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      • KCI등재

        실시간 제약 커널 환경하에서의 이중 실시간 스케쥴링 설계

        인치호 전력전자학회 2001 전력전자학회 논문지 Vol.6 No.4

        This paper proposes a dual real-time scheduling design under real-time constraints kernel environments. In this paper, we have designed both the real-time kernel and the general kernel that have their different properties to satisfy these properties, that is, interrupt latency, scheduling precision, and message passing. In real-time tasks, interrupt processing should be run. In general kernel, non real-time tasks or general tasks are run. Also, when tasks conflict, it executed the mixed priority scheduling that non real-time kernel executed static scheduling and real-time kernel executed dynamic priority transformation scheduling, that is, least-laxity-first/minimization preemption scheduling. We have compared the results of this study for performance of the proposal real-time kernel with both RT Linux 0.5a and QNX 4.23A, that is, of interrupt latency scheduling precision and message passing. 본 논문은 실시간 wpir 커널 환경 하에서의 이중 실시간 스케쥴링을 설계한다. 본 논문에서 제안한 이중 실시간 스케쥴링 설계는 실시간 제약 조건인 인터럽트 지연 시간, 스케줄링의 정확성, 메시지 전달시간을 만족하기 위하여 실시간 커널에서는 실시간 태스크 처리와 인터럽트 처리, 타이밍을 처리하도록 하였고 비 실시간 커널은 일반적인 태스크를 처리하도록 한다. 또한 태스크들의 충돌 시 혼합 우선 순위를 고려한 최적의 스케쥴링을 수행한다. 즉, 비 실시간 커널은 성적 우선 순위 스케쥴링을 수행하고, 실시간 커널은 동적 우선 순위 변형 스케쥴링인 최소 여유시간 우선 기반의 최소 선점을 갖는 스케쥴링 알고리즘을 수행한다. 그리고 기존의 실시간 커널인 RT-Linux 0.5a, QNX 4.23A와 제안한 실시간 커널이 인터럽트 지연, 스케줄링 정확성, 메시지 전달시간 등을 비교 qnstjrgkadmfhTJ 실시간 제약조건을 만족함을 보인다.

      • 산업 디자인 교육의 창의력 증진을 위한 과정 개발에 관한 연구

        인치호,박지연 홍익대학교 산업디자인 연구소 2002 미술디자인 논문집 Vol.- No.7

        Students from most Asian nations including Korea are well known for their visual communication skills rather than their creativity. There could be many different reasons for this kind of rumor, but in case of Korea the main reason would be the cramming system of education in the secondary schools. Another reason would be the university entrance exam system for the design majors. The entrance exams for all the design departments in Korean universities are based on uniform evaluation. This sort of system discourages students from expressing their creativity thus it leaves few choices for universities during portfolio reviews. To overcome this problem Hongik University introduced a course called "Creative Workshop" at the sophomore intermediate level course. Inventive thinking, entertaining and sense of aesthetic are the essential element for a designer. And to develop these skills I introduced a system that utilizes each element into a role-playing type of projects. Students will be able to demonstrate their underlying creativity in a more open environment. The projects are divided into three steps: Step1 -As an inventor's role-playing, each student lists a bug list from their everyday life. Then select a problem from your bug list and use small tools to invent a product based on the problem. Humor must be involved along the problem solving process. Step2 -As an entertainer's role-playing, each student are expected to compete intensively among the teammates. Projects like race for human powered bike made of paper only or rubber band bike race which induces interest and competitiveness at the same time. Step3 -As a Designist's (Designer + Artist) role-playing, each student take a product and disassemble all the component. Then choose one favorite artist and make a 3 dimensional collage like a sculpture using the artist's visual styling. The three steps of role-playings are executed in a design studio environment rather than in a psychodrama situation. Thus increases the student's participation and creativity. Investigating the problems of design education in Korean through these sort of special programs and developing systems that enhance creativity based on the results and the process methods.

