• Title/Summary/Keyword: 비례적 서비스 차별화

Search Result 7, Processing Time 0.02 seconds

Wireless Packet Scheduling Algorithm for Delay Proportional Internet Differentiated Services (무선 망에서의 지연 비례 인터넷 차별화 서비스 제공을 위한 스케줄링 알고리즘)

  • 유상조;이훈철
    • Journal of the Institute of Electronics Engineers of Korea TC
    • /
    • v.40 no.6
    • /
    • pp.225-236
    • /
    • 2003
  • In this paper, we propose a wireless scheduling algorithm to provide the Internet delay proportional differentiated services in wireless networks. For considering network environments that have burst and location-dependent channel errors, our proposed WDPS(Wireless Delay Proportional Service) scheduling algorithm adaptively serves packets in class queues based on the delivered delay performance for each class. The remarkable characteristics of WDPS scheduler are supporting a fair relative delay service, providing graceful throughput and delay compensation, and avoiding class queue blocking problem. Through simulations, we show that the algorithm achieves the desirable properties to provide delay proportional services in wireless networks.

Relative Service Differentiation with Dynamic Wavelength Allocations and Preemptions in JET based Optical Burst-Switched Networks with Deflection Routing (JET 기반 우회 경로 방식의 광 버스트 스위치 네트워크에서 동적 파장 할당과 선취권 방식에 의한 상대적 서비스 차별화 방안)

  • Paik, Jung-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.16 no.9
    • /
    • pp.1906-1914
    • /
    • 2012
  • In this paper, relative service differentiation in JET based optical burst-switched networks with deflection routing is presented. It differs from conventional schemes in that it tries to make the loss rate of high class bursts as low as possible while maintaining the desired proportional ratio between the high class bursts and low class bursts. Strategies applied to it are dynamic wavelength allocation and the preemption which are combined to deflection routing. With dynamic wavelength allocation, the number of wavelengths allocated to high class bursts are dynamically changed. Preemption which gives more preference to high class bursts is also applied to decrease its loss rate. To lower the loss rate, deflection routing is applied for any kind of traffic. With those strategies, the suggested scheme shows desired properties that the loss rate of high class traffic is as lowered as possible. A queueing model for the scheme is developed to approximate loss ratio and the numerical results show that the proposed scheme provisions relative service differentiation.

Router Algorithms for Improving Fairness in Differentiated Services (인터넷 차별화 서비스를 위한 라우터의 공평성 향상 알고리즘)

  • Nam, Dong-Ho;Choi, Young-Soo;Kim, Byung-Chul;Cho, You-Ze
    • Journal of KIISE:Information Networking
    • /
    • v.29 no.4
    • /
    • pp.358-367
    • /
    • 2002
  • The IETF Differentiated Services (Diffserv) WG focused on Providing service differentiation on the Internet. One problem of the Diffserv Assured Services (AS) architecture is that it cannot guarantee fairness and throughput assurance. In this paper, we propose two schemes for guaranteeing fairness among the various target rates in the AS architecture. One is a variant of RED with IN and OUT (RIO), called the improved RIO (IRIO). The other is a variant of Time Sliding Window (TSW), called the improved TSW (ITSW). To validate the Proposed schemes, their behaviors are then examined under various simulation environments. The simulation results showed that IRIO and ITSW improved fairness and the throughput assurance in the AS architecture.

The Study on Software Tamper Resistance for Securing Game Services (게임 서비스 보호를 위한 소프트웨어 위변조 방지기술 연구)

  • Chang, Hang-Bae;Kang, Jong-Gu;Joe, Tae-Hee
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.8
    • /
    • pp.1120-1127
    • /
    • 2009
  • The commensurate number of the attacks and infringement targeting a vulnerability of the game service has been increasing constantly, due to the dramatic growth and expansion of the impact of the game industry. However, there exist no subsequent researches for the differentiated technology, which is to prevent the reverse function of the game service. Therefore, in this study, we examined the current status of infringement toward online game services which are provided in the market currently and designed the proper technical measures for a manipulation of the game service which is the most vulnerable part. We have encrypted an execution file and decrypted it in real time process. Furthermore, we conducted debugging, disassemble, and prevented a its own memory dump, also concealed the information to overcome the module dependency to preclude a manipulation.

