (SCL) Protocol was developed to optimize this system to predict Draize dermal irritation results after a 4-hour application of the test material. In a study of 52 chemicals including acids, bases, solvents, salts, surfactants and preservatives, the SCL results demonstrated 85% concordance to Draize results for a 4-hour application of test samples on non-abraded rabbit skin. The SKINTEX System, including three specialized protocols, provided results which demonstrated good correlation to the endpoint of dermal irritation in man and rabbits at different application times.

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생태마을의 효과 및 보급에 관한 연구 -백암마을 사례를 중심으로- (A study on economical incentives and systems for promoting the eco-friendly village)

  • 임상훈
    • KIEAE Journal
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    • 제7권1호
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    • pp.41-48
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    • 2007
  • This research has been carried out to give economical incentives and to promote for the eco-friendly village. A standard model plan for the Korean eco-village has been prepared by systematically applying the results of the research to Boksoo village, which served as an exemplary model. Plans for promoting the Korean eco-village are finally derived after a series of theoretical assessment of conceptual propositions in harnessing natural elements well suited with man-made structures. The eco-friendly village that this study is to develop harnesses natural energy resources and establishes pleasant living environment for human. It minimizes the unjust load against nature and restrains the excessive consumption of irreplaceable indigenous energy and other natural resources on earth. Paraphrasing, the utilization of natural energy resources in the eco-friendly village features various schemes of the related technologies in energy conservation and exploitation of renewable energies including solar thermal, photovoltaic, daylighting, wind power and etc. The eco-friendly village would definitely make our world more healthier than before by suppressing the emission of green house gases from fossil fuels and ever increasing energy consumption.

경쟁적 전력시장에서 발전기 예방정비계획 알고리즘에 관한 연구 (A study on generator maintenance scheduling in competitive electricity markets)

  • 한석만;신영균;김발호;박종배;차준민
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2003년도 하계학술대회 논문집 A
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    • pp.643-645
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    • 2003
  • In competitive electricity markets, each GenCo establishes generator maintenance schedule and submits to ISO those. Then, ISO reviews and arranges maintenance schedule of each GenCo to meet the standard for reliability. This paper presents the new optimization model which can apply to competitive electricity markets. The object of this model is to minimize schedules variation of each GenCo and to satisfy system reliability.

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상황인식 서비스 응용을 위한 동적 서비스 관리 모델 설계 (Design of Dynamic Service Management Model for Context-Aware Service Applications)

  • 정헌만;이정현
    • 한국컴퓨터정보학회논문지
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    • 제11권4호
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    • pp.165-174
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    • 2006
  • 상황 인식 서비스는 상황 획득 및 추론 과정 등의 기능을 지원함으로써, 상황 인식 서비스의 구현을 쉽게 하는 연구들이 진행되어 왔다. 그러나. 이들 연구에서는 유비쿼터스 컴퓨팅 환경에서 필수적으로 지원되어야 하는 사용자 및 서비스의 이동성을 효과적으로 지원하지 못하고 있다. 따라서, 본 논문에서는 서비스의 이동성을 효과적으로 지원하기 위해서 서비스간의 상호 작용을 위한 서비스 검색 및 조합, 서비스 이동성을 지원하는 동적 상황 인식 서비스 모델을 제안하고 이 모델을 기반으로 상황 인식 미들웨어를 설계 구현한다. 또한 설계하는 미들웨어는 OSGi 프레임워크 위에서 구현함으로써 UPnP. Jini 등의 표준 인터페이스 기술을 이용해서 다양한 가전과 센서 등의 외부 기기들과 연동이 가능하다.

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Agile 방법론과 MDA/MDD 기법을 활용하여 전자정부 표준 프레임워크 프로젝트의 품질 향상 사례 (A Case Study of Software Development Quality Improvement by Agile Methodology and MDA/MDD Technology)

  • 이승한;박재표
    • 한국산학기술학회논문지
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    • 제16권4호
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    • pp.2744-2748
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    • 2015
  • 본 논문에서는 전자정부 표준 프레임워크 프로젝트 내에서 MDD/MDA 기술 적용으로 인한 생산성과 품질 향상효과를 기능점수 (Function Point) 관점과 코드 인스펙션 관점에서 분석하여 제시한다. 또한 본 사례의 프로젝트에서 적용한 MDD/MDA적용 방법을 소개한다. MDD 기법의 발전과 더불어 그 효과를 검증하기 위해 다양한 연구가 진행되고 있으나, 대부분은 사례 연구를 통해 얻어지는 교훈이나, 제한된 측정 데이터로 분석된 효과를 제시하고 있다. 본 연구에서는 효율적인 개발 방법론과 전자정부 표준 프레임워크를 활용하여 MDD를 실제 정보시스템 개발 프로세스에 적용한 사례 연구를 통해 새로운 측정지표로 정량적 효과성을 측정하였다. 더불어 Application Life-Cycle 환경에서 모델링 된 정보들을 통합 저장소를 통하여 관리함으로써 추적성과 가시성이 확보된 방안을 제시한다.

