• 제목/요약/키워드: user-element

검색결과 689건 처리시간 0.025초

IMT-2000 망에서 AAL-2 구조의 트래픽 제어 및 시스템 성능 (System Performance and Traffic Control for the AAL Type 2 Traffic in IMT-2000 Networks)

  • 유병한;안지환;백장현
    • 산업공학
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    • 제13권2호
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    • pp.178-187
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    • 2000
  • In this paper, we investigate the system performance when the voice traffic is constructed as the ATM Adaptation Layer type 2(AAL-2) and then it is transmitted to the Base Station Controller(BSC) from the Base Station Transceiver Subsystem(BTS) through El link in International Mobile Telecommunication-2000 (IMT-2000) network. For this purpose, we first briefly describe the architecture of the BTS and the BSC, and then model it as a queueing network. By simulation study, we present the required processing time at traffic control blocks and the timeout time which should be set for multiplexing the user packets in the LIU(Line Interface Unit). Further, we evaluate the performance of physical links and the timeout probability that user packets can not be multiplexed within the established timeout time, and the multiplexing gain. Finally, we present the number of voice users who can be simultaneously admitted on one El link and 99.9% value of the transmission delay from the Radio Channel Element(RCE) to the Selector & Transcoder Subsystem(STS).

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LPM을 이용한 X-Y table과 사용자 interface의 개발 (Development of X-Y table with LPM and its user's interface)

  • 김문환;김용주;안종보;이상정
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1995년도 하계학술대회 논문집 A
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    • pp.291-293
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    • 1995
  • LPM(Linear pulse motor) was developed as a prototype. In this paper, the design results of prototype and its dynamic characteristics are shown. The prototype was designed by using permeance analysis and the thrust value was also confirmed by comparing with the analysis results of the finite element method. To verify the performance of LPM. dynamic characteristics were measured. In slewing characteristic of the LPM, the thrust value of prototype LPM is higher than commercial level. A X-Y table was structured as a application of the prototype LPM. A controller and user's interface was also developed. By using this control system, the position error of X-Y table was checked. The repeat position error in linear movement was under than ${\pm}$ 100 micron.

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효율적인 동영상 콘텐츠 제작을 위한 디지털 스토리보드 설계 및 구현 (Design and Implementation of a Digital Storyboard System for Efficient Video Contents Production)

  • 최준호;황명권;김판구
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2008년도 춘계종합학술대회 A
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    • pp.548-551
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    • 2008
  • 최근 다양한 동영상 콘텐츠를 일반 사용자가 직접 제작하는 사례가 늘고 있지만, 전문적인 동영상 편집 시스템을 익히는데 어려움이 따르고, 콘텐츠의 내용보다는 동영상 편집 및 효과에 기능이 치중하는 경우가 많아 사용자가 원하는 내용의 영상들 제작하는 것은 쉽지가 않다. 이에 본 논문에서는 동영상의 각 요소에 적합한 동영상을 이용하여 사용자가 원하는 동영상을 제작할 수 있도록 동영상이 갖는 저차원 데이터와 동영상의 각 객체가 갖는 의미적 속성, 그리고 동영상에 존재하는 스토리를 구조적으로 설계하여 이를 이용하여 동영상을 제작할 수 있는 시스템을 설계하고 구현하였다.

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멀티플랫폼에서 Family UI의 적용에 관한 사례연구 (A study of Family UI on multi-platform)

  • 신현진;정승모;이자영;송현철
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1030-1037
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    • 2009
  • 하나의 브랜드는 다양한 서비스를 각각의 플랫폼에 적용시키기 위한 노력으로 다양한 제품들을 만들어 내고 있다. 그러나 사용자는 이로 인해 파생된 다양한 인터페이스와 네비게이션 방법, 메뉴 구조 등으로 인해 제품의 이용 학습에 불편함을 겪고 있다. 이를 최소화하고 일관성 있는 사용을 위해서 사용 환경 예측성을 높일 수 있는 사용자 인터페이스를 위한 가이드가 필요하다. 즉 이전의 사용 경험을 동일하게 적용하여 새로운 사용 환경을 예측할 수 있는 일관된 정책을 가진 사용자 인터페이스 가이드를 말한다. 이에 본 논문에서는 여러 플랫폼에 적용된 한 기업의 제품군이 일관성을 가지는 사용자 인터페이스 요소를 Family UI라 정의하고 Family UI가 적용된 사례를 분석하여 시사점을 제공하고자 한다.

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Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

운동체계에 의한 건축공간 분석에 관한 연구 -향단과 관가정의 안채$\cdot$사랑채 실내공간분석 - (A Study on the Analysis of Architectural Interior Space through Movement System focused on Hyangdan and Kwankajung)

  • 이금진;최동혁
    • 한국주거학회논문집
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    • 제16권2호
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    • pp.55-65
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    • 2005
  • 'Movement System' is made of the interaction of user and architectural spaces related to each other in order. 'Movement' meant in movement system is possible only in the status of user and architectural space together. Movement created and disappeared by the user is not subordinated to the existing architectural space but becomes the main element of formating movement system. It is required that movement conception applied to architecture should be derived from the essence of movement and this study presents the movement system. To explain the formating process of movement system, A. N. Whitehead's process philosophy theory is at the basis and transformed in architectural aspects. On basis of these theoretical backgrounds, the process of making movement system can be explained. There are unit movement, unit object, and elements for movement process as the basic requirements for movement system, each unit is apprehended by individual operation and the nexus is composed by associative operation of apprehended units. This nexus becomes the object of a new subject and forms multiple nexus. Relation of unit movement and unit object and nexus are apprehended as the continuation and extensive continuum is made. At that time, movement with multiple phases set inbetween systems and extended multiplied. Through above study, movement system is applied to Korean traditional houses.

