• Title/Summary/Keyword: API Standard

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Design and Implementation of a Java-Based Single Sign-On Library Supporting SAML (Security Assertion Markup Language) for Grid and Web Services Security (SAML을 이용한 그리드와 웹 서비스 보안을 위한 자바 기반 Single Sign-On 라이브러리의 설계 및 구현)

  • Jeong Jongil;Yu Seokhwan;Shin Dongkyoo;Shin Dongil;Cha Moohong
    • The KIPS Transactions:PartC
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    • v.12C no.3 s.99
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    • pp.339-346
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    • 2005
  • In recent years, the Grid development focus is transitioning from resources to services, A Grid Service is defined as a Web Service that provides a set of well-defined interfaces and follows specific conventions. SAML as a standard for Web Services which enables exchange of authentication, authorization, and profile information between different entities provides interoperability among different security services in distributed environments. In this paper, we implemented SAML API. By offering interoperability for non XML-based authentication technologies using SAML specification offering a method to integrate the existing Single Sign-On technologies, the API provides convenience for accessing different services in Grid architecture.

A Prototype Implementation for 3D Animated Anaglyph Rendering of Multi-typed Urban Features using Standard OpenGL API

  • Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.23 no.5
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    • pp.401-408
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    • 2007
  • Animated anaglyph is the most cost-effective method for 3D stereo visualization of virtual or actual 3D geo-based data model. Unlike 3D anaglyph scene generation using paired epipolar images, the main data sets of this study is the multi-typed 3D feature model containing 3D shaped objects, DEM and satellite imagery. For this purpose, a prototype implementation for 3D animated anaglyph using OpenGL API is carried out, and virtual 3D feature modeling is performed to demonstrate the applicability of this anaglyph approach. Although 3D features are not real objects in this stage, these can be substituted with actual 3D feature model with full texture images along all facades. Currently, it is regarded as the special viewing effect within 3D GIS application domains, because just stereo 3D viewing is a part of lots of GIS functionalities or remote sensing image processing modules. Animated anaglyph process can be linked with real-time manipulation process of 3D feature model and its database attributes in real world problem. As well, this approach of feature-based 3D animated anaglyph scheme is a bridging technology to further image-based 3D animated anaglyph rendering system, portable mobile 3D stereo viewing system or auto-stereo viewing system without glasses for multi-viewers.

OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.

Implementation of OpenVG on Embedded Systems (임베디드 시스템을 위한 OpenVG 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.335-344
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    • 2009
  • Embedded systems and web browsers have started to provide two-dimensional vector graphics features, to finally support scalability of graphics outputs, while traditional graphics systems have focused on the raster and bitmap operations. Nowadays, SVG and Flash are actively used while OpenVG from Khronos group plays the role of a de facto low-level API standard to support them. In this paper, we represent the design and implementation process and the final results of an OpenVG implementation, AlexVG. From its design stage, our implementation aims at the cooperation with SVG-Tiny, another de facto standard for embedded systems. Currently, our overall system provides not only the OpenVG core features but also variety of OpenVG application programs and SVG-Tiny media file playing capabilities. For the conformance with the standard specifications, our system completely passed the whole OpenVG conformance test suites and the graphics output portions of the SVG-Tiny conformance test suites. From the performance point of view, we focused on the efficiency and effectiveness especially on the mobile phones and embedded devices with limited resources. As the result, it showed impressive benchmarks on the small-scale CPU's such as ARM's, even without neither any other libraries nor acceleration hardware.

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The Study on Mobile Service Methods of Location-based Social Media (위치기반 소셜 미디어의 모바일 서비스 기법 연구)

  • Choi, Jin-Oh
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.114-116
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    • 2012
  • According to common use of smart mobile devices, various services based on the location become to appear. Futhermore, as the number of social media users using the mobile devices grows rapidly, the needs for Social Media services based on location also increase. With proposing the method to access and analysis the location-based social media database by standard SNS API, this thesis introduces technical methods to generate and the information which users want to get and to service them by mobile in real time.

