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ACOMS+ 및 학술지 리포지터리 설명회

  • 한국과학기술정보연구원(KISTI) 서울분원 대회의실(별관 3층)
  • 2024년 07월 03일(수) 13:30
 

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김송주(전남대학교) ; 황문수(전남대학교) ; 김영민(전남대학교) pp.1-7
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A new power control algorithm for wireless communication which can be applied to various near distance communications and USN/RFID systems is proposed. This technique has been applied and tested to lithium coin battery operated UHF/microwave transceiver systems to show extremely long communication life time without battery exchange. The power control algorithm is based on the dynamic prediction method of arrival time for incoming packet at the receiver. We obtain 16mA current consumption in the TX module and 20mA current consumption in the RX module. The advantage provided by this method compared to others is that both master transceiver and slave transceiver can be low power consumption system.

김미경(충북대학교) ; 박준호(충북대학교) ; 성동욱(충북대학교) ; 곽동원(충북대학교) ; 유재수(충북대학교) pp.8-13
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For energy-efficiency in Wireless Sensor Networks (WSNs), when a sensor node detects events, the sensing period for collecting the detailed information is likely to be short. The lifetime of WSNs decreases because communication modules are used excessively on a specific sensor node. To solve this problem, the TARP decentralized network packets to neighbor nodes. It considered the average data transmission rate as well as the data distribution. However, since the existing scheme did not consider the energy consumption of a node in WSNs, its network lifetime is reduced. In this paper, we propose an energy awareness congestion control scheme based on genetic algorithms in WSNs. The proposed scheme considers the remaining amount of energy and the transmission rate on a single node in fitness evaluation. Since the proposed scheme performs an efficient congestion control, it extends the network lifetime. In order to show the superiority of the proposed scheme, we compare it with the existing scheme through performance evaluation. It is shown that the proposed scheme enhances the data fairness and improves the network lifetime by about 27% on average over the existing scheme.

Ngoc Anh Nguyen Thi(전남대학교) ; 양형정(전남대학교) ; 김선희(전남대학교) ; 김수형(전남대학교) pp.14-22
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Temporal Sign Language Recognition (TSLR) from hand motion is an active area of gesture recognition research in facilitating efficient communication with deaf people. TSLR systems consist of two stages: a motion sensing step which extracts useful features from signers’ motion and a classification process which classifies these features as a performed sign. This work focuses on two of the research problems, namely unknown time varying signal of sign languages in feature extraction stage and computing complexity and time consumption in classification stage due to a very large sign sequences database. In this paper, we propose a combination of Dynamic Time Warping (DTW) and application of the Single hidden Layer Feedforward Neural networks (SLFNs) trained by Extreme Learning Machine (ELM) to cope the limitations. DTW has several advantages over other approaches in that it can align the length of the time series data to a same prior size, while ELM is a useful technique for classifying these warped features. Our experiment demonstrates the efficiency of the proposed method with the recognition accuracy up to 98.67%. The proposed approach can be generalized to more detailed measurements so as to recognize hand gestures, body motion and facial expression.

이제훈(강원대학교) ; 김상춘(강원대학교) pp.23-28
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In a SoC (system-on-chip) design, a design complexity is a big bottleneck. In order to overcome the design complexity, platform based design method is widely adopted for designers. Most complex SoCs need a heterogeneous design development environment for hardware and software co-design. In this paper, we discuss about some kinds of verification approaches with platform based design methodology at various abstraction levels of SoC design. We separate the verification process to two steps according to the different levels of verification. We employ a flexible SoC design environment to support simultaneous hardware and software development. We demonstrate the verification strategy of a target SoC design, IEEE 802.11a WLAN SoC.

권두영(한독미디어대학원대학교) ; 배기태(한독미디어대학원대학교) pp.29-36
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Gestures have been employed for human computer interaction to build more natural interface in new computational environments. In this paper, we describe our approach to develop a gesture interface using spatial context information. The proposed gesture interface recognizes a system action (e.g. commands) by integrating gesture information with spatial context information within a probabilistic framework. Two ontologies of spatial contexts are introduced based on the spatial information of gestures: gesture volume and gesture target. Prototype applications are developed using a smart environment scenario that a user can interact with digital information embedded to physical objects using gestures.

