• Title/Summary/Keyword: 가상하도

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Performance Comparison of Android Dalvik and Java Virtual Machines (안드로이드 달빅과 자바 가상머신의 성능비교)

  • Lee, Jong-Hyuk;Kim, Hyung-Shin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.486-492
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    • 2011
  • In this paper we analyzed performance of Andriod's Davik virtual machine(VM) using standard benchmark and compared the result with the embedded Java virtual machine. We used a well known benchmark suit named SPECJVM for the measurement. For the fair comparison, Sun Java embedded JVM is ported and the same benchmark is ported on it. The Odriod smartphone hardware platform is used as the target hardware. We have added a Just-In-Time compiler to Dalvik, which is not supported in the recent Android release, and measured performance improvement. The experiment result show that Dalvik achieved 15% and Dalvik with JIT shows 63% of the Sun's JVM performance.

Para-virtualized Library for Bare-metal Network Performance in Virtualized Environment (가상화 환경의 고성능 I/O를 위한 반가상화 라이브러리)

  • Lee, Dongwoo;Cho, Youngjoong;Eom, Young Ik
    • Journal of KIISE
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    • v.41 no.9
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    • pp.605-610
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    • 2014
  • Now, virtualization is no more emerging research area, and we can easily find its application in our circumstance. Nevertheless, I/O workloads are reluctant to be applied in virtual environment since they still suffer from unacceptable performance degradation due to virtualization latency. Many previous papers identified that virtual I/O overhead is mainly caused by exits and redundant I/O stack, and proposed several techniques to reduce them. However, they still have some limitations. In this paper, we introduce a novel I/O virtualization framework which improves I/O performance by exploiting multicore architecture. We applied our framework to the virtual network, and it improves TCP throughput up to 169%, and decreases UDP latency up to 38% on the network with the 10Gbps NIC.

A Study on the Issues and Direction of Virtual Advertising Regulation (가상광고 규제의 문제점 및 방향에 관한 연구)

  • Choi, Min-Wook
    • Journal of Digital Convergence
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    • v.12 no.7
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    • pp.103-112
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    • 2014
  • The virtual advertising which emerged in new technology environment and new advertising environment has been executed lately. The right regulation of virtual advertising is very important to the growth of it, because virtual advertising is new form of advertising and it can change program contents easily. In addition, it's time for considering the overall supplementation of virtual advertising regulation, based on the results so far achieved. In this sense, this article examined the regulation of virtual advertising which has been executed since 2010. It first examines the characteristics of advertising in digital media convergence environment and the growth and effect of virtual advertising. Then, research problems were suggested. Based on the research problems, it examines the status of virtual advertising regulation for each country. Then, it analyzes and discusses the major issues related to today's virtual advertising regulation. The article concludes with policy recommendations.

Analysis of Two-Way Communication Virtual Being Technology and Characteristics in the Content Industry (콘텐츠 산업에서 나타난 양방향 소통 가상존재 기술 및 특성 분석)

  • Kim, Jungho;Park, Jin Wan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.507-517
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    • 2020
  • Along with the development of computer graphics, real-time rendering, motion capture, and artificial intelligence technology, virtual being that enables two-way communication has emerged in the content industry. Although the commercialization of technologies and platforms is creating a two-way communication virtual being, there is a lack of analysis of what characteristics this virtual being has and how it can be used in each field. Therefore, through technical background survey and case study for the production of virtual being, the two-way communication virtual being is analyzed on the characteristics necessary for emotional exchange. The characteristics needed for emotional exchange were divided into interaction, individuality, and autonomy, and this characteristic is classified as the focus and how two-way communication virtual being will be used in the content field. This study is expected to provide significant implications for the research of content production and utilization using virtual being as a basic study of virtual being, which analyzes the technical background and characteristics for two-way communication required for virtual being production.

Virtual View-point Depth Image Synthesis System for CGH (CGH를 위한 가상시점 깊이영상 합성 시스템)

  • Kim, Taek-Beom;Ko, Min-Soo;Yoo, Ji-Sang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.7
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    • pp.1477-1486
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    • 2012
  • In this paper, we propose Multi-view CGH Making System using method of generation of virtual view-point depth image. We acquire reliable depth image using TOF depth camera. We extract parameters of reference-view cameras. Once the position of camera of virtual view-point is defined, select optimal reference-view cameras considering position of it and distance between it and virtual view-point camera. Setting a reference-view camera whose position is reverse of primary reference-view camera as sub reference-view, we generate depth image of virtual view-point. And we compensate occlusion boundaries of virtual view-point depth image using depth image of sub reference-view. In this step, remaining hole boundaries are compensated with minimum values of neighborhood. And then, we generate final depth image of virtual view-point. Finally, using result of depth image from these steps, we generate CGH. The experimental results show that the proposed algorithm performs much better than conventional algorithms.

