• Title/Summary/Keyword: 가상 장비

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Analysis of OPNFV Project and its ARNO Release (OPNFV 프로젝트 특징 및 ARNO 배포판 분석)

  • Park, J.G.;Lee, S.M.;Yoon, S.H.;Lee, B.C.
    • Electronics and Telecommunications Trends
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    • v.30 no.4
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    • pp.151-161
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    • 2015
  • 통신장비의 하드웨어와 소프트웨어를 분리함으로써 소프트웨어 중심의 네트워크 인프라를 실현하고, 이를 통해 서비스를 민첩하고 유연하게 제공하는 동시에 비용 절감을 꾀할 수 있는 네트워크 기능 가상화(Network Functions Virtualisation: NFV) 기술에 대한 관심과 기대가 날로 높아지고 있다. 특히 통신장비 수준의 NFV 참조 플랫폼을 개발하려는 공개 소프트웨어 기반의 OPNFV(Open Platform for NFV) 프로젝트의 출범은 이러한 움직임에 촉매가 된 것이 분명하다. 본고에서는 2014년 9월말에 출범한 OPNFV 프로젝트에서 추진되고 있는 개별 프로젝트를 통해 OPNFV 프로젝트의 개발방법과 특징을 정리한다. 또한 OPNFV의 첫 번째 공식 배포판인 ARNO의 구성과 특징을 정리하고, ARNO 후속 배포판의 개발방향을 전망해 본다.

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Implementation of Web-based remote Motion Control System using Local Mobile Network (무선인터넷을 이용한 원격 Motion Control System 구현)

  • Hong Sang-Eun;Lee Tae-Bong
    • Proceedings of the KAIS Fall Conference
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    • 2004.11a
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    • pp.157-159
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    • 2004
  • 오늘날 자동화 산업 부분에서 원격 제어 및 모니터링은 유지 보수가 쉽고 시간적 공간적으로 많은 효율성을 기대할 수 있기 때문에 중요한 부분을 차지하고 있다. 그러나 네트워크 환경이 미처 구비되지 못한 산업 현장에서 전용 장비나 전용 라인을 사용하여 네트워크 환경을 추가로 구축하려 한다면 큰 경제적 부담이 될 수 있다. 하지만 나날이 성능이 향상되고 있는 일반 PC를 사용한다면 상대적인 비용의 절감 효과를 기대 할 수 있다. 본 논문에서는 3축의 Motion Control System을 구성하여 현재 산업 현장에서 주로 쓰이는 Manipulator의 기본적인 환경을 구현하고 LabVIEW를 이용하여 별도의 네트워크 전용 장비 없이 일반 PC에서 무선 인터넷을 통하여 실시간으로 모니터링 및 제어를 할 수 있게 하였고, 나아가 인터넷상에서 원격제어의 가능성을 활용하여 산업체에서의 활용범위를 넓히고, 가상 교육환경의 가능성을 열었다.

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A Secure Control of Home Network on a PDA (PDA를 이용한 홈네트워크의 보안 제어)

  • 김상현;강철범;장희진;김상욱
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10c
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    • pp.436-438
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    • 2002
  • 본 논문에서는 PDA(Personal Digital Assistants)을 이용하여 보안성 있는 흠 네트워크 가전 단말기 제어 시스템을 개발한다. PDA와 같은 이동 단말기가 발달함에 따라 외부 네트워크에서 흠 네트워크에 접속하여 가전 장비들을 제어하는 연구가 매우 중요하다. 그러나 방화벽만으로 홈 네트워크의 장비를 안전하게 제어하기에는 많은 문제점을 지니고 있다. 본 논문에서는 외부네트워크에서 흠 네트워크로의 안전한 접근 및 제어를 위한 가상 사설망(Virtual Private Network)을 흠 네트워크 제어 시스템에 적용하는 방법을 제시한다. 또한 다양한 흠 네트워크 단말기에 적용 할 수 있고 홈 네트워크간의 호환성을 높이기 위해서 OSGi(Open Service Gateway Initiative)프레임워크를 사용한다.

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Client-Centered Mobile Augmented Reality System for Virtual Building Simulation (가상 건축물 시뮬레이션을 위한 클라이언트 중심의 모바일 증강현실 시스템)

  • Kim, Eun-Mi;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.11 no.2
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    • pp.228-236
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    • 2008
  • Recently augmented reality technology has been researched to view the virtual shape of buildings before construction or cultural heritages under recovery. Those researches used special devices or markers that are not applicable in long distanced outdoor environment. Also the server had to compute a lot of transformations for the location changes of virtual objects. This paper proposed a mobile augmented reality system that uses GPS and accelerometer sensors in order to compute the virtual object's locations without using markers. The server determines the position and orientation by comparing the GPS data obtained from the client with the predefined 3D object informations in the server. If the server sends the virtual object informations such as the position, orientation and matching information, then the client matches the virtual object on the screen of mobile camera phone. In addition, the client computes the transformations of location change detected by the accelerometer derived from the user's movement without additional connection to the server.

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Access Control Method for Software on Virtual OS Using the Open Authentication Protocol (개방형 인증 프로토콜을 이용한 가상 운영체제에 설치된 SW 접근통제 방안)

  • Kim, Sun-Joo;Jo, In-June
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.568-574
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    • 2013
  • In recent years, IT companies offer various cloud services using hardware-based technologies or software-based technologies. User can access these cloud services without the constraints of location or devices. The technologies are virtualization, provisioning, and big data processing. However, security incidents are constantly occurring even with these techniques. Thus, many companies build and operate private cloud service to prevent the leak of critical data. If virtual environment are different according to user permission, many system are needed, and user should login several virtual system to execute an program. In this paper, I suggest the access control method for application software on virtual operating system using the Open Authentication protocol in the Cloud system.

