• Title/Summary/Keyword: 가상의

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Control Algorithm for Virtual Machine-Level Fairness in Virtualized Cloud Data center (가상화 클라우드 데이터센터에서 가상 머신 간의 균등한 성능 보장을 위한 제어 알고리즘)

  • Kim, Hwantae;Kim, Hwangnam
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.6
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    • pp.512-520
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    • 2013
  • In this paper, the control algorithm which can resolve the unfairness in network performance of the virtual machine arised from the CPU scheduling in cloud datacenter has been proposed. We first describe the evaluation and analysis results of the network unfairness phenomenon of virtual machine through the heterogeneous cloud datacenter testbed and we propose the control algorithm which can guarantee the fairness of the network performance based on the PID control scheme. Through the implementation and evaluation results, we verify the performance of the proposed algorithm.

A Study for Reducing of Cyber Sickness on Virtual Reality (가상현실 사이버멀미 완화에 관한 연구)

  • Song, Eun-Jee;Jung, A-Leum
    • Journal of Digital Contents Society
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    • v.18 no.3
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    • pp.429-434
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    • 2017
  • VR technology has been repidly developing thanks to development of a huge amount of new contents as well as new devices optimized for the virtual environment. Businesses in the IT sector have already started focusing on virtual reality, which might be considered as the center of industry in the future, and concentrated their efforts on development of VR, hardware and technology. Also, development of various VR device would lead to prosperity of media contents based on VR, Still, cyber sickness remain a serious problem waiting for an appropriate solution. In this paper we discuss causes for cyber sickness, analyze the relationship between cyber sickness and reflex eye movement and propose guidelines for the process of producing contents. In addition, we show experiments analyzing the effect of the proposed measures for alleviating cyber sickness.

A Study on the Domestic Program Using Virtual Studio Production (가상스튜디오를 이용한 국내프로그램 활용사례에 관한 연구)

  • Lee, Jun-Sang;Lee, Joo-Shin;Kim, Chee-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.339-342
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    • 2010
  • This thesis is the analysis of programing cases by which each broadcasting station generates visual studio. When the broadcasting stations make programs, they overcome the visual limitation of expression by using visual studio other than the real set. This trend is the progress toward more realistic and delicate image by almost perfect image expression, not just broadcasting production by mere synthesis operation. It suggests the development direction toward visual studio production by analyzing production cases using domestic visual studio.

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A Fast HW/SW Co-emulation Method using Virtual Synchronization Technique (가상 동기화 기법을 이용한 빠른 하드웨어/소프트웨어 통합에뮬레이션)

  • Ahn, Kwang-Soo;Yi, Young-Min;Ha, Soon-Hoi
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.330-334
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    • 2007
  • 내장형 시스템이 점점 복잡해지면서 하드웨어/소프트웨어 통합설계의 중요성은 더욱 부각되고 있다. 이 하드웨어/소프트웨어 통합설계의 핵심 요소는 하드웨어/소프트웨어 통합시뮬레이션이다. 내장형 시스템을 구성하는 여러 컴포넌트들을 통합시뮬레이션 할 때 이종의 여러 시뮬레이터들을 동시에 사용하는 경우가 많은데 이 때 가장 문제가 되는 점은 시뮬레이터 간의 동기화에 따른 성능 저하이다. 이를 개선하기 위해 가상 동기화 기법이 제안된 바 있다. 그러나 가상 동기화 기법도 느린 시뮬레이터의 속도에 종속 될 수밖에 없다. 보통 가장 느린 시뮬레이터는 하드웨어 RTL 시뮬레이터이다. 본 논문은 하드웨어 RTL 시뮬레이터를 FPGA 에뮬레이터로 대체하면서 가상 동기화 기법을 사용한 통합에뮬레이션 환경을 구축해 보았다. 가상 동기화 기법을 적용하는 것은, 가상 동기화 기법의 장점대로 가상 동기화 기법의 통합시뮬레이션 커널과 FPGA 에뮬레이터 사이에 통신을 할 수 있게 해주는 인터페이스 프로그램을 제작하는 것만으로 가능했고 이렇게 구축한 환경에서 H.263 디코더로 실험을 한 결과 약 2.5배의 성능 향상을 얻을 수 있었다.

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The Design of Fault Tolerant PSTR Using Virtualization Techniques on the Embedded System (가상화 기술을 이용한 임베디드 시스템상의 고장감내 PSTR 설계)

  • Yoo, Jinho;Han, Kyujong
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.12
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    • pp.443-448
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    • 2014
  • This paper is a study related to fault tolerant design based on PSTR using virtualization techniques. If the fault tolerant PSTR based on virtualization techniques is implemented the communication performance between primary and shadow will improves and monitoring function is easy to available about activities of primary and shadow. The legacy PSTR model is implemented in its hardware. The primary play a main role and shadow play a switched action when the errors occurrs in the primary. The switched action of shadow make it possible to restart the primary function newly. This paper implements fault tolerant primary-shadow model using virtualization techniques on the embedded environment.

