• Title/Summary/Keyword: 온라인 네트워크

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On-line Network Pseudo-dynamic Test Technologies Using the Internet (인터넷 기반 온라인 네트워크 유사동적 실험기법)

  • Park, D.U.;Yun, C.B.;Nagata, K.;Watanabe, E.
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2006.03a
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    • pp.553-562
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    • 2006
  • 본 논문에서는 한국과 일본에 위치한 여러 연구기관들 사이에서 수행된 온라인 네트워크 유사동적 실험 곁과에 대해 나타내었다. 예제 구조물로는 4경간 연속의 면진 교량을 이용하였다. 실험 장비를 보유하고 있는 두 연구기관에서 면진 장치의 비선형 거동에 대한 실험을 수행하고 각 실험 결과를 조합하여 전체 구조의 동적 해석을 수행하였다. 본 논문에서는 먼저 인터넷을 이용한 두 가지 데이터 전송기법을 이용하여 두 기법의 효율성을 비교, 분석하였다. 또한 최근 국내에 위치한 두 연구기관 사이에서 수행된 실험 결과에 대해 논의하였다. 본 연구에서는 상대 연구기관의 실험 상황 및 수행된 실험 결과의 효율적인 모니터링을 위하여 웹 기반의 자바 모니터링 시스템을 개발하였다. 마지막으로 유선과 무선 인터넷을 이용한 온라인 실험 기법에 대하여 나타내었다. 그 결과, 온라인 네트워크 실험에 소요된 실험 시간은 데이터 전송 기법과 실험장비에 따라 매 시간 단계의 데이터 전송에 0.2-l5초, 각 연구기관의 유사동적 실험에 1-10초의 시간이 소요되어 매우 큰 폭으로 변화함을 알 수 있었다. 또한 무선 인터넷을 이용한 온라인 실험의 경우, 뛰어난 이동성과 인터넷 보안성 등과 같은 여러 가지 장점을 가지고 있음을 알 수 있었다.

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Effect of Online Social Network to build virtual Human Capital (온라인 모임이 사회적 자원 형성에 미치는 영향)

  • Yun, Ho-Seong;Park, Jung-Hee;Lee, Ki-Dong
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.71-79
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    • 2010
  • Impact of online social network to cyber community has increased much attention recently. The biggest challenge in fostering a social network is to the extent whether it helps to build human capital network or social community. We propose what critical factors influence the formation of online capital network. The study uses three independent factors as motivation, self disclosure, and interactivity and two dependent factors as knowledge sharing and strengthening relationships to create virtual capital connection. Data collected from 256 university students to test the proposed model. The results of the study shows that all hypothesis are supported except one with strengthening relationship. Implications and limitations of this research are discussed.

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Development of Object-Oriented Game Network Engine to Support Multi-Architecture (다중 아키텍처 지원 객체지향 게임 네트워크 엔진 개발)

  • Hyeong, Dae-Jin;Kim, Seung-Ku;Park, Kyung-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.215-218
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    • 2006
  • 온라인 게임은 다양한 통신 유형과 아키텍처를 가진다. 본 논문에서는 온라인 게임 상의 가능한 통신 유형을 조사하고 분석하여 이를 기반으로 다양한 유형의 아키텍처에서 작동할 수 있는 객체지향 네트워크 엔진을 개발한 방법을 소개한다. 본 네트워크 엔진은 온라인 게임에서 적용될 수 있는 다양한 통신 유형의 게임 제작을 지원할 뿐만 아니라 객체지향개념에 기반 한 계층적 구성으로 쉽게 확장할 수 있도록 개발되었다. 특히 클라이언트/서버 환경에서도 클라이언트간의 통신을 지원할 수 있어 팀으로 게임을 즐기는 기능을 자연스럽게 구현할 수 있다.

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Risk of personal information for the sale of used goods in the online (온라인 중고물품판매에 대한 개인정보노출 위험)

  • Park, Jun-Bum;Kim, Seok-Hyun;Cho, Jin-Man;Choi, Dae-Seon;Jin, Seung-Hun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.482-485
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    • 2014
  • 온라인 중고물품 거래의 장점은 인터넷을 사용하는 모든 사용자에게 자신이 팔고자 하는 물건을 쉽게 알릴수 있다는것이다. 하지만 온라인에서 중고물품 거래 시에 개인의 정보를 노출할 경우가 많아지게 되는데 이는 프라이버시를 침해할 수 있다. 온라인 중고물품거래시에 사용자들은 자신이 판매하는 물건과 함께 이메일 주소나 핸드폰 번호를 노출하게 되는데 이 정보를 소셜네트워크서비스에 연결하면 특정인에 정보를 획득할 수 있게 된다. 공격자는 온라인 중고물품거래가 진행되는 곳에서 특정인에 대한 정보를 획득한뒤 소셜네트워크서비스와 정보를 연결하여 특정인에 대한 스토킹이나 피싱, 금융사기같은 범죄를 할 가능성이 있다. 본 논문에서는 개인정보노출에 대한 위험성을 알아보기 위해 중고물품 사이트에서 획득한 개인정보를 소셜네트워크서비스에 연결하여 개인 식별가능성을 실험해 보았으며 이를 막기 위한 방법을 제안하였다.

