Recently, due to the expansion of data communication between objects, research related to data communication technology applied to vehicles is being actively conducted. This study selects a network with Wi-Fi 6, which is advantageous in bandwidth, communication speed, and wireless saturation of a wireless network for mobile terminal data communication, and designs and implements Wi-Fi 6 in a vehicle network. In addition, a continuous variable communication structure is proposed to enable high speed data switching in consideration of the characteristics of mobile communication terminal devics, indicating that connection operation and response speed are improved compared to Wi-Fi standard communication methods, and it can be extended to a system for road networks and autonomous driving by expanding it to various event data communication between vehicles.
Liquefied hydrogen is attracting attention as an energy source of the future due to its hydrogen storage rate and low risk. However, the disadvantage is that the unit price is high due to technical difficulties in production, transportation, and storage. This study was conducted to improve the design accuracy and development period of needle valves, which are important parts with a wide technical application range among liquefied hydrogen equipment. Since the needle valve must discharge an appropriate flow rate of the liquefied fluid, it is important to determine the needle valve design parameters suitable for the target flow rate. Computational Fluid Dynamics and Artificial Neural Network technology used to determine the design variables of fluid flow were applied to improve the setting and analysis time of the parameter. In addition, procedures and methods for applying the design parameter of needle valves to Convolutional Neural Networks were presented. The procedure and appropriate conditions for selecting parameters and functional conditions of the Convolutional Neural Network were presented, and the accuracy of predicting the flow coefficient according to the design parameter was secured 95%. It is judged that this method can be applied to other structures and machines.
Engineering design involves making numerous decisions as the design process. These decisions can be broadly categorized into selection decisions and compromise decisions. The outcomes of these decisions heavily depend on the designer's intentions, highlighting the need to systematically and accurately incorporate the designer's intentions. The Analytic Hierarchy Process (AHP) is a design technique that systematically reflects the designer's intentions by hierarchically analyzing and evaluating ambiguous decision problems. Therefore, in this study, effective optimal structure designs that maximally reflect the designer's intentions were confirmed by introducing AHP (Analytic Hierarchy Process) and Neural Network into the foundational decision-making process of engineering design.
식물사회네트워크란 식물사회를 이해하기 위한 기존의 식물사회학적 방법과 사회과학에서 최근에 주목받고 있는 사회연결 망 분석 방법을 접목하여 식물사회연결망을 시각화하고 분석하는 것을 말한다. 구축 및 분석 과정은 조사구 설정 및 출현 수종 조사, 종간결합분석, 소시오그램 작성, 네트워크 구조 및 중심성 분석 순으로 진행된다. 식물사회네트워크를 구축하기 위해 본 연구는 해안식생과 내륙식생을 동시에 볼 수 있는 부산광역시를 중심으로 다양한 상관우점식생이 포함되도록 708개 조사구를 설치하여 출현 수종을 조사하였다. 조사 결과, 출현한 수종은 모두 195종이었으며, 상록수 42종, 낙엽수 151종, 반상록수 2종으로 나탔으며, 전체 출현수종을 중심으로 종간결합분석을 실시하였다. 종간결합 분석 결과, 친화종수는 사스레피 나무(47종), 마삭줄(46종), 감태나무(44종), 팥배나무(44종), 광나무(41종) 순으로 나타났으며, 이를 바탕으로 gephi 0.9.2. program을 활용하여 소시오그램을 작성하였다. 작성된 소시오그램은 해안에서 주로 출현하는 그룹과 그렇지 않은 그룹으로 나뉘어져 있어 부산광역시 산림식생의 지리적 분포특성을 반영하고 있었다. 네트워크 구조를 분석한 결과, 1,709개의 연결선 (link)이 나타났고, 한 수종과 종간결합을 갖는 종수의 평균은 약 17.5개였다. 밀도는 0.09, 지름은 5, 평균 경로거리는 2.268로 분석되었는데, 사회과학분야의 네트워크 특성과 정밀한 비교 분석을 위해 앞으로 다양한 식물사회네트워크 구축이 진행되어야 할 것으로 판단되었다. 부산광역시 식물사회네트워크에서는 사스레피나무, 감태나무, 광나무, 마삭줄 등이 중심성 이 높은 것으로 나타났다.
