• Title/Summary/Keyword: 스트림 컴퓨팅

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XML Fragmentation for Resource-Efficient Query Processing over XML Fragment Stream (자원 효율적인 XML 조각 스트림 질의 처리를 위한 XML 분할)

  • Kim, Jin;Kang, Hyun-Chul
    • The KIPS Transactions:PartD
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    • v.16D no.1
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    • pp.27-42
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    • 2009
  • In realizing ubiquitous computing, techniques of efficiently using the limited resource at client such as mobile devices are required. With a mobile device with limited amount of memory, the techniques of XML stream query processing should be employed to process queries over a large volume of XML data. Recently, several techniques were proposed which fragment XML documents into XML fragments and stream them for query processing at client. During query processing, there could be great difference in resource usage (query processing time and memory usage) depending on how the source XML documents are fragmented. As such, an efficient fragmentation technique is needed. In this paper, we propose an XML fragmentation technique whereby resource efficiency in query processing at client could be enhanced. For this, we first present a cost model of query processing over XML fragment stream. Then, we propose an algorithm for resource-efficient XML fragmentation. Through implementation and experiments, we showed that our fragmentation technique outperformed previous techniques both in processing time and memory usage. The contribution of this paper is to have made the techniques of query processing over XML fragment stream more feasible for practical use.

MXF Structure Supporting UHD Video for Contents Production in Cloud Computing Environments (클라우드 컴퓨팅환경에서 UHD 콘텐츠 제작을 위한 MXF 연구)

  • Go, Kyung-Hee;Cho, Suk-Hee;Choi, Jin-Soo;Chang, Il-Sick;Jang, Ho-Eun;Kim, A-Ra;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.11a
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    • pp.204-205
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    • 2013
  • 본 논문은 클라우드 컴퓨팅환경에서 향후 TLS 기반 제작 및 편집의 중요성에 주목하여 UHD 콘텐츠 편집을 지원하는 MXF 구조에 관하여 논하였다. 기술의 발전으로 인해 화면의 해상도가 최소 4K UHD로 높아짐으로써 초고해상도 콘텐츠를 편집하기 위한 기술들이 필요하다. 이를 위해 대용량의 비디오 데이터를 높은 압축률로 부호화할 수 있는 기술이 지원되어야 한다. 본 논문에선 초고해상도로 인한 대용량의 UHD 비디오 제작을 위한 비트스트림을 지원하는 MXF의 에센스 콘테이너를 제안한다.

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Ubiquitous Data Mining Using Hybrid Support Vector Machine (변형된 Support Vector Machine을 이용한 유비쿼터스 데이터 마이닝)

  • Jun Sung-Hae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.3
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    • pp.312-317
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    • 2005
  • Ubiquitous computing has had an effect to politics, economics, society, culture, education and so forth. For effective management of huge Ubiquitous networks environment, various computers which are connected to networks has to decide automatic optimum with intelligence. Currently in many areas, data mining has been used effectively to construct intelligent systems. We proposed a hybrid support vector machine for Ubiquitous data mining which realized intelligent Ubiquitous computing environment. Many data were collected by sensor networks in Ubiquitous computing environment. There are many noises in these data. The aim of proposed method was to eliminate noises from stream data according to sensor networks. In experiment, we verified the performance of our proposed method by simulation data for Ubiquitous sensor networks.

Optimizing Skyline Query Processing Algorithms on CUDA Framework (CUDA 프레임워크 상에서 스카이라인 질의처리 알고리즘 최적화)

  • Min, Jun;Han, Hwan-Soo;Lee, Sang-Won
    • Journal of KIISE:Databases
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    • v.37 no.5
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    • pp.275-284
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    • 2010
  • GPUs are stream processors based on multi-cores, which can process large data with a high speed and a large memory bandwidth. Furthermore, GPUs are less expensive than multi-core CPUs. Recently, usage of GPUs in general purpose computing has been wide spread. The CUDA architecture from Nvidia is one of efforts to help developers use GPUs in their application domains. In this paper, we propose techniques to parallelize a skyline algorithm which uses a simple nested loop structure. In order to employ the CUDA programming model, we apply our optimization techniques to make our skyline algorithm fit into the performance restrictions of the CUDA architecture. According to our experimental results, we improve the original skyline algorithm by 80% with our optimization techniques.