  • PDF

아바타 시스템과 한국의 복식문화 접목을 통한 "디지털 복식 아바타" 개발에 관한 연구

  • 김영삼
    • Proceedings of the Korea Society of Costume Conference
    • /
    • 2003.05a
    • /
    • pp.42-42
    • /
    • 2003
  • 세계적으로 인터넷 이용 인구는 2002년 2월 현재 5억 4천 4백만여명에 이르고 있으며, 우리나라의 인터넷 이용 인구는 2001년 12월말 자료에 의하면 2천4백3십8만여명에 달하는 것으로 보고되고 있다(한국 인터넷정보센터통계보고서, 2002). 또한, 네오위즈는 작년 한 해 아바타 매출 100억원을 돌파, 다모임은 지난해 12월 한달간의 아바타 매출이 3억 6000만원에 달하였으며, 다움(Daum)의 경우 서비스 개시 15일 만에 일일 발생 매출이 1천만원 돌파, 현재 1일 3천500만원의 수익을 올리는 등, 아바타 선두 업체 뿐 아니라 후발 주자들도 큰 수익 창출하고 있다(Economy21- 2002.04.25). 올 한해 아바타 시장규모는 800억원-1000억원으로 예상되고 있으며, 이러한 시장 증대에 따라 기존 캐릭터 업체들이 구축계약 위주에서 서비스 제휴사업으로 아바타모델 제안 및 시장영업이 증대되고 있다. 즉, 아바타 시장은 구축되어 있는 것이 아니라 계속적으로 확대되어 가고 있음. 또한 아바타산업은 인터넷 인프라의 확산과 더불어 아바타의 호응 또한 급격히 상승하고 있으며, 단순히 사이버 세계에서의 분신으로서의 역할에서 벗어나 다양한 부가가치를 구현하는 아바타의 등장으로 아바타의 확산은 계속적인 추세이다. 또한 아바타는 게임, 채팅, 일정관리등 인터넷 전 분야에 걸쳐 Cyber Agent활용도가 확산되고 있으며, 아바타 시장은 초기 일본형 애니메이션 아바타에서 벗어나 아바타와 패션, 아바타와 문화의 접목에 대한 관심이 상승되고 있으며 이로 인한 신규시장이 창출되고 있다 이러한 디지털 시대로의 급격한 발전은 복식문화를 디지털 문화컨텐츠 사업화로의 그 발전방향을 제시하고 있다.2cm 적용하고, 진동두께 계산식은 (B/8-1.5)+2cm를 적용함으로써 진동깊이와 진동두께의 편차가 작아짐으로 인해 소매부위와 진동부위의 맞음새를 향상시켰다. 3) 가슴둘레의 증가에 따라 등길이에 앞길이 치수를 증가시키는 계산식을 설정하여 앞가슴둘레의 맞음새를 향상시켰다. 4) Plus-size여성의 경우 허리부분의 신체적합성을 높이기 위하여 사이드 판넬(side panel)의 재킷원형으로 하였다. 앞 허리와 배 부분의 지방 침착이 크므로 앞 허리둘레 다아트 폭과 앞판 사이드 판넬(side panel) 솔기 다아트 폭을 작게 설정하고, 뒤판 사이드 판넬 솔기 폭을 크게 설정하였다. 5) 어깨끝점 사이길이는 다른 부위의 체지방 침착과 같이 비례적으로 증가하지 않으므로 표준체형에 비해 좁게 설정하였다. 보여주어 우리나라의 선호 질감과는 차이가 있었다. 실제 판매율을 살펴본 결과 주관적 질감 이미지 평가의 선호도와의 비교에서 약간의 차이가 있었는데, 이는 질감 외에 가격이 구매에 영향을 미쳤기 때문으로 분석되었다., 2002; Huun et al, 2001).의 특징이라 할 수 있겠다. 대한 자부심과 국제 사회에서 차별화 할 수 있는 한국 복식 디자인에 독창성과 창조성을 표현하는 중요한 영역임을 인식할 수 있었다.와 보호인자를 재확인할 필요가 있다고 보며 본 연구의 결과는 지역민의 대장직장암 예방을 위한 영양교육 자료로서 활용될 수 있다고 본다. 관여도에 영향을 미치고 있음을 알 수 있었다. 유지되어 쾌적역이 향상된 것으로 사려된다.하였으며, 효율적인 색채 정보로서 활용될 수 있는 패션 색채 팔레트를 제시하였다는데 의의가 있다.′, aesthetic of ′unity in multiplicity′, a