      • 기초조형교육의 새로운 방향제시 및 발전단계 분석

        인치호 홍익대학교 산업디자인연구소 1996 미술디자인 논문집 Vol.- No.1

        For an industrial design student who studies 3-D, Fundamental Form Study is undoubtedly important. With today's rapid technological development, Manufacturing Technology advanced beyond imagination and became highly specialized. Product and transportation design industry in consequence, demands a variety of styles and even more accelerated development of design technology. Despite the importance of the Form Study in industrial design(including Craft), development of a more practical and specialized curriculum to fulfill a specific design need became inevitably necessary. In most of the curriculum available in reality, more traditional materials like paper, wood and styrofoam is being used instead of special modeling materials often used for visualization stage in the industry. As consequence, exposure to Form Study tends to be limited and resulted in a somewhat out-of-date education program. Moreover, during design exercise and visualization stage for upper classes, students often find it difficult to apply fundamentals and themselves re-education methods and materials of visualization. It is true that development and wide-spread of personal computers and software like CAD brought improvement of 3-D Visual Communication. This is may be a powerful and helpful tool of 3-D visualization for an industrial design student but can never be the core of Curriculum. If the importance of fundamental form study is ever neglected and Craftsmanship of a designer ever diminishes, one may see a "deformed" industrial designer. The objective of this study is to analyze and to present a method to strengthen fundamental form study for the Product and Transportation Design curriculum which in turn will improve creativity and craftsmanship in the process. For a new method of fundamental form study for Product and Transportation Design, the following must be considerde: 1. Development of various exercise of form study to characterize Product and Transportation Design. 2. Analysis and application of the Material. 3. Active introduction of Model Construction Course. 4. Effective use of the tools and equipment in a model shop. With the above in mind: For freshman curriculum where a single 3-D Form Study course is required, a more professional and specialized course should be developed which blends well-placed Model construction courses. For a curriculum where both the Form Study and the Model Construction courses are offered, 2 courses should be designed effectively to relate to one course to another. Freshman class of industrial design majors in Hong Ik University was the subject of case study. These students were given opportunity to work on Abstract Tactile Form Project using Epoxy Resin, Duplicating Form Project using R.T.V. Silicon and Organic Form Study Project using Urethane Form. Experienced research designers at Innovative Design Lab. of Samsung were chosen as the subject of second case study. They familiarized themselves with Epoxy Resin, Vacuum Forming and Fiber Glass Techniques through the "Dream Egg Project". The above 2 case studies took place during the process of becoming what is more specialized professional design era. Through these exercises, I was able to develop creativity of the subject for the form study and eventually, improve confidence and craftsmanship of the subjects in 3-D Visual Communication Techniques.

      • KCI등재후보

        저 전력 아키텍처를 위한 상위 레벨 데이터 패스 할당 알고리즘

        인치호,Lin, Chi-Ho 한국전기전자학회 2003 전기전자학회논문지 Vol.7 No.2

        본 논문은 상위 레벨 합성에서의 레지스터와 자원 할당 과정의 스위치 동작 최소화를 통한 저 전력 데이터 패스 할당 알고리즘을 제안한다. 제안하는 알고리즘은 스케줄링된 CDFG를 입력으로 할당 과정에서 전력 최소화를 수행한다. 알고리즘은 레지스터 할당과 자원 할당 과정을 나누어 수행한다. 레지스터 할당 알고리즘은 기능 장치내의 불필요한 스위칭 동작을 제거하고 멀티플렉서의 수를 최소화한다. 자원 할당 과정은 스위칭 동작을 최소화할 수 있는 연산자의 순서를 선택한다. 본 논문에서 제안하는 알고리즘과 genesis-lp 상위 레벨 합성시스템을 벤치마크를 이용한 비교 실험결과 평균 15.3%의 전력 감소효과가 있다. In this paper, we propose a minimal power data path allocation algorithm for low power circuit design. The proposed algorithm minimizes switching activity for input variables in scheduled CDFG. Allocations are further divided into the tasks of register allocation and module allocation. The register allocation algorithm execute that it eliminate spurious switching activity in functional unit and minimize the numbers of multiplexer. Also, resource allocation method selects a sequence of operations for a module such that the switching activity is reduced. Therefore, the algorithm executes to minimize the switching activity of input values, sequence of operations and number of multiplexer. Experimental results using benchmarks show that power is reduction effect from 13% to 17% power consumption, when compared with the Genesis-lp high-level synthesis system.