Communication Service Architecture for CORBA -Based Multimedia Multicast Application (CORBA 기반의 멀티미디어 멀티캐스트 애플리케이션을 위한 통신 서비스 아키텍쳐)

  • Ma, Yeong-Sik;Gang, U-Sik;An, Sun-Sin
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.6
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    • pp.771-781
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    • 1999
  • 오늘날의 컴퓨팅 환경은 통신 네트워크의 복잡성과 다양한 멀티미디어 서비스 처리를 위해 객체지향 기술을 분산 시스템에 도입하고 통신망을 소프트웨어 계층적 모델로 구조화한 개방형 정보 통신망 구조 연구가 활발히 진행되고 있다. 본 논문은 분산환경에서 멀티미디어 스트림 데이타를 전송하기 위한 아키텍쳐에 관한 모델의 설계 및 구현에 관한 것으로 분산 환경에서 멀티미디어 스트림 데이타를 효율적으로 전송할 수 있는 구조를 제시하고 있다. 설계한 구조는 Point-to-Point와 멀티캐스트를 지원하며 컴퓨터 통신망에서 멀티캐스트 연결을 효율적으로 관리하고 추후 기능 확장 및 기능 변경이 용이하도록 모듈화하고 유연성을 가지는 연결 관리 구조를 설계하고 구현하였다. 신호기능은 CORBA(Common Object Request Broker Architecture)의 ORB를 이용하여 실현하였으며, 데이타 전송 기능은 TCP/IP연결을 이용하였다. 이렇게 신호처리 부분과 데이타 전송 부분을 독립적으로 만들어서 하부망 기술에 독립적인 연결 관리 구조를 채택하고 있으므로 향후 다른 환경에서도 신호처리 부분을 그대로 적용할 수 있다. 분산 객체 개념을 적용하여 연결 관리 기능을 분산 객체화 하였으며 각 분산 객체간 인터페이스를 OMG(Object Management Group) IDL(Interface Definition Language)로 정의함으로써 유연성을 갖도록 하였다.AbstractThis paper proposes communication service architecture to support dynamic communication configuration and multiple connection management which are required to handle a variety of multimedia multicast application. Our communication service architecture was designed to fulfil the objectives as the following:- To build a common networking system for various multimedia multicast services- To build a platform for rapid service development and provisioning- To provide service networking independent on transport network technologiesWe implemented communication service architecture based on Common Object Request Broker Architecture (CORBA) for multimedia multicast applications. Our communication service architecture is distributed and object-oriented for extensibility and easy modification. The interfaces between the distributed objects are specified in (Object Management Group) OMGs Interface Definition Language.

Real Time Distributed Parallel Processing to Visualize Noise Map with Big Sensor Data and GIS Data for Smart Cities (스마트시티의 빅 센서 데이터와 빅 GIS 데이터를 융합하여 실시간 온라인 소음지도로 시각화하기 위한 분산병렬처리 방법론)

  • Park, Jong-Won;Sim, Ye-Chan;Jung, Hae-Sun;Lee, Yong-Woo
    • Journal of Internet Computing and Services
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    • v.19 no.4
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    • pp.1-6
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    • 2018
  • In smart cities, data from various kinds of sensors are collected and processed to provide smart services to the citizens. Noise information services with noise maps using the collected sensor data from various kinds of ubiquitous sensor networks is one of them. This paper presents a research result which generates three dimensional (3D) noise maps in real-time for smart cities. To make a noise map, we have to converge many informal data which include big image data of geographical Information and massive sensor data. Making such a 3D noise map in real-time requires the processing of the stream data from the ubiquitous sensor networks in real-time and the convergence operation in real-time. They are very challenging works. We developed our own methodology for real-time distributed and parallel processing for it and present it in this paper. Further, we developed our own real-time 3D noise map generation system, with the methodology. The system uses open source softwares for it. Here in this paper, we do introduce one of our systems which uses Apache Storm. We did performance evaluation using the developed system. Cloud computing was used for the performance evaluation experiments. It was confirmed that our system was working properly with good performance and the system can produce the 3D noise maps in real-time. The performance evaluation results are given in this paper, as well.

The Construction of QoS Integration Platform for Real-time Negotiation and Adaptation Stream Service in Distributed Object Computing Environments (분산 객체 컴퓨팅 환경에서 실시간 협약 및 적응 스트림 서비스를 위한 QoS 통합 플랫폼의 구축)

