• Title/Summary/Keyword: 가상의

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A Study of Android Launcher based on Application Virtualization (어플리케이션 가상화를 적용한 안드로이드 런처 연구)

  • Lim, Seung-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.115-120
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    • 2013
  • Recently, Virtualization technology is moving the desktop environment from its place a mobile platform environment, personal and businesses, academia, and lacked security and in a team environment brought about many changes are coming. In this environment, a representative of VMware's MVP solution and Enterporid Divide. But, another issue is that these mobile virtualization technologies in an environment of limited resources and performance constraints, have become its application virtualization technology to improve the weaknesses of the mobile platform. In this paper, proposed for client-based desktop application virtualization infrastructure, bring it to the Android environment, weaknesses of the existing paper was user area limitations of the desktop environment with application virtualization, program execution android application virtualization launcher was improved through increased resource allocation.

Development of One PC-Based the Haptic Interface and Tactile Apparatus System (단일 PC기반의 역감 및 촉감 제시 시스템 개발)

  • 김동옥;류재민;김영동
    • Journal of the Korea Computer Industry Society
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    • v.5 no.2
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    • pp.217-226
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    • 2004
  • This paper proposes the electric stimulus tactile apparatus system(TESTAS) loaded on the haptic interface using ultrasonic motors (USMs) To touch the virtual object like wall in graphic, the 6 DOF haptic interface provides force feedback to users as if it is real. But the case of sharp virtual object like a puncture, it could not provided the sense of pain, but only the reaction-force. After the TESTAS had been loaded on this haptic interface, it could provide not only the force but also the pain to users. In this way, when users take the haptic and tactile informations at the same time, they easily have a correct understanding of virtual object.

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Pattern Matching Optimizer for Virtual Machine Codes (가상 기계 코드를 위한 패턴 매칭 최적화기)

  • Yi Chang-Hwan;Oh Se-Man
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1247-1256
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    • 2006
  • VM(Virtual Machine) can be considered as a software processor which interprets the abstract machine code. Also, it is considered as a conceptional computer that consists of logical system configuration. But, the execution speed of VM system is much slower than that of a real processor system. So, it is very important to optimize the code for virtual machine to enhance the execution time. In this paper, we designed and implemented the optimizer for the virtual(or abstract) machine code(VMC) which is actually SIL(Standard Intermediate Language) that is an intermediate code of EVM(Embedded Virtual Machine). The optimizer uses the pattern matching optimization techniques reflecting the characteristics of the VMC as well as adopting the existing optimization methodology. Also, we tried a benchmark test for the VMC optimizer and obtained reasonable results.

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A Study on the Application of Virtualization for Optimization Services (최적화 서비스를 위한 가상화 기술 적용 방안에 관한 연구)

  • Na, Won-Shik;Lee, Jae-Ha
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.313-318
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    • 2011
  • Virtualization has recently come under the spotlight as an important emerging technology. The technology was initially focused on services rather than the effective use of the system when it was developed in the 1960s. Now, following with technological advancement, virtualization is used on servers based on x86. The biggest merit by far of this technology is economic. Virtualization enables server integration, which can cut operating expenses (including personnel expenses) since it costs less to purchase, power and maintain multiple servers if they are integrated by the virtualization technology. This study examines the trend of virtualization technology and suggests a roadmap for future server integration.

Efficient Virtual Network Mapping Method (효율적인 가상 네트워크 대응 방안)

  • Woo, Miae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1793-1800
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    • 2016
  • Network virtualization is considered as an enabling technology to accomodate recently introduced new services such as cloud services and data center networks on top of the existing network environment. In this paper, an efficient virtual network mapping method is proposed which takes account of the location and resource requirements of virtual nodes and the bandwidth requirements of virtual links. The proposed method sets bandwidth as the priority metric for network mapping, and searches for a set of substrate nodes and paths that houses the virtual nodes and virtual links. Through the simulation experiments, it is verified that the proposed method provides better cost to revenue ratio and fast experiment time without degrading success rate of virtual network mapping.

Design and Implementation of a Device Virtualization Framework to control Virtual Desktop (가상데스크탑 제어를 위한 디바이스 가상화 프레임워크의 설계 및 구현)

  • Kang, Sang-Woo;Park, Se-Jin;Park, Chan-Ik
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.6
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    • pp.702-706
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    • 2010
  • In this paper, we propose a framework to change local devices to networked devices by using web browser. Network devices will be used in the virtual desktop. Management software maintains a pool of devices to manage network devices. Whenever user's request is occured, virtual desktop s/w which manages desktop's I/O access device pool. Then virtual desktop s/w selects proper device and forwards I/O to desktop. In this paper, we choose RIA solution for install-free environment. Consequently, user easily enrolls and revokes their devices. User easily commands virtual desktop s/w. In the second half of this paper, we explain usage scenario and evaluate our framework to show efficiency and flexibility of the framework.

