• Title/Summary/Keyword: user interface process control

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ICFGO : UI Concealing and Dummy Flow Insertion Method for Inter-Procedural Control Flow Graph Obfuscation (ICFGO : Inter-Procedural Control Flow Graph 난독화를 위한 UI 은닉 및 Dummy Flow 삽입 기법)

  • Shim, Hyunseok;Jung, Souhwan
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.3
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    • pp.493-501
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    • 2020
  • For the obfuscation of Flow Analysis on the Android operating system, the size of the Flow Graph can be large enough to make analysis difficult. To this end, a library in the form of aar was implemented so that it could be inserted into the application in the form of an external library. The library is designed to have up to five child nodes from the entry point in the dummy code, and for each depth has 2n+1 numbers of methods from 100 to 900 for each node, so it consists of a total of 2,500 entry points. In addition, entry points consist of a total of 150 views in XML, each of which is connected via asynchronous interface. Thus, the process of creating a Inter-procedural Control Flow Graph has a maximum of 14,175E+11 additional cases. As a result of applying this to application, the Inter Procedure Control Flow Analysis too generates an average of 10,931 edges and 3,015 nodes with an average graph size increase of 36.64%. In addition, in the APK analyzing process showed that up to average 76.33MB of overhead, but only 0.88MB of execution overhead in the user's ART environment.

The Unified Wireless Control System for the Vibration Control of Bridge (교량의 진동제어를 위한 통합 무선제어 시스템)

  • Heo, Gwang Hee;Kim, Chung Gil;Oh, Ju Won
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.16 no.2
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    • pp.65-74
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    • 2012
  • This paper aimed at the development of a unified wireless control system in order to control various forms of vibration of bridges. This unified wireless control system unified all different systems each of which functioned for difference purpose such as measurement, analysis, judgement, and control of data acquired from the movement of structure. It was designed to control structures with feedback which was returned according to each different situation after analyzing various signals measured about the structure. In this system, every information in each step from measurement to control was wirelessly transmitted to its central system so that a manager was able to effectively monitor the whole process. Just for the case when any system control need to intervene occurred, a graph user interface was designed for better access. In order to evaluate its basic performance, an experiment was carried out to see how signal input and output were done by comparing its results with those of a wired system. On the basis of the experiment, a vibration control experiment was performed on a model of cable-stayed bridge to see if the unified wireless control system worked well in realtime. This was carried out under four conditions, and the graph and quantitative result under each condition were compared each other. All experiments proved that the unified wireless control system functioned as well as the wired one in terms of its basic performance and vibration control.

Preliminary Design of Monitoring and Control Subsystem for GNSS Ground Station (위성항법 지상국 감시제어시스템 예비설계)

  • Jeong, Seong-Kyun;Lee, Jae-Eun;Park, Han-Earl;Lee, Sang-Uk;Kim, Jae-Hoon
    • Journal of Astronomy and Space Sciences
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    • v.25 no.2
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    • pp.227-238
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    • 2008
  • GNSS (Global Navigation Satellite System) Ground Station monitors navigation satellite signal, analyzes navigation result, and uploads correction information to satellite. GNSS Ground Station is considered as a main object for constructing GNSS infra-structure and applied in various fields. ETRI (Electronics and Telecommunications Research Institute) is developing Monitoring and Control subsystem, which is subsystem of GNSS Ground Station. Monitoring and Control subsystem acquires GPS and Galileo satellite signal and provides signal monitoring data to GNSS control center. In this paper, the configurations of GNSS Ground Station and Monitoring and Control subsystem are introduced and the preliminary design of Monitoring and Control subsystem is performed. Monitoring and Control subsystem consists of data acquisition module, data formatting and archiving module, data error correction module, navigation solution determination module, independent quality monitoring module, and system operation and maintenance module. The design process uses UML (Unified Modeling Language) method which is a standard for developing software and consists of use-case modeling, domain design, software structure design, and user interface structure design. The preliminary design of Monitoring and Control subsystem enhances operation capability of GNSS Ground Station and is used as basic material for detail design of Monitoring and Control subsystem.

DESIGN AND IMPLEMENTATION OF HITL SIMULATOR COUPLEING COMMUNICATIONS PAYLOAD AND SOFTWARE SPACECRAFT BUS (통신탑재체와 소프트웨어 위성버스체를 통합한 HITL 시뮬레이터의 설계 및 구현)

  • 김인준;최완식
    • Journal of Astronomy and Space Sciences
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    • v.20 no.4
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    • pp.339-350
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    • 2003
  • Engineering qualification model payload for a communications and broadcasting satellite(CBS) was developed by ETRI from May, 2000 to April, 2003. For. the purpose of functional test and verification of the payload, a real-time hardware-in-the-loop(HITL) CBS simulator(CBSSIM) was also developed. We assumed that the spacecraft platform for the CBSSIM is a geostationary communication satellite using momentum bias three-axis stabilization control technique based on Koreasat. The payload hardware is combined with CBSSIM via Power, Command and Telemetry System(PCTS) of Electrical Ground Support Equipment(EGSE). CBSSIM is connected with PCTS by TCP/IP and the payload is combined with PCTS by MIL-STD-1553B protocol and DC harness. This simulator runs under the PC-based simulation environment with Windows 2000 operating system. The satellite commands from the operators are transferred to the payload or bus subsystem models through the real-time process block in the simulator. Design requirements of the CBSSIM are to operate in real-time and generate telemetry. CBSSIM provides various graphic monitoring interfaces and control functions and supports both pre-launch and after-launch of a communication satellite system. In this paper, the HITL simulator system including CBSSIM, communications payload and PCTS as the medium of interface between CBSSIM and communications payload will be described in aspects of the system architecture, spacecraft models, and simulator operation environment.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