시맨틱 웹 어플리케이션을 위한 제약 언어 SWCL의 응용

  • Jeong, Gyun-Beom;Kim, U-Ju;Lee, Myeong-Jin
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.11a
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    • pp.468-474
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    • 2007
  • 가상기업(virtual enterprise)은 21세기에 고객의 요구가 매우 다양해지고 기술은 점점 더 복잡해지는 상황에서 정보네트워크 기술의 발전을 이용한 새로운 기업간 협력을 통해 극복하려는 경쟁전략의 일환이다. 현재까지의 가상기업에서는 주로 EDI(Electronic Data Interchange)를 이용한 국한된 정보의 교류가 이루어졌다. 그러나 이러한 국한된 정보이외에도 실제 가상조직 내에서는 규칙 또는 제약식 형태의 정보의 교류 또한 필요한 실정이다. 이러한 정보의 교류에 시맨틱 웹 플랫폼을 이용하게 되면 더욱 쉽고 유연한 정보의 전달이 가능하다. 현재 웹 온톨로지 언어인 OWL과 시맨틱 웹 규칙언어인 SWRL을 통해서 사실 및 규칙의 포맷은 갖추어져 있는 상황이지만 제약식의 표현에 있어서는 뚜렷한 포맷이 정해져 있지 않아 가상조직 내에서의 구성원간의 제약조건의 교류에 문제가 있는 상황이다. 본 논문에서는 가상기업조직에 있어서 각각의 구성 기업들간의 제약식 공유가 이루어 질 수 있도록, 시맨틱 웹 표현의 대표적 언어인 OWL 기반으로 하는 제약식 표현언어(Semantic Web Constraint Language)를 응용한다. 또한 실제로 이러한 SWCL이 가상기업 문제에 얼마나 효율적으로 적용될 수 있는지 증명하기 위해 실례를 적용해 보고자 한다.

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Improvement of virtual speaker localization characteristics using grouped HRTF (머리전달함수의 그룹화를 이용한 가상 스피커의 정위감 개선)

  • Seo, Bo-Kug;Cha, Hyung-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.6
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    • pp.671-676
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    • 2006
  • A convolution with HRTF DB and the original sound is generally used to make the method of sound image localization for virtual speaker realization. But it can decline localization by the confusion between up and down or front and back directions due to the non-individual HRTF depending on each listener. In this paper, we study a virtual speaker using a new HRTF, which is grouping the HRTF around the virtual speaker to improve localization between up and down or front and back directions. To effective HRTF grouping, we decide the location and number of HRTF using informal listening test. A performance test result of virtual speaker using the grouped HRTF shows that the proposed method improves the front-back and up-down sound localization characteristics much better than the conventional methods.

Design of Home Furnishing Simulation System using Real Space Information (현실공간 정보를 이용한 셀프 홈퍼니싱 시뮬레이션 시스템 설계)

  • Kim, Donghyun;Kim, Seoksoo;Choi, E-jiung
    • Journal of Convergence for Information Technology
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    • v.9 no.1
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    • pp.151-157
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    • 2019
  • As the interest in home furnishing becomes more focused due to the increase of small-sized households, the need for a virtual simulation system for this purpose is increasing. However, in the case of existing virtual simulation systems, simulation is performed using a virtual object in a virtual space, so accurate simulation results can not be derived. In the case of a simulation using an augmented reality, Thereby causing inconsistency in space. In this paper, we propose a system that performs the home furnishing simulation by modifying and enhancing objects in the process of matching feature coordinates of real space.

iBeacon Sinals Utilizing Techniques for the Moving Object and Collision Detection in VR Environment (VR 환경에서의 객체의 이동 및 충돌 감지를 위한 iBeacon 신호의 활용 기법)

  • Yoon, Chang-Pyo;Hwang, Chi-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.333-334
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    • 2016
  • Recently, with the development of technology for the virtual reality services, the virtual reality technology has been to use various application services. However, because it is difficult to secure a non-Augmented Reality Virtual Reality in this case it has a vision problem that can be fixed in a service only, not removable. In this paper, we propose a technique of application iBeacon signal by applying the technology of the indoor location-based service using a virtual reality system described in iBeacon ensure the mobility in a virtual space, and can detect the collisions with other moving objects.

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A Case Study of Virtual Reality Contents Development Using Experience Device (가상현실 체험형 디바이스를 활용한 콘텐츠 개발 사례)

  • Yoo, Myoung-Eun;Lee, Seok-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.208-210
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    • 2019
  • Creating a virtual reality ecosystem is more important than anything else for virtual reality, which has recently been drawing attention as a sector of the fourth industrial revolution. Virtual reality ecosystem consists of content (C), device (D), platform (P), and network (N). While content is key among these, virtual reality depends on input and output devices, so device utilization is very important. Recently, hands-on devices are being developed for realistic experiences. This study presents examples of contents development using VirZOOM, an experienced device, to reduce immersion and motion sickness of VR contents. We look forward to further promoting the development of virtual reality content in the future through this study.

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