  • PDF

A Research on Consumer Preference for a Forest based Korean Medical Healing Tourism Product (산림기반형 한방치유 관광상품의 선호도에 관한 연구)

  • Kim, Jeong-Min
    • Korean Journal of Environment and Ecology
    • /
    • v.26 no.3
    • /
    • pp.463-471
    • /
    • 2012
  • Objective of this study is to provide basic information for developing more differentiated and targeted forest healing policy and Korean medical healing programs grounded on consumer preference for forest based Korean medical healing tourism products. The internet survey(CAWI) by percentage quota sampling with 400 Seoulite ages over 30 by the age, area, and gender was conducted, and 317 samples were used for a final analysis. 61.5% of the Seoulite associated 'forest bath/walking in the woods/tree' with an image of a forest based Korean medical healing tourism product, and preference for the product and the intention to use were positive at the percentages of 72.9% and 67.5%, respectively. Preferred areas were Seoul/Gyeonggi-do(53.5%) and Gangwon-do(38.8%). 'Stress solving and refreshment', 'taking a forest bath and a walk', and 'maintaining and promoting health' were the main purposes of the use. As for a therapy, 'walking therapy' was most preferred, and 'ergotherapy' was the next. First priority as for a use facility was 'healing trail', and 'professional medical facility' ranked second. Although important decision attributes were ' cost of use', 'food', and 'friendliness of medical staff', all the other sets of attributes related to use convenience, quality of medical service and tourism activities also recorded high, which forecasts higher consumer expectation for the product. As the result showing differences in consumer preference by the demographic segmentation, differentiated and segmented consumer needs should be considered when planing and managing a product. The scope of the study is limited to a demographic segmentation which is a basic stage of understanding consumer preference, therefore more detailed future researches on complicated and multi-dimensional consumer needs are required.

A Study on the Relationship between Camera and Subject for Visualization of Image - A Focus on the Status of Watch a Movie with Small Mobile Device - (영상의 시각화를 위한 카메라와 피사체의 상관관계 연구 - 스마트폰 사용자의 영상 시청 현황을 중심으로 -)

  • Ko, Hyun-Wook
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.5
    • /
    • pp.119-126
    • /
    • 2019
  • Watching movies is common on a big screen like a theater or on a big-screen TV. nowadays, small platform such as mobile devices is increasing rapidly for watch a movie. These changes are deeply related to the advent of Internet-based video streaming services such as OTT. OTT's development has provided in free video viewing system without using the set-top box is free from the limitations of time and space. Leading the market is Netflix[1], which started its business with Internet-based DVD rental service. Netflix, which is growing in tandem with the mobile market, had 193.26[2] million members as of the end of 2018. Other OTT participating companies include content-based Pooq, TVing, platform-based Olleh TV Mobile, Oksusu and LTE video portal. The size of such new growth projects has grown gradually, with 25.4 percent of all smartphone users currently watching video content with small mobile devices. Therefore, de-largeization, it is thought that visual language is needed for viewing small mobile devices that are capable of OTT services. To this end, this paper will identify the problem in viewing popular video content with small mobile devices and Survey and study its impact on viewers using the questionnaire.