고혈압 환자의 생활양식과 삶의 질에 관한 구조 Model (Structural Model on Hypertensive Patient's Lifestyle and Quality of Life)

  • 이종렬;박천만
    • 보건행정학회지
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    • 제14권3호
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    • pp.66-96
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    • 2004
  • This study was intended to describe the hypertensive patient's lifestyle and quality of life by creating a hypothetic model on the lifestyle and quality of life and by examining a causeand effect relationship, and to contribute to countermeasures for practicing their lifestyle and improving the quality of life through creating a predictable model. Exogenous variable($\xi$) of hypothetic model in this study composed of a family support, hypertension knowledge, perceived benefit and toughness. Endogenous variable($\eta$) composed of self-esteem, perceived health state, depression, lifestyle and quality of life. There were 6 measured variables for exogenous variable(x). There were 9 measured variables(y) for endogenous variable. Also, there was error variable ($\delta,\;\epsilon$) of an individual. The survey was conducted for 207 hypertensive parents who received an out-patient service for 3 weeks from September 15, 2003 to October 3, 2003 after diagnosing as hypertension from 2 general hospitals in Daegu. As the conformance of hypothetic model in this study, there were $x^2$= 155.81, standard $x^2$ ($x^2$/df)=2.32, GFI=0.003, NFI=0.971, CFI=0.982, and RMSEA=0.080. Generally, the hypothetic model and actual data were well coincided. The higher the hypertension knowledge was(t=6.030), the higher the perceived benefit was(t=9.429), the higher the toughness was(t=2.783), and the higher the perceived health state was(t=2.282), the higher the lifestyle was. However, the degree of depression (t=-0.038), family support(t=1.161), and self-esteem(t=0.518) was not affected. The higher the family support was(t=10.476), the higher the self-esteem was(t=7.244), the higher the perceived health state was(t=6.996), the lower the degree of depression was(t=-2.044), and the higher the practice degree of lifestyle was(t=3.315), the higher the quality of life was. However, the toughness(t=1.672) didn't have a significant influence on the quality of life. It was modified to increase the model conformance and gain a conscious model As the result of model revision, for the model conformance, there were $x^2$= 118.43, standard $x^2$=1.69, GFI=0.923, NFI=0.976, CFI=0.982, and RMSEA=0.078. As the revised model showed the better conformance than hypothetic model, it seemed to be more suitable model. In the revised model, the perceived benefit(t=9.440) affected the lifestyle in the revised model. Then, the lifestyle was influenced by hypertension knowledge(t=6.139), toughness (t=2.757), family support(t=2.078), perceived health state(t=1.962) in the order. As a factor which affected the quality of life, there were the family support(t=l0.46l), self-esteem(t=7.368), perceived health state(t=6.989), lifestyle(t=3.316), toughness(t=2.584), and depression(t=-1.968) in the order. It showed the significant effect.

Vidyanusa Mathematic Learning Systems Based on Digital Game by Balanced Design Approach

  • Ramdania, Diena Rauda;Prihatmanto, Ary Setijadi;Kim, Myong Hee;Park, Man-Gon
    • 한국멀티미디어학회논문지
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    • 제19권3호
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    • pp.603-611
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    • 2016
  • Educational games offer an opportunity to engage and inspire students to take an interest in every subject material in school. The "fun" obtain when playing games become a trigger for the use of games in learning. However, there are doubts whether the players actually learn while they are having fun. Vidyanusa is an Online Mathematics Education Game being developed by Crayonpedia Education Ecosystem in Indonesia. The learning goal of Vidyanusa is to engage junior high school students in learning mathematics. In this paper, we design the Vidyanusa game material Functions and Relations by using Balanced Design Approach. This approach has three models in succession; the Content Model outlines the purpose of the game, the Task Model maps out the mission, and the Evidence Model outlines student measurement. This paper will then discusses the quality of games produced in term of Usability factor for effective results and objective. The measurement of the game was carried out based on International Standard ISO/IEC 9126-1 FDIS about Software Quality Product.