Implementation of policy-based Virtual LAN over ATM-LAN Switched network using SDL (SDL을 이용한 ATM-LAN 스위치 망에서의 정책 기반 가상랜 구현)

  • Kim, Hee-Jung;Seo, Ju-Yeon;Chae, Ki-Joon;Lee, Mee-Jung;Kang, Hun;Choi, Kil-Young;Kim, Sung-Hei
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.387-389
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    • 1999
  • 사용자의 물리적 위치에 상관없이 워크그룹을 구성할 수 있어 논리적인 브로드캐스트 도메인 서비스를 제공하는 가상랜을 멀티미디어 트래픽 지원이 가능한 ATM-LAN 스위치 망에서 구현하기 위한 방법으로는 ATM Forum의 LAN Emulation을 이용할 수 있다. 그러나, 기존의 LANE에서는 구성단계동안 LECS가 ATM 망에서의 가상랜인 ELAN을 할당하는 방법이 구체적으로 정의되어 있지 않아, 가상랜 사용자들의 초기 설정, 진행 중인 사용자의 위치이동이나 변경 등을 원활하게 해 주는 본래의 가상랜의 장점을 충분히 지원하지 못하고 있다. 본 논문에서는 가상랜을 설정하고 관리하기 위한 정책을 도출하고, 도출된 정책을 기반으로 하여 가상랜 구성을 동적으로 처리할 수 있는 기능을 LECS에 추가하여 통신 시스템 개발용 명세 언어인 SDL을 이용하여 구현하였다.

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The efficacy of biofeedback in reducing cybersickness in virtual navigation (생체신호 피드백을 적용한 가상주행 환경에서 사이버 멀미 감소 효과)

  • 김영윤;정찬용;김은남;윤정민;서동오;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.90-94
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    • 2002
  • 이전연구에서 가상현실에 몰입하는 동안 넓은 시야 (Field of view: 150$^{\circ}$)와 빠른 운행속도 (70 km/sec)가 사이버멀미를 심화시킨다는 결과를 얻었다: 피험자의 90%가 좁은 시야 (50$^{\circ}$)와 느린 운행속도 (30 km/sec)에서 사이버멀미 증상이 적었다. 본 실험에서는 피험자가 생리적인 동요를 경험할 때마다 바이오피드백 방법을 사용해서 사이버멀미 감소 가상환경 (cybersickness alleviating virtual environment, CAVE)을 제시한 후, 그 효과를 관찰하였다. 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임, 뇌전위의 변수들을 입력으로 하는 인공신경망으로 구성된 실시간 멀미 탐지 시스템과 CAVE-제시 피드백 시스템을 구축하였다. 이 시스템은 생리적 측정치들이 사이버멀미의 출현을 신호할 때마다 피드백 출력으로 좁은 화면과 감소된 운행속도를 일시적으로 제공했다. 36명의 피험자를 대상으로 SSQ (simulator sickness questionnaires)와 자기보고를 이용하여 사이버멀미의 빈도와 심각도를 조사하였다. 모든 피험자는 한달 간격으로 CAVE 조건과 non-CAVE 조건에서 두 번 가상현실을 경험하였다. 사이버멀미의 빈도와 심각도는 non-CAVE 조건보다 CAVE 조건에서 유의미하게 감소하였다. 즉, 전기생리학적 특징들에 기반한 인공신경망에 의해 제공된 좁은 시야와 느린 운행의 가상환경은 사이버멀미 증상들을 의미있게 감소시켰다. 이러한 결과들은 생체신호 피드백 시스템을 이용하여 인간 친화적 가상환경을 구축할 수 있는 가능성을 보인 것이다.

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An Exploratory Study Examining Users' Psychological Responses to Screen Speed in Virtual Reality Exergame (가상현실 운동게임의 화면 속도에 따른 사용자 반응)

  • Shin, Mincheol;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.41-52
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    • 2020
  • This study aimed to address whether the varying degree of screen speed in the context of a Virtual reality exergame will interact with users' intrinsic motivation in influencing user perceptions. Results from our experiment (N = 40), showed that screen speed and intrinsic motivation have significantly interacted in influencing players' feeling of flow, attitude, and intention to replay the game (i.e., the 7km/h and 9km/h speeds have induced more favorable user perceptions than the 5km/h speed). Further implications of the findings are discussed.

A Comparative Study of Virtual Reality Content Creation Education by Learner (학습자에 따른 가상현실 콘텐츠 제작 교육의 비교 연구)

  • Nam, Choong Mo;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.585-592
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    • 2018
  • As the software education which utilizes the virtual reality in the education field becomes more interested in the teachers and the students, researches are being conducted for the education of virtual reality contents production. The purpose of this study is to analyze the curriculum, outcomes, and evaluation results of virtual reality contents production for educational students, elementary school students, and middle school students. As a result of analysis on each group, there was no difference in adaptability to specific tools, differences in ability of object production in production, and self-confidence and interest in production and utilization of virtual reality in learning attitude.