Recently, the advancement of information and communication technology(ICT) is expanding the connectivity through Internet of Things(IoT), and the media of connection is also expanding from wire/cable transmission to broadband wireless communication, which has significantly improved mobility. This hyperconnectivity has become a key element of the fourth industrial revolution, whereas the supervisory control network of purification plants in korea is operated as a communication network separated from the outside, thereby lagging in terms of connectivity. This is considered the best way to ensure security, and thus there is hardly any consideration of establishing alternatives to operate an efficient and stable communication network. Moreover, security for management of a commercialized communication network and network management solution may be accompanied by immense costs, making it more difficult to make new attempts. Therefore, to improve the conditions for the current supervisory control network of purification plants, this study developed a industrial security L2 switch that supports modbus TCP(Transmission Control Protocol) communication and encryption function of the transmission section. As a result, the communication security performance improved significantly, and the cost for implementing the network management system using Historical Trend and information of HMI(Human Machine Interface) could be reduced by approximately KRW 200 million. The results of this study may be applied to systems for gas, electricity and social safety nets that are infrastructure communication networks that are similar to purification plants.
A wireless sensor network is emerging technology and intelligent wireless communication paradigm that is dynamically aware of its surrounding environment. It is also able to respond to it in order to achieve reliable and efficient communication. The dynamical cognition capability and environmental adaptability rely on organizing dynamical networks effectively. However, optimally clustering the cognitive wireless sensor networks is an NP-complete problem.
The objective of this paper is to develop an optimal sensor network design for maximizing the performance. This proposed Ranking Artificial Bee Colony (RABC) is developed based on Artificial Bee Colony (ABC) with ranking strategy. The ranking strategy can make the much better solutions by combining the best solutions so far and add these solutions in the solution population when applying ABC. RABC is designed to adapt to topological changes to any network graph in a time. We can minimize the total energy dissipation of sensors to prolong the lifetime of a network to balance the energy consumption of all nodes with robust optimal solution. Simulation results show that the performance of our proposed RABC is better than those of previous methods (LEACH, LEACH-C, and etc.) in wireless sensor networks. Our proposed method is the best for the 100 node-network example when the Sink node is centrally located.
해상에서 사용하고 있는 통신용 안테나는 눈에 띄게 계속 개발되고 있다. 하지만 해상통신용 안테나의 발전속도는 사용자의 요구와 비교했을 때 많이 부족한 것을 느끼고 있다. 그래서 해상에서 도움이 되는 안테나를 개발하고자 하였고 안테나의 소형화, 이득 및 방사패턴을 개선한 고속 통신망 시스템을 효과적으로 사용하기 위해 3 [GHz], 5.72 [GHz] 대역에서 동작하는 UWB/Bluetooth용 안테나를 설계하였다. 대역폭의 개선을 위해 마이크로스트립 패치 안테나를 선택하였고 3D 설계가 가능한 CST Microwave Studio 2014 프로그램을 이용하였다. 프로그램을 통해 각 단계마다 이론적인 근거에 의한 수식을 이용하여 슬롯의 폭, 길이, 전송선로의 폭 등을 계산하여 결과값을 확인하였다. 또한 시뮬레이션을 통해 제작 기준에 적합한 지 확인하는 과정을 거쳤다. 해상에서 근거리 통신을 위한 고속 무선 통신용인 UWB와 해당 기술을 쉽고 편하게 접할 수 있고 각각의 기기와 연결을 통해 근거리의 정보교환을 강조한 Bluetooth를 추가하여 사용자들에게 많이 활용될 수 있을 것이다.
Currently, the commercialization of the 5th Generation (5G) service is becoming more prevalent in domestic communication network technology. This has reduced communication delay time and enabled large-capacity data transmission and video streaming services in real-time. In order to keep pace with these developments, K-water has introduced a smart process control system in water purification plants to monitor the status of the water purification process. However, since wireless networks are based on the public Long Term Evolution (LTE) network, communication delay time remains high, and high-resolution video services are limited. This is because communication networks still have a closed structure due to expense and security issues. Therefore, with 5G in its current form, it is very difficult to accommodate future services without improving the infrastructure of its communication networks. In recognition of these problems, this study implemented the authentication and management function of wireless networks on a wired network management system in the K-water Bansong water purification plant. The results confirmed that wired Local Area Network (LAN) services give a higher security performance than an expensive commercial wireless LAN system. This was achieved by using an Internet Protocol (IP) address management system of wired networks and the packet filtering function of the Layer2 (L2) switch. This study also confirmed that it is possible to create a wireless LAN service that is 3.7 times faster than the existing LTE communication network.
