• Title/Summary/Keyword: 가상의

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Analysis of Performance Interference in a KVM-virtualized Environment in the Aspect of CPU Scheduling (KVM 기반 가상화 환경에서 CPU 스케줄링 관점으로 본 Network I/O 성능간섭 현상 분석)

  • Kang, Donghwa;Lee, Kyungwoon;Park, Hyunchan;Yoo, Chuck
    • KIISE Transactions on Computing Practices
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    • v.22 no.9
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    • pp.473-478
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    • 2016
  • Server virtualization provides abstraction of physical resources to users and thus accomplishes high resource utilization and flexibility. However, the characteristics of server virtualization, such as the limited number of physical resources shared by virtual machines, can cause problems, mainly performance interference. The performance interference is caused by the fact that the CPU scheduler running on the host operating system schedules virtual machines without considering the characteristics of the virtual machine's internal process. To address performance interference, a number of research activities to improve performance interference have been conducted, but do not deal with the fundamental analysis of performance interference. In this paper, in order to analyze the cause of performance interference, we carry out profiling in a variety of scenarios in a virtualized environment based on KVM. As a result, we analyze the phenomenon of the performance interference in terms of CPU scheduling and propose an efficient scheduling solution.

Possibilities and Limitations of Virtual Reality Based Content - Focused on the Theme Park (가상현실 기반 콘텐츠의 가능성과 한계 - 테마파크를 중심으로)

  • Kim, Ki-Jeong;Han, Ho-Seong
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.373-380
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    • 2017
  • Recently, virtual reality contents are being experimented and introduced in various fields such as game, education, medical, exhibition, movie, SNS. However, research on virtual reality is mainly focused on industrial and technological perspectives, so contents-centric or contents-oriented research is on virtual reality is very rare. In order to prepare for the future of virtual reality properly, content-oriented research is very much needed. The purpose of this study is to investigate the types, characteristics, and possibilities of virtual reality contents applied to theme parks. For this purpose, we tried to classify the contents type of virtual reality based theme park. The criteria of type classification are divided into 'fixed type', 'continuous moving type', and 'segmented moving type' according to the player's position movement possibility and movement type, here we combine the senses such as tactile, taste, smell, balance etc.

Web-based Cyber Exhibition Development Model Proposal - Focused on the Case of 'Lewis&Clark' Cyber Exhibition - (웹 기반 가상 전시 구축 모델 제안 - '루이스&클락(Lewis&Clark)' 가상 전시 사례를 중심으로 -)

  • Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.8 no.5
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    • pp.123-133
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    • 2008
  • This dissertation is a web-based cyber exhibition website and a clear difference between the general framework of the development breaks out, the cyber exhibition framework can be a model for the purpose of the proposal. The basic elements that comprise the exhibition model is archives layer, exhibit layer, and experience layer for the three-layer planed. In fact, the model has been applied throughout the analysis of cases with the application of the model presented, while others are considering goal direction also suggests the development of a cyber exhibition. If you take advantage of the cyber model of development brilliant display of the content rather than technology-driven 'material and value+media and CT' to the convergence of content through their own cyber exhibition area can expect to be recognized.

A Subcarrier-based Virtual Multiple Antenna Technique for OFDM Cellular Systems (OFDM 셀룰러 시스템에서 부반송파 기반의 가상 다중안테나 기법)

  • Lee, Kyu-In;Ko, Hyun-Soo;Woo, Kyung-Soo;Ko, Yo-Han;Kim, Yeong-Jun;Ahn, Jae-Young;Cho, Yong-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.981-990
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    • 2006
  • In this paper, we introduce the concept of a subcarrier-based virtual multiple antennas (SV-MIMO) for OFDM cellular systems, where the multiple antenna techniques are performed on a set of subcarriers, not on the actual multiple antennas. The virtual multiple antenna system can support multiple users simultaneously as well as reduce inter-cell interference (ICI) form adjacent cells with a single antenna. Also, this technique is easily extended to multiple antenna environments. The virtual multiple antenna techniques can be divided into a virtual smart antenna technique and a virtual MIMO technique. Especially, this method effectively reduces ICI at cell boundary with frequency reuse factor equal to 1, and can support flexible resource allocation depending on the amount of interference. It is shown by simulation that the proposed method is superior to conventional method under the same condition of data transmission.

Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

Development of a Web Service Generation System Using Virtual Environments (가상공간을 이용한 웹 서비스 생성 시스템 개발)

  • Park Chang-Keun;Lee Myeong Won
    • Journal of Internet Computing and Services
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    • v.4 no.1
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    • pp.27-37
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    • 2003
  • This paper presents the Web service generation system using virtual environments and databases. Main features include that the environments and databases are generated and maintained correspondingly. It means that the virtual environments are changed automatically if the databases are updated, and also that the databases are maintained accordingly as the information about the environments are modified at the scene End users can modify the property of the virtual environments in the scene directly using the VRML edit interface, which visualizes the structures of virtual environments. Each object can be accessed through the VRML editor, its property be modified directly, and the information is updated in the database automatically. Web service pages are maintained accordingly. In addition, we define a texture mapping method based on weighted view interpolation using 2 photo images for a scene. A texture mapping interface Is also provided for end users to generate realistic images themselves.

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Assessment of Physiological Responses for the Phobia in a Virtual Environment

  • Koh, Ik-Soo;Kim, Sun-I.
    • Journal of Biomedical Engineering Research
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    • v.23 no.1
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    • pp.73-79
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    • 2002
  • The goals of this study are twofold: To investigate non-phobics'and Phobics'Physiological response in virtual environments. and to analyze the trend of phobics' Physiology during virtual reality treatment. As a measure of Physiology. heart rate, skin resistance. and skin temperature were acquired. The data of two group subjects were analyzed: twenty-two non-Phobic subjects (M=32.94 years). thirty-six subjects with fear of flying (M=40.12 yearn) who met the DSM-lV criteria for a fear of flying. As a result. skin resistance showed significant differences between non-Photics and phobics. T(56) =2.978, P〈0.01 And the physiological responses of 33 subjects among the Phobics. who succeed to fly without medicine after virtual reality treatment, showed a gradual trend toward the non-Phobics Physiological responses as therapy sessions went on. In this study. Physiological monitoring. skin resistance appeared to be useful both in understanding the Physiological state of Phobic individuals and in evaluating the results of treatment in virtual reality Psychotherapy.

Representation of Physical Phenomena and Spatial Relations in the Virtual Reality (가상현실에서 물리적 현상들과 공간관계들의 표현)

  • Park, Jong-Hee;Kim, Tae-Kyun
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.21-31
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    • 2012
  • The virtual reality consists of a virtual space constructed similar to the reality and agents residing in it. Our virtual space refers to an orderly space that is governed by such physical properties as mass, gravity, friction, and associated rules on top of the usual visual rendering. To construct this virtual world we are to develop virtual agents behaving like humans and the environment surrounding them. In order to improve the existing reactive agents designed to act to their designers' dictation in predetermined space or memory into autonomous agents, we need diverse kinds of knowledge among others related to the spaces for the agents to act in. Our design and implementation focuses on the spatial knowledge among those diverse aspects of knowledge required. The developed knowledge representation scheme is used on a basis for realistic and efficient physical cyber-environment, and as the knowledge structure to simulate the virtual agents' knowledges on spaces.

An Analysis of Domestic and International VR Technology in Phobia Treatment (가상현실 기술을 이용한 공포증 치료의 국내외 동향 분석)

  • Kim, Seul-ki;Suk, Hae-jung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.307-336
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    • 2015
  • Virtual reality technology is one of the important technologies that will affect our life in many ways. This novel technology will draw new paradigm into the medical field due to its advantages in physical safety and environment that are fully controlled. Phobia treatment using VR technology has been implemented and its feasibility has been proved through a number of researches in many institutions. This study has observed the current progress of its technology environment and the trend of research. Also, This study has analyzed the results from domestic and international data. Analysis shows that other countries are ahead of korea in all aspects of the phobia treatment using virtual reality method. Although the authors limited the kinds of journals, the amount of quantity in international researches are two times more than domestics. Also, The researchers in other countries concentrate on the multi-modal studies. To use virtual reality in the phobia treatment, we need to understand the needs of the society members and the government has responsibility to support what the researchers need.

Implementation of A Networked Collaboration Engine for Virtual Architectural Bngineering Application (가상 건축 엔지니어링 응용을 위한 네트워크 공유작업 엔진의 구현)

  • Song, Gyeong-Jun;Go, Dong-Il;Kim, Jong-Seong;Maeng, Seong-Hyeon
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.642-652
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    • 2001
  • Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. The progress of 3D computer graphics enabled collaborative application with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of the Share collaboration engine which is for collaboration applications based on a distributed virtual environment. We introduce Virtual Architectural Engineering 2000 (VAE2000) that is our pilot application implemented with the Share collaboration engine. The Share collaboration engine proposes a new Share network architecture for management of participants, and it provides some synchronization methods for 3D objects in virtual collaboration. VAE2000 is an experimental application that tries to prevent wastes of human, material and time resources in networked virtual collaboration.

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