Designn and Implementation Online Customer Reviews Analysis System based on Dependency Network Model (종속성 네트워크 기반의 온라인 고객리뷰 분석시스템 설계 및 구현)

  • Kim, Keun-Hyung
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.30-37
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    • 2010
  • It is very important to analyze online customer reviews, which are small documents of writing opinions or experiences about products or services, for both customers and companies because the customers can get good informations and the companies can establish good marketing strategies. In this paper, we did not propose only dependency network model which is tool for analyzing online customer reviews, but also designed and implemented the system based on the dependency network model. The dependency network model analyzes both subjective and objective sentences, so that it can represent relative importance and relationship between the nouns in the sentences. In the result of implementing, we recognized that relative importance and relationship between the features of products or services, which can not be mined by opinion mining, can be represented by the dependency network model.

A Cross-Cultural Study on the Interaction of Participants in the Online Community Using Social Network Analysis (사회적 네트워크 분석을 이용한 온라인 커뮤니티의 참가자 상호작용에 대한 비교 문화적 연구)

  • LEE, HYEJUN;LEE, DONG IL;WOO, WONSEOK
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.73-87
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    • 2016
  • The purpose of this study is to investigate the cultural difference between eastern and western culture in the online community in view of Hofstede dimensions of national culture through social network analysis. And this study tries to interpret the cultural dimensions by using social network indexes. The results show every cultural dimension offered conflicting results except uncertainty avoidance. The eastern culture shows individualism, and low power distance compared to western culture in the online community. Moreover the communication speed of eastern culture is faster than western culture. But eastern culture shows high uncertainty avoidance in the online community similar to an offline culture. This results of this study show that because of certain differences between the offline and online culture, the typical framework we use to analyze offline culture should not be applied to analyze online culture. Therefore we believe that the most important contribution of this study should be related with the finding that we need very different approach to be able to correctly understand the prevalent culture in the online community than the one that we use in the offline community.

Development of a Temperature Control Model for a Hot Coil Strip using on-line Retrainable RBF Network (온라인 재학습 가능한 RBF 네트워크를 이용한 열연 권취 온도 제어 모델 개발)

  • Jeong, So-Young;Lee, Min-Ho;Lee, Soo-Young
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.8
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    • pp.39-47
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    • 1999
  • This paper describes on-line retrainable RBF network in order to control the coiling temperature for a hot coil strip at Pohang Iron & Steel Company(POSCO). The proposed neural network can be used for improving conventional rule-based lookup table, which generates a heat transmission coefficient. To cope with time-varying characteristics of hot coil process, additional synaptic weights for on-line retraining purposes are introduced to hidden-to-output weights of conventional RBF network. Those weights are locally adjusted to newly incoming test data while preserving old information trained with off-line past data. Hence the effect of catastrophic interference can be greatly alleviated with the proposed network. In addition, rejection scheme is introduced for reliability concerns. From the experimental results applied to the actual process, it is noticed that overall control performance represents about 2.2% increase compared to the conventional one.

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Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.101-112
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    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

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Adaptive Load Balancing Algorithms for Overlay Multimedia Network (오버레이 네트워크에서 멀티미디어 서비스를 위한 적응적인 부하균형 기법)

  • Kim, Sung-Wook;Kim, Sung-Chun
    • Journal of KIISE:Information Networking
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    • v.34 no.4
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    • pp.239-245
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    • 2007
  • New multimedia services over the cellular/WLAN overlay networks require different Quality of Service (QoS). In the cellular/WLAN overlay structure, the main issue of load balancing is to balance the available bandwidth among different networks. In this paper, we propose a new online network management scheme. Our proposed scheme is designed to improve bandwidth utilization by balancing the traffic load between the cellular network and WLANs. Simulation results indicate the superior performance of our proposed framework to strike the appropriate performance balance between contradictory QoS requirements under widely varying diverse traffic loads.

Adaptive Online Network Management for QoS Sensitive Multimedia Services (멀티미디어 서비스의 품질 보장을 위한 적응적 자원관리 기법에 대한 연구)

  • Kim, Sung-Wook;Kim, Sung-Chun
    • The KIPS Transactions:PartC
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    • v.13C no.7 s.110
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    • pp.933-938
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    • 2006
  • Different multimedia services over networks not only require different amounts of bandwidth but also have different Qualify of Service (QoS) requirements. For example, QoS guarantees for higher priority calls is an important issue in multimedia communication networks. In this paper, we develop an adaptive bandwidth management algorithm, which is able to provide QoS guarantees for higher priority calls while accommodating as many heterogeneous multimedia call connections as possible. Our scheme, based on reservation and bandwidth adaptation, manages bandwidth based on real time estimates of current network conditions. Simulation results indicate the superior performance of our scheme providing excellent trade off between contradictory requirements.