Study on input data for developing virtual fitting model at internet apparel shopping sites and comparison of the results (인터넷 의류 판매 사이트의 가상피팅모델 구축을 위한 입력정보 종류와 결과 비교)

  • 천종숙;최현영
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.1-10
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    • 2002
  • A web based virtual try-on provides customers a more enjoyable shopping experience that visualize clothes on personal mannequin. The researchers compared virtual fitting models which were developed in 2000 at Korea and in 2000 and 2002 at U.S. The results of this study as follows: The information about user's body size was required to input for selection of a virtual fitting model. 7 to 19 different body size, shape, and face features including weight and height were needed for visualizing virtual fitting model. The body type of the U.S virtual fitting model(My virtual model) was selected by front view silhouette for women, and by shoulder width and midriff silhouette for men. The more detailed information was required for developing Korean virtual fitting model. The additional body size information required in the site were leg and arm lengths, waist length, and thigh and ankle circumferences. The body proportion of Korean cyber personal mannequin was longer and narrower than the U.S cyber personal mannequin. It was recommended that standardized body length, width, and depth proportions calculated from national anthropometric data must be applied for developing Korean virtual fitting model. With application of more detailed information on face feature and advanced graphic image technology the 'My virtual model in 2002 resembled the human body shape of various race.

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Implementation of a Low-cost Virtual Reality System Using Smart Phone (스마트폰을 이용한 저가 VR 시스템 구현에 관한 연구)

  • Lim, Eun-Su;Yun, Sung-Yi;Ko, Yong-Suk;Jung, Ha-Young;Choi, Hong-Sub
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1237-1244
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    • 2018
  • Currently the bottleneck in virtual reality's commercialization might be that high cost VR equipment is needed and interesting VR contents are not enough. The purpose of this paper is to solve these problems by implementing low-cost VR system with wireless controller and HMD(Head Mounted Display) using a smart phone and PC. The functions of real HMD are simulated by utilizing the display and embedded sensors of a smart phone. In that situation PC is in charge of processing huge data and is communicated with smart phone. And wireless controller is designed to make VR user's movement to be free. In addition, we made the several VR contents for testing our prototype system directly. Easy access to VR equipment could induce increasing number of users and investment. And it will be a big step toward improving VR technology and its commercialization.

Performance Improvement of Virtualization Sensitive Instruction Emulation by Instruction Decoding at Compile Time (컴파일 시간 명령어 디코딩을 통한 가상화 민감 명령어 에뮬레이션 성능 개선)

  • Shin, Dong-Ha;Yun, Kyung-Un
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.2
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    • pp.1-11
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    • 2012
  • Recently, we have seen several implementations that virtualize the ARM architecture. Since the current ARM architecture is not possible to be virtualized using the traditional technique called "trap-and-emulation", we usually detect all virtualization sensitive instructions during the run-time of a guest kernel and emulate them virtually rather than executing them directly. The emulation for virtualization is usually implemented either by binary translation or interpretation. Our research is about how to improve the performance of emulation for virtualization based on interpretation. The interpretation usually requires a few steps: instruction fetching, instruction decoding and instruction executing. In this paper, we propose a method that decodes all virtualization sensitive instructions during the compilation time of a guest kernel and reduces the time required for interpretation during the run time of the guest kernel. Our method provides both implementation simplicity and performance improvement of emulation for virtualization based on interpretation.

Creation and Retrieval Method of Semantic Annotation Objects in 3D Virtual Worlds (3D 가상공간에서 시멘틱 어노테이션 객체의 생성 및 검색 기법)

  • Kim, Soo-Jin;Yu, Seok-Jong
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.5
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    • pp.11-18
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    • 2008
  • One of important Issues in computer graphics field is to communicate among users in virtual world like secondlife. However, in 3D virtual world, users' needs to wish to build their own contents in 3D virtual space are rising, similarly, users produce own homepage and animation, and leave writing in notice board. In this paper, we tried to achieve this by introducing semantic annotation object concept, which is a kind of annotation method in 3D virtual world. User can retrieve an 3D object by searching corresponding annotation data. This method can build semantic 3D virtual world and enable users to search 3D objects by integrating 3D object and 2D semantic multimedia information. Also, through a comparison experiment with proposal system and general 3D virtual world. the performance of proposed system is evaluated.

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Exploring Learning Effects of Elementary School Students Engaging in the Development of Geological Virtual Field Trips (가상 야외지질답사 모듈 개발에 참여한 초등학생들의 학습 효과 탐색)

  • Choi, Yoon-Sung;Kim, Jong-Uk
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.171-191
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    • 2022
  • The purpose of this study is to explore inductively learning effects of virtual field trips(VFTs) programs developed by elementary school students under the theme of minerals and rocks, focusing on learning in virtual geological components. Ten students attending 'H' elementary school in the metropolitan area voluntarily participated. In order to develop a virtual field trips programs, pre-actual outdoor geological field trips were conducted and virtual field trips programs were developed. In this process, written data of students observing, all video recording and voice recording materials of the course in which students participated, VR development data, and post-interview data were collected. Data were inductively analyzed focusing on four areas(cognitive, psychological, geography, and technical components) of learning in virtual geological field trips. As a result, there were positive learning effects for students in four areas. This study revealed that the study participants were not just participants in virtual learning, but rather developed classes for virtual field trips programs, which had significant results in terms of authentic inquiry.