      • 기초 모델링 실습 교재에 관한 연구

        인치호 홍익대학교 산업디자인 연구소 1998 미술디자인 논문집 Vol.- No.3

        This thesis deals with an original approach to develop a textbook of modeling construction. The methods described in the textbook represent not only a quick and easy way to build design models but also a means of developing the design process by "sketching" in three dimensions and, at the same time, checking form and structure. Paper, foam, wood, metals plastic, fabric, rubber, and found objects are the basic materials included in this textbook. The techniques for working with these materials are not classical ones, but have been especially adapted to this way of modeling construction. The excercise will offer the chance to explore various modeling materials and construction processes which allow designers to see design relationships, and solve special relationships very quickly as opposed to models that are useful for resolving final design form or exact details. philosophy of form in nature will be an effective exercise to make designers more adept and productive for this very important phase of design development. In order to encourage the class of modeling construction, the textbook must be develop for domestic use in a systemic manner. The textbook consists of four parts; general information of safety procedures, specific instruction for machine usage, traditional skill for modeling, and special techniques for 3-D visual communication, Safety procedures part gives information about dress code, safety instruction, and even shop etiquette, The second part offers many different specific instruction for how to use each machinery such as a band saw, a drill press, belt sander, etc. The last two parts deal with 3-D visual communication skill . The traditional skill such as painting and surfacing also will be explained in detail. Of course the procedure of special technique will show step by step with photo related with the process. As a learning tool, I hope the textbook will provide additional support to my students. Combined with the lectures, demonstrations, and hands-on classroom experience, students should achieve a working knowledge of shop procedures, use of equipment, tools and safety. Ultimately, my objective is that students develop the ability to execute three dimensional models with excellence caftsmanship and design.

      • 논리 설계 자동화를 위한 상태할당 알고리듬에 관한 연구

        인치호 世明大學校 1994 世明論叢 Vol.3 No.-

        This paper is proposed a new heuristic algorithm using look ahead method for finite state assignment for minimizing the areas of combinatinal logic circuit. The proposed algorithm is aimed at minimizing the areas of combinational circuits implemented in multi-level logic, since recently most of combinational circuits are implemented in the multi-level logic. As the algorithm changes for the algorithm reconstruction minimizes, the assignment part of weight function is constructed independently. In this paper, this algorithm is implemented on the average 10% in circuit better than the conventional algorithms, and is advanced in excution time. The proposed algorithm obtained the result of an efficient RT level logic design for design automation system.

      • KCI등재후보

        Study on the Development of a Fundamental course for Overcoming Blocks to Creativity in Design Education

        인치호,권은경 한국콘텐츠학회 2009 International Journal of Contents Vol.5 No.4

        In the midst of a continued discourse and development concerning design education and its impact on innovation and creativity, I believe that design education still holds the key to enhancing design methodology while increasing creativity by having students take on several creative roles in an interactive and enjoyable studio course. Clearly, there exist impediments that block the creative process in our standard track in design education; however, a course entitled “The Creative Workshop” can overcome such obstacles. Through this course, a student can learn the essential skills of a designer: inventive thinking, a sense of aesthetics, and a spirit of collaboration. In addressing each of the three essential elements, this course has devised role-plays in the way of projects. Simply put, students will be required to demonstrate and, therefore, express their unique creativity that may have otherwise gone muted. Such creative expression can take form in a low stakes, open forum that heralds the invaluable attribute in design such as creative freedom. As a result, the true spirit of creativity is fostered rather than mere aesthetics and styling. Moreover, through role plays, the focus shifts its center from design, allowing each student to explore the uncharted areas of one’s own creativity which may come naturally to some extend while disconcerting to others. It may prove particularly uncomfortable for Korean students whose ideas about education have been directly connected to the strict and regimented school system that stresses adherence to standardization such as the national college entrance exam. This course, therefore, is aimed stretch the scope and scale of students’ creativity as they learn to collaborate on role plays, utilizing diverse skills from various disciplines

      • 유비쿼터스 도시 공간에서의 디지털 스케이프에 관한 연구 : 가로시설물의 디지털 특성요소 추출을 중심으로

        인치호,정득영 弘益大學校 人文科學硏究所 2007 人文科學 Vol.15 No.-

        Along with the development in cutting-edge digital technology, the street space is also being changed. Mobile telecommunication units and internet give a big change in a human being's lifestyle. And the ubiquitous computing is proceeding with expanding its application range from the indoor space to the street space. As the street furniture is the convenient facility that allows a human being's life in street space to be abundant, it is getting advanced. First of all, in terms of such phenomenon. this study analyzed the cases of a research on application of street space and the actual condition of a change in the number of individuals for the street furniture. through a literature research of ubiquitous. Also, it researched into the realities of using the street furniture of the walking-desired streets at Daehac-ro and Hongdae district. where arc two representative places related to digital generation. The next was carried out FGI (Focus Group Interview) with users of the street space in front of Hongik University and managers of the street furniture, and was researched into the use & management behavior, and recognition level on the street furniture. Thus, the key elements were extracted such as interchange of information for cultural activities. autom.uion for iuu-ractiou variabilirv III function. Finally the core elements for future vision of street furniture in this digital era were extracted in 31. namely, Information. Intellectualization. and Integration. This is considered to be applied to the establishment of direction in the process of high-tech digitalization in street furniture related to information hereafter.

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