Development of Modeling Support System for Lower Arm in Automobile Suspension Module (자동차 서스펜션 로워암의 모델링 보조시스템 개발)

  • Lee T.H.;Shin S.Y.;Suh C.H.;Kwon T.W.;Han S.H.
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.1
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    • pp.49-56
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    • 2006
  • In this study, the modeling support system was developed which can make easy and fast FE-modeling and verify the results of static and durability analysis for the lower arm, one of the important parts in automobile suspension module. It took into account of the whole complicated design processes verifying the durability coefficients evaluated by fatigue analysis, which should be used to satisfy a design criteria. To guide the FE-modeling the drive page was constructed by using HTML and XML, which was based on expert's know-hows. It is able to integrate the processes to design the lower arm in practice, so that the standardization of its FE-Modeling is achieved, consequently. The 3 dimensional CAD's geometrical data were changed automatically into pre-defined shell elements under the concept of mesh-offset technique, and then welding elements were treated to connect between target and basic surfaces constructed by the shell elements. This system has also a user interface to control boundary and load ing conditions applied in performing of the static and durability analysis, in which many load cases can be applied simply with the MPCs driven by just few mouse clicks. These were implemented on the platform of MSC.Patran and utilized ANSYS, MSC.Nastran and MSC.Fatigue as the solver of the analysis performed. The developed system brings not only significant decreasing of man-hours required in FE-modeling process, but also obtaining of satisfied qualities in analyzed results. It will be integrated in a part of virtual prototyping module of the developing e-engineering framework.

An intelligent eddy current signal evaluation system to automate the non-destructive testing of steam generator tubes in nuclear power plant

  • Kang, Soon-Ju;Ryu, Chan-Ho;Choi, In-Seon;Kim, Young-Ill;Kim, kill-Yoo;Hur, Young-Hwan;Choi, Seong-Soo;Choi, Baeng-Jae;Woo, Hee-Gon
    • 제어로봇시스템학회:학술대회논문집
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    • 1992.10b
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    • pp.74-78
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    • 1992
  • This paper describes an intelligent system to automatic evaluation of eddy current(EC) signal for Inspection of steam generator(SG) tubes in nuclear power plant. Some features of the intelligent system design in the proposed system are : (1) separation of representation scheme ,or event capturing knowledge in EC signal and for structural inspection knowledge in SG tubes inspection; (2) each representation scheme is implemented in different methods, one is syntactic pattern grammar and the other is rule based production. This intelligent system also includes an data base system and an user interface system to support integration of the hybrid knowledge processing methods. The intelligent system based on the proposed concept is useful in simplifying the knowledge elicitation process of the rule based production system, and in increasing the performance in real time signal inspection application.

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Development of an Artificial Neural Network Expert System for Preliminary Design of Tunnel in Rock Masses (암반터널 예비설계를 위한 인공신경회로망 전문가 시스템의 개발)

  • 이철욱;문현구
    • Geotechnical Engineering
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    • v.10 no.3
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    • pp.79-96
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    • 1994
  • A tunnel design expert system entitled NESTED is developed using the artificial neural network. The expert system includes three neural network computer models designed for the stability assessment of underground openings and the estimation of correlation between the RMR and Q systems. The expert system consists of the three models and the computerized rock mass classification programs that could be driven under the same user interface. As the structure of the neural network, a multi -layer neural network which adopts an or ror back-propagation learning algorithm is used. To set up its knowledge base from the prior case histories, an engineering database which can control the incomplete and erroneous information by learning process is developed. A series of experiments comparing the results of the neural network with the actual field observations have demonstrated the inferring capabilities of the neural network to identify the possible failure modes and the support timing. The neural network expert system thus complements the incomplete geological data and provides suitable support recommendations for preliminary design of tunnels in rock masses.

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A Novel Approach for Deriving Test Scenarios and Test Cases from Events

  • Singh, Sandeep K.;Sabharwal, Sangeeta;Gupta, J.P.
    • Journal of Information Processing Systems
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    • v.8 no.2
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    • pp.213-240
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    • 2012
  • Safety critical systems, real time systems, and event-based systems have a complex set of events and their own interdependency, which makes them difficult to test ma Safety critic Safety critical systems, real time systems, and event-based systems have a complex set of events and their own interdependency, which makes them difficult to test manually. In order to cut down on costs, save time, and increase reliability, the model based testing approach is the best solution. Such an approach does not require applications or codes prior to generating test cases, so it leads to the early detection of faults, which helps in reducing the development time. Several model-based testing approaches have used different UML models but very few works have been reported to show the generation of test cases that use events. Test cases that use events are an apt choice for these types of systems. However, these works have considered events that happen at a user interface level in a system while other events that happen in a system are not considered. Such works have limited applications in testing the GUI of a system. In this paper, a novel model-based testing approach is presented using business events, state events, and control events that have been captured directly from requirement specifications. The proposed approach documents events in event templates and then builds an event-flow model and a fault model for a system. Test coverage criterion and an algorithm are designed using these models to generate event sequence based test scenarios and test cases. Unlike other event based approaches, our approach is able to detect the proposed faults in a system. A prototype tool is developed to automate and evaluate the applicability of the entire process. Results have shown that the proposed approach and supportive tool is able to successfully derive test scenarios and test cases from the requirement specifications of safety critical systems, real time systems, and event based systems.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.