본 논문에서는 안테나의 소형화, 이득 및 방사패턴을 개선한 초고속 통신망 시스템을 효과적으로 사용하기 위해 3.3 [GHz], 5 [GHz] 대역에서 동작하는 WLAN/UWB 통신용 안테나를 설계 및 제작을 하였다. 대역폭의 개선을 위해 마이크로스트립 패치 안테나를 선택하였고 각 단계마다 이론적인 근거에 의한 수식을 이용하여 슬롯의 폭, 길이, 전송선로의 폭 등을 계산하였다. 설계된 안테나의 시뮬레이션 결과 반사손실이 3.3 [GHz]에서 -14.053 [dB]이고 5 [GHz]에서 -13.118 [dB]의 값을 보여주었다. 이득은 3.3 [GHz]에서 2.479 [dBi]의 값과 5[GHz]에서 3.317[dBi]의 수치를 보여주었다. 또한 3D 설계가 가능한 CST Microwave Studio 2014 프로그램을 이용하여 최적화 한 후, 이를 바탕으로 제작한 안테나의 특성을 측정하여 성능을 확인하는 방법으로 연구를 진행하였다. 최근 다양하고 발전이 계속 이루어지고 있는 무선 기술인 WLAN과 해당 기술 이용자의 수요 증가에 따른 기술의 주파수 대역도 역시 증가하고 있는 추세의 통신 기술인 UWB을 초고속 무선 통신 시스템으로 사용하는 데 있어 불편함 없도록 해당 이용자를 위한 원활한 통신이 가능할 것으로 보인다.
Supply chain is usually represented by a network (which is called supply chain network) that contains some nodes. In a supply chain network these nodes are suppliers, plants, distribution centers and customers which are some facilities connected by some arcs to each other. The arcs connect the nodes in the direction of their production flow, meaning that each arc shows a route between the facilities for transporting the products. A multi-stage supply chain network (MSCN) is defined as a sequence of multiple supply chain network stages. This paper addresses a typical supply chain network problem which is based on a two-stage single-product system under uncertain conditions such that both cost and constraint parameters are interval numbers. The combination of these uncertain parameters are considered in this typical problem for the first time. In this case, two different order relations (the order relations UC ≤ and HW ≤ ) for interval numbers are considered. Then, two solution procedures are developed in order relations for the interval two-stage supply chain network design problem. The efficiency of the proposed method is illustrated by a numerical example where it is proved that the relation HW ≤ shows better performance than the relation UC ≤ .
In mobile communication systems, location management deals with the location determination of users in a network. One of the strategies used in location management is to partition the network into location areas. Each location area consists of a group of cells. The goal of location management is to partition the network into a number of location areas such that the total paging cost and handoff (or update) cost is a minimum. Finding the optimal number of location areas and the corresponding configuration of the partitioned network is a difficult combinatorial optimization problem. This cell grouping problem is to find a compromise between the location update and paging operations such that the cost of mobile terminal location tracking is a minimum in location area wireless network. In fact, this is shown to be an NP-complete problem in an earlier study. In this paper, artificial bee colony (ABC) is developed and proposed to obtain the best/optimal group of cells for location area planning for location management system. The performance of the artificial bee colony (ABC) is better than or similar to those of other population-based algorithms with the advantage of employing fewer control parameters. The important control parameter of ABC is only ‘Limit’ which is the number of trials after which a food source is assumed to be abandoned. Simulation results for 16, 36, and 64 cell grouping problems in wireless network show that the performance of our ABC is better than those alternatives such as ant colony optimization (ACO) and particle swarm optimization (PSO).
ACE (ADAPTIVE Communication Environment) is a flexible and portable, allowing high-performance applications in a network game developers will increase further, the error is an open source network that can help easier and faster, while reducing development. Server architecture of the network game, PtoP server architecture, a single server architecture, multi-server architecture, server architecture, symmetric, asymmetric and divided into server architecture. Haebomyeon analyze the framework of ACE OS abstraction layer, Wrapper facade layer, the framework layer, is composed of a network layer. Each layer of the lower layer to re-use the class to abstract more general than their function. This means that any given task with the ACE generally be implemented in various ways according to the development or design requirements. Paper, we try to apply a network game developers ACE through an open source network analysis.