An Analysis on the Human Cognition of Weight in the Virtual Environment Including the Force Input (근력을 포함한 가상환경하에서 사용자가 느끼는 무게감에 관한 분석)

  • Kim, Pil-Joo;Nam, Ki-Seon;Sim, Song-Yong;Moon, Gyu;Song, Chang-Geun
    • Science of Emotion and Sensibility
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    • v.5 no.1
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    • pp.1-7
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    • 2002
  • This paper studies on the human cognition of object's weight in virtual environment. We design the force input device which consists of a 3D mouse and a simple spring. It provides users with force feedback. The user can measure the weight of an object by the grasping force to move or lift it up in the virtual environment. Three kinds of experiments are performed. The first one is performed to analyze the relationships between the object's weight and its volume. The second one is to find the relationships between the object's weight and the its texture and finally the third one is to find the relationships between the object's weight and the force used to move an object. We conclude from the analysis of the experiment that object's volume or texture are not the critical factor for user to realize its weight. But the grasping force is critical and meaningful in realizing its weight so that the virtual environment with force cue provides users with more immersive environments. And, also the force input device is effective enough for user to feel the weight of the object.

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Affordable 3D VR Technology for Sensible Design - An Approach to Designing an End-User Oriented Service Space (3D VR 기술을 이용한 서비스 공간의 감성적 디자인)

  • Yoon, So-Yeon;Hwang, Jo-Hye;Park, Jung-A
    • Science of Emotion and Sensibility
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    • v.13 no.1
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    • pp.269-278
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    • 2010
  • Today's Virtual Reality(VR) technology has become considerably more affordable and sophisticated with rapidly advancing computer technology. Photo-realistic visual representations along with real-time interactivity are now achievable without special programing knowledge and expensive equipment. The purpose of this paper is to establish how simple, credible user testing methods based on VR simulations can be utilized to improve design decision making towards more sensible design solutions for end-users. Results of a case study demonstrate the value of potential user-testing feedback in a simulated 3D virtual service space, i.e., restaurant interior. User feedback from the VR simulation includes preferences in table location, privacy, and values of seating preferred tables. A new design framework incorporating an empirical testing method for service spaces is presented. The overall design process, the development of the VE, and the user testing method and findings are discussed. This study provides useful guidances for future efforts in the areas where such technology may benefit to understand end-user feedbacks in design process.

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Study on Influence of VR Visual Cognitive Factors on VR Contents cognition and Presence (VR콘텐츠의 인지에 미치는 시지각 요인이 실재감에 미치는 영향에 관한 연구)

  • Park, Jung-ho;Choi, Eun-young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.985-992
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    • 2018
  • As a result of the recent development and dissemination of HMD equipment, there has been an increase in the development of virtual reality contents. However most of these developments do not take differences of users' cognitive abilities and users' ability to immerse in and connect to these contents into consideration. In this study, we investigated the effects of visual factors of contents by conducting literature reviews, and conducted research on the correlation between visual factors and Virtual reality presence. While color and spatial factors had significant positive effects on content recognition and sense of reality, motion perception factors caused cognitive dissonance, which negatively effects the accurate recognition of contents. We were able to find that accurate recognition of virtual reality contents have a great impact on users' sense of reality.

Generation Method of 3D Human Body Level-of-Detail Model for Virtual Reality Device using Tomographic Image (가상현실 장비를 위한 단층 촬영 영상 기반 3차원 인체 상세단계 모델 생성 기법)

  • Wi, Woochan;Heo, Yeonjin;Lee, Seongjun;Kim, Jion;Shin, Byeong-Seok;Kwon, Koojoo
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.4
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    • pp.40-50
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    • 2019
  • In recent years, it is important to visualize an accurate human body model for the low-end system in the medical imaging field where augmented reality technology and virtual reality technology are used. Decreasing the geometry of a model causes a difference from the original shape and considers the difference as an error. So, the error should be minimized while reducing geometry. In this study, the organ areas of a human body in the tomographic images such as CT or MRI is segmented and 3D geometric model is generated, thereby implementing the reconstruction method of multiple resolution level-of-detail model. In the experiment, a virtual reality platform was constructed to verify the shape of the reconstructed model, targeting the spine area. The 3D human body model and patient information can be verified using the virtual reality platform.

Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality (가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발)

  • Kim, Min-jeong;Kim, Young-june;Oh, Ha-hyun;Lee, Chung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.308-311
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    • 2021
  • This paper describes the development of a functional game for preventing dementia for the elderly based on virtual reality. The game was developed using the Unity 3D engine to create a fishing spot, a virtual reality space. In consideration of the fact that the object of the game is an elderly person relatively unfamiliar with the virtual reality, the number of operation buttons is minimized and the sense of resistance and fatigue are reduced by an intuitive game configuration. In addition, the game was designed to give people a sense of accomplishment with a score system after the game, and to encourage them to participate in the game Overall, the developed game consists of main, interface, stage, score, TTS, tutorials, and ending credit. Each category stage is divided into three stages and realized in one integrated environment, and VRHMD can be used to games that enhance memory, attention, and judgment.

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