임베디드 OS에서의 역할기반 접근제어 적용 (Appplication of Role-based access control in Embedded OS)

  • 임재덕;은성경;김기영;김정녀;이철훈
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 심포지엄 논문집 정보 및 제어부문
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    • pp.163-165
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    • 2007
  • Recently, the security requirements of the embedded system which were not considered when the embedded system is independently deployed are being increased because the embedded system is connected to an internet. The connection to the internet of embedded system is the meaning that it is exposed to the various kinds of external attack and can be a victim to these attacks in anytime. Particularly, it is trend that the user-related information is stored into the personal terminals and/or electrical appliances such as PDA, home gateway for home network, settop boxes and so on. So it is needed the security mechanism which protects the user information from the malicious accesses. Accordingly, the coverage of the system security is being expanded from the general server to the embedded system. And it is not enough that the embedded system supports only its inherent functions and it becomes the essential element to provide the security function to the embedded system. This paper applies the RBAC(role-based access control) function to the embedded linux OS and tries to strengthen the security of the embedded linux OS. RBAC is implemented as a loadable kernel module with LSM(Linux Security Module) security framework for user's flexibility.

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적극적인 고객 참여를 위한 사용자 경험으로서 의외성에 관한 연구 (A Study on Positive User Experience Design for Customer to Participate as a Unexpectedness)

  • 이규태;김성훈
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.171-182
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    • 2010
  • The precent, many outdoor advertisements in the media has such experience. Looking at the trend of outdoor advertising media, visual stimuli, causing extreme curiosity, stimulate emotion, expression, such as illogical to consumers using a variety of unexpectedness "surprising expression" attempt to give a strong impression on consumers appears to can. In this study, outdoor advertising media, outdoor advertising is now through the case study to evaluate the characteristics of the media in the unexpectedness, in the process based on components derived extraordinariness configure Tetrad Map and extraordinariness factors of outdoor advertising media Analysis of the key elements to configure the user experience factor that has the purpose of identifying the characteristics extraordinariness. As a result of analysis of outdoor advertising media element to configure the Visual / Installation / Technology / Story of the most important factors acting Visual elements were found to be leveraging. Components, as well as factors was higher than the interest factor involved. So now with the development of outdoor advertising media, the unexpectedness expression appears in the flow, limited to the visual aspect of extraordinariness factors that could be seen being used. Characteristics of outdoor advertising media in the past did not deviate more as consumers look to stimulate the technical attributes of a visual form that could be seen to be extended.

사용자 피드백 기반의 적응적 가중치를 이용한 정지영상 검색 (Image Retrieval using Adaptable Weighting Scheme on Relevance Feedback)

  • 이진수;김현준;윤경로;이희연
    • 방송공학회논문지
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    • 제5권1호
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    • pp.61-67
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    • 2000
  • 사용자 피드백은 일반적으로 사용자가 의도하는 정지영상 검색 조건을 기술하는 데만 주로 사용되어 왔다. 그러나, 본 논문에서는 사용자 피드백을 정지영상의 특징을 기술하는데 사용함으로써 사용자에 의존적이지 않은 정지영상 검색에 적용하였다. 그리고 본 논문에서는 사용자 피드백을 사용하여 각 정지영상마다 고유한 특징을 반영하도록 특징 정보와 관련된 가중치를 전문가에 비중을 두어 학습시킴으로써, 일반적인 검색 성능을 향상시킬 수 있다. 이러한 시스템을 구축하기 위해 본 논문에서는 칼라 기술자와 텍스쳐 기술자를 기반으로 한 전역 특징 정보와 지역 특징 정보, 그리고 각 기술자들간의 가중치와 기술자 내의 요소 가중치로 구성된 정지영상 기술 구조를 제안하고, 또한 잘못된 학습을 방지하기 위해 신뢰도에 기반한 가중치 학습 방법을 소개한다.

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모티프를 이용한 최적설계 통합환경 개발 (Development of Integrated Environment for Optimum Design Using Motif)

  • 임오강;조헌;김영현;이병우
    • 전산구조공학
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    • 제9권3호
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    • pp.97-105
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    • 1996
  • 본 연구에서는 모티프(Motif), ANCI-C, Fortran 언어를 사용하여 그래픽 입출력과 대화식 입력이 가능하며, 최적설계 수행에 필요한 모든 작업을 같이 병행할 수 있는 최적설계 통합환경을 개발하였다. 최적설계 통합환경은 전처리기(preprocessor), 최적설계부, 후처리기(postprocessor)로 구성하였다. 전처리기에서는 유한요소모형의 구성에 필요한 정보를 입력한 후 사용자가 입력한 정보를 즉시 확인할 수 있도록 하였다. 최적설계부에서는 전처리기에서 입력한 유한요소 정보를 바탕으로 최적설계 매개변수를 정의하고, 해를 구하는 과정으로 구성하였다. 후처리기에서는 구조물의 변형, 응력, 목적함수의 변화 등의 해석 결과를 가시화 함으로써 결과에 대한 비교.검토를 용이하게 하였다.

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