This study has investigated on the obstacles to the production of social network games. It also tried to find their production tools in order to remove existing obstacles, which will guide to design and create new production tools. The new production tool is designed to make it easy for Terrain, UI, and Object tools to be used for essential functions, game linkage, and testing. The detailed explanation about the structure design and functions of the new production tool is also written and added for better understanding. To test its functions, texture of the animation application was printed on top of the production tool. The test result showed stable processing speed. I also made a Farming trial-game to test how easily social network games can be developed. As a result, more stable framework, which could not be made without production tools, was able to be designed and even the time spent on developing it became shortened.
CIS nations are recognized as a emerging market recently because there are abundant natural resources and a lots of investment demand. Furthermore, they are located in the middle of Europe and Asia and that make them have more strategic importance as a logistics hub. So many global companies including domestic ones began to advance into the on-site. and henceforth this tendency will be strong. On the contrary, a research in logistics environment of CIS has rarely been done. This paper provides a way of systematic approach to design logistics network in CIS with real business case and shows the analyzed result of optimization simulation that includes factors have a huge influence on the overall logistics cost.
Open source "Boost Lib" in this paper is to propose a distributed processing architecture of the game server, and the server models the whole vertical extension of the load generated by a specific process, the load on the game server for both the horizontal scale model of a typical distributed system, Dispersing the processing game process, and corresponds to the load.Multi-server architecture is distributed into the game world to the local level. Since the distributed server to process by integrating the entire process of the game server divided area, when only a specific process, the throughput increases a load to cause the load itself is transferred, the entire game server the local server is slow. If the load is generated in the specific process in the multi-server architecture must scale the game server or the game server cluster. However, while the load of a particular server extensions are uneconomic to process less meaningless. Therefore, the conventional method of dispersing uniformly without separate operations for all the processes are dispersed to the more process unit will be more and better ways to game services in general reliable service throughout is possible. for all the processes are dispersed to the more process unit will be more and better ways to game services in general reliable service throughout is possible.
Recently, mobile Social Netwrok Game(SNGs) including characters have emerged in the game market. Basically, it is based on not only the mobile environment and technology but also the form and concept of SNG. Most characters of mobile SNG take characters which have the role of avatar or non-player character. This kind of characters allows own their characteristic to create and design them based on the mobile and SNG system. Therefore, the goal of this paper is to analyze character design with the elements of mobile graphic such as visual, sound, motion and so on. Then we would discuss the features of character design for mobile SNG and comment the limits and consideration for effective design. For this research, the first of all we would discuss the concept and theory of mobile SNG and the design elements for the game characters by the publications, including thesis, articles, and books. Seondly, this paper will be focused on character examples in 20 mobile SNGs which are selected in top selling and analyze them. Finally, we would discuss the characteristics of mobile SNG character and the methods of possibilities and considerations for effective design.
The efficient safety estimation for a business should analyze an accident data by considering every possible and potential factor. Thus, we consider several factors to build the safety estimation model to meet fairness and rationality. This paper present the yearly statistic data of accident from KOSHA analyze the data by industry, scale, year of service of a employee, age and other factors; build the safety estimation model for the business based on the accident report derived the analysis. The estimation model is established by the weights for accident type, degree, scale, industry, year of service, and age of the employee derived from ANP(Analytic Network Process).
Because of advent of social network, not only many applications have been introduced but also many relationships have been made newly and rapidly. That one of the biggest factors of being made many relationships is plurality of social network game. Moreover the researches of EEG based game are increasing along with cheaper EEG (electroencephalogram) devices. Through Brain biofeedback training, peoples can gain concentration degrees and postpone Alzheimer's disease which have been became an object of public concern in aging society. In this paper, we proposed SNS-based game using EEG. Using BCI we can understand the degree of user's concentration and it will be used in SNS-based game. Our EEG-based SNS game will be used to postpone Alzheimer's disease and the thanks of nature of SNS, people can be leveraged to using the game to compete to others.