이용재(동명대학교) pp.37-44
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This research attempts to analyze brand placement in game. Brand placement, being acclaimed as a new beneficiary model in game industry, is raising important mean of advertising. For development of game industry, the interdisciplinary study between game and advertising is indispensible. Therefore, the purpose of this study is to find creative types of brand placement in game for illuminating how advertising works in game contents. The results showed three types of brand placement in game. They are contextual type, prominent type and independent type. Contextual type is one where the brand is present within the game contents without being formally expressed: it plays a passive role. Prominent type is one where the brand is present within the game contents with being formally expressed: it plays an active role. Independent type is one where the brand is present within the game contents with being formally expressed but it is not related with the program: it plays an additional role. The research showed, among these three types, a prominent type is becoming mainstream of brand placement in game. In other words, the prominent type of brand placement is the most effective beneficial alternative in game industry.

안부영(한국과학기술정보연구원) ; 정영진(한국과학기술정보연구원) ; 이명선(한국과학기술정보연구원) ; 정충교(강원대학교) ; 김범철(강원대학교) pp.45-51
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To protect water pollution and scarcity in lake and river, water quality monitoring applications have become important tools to understand the change of aquatic ecosystem. KLEON (Korean Lake Ecological Observatory Network) is designed to manage and share the ecological observations. The various kinds of water quality and phytoplankton observations are collected from the selected observatories such as seven lakes/rivers/wetlands. To deeply understand the collected observations with weather, KLEON also manages the observatory information such as lake, dam, floodgate, and weather. The accumulated observation and analyzed results are used to improve the water quality index of the observatories and encourage the ecologists’ cooperation.

최승복(신라대학교) pp.52-57
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The organizational theory and design in future encourages us to bring a fluid perspective to the problems and challenges face. Organizational structure, strategy, management style, teamwork, organizational change, and even products and services can be vitalized and re-formed through creative images that allow us to act in new ways. Leaders and educators sat all levels must gain comfort in dealing with the insights and implications of diverse perspectives. In a leadership paradigm in action, leaders and educators who have more flexibility and willingness to create a learning organization are successful in improving productivity and student empowerment. The key element to organizational structure and changes for interior design education becomes communications. Finally, we need to recognize that despite its roots in mechanistic thinking, organization is a creative process of imagination. We organize as we imagine, and it is always possible to imagine in new ways.

김학경(경찰대학교) ; 이주락(경기대학교) pp.58-64
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This paper is concerned with simulation exercises used to train key response agencies for crisis situations. While ‘multi-agency’ simulations are increasingly acknowledged as a necessary and significant training tool for emergency response organisations, many current crisis simulations are still focused on the revision of existing response plans only. However, a crisis requires a rapid reaction, yet in contrast to an ‘emergency’, the risks for critical decision makers in crisis situations are difficult to measure, owing to their ill-structure. In other words, a crisis situation is likely to create great uncertainty, unfamiliarity and complexity, and consequently should be managed by adaptive or second order expertise and techniques, rather than routine or structured responses. In this context, the paper attempts to prove that the current practices of simulation exercises might not be good enough for uncertain, unfamiliar, and complex ‘crisis’ situations, in particular, by conducting case studies of two different underground fire crises in Korea (Daegu Subway Fire 2003) and the UK (King’s Cross Fire 1987). Finally, it is suggested that the three abilities: ‘flexibility’, ‘improvisation’ and ‘creativity’ are critical in responding to a crisis situation.

Hyong-koo Kim(Busan Economic Research Institute in Buasn) ; 이영숙(동명대학교) pp.65-72
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This paper aims to propose ways to revitalize the design industry of Busan by way of analyzing the status of the design and its related industries .We also propose the systematic ways to improve the employment and strengthen the global competitiveness of the design industry of Busan. The basic year of this study is 2010, and the goal years are 2011, 20115 and 2020, each of which represents the short-term, mid-term and long-term goal period, respectively. The content of our study includes the status of the design and its related industries and ways to revitalize them. Our study focuses on ways to revitalize the design industry through the particularization of the design industry in Busan and to strengthen the global competitiveness of Busan’s strategic industries. For this, we have read up on the design and its related industries, surveyed the previous research work, and conducted the statistical analysis of design fields for the years of 2006-2008. In order to provide the revitalization plan in a more efficient way, we have also gathered the opinions of the experts through FGI (focus group interview).

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