  • Jun, Byung-Taek;Kim, Myung-Hee;Joo, Su-Chong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3651-3667
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    • 2000
  • Recently, in the distributed multimedia environments based on internet, as radical growing technologies, the most of researchers focus on both streaming technology and distributed object thchnology, Specially, the studies which are tried to integrate the streaming services on the distributed object technology have been progressing. These technologies are applied to various stream service mamgements and protocols. However, the stream service management mexlels which are being proposed by the existing researches are insufficient for suporting the QoS of stream services. Besides, the existing models have the problems that cannot support the extensibility and the reusability, when the QoS-reiatedfunctions are being developed as a sub-module which is suited on the specific-purpose application services. For solving these problems, in this paper. we suggested a QoS Integrated platform which can extend and reuse using the distributed object technologies, and guarantee the QoS of the stream services. A structure of platform we suggested consists of three components such as User Control Module(UCM), QoS Management Module(QoSM) and Stream Object. Stream Object has Send/Receive operations for transmitting the RTP packets over TCP/IP. User Control ModuleI(UCM) controls Stream Objects via the COREA service objects. QoS Management Modulel(QoSM) has the functions which maintain the QoS of stream service between the UCMs in client and server. As QoS control methexlologies, procedures of resource monitoring, negotiation, and resource adaptation are executed via the interactions among these comiXments mentioned above. For constmcting this QoS integrated platform, we first implemented the modules mentioned above independently, and then, used IDL for defining interfaces among these mexlules so that can support platform independence, interoperability and portability base on COREA. This platform is constructed using OrbixWeb 3.1c following CORBA specification on Solaris 2.5/2.7, Java language, Java, Java Media Framework API 2.0, Mini-SQL1.0.16 and multimedia equipments. As results for verifying this platform functionally, we showed executing results of each module we mentioned above, and a numerical data obtained from QoS control procedures on client and server's GUI, while stream service is executing on our platform.

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Design and Implementation of a CORBA -based Streaming Group Communication System (CORBA 기반의 스트림 그룹통신 시스템의 설계 및 구현)

  • 김범수;박영은;마영식;김상경;안순신
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.394-396
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    • 1998
  • 네트워크의 전송속도가 빨라지고 컴퓨터의 속도가 지속적으로 상승하고 있는 현재의 네트워크 컴퓨팅 환경에서는 점차 대용량의 데이터를 필요로 하는 멀티미디어 데이터의 전송이 가능해지고 있다. CORBA를 기반으로 하는 분산 처리 기법이 많은 발전이 있어 왔고 그룹통신에 대한 연구도 많이 진행되고 있지만 아직은 각각 분리되어 연구되고 있고 네트워크에 분산되어 있고 연속적인 멀티미디어 자원을 대상으로 하는 그룹통신에 관련된 연구는 많이 진행되지 않고 있다. 본 논문에서는 분산 미들웨어인 CORBA를 기반으로 분산되어 있고 연속적인 멀티미디어 데이터를 전송하는 그룹통신 시스템과, 분산자원 그 연결을 관리자를 제시한다.

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Design and Implementation of a CORBA-based Video Conferencing System (CORBA 기반 화상회의 시스템의 설계 및 구현)

  • 김만수;정목동
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.351-357
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    • 2001
  • 분산 컴퓨팅 기술의 발전과 네트워크의 고성능화는 대용량의 멀티미디어 데이터를 송.수신하여 처리할 수 있게 되었다. 그러나 실시간 및 이기종간의 데이터 전송에는 네트워크 전송지연과 프로그램 구현의 어려움 등과 같이 극복해야 하는 문제점들이 많이 있다. 이 문제들을 해결하기 위하여 본 논문에서는 객체지향형 분산처리 환경 하에서 OMG가 제시한 멀티미디어 서비스 설계를 확장하는 방안을 제시한다. 이를 위해서 CORBA와 JMF lava Media API 기반으로 Smart Explorer라고 불리는 효율적인 실시간 오디오/비디오 멀티미디어 소프트웨어 기반 구조를 제시하고 있다. 제어 데이터와 미디어 데이터의 전송 경로를 분리하고 효율적인 실시간 오디오/비디오 전송을 위해서 RTP/RTCP 프로토콜을 사용한다. 또한 제안하는 소프트웨어 기반 구조를 이용하여 오디오/비디오 스트림 시스템을 분산 객체 환경에 맞게 구현한 결과도 제시한다. 향후 이 시스템은 방송, 원격 교육, 화상회의 등 실시간 통신 소프트웨어에 응용될 수 있을 것으로 기대된다.

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A Study on the Design Concept of Stream Cipher Algorithm in Ubiquitous Computing (유비쿼터스 컴퓨팅 환경에서의 스트림 암호 설계 고찰)

  • Kim, Whayoung;Kim, Eunhong
    • Journal of Information Technology Services
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    • v.3 no.1
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    • pp.101-115
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    • 2004
  • The phrase "Ubiquitous Computing" has become popular ever since Mark Weiser used it in an article. It is to realize a computerized environment in which small computers are embedded and cooperate with each other. This environment will support many activities of our daily life. In a Ubiquitous Computing environment, various devices will be connected to the network from houses and buildings. Therefore it is necessary to ensure network security and to protect private data from tapping, falsification and the disguising of identity by others. This study reviews the Ubiquitous Computing technologies in detail and outlines the design concept of the Stream Cipher Algorithm.