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Realtime Fluid Simulation and Rendering Using Billboard method on Mobile Environment (모바일 환경에서의 빌보드 기법을 통한 실시간 유체 시뮬레이션 렌더링)

  • Woo, Sang-Hyuk;Cho, Mirina;Park, Dong-Gyu
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.264-268
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    • 2006
  • This paper presents a fire and smoke animation system using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models still have many problems. We studied and implemented physics-based models for fluids like fire and smoke effects using mobile 3D system. The mobile platform of our system is WIPI, which are the standard mobile platform in Korea also we adopted NF3D API for our 3D programming API.

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Data Attribute Extraction Method by using SEDRIS Technology (SEDRIS 기술을 이용한 데이터 애트리뷰트 추출 방법)

  • Lee, Kwang-Hyung
    • The Journal of Korean Association of Computer Education
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    • v.6 no.2
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    • pp.53-60
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    • 2003
  • The M&S community needs an environmental data representation and interchange mechanism which not only satisfies the requirements of today's systems, but can be extended to meet future data sharing needs. This mechanism must allow for the standard representation of, and access to data. It must support databases containing integrated terrain, ocean, atmosphere, and space data. The SEDRIS provides environment data users and producers with a clearly defined interchange specification. In this paper I present the method to extract the data attributes contained in synthetic environment domain using SEDRIS technology and API.

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Development of The Die & Mould-Design System for The Productivity Increase of Die and Mould (금형 생산성 향상을 위한 금형 설계 시스템 개발)

  • Shin J. S.;Huh Y. M.;Yoon G. S.;Kim Y. J.
    • Transactions of Materials Processing
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    • v.14 no.3 s.75
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    • pp.239-244
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    • 2005
  • The die & mould-design system fur the productivity increase is developed by our company. This system is made by UG API and constructs the standard through DB of parts of die & mould. Besides, the result of engineering analytic method is reflected in the design process in this system and the product precision is secured by On Machine Measurement method. Therefore, the ground of quality improvement and process innovation is solidified by the developed system and the competitiveness of die & mould manufacturing is intensified.

Design of Standard Architecture of Telematics Terminal S/W Platform (텔레매틱스 단말 S/W 플랫폼 표준 아키텍쳐 설계)

  • Han, Eun-Young;Kim, Kyong-Ho;Jang, Jeong-A
    • 한국공간정보시스템학회:학술대회논문집
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    • 2004.12a
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    • pp.9-13
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    • 2004
  • 텔레매틱스는 정보통신 분야에서 신성장동력 과제 하나로 국내외적으로 사업경쟁력 확보가 가능한 기술이다. 본연 구에서는 이러한 텔레매틱스를 위한 단말기 시스템 환경을 구축하는데 있어서, 핵심적 역할을 가지는 텔레매틱스 단말 S/W 플랫폼을 위한 표준 아키텍쳐 및 API 설계를 목적으로 한다 이는 OSGi 와 AMI-C 등의 국제 표준 규격을 고려한 국제적 호환성 확보 및 국내의 여러 업체들의 상호 운영성을 확보 할 수 있는 표준화된 아키텍쳐 설계를 주요 목표로 하고 있다. 이는 국내 시장뿐만 아니라, 국제적으로 부재한 플랫폼 아키텍쳐 설계 및 API 개발을 통한 국제경쟁력 강화에 큰 도움이 될 것으로 판단된다.

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Development of IPTV Middleware Standard Reference Implementation (IPTV 미들웨어 표준 참조구현 개발)

  • Park, DongYoung;Park, HyeonKweon;Lee, EunHyang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.88-91
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    • 2011
  • IPTV는 방통융합기술의 대표적인 매체로서 기존의 단방향 방송과는 차별화된 양방향 서비스를 특징으로 하는 새로운 방송 매체로, 우리나라는 이미 IPTV 상용 서비스를 시작하고 있다. 그러나, 초기 데이터방송 송출환경 및 애플리케이션의 방식 등이 서로 상이하여 애플리케이션의 호환성 문제가 대두 됨에 따라, IPTV 미들웨어의 표준화가 진행되고 있으며, 현재도 개정 작업이 진행되고 있다. 이렇듯 표준화가 진행됨에 따라, IPTV 서비스 플랫폼 상호호환성 확보의 핵심인 미들웨어에 대한 표준 미들웨어를 개발하여 업계에 배포 활용하게 함으로써 표준 API의 정착 및 중소 업체에 시장 진입의 기회를 부여하고자 IPTV 미들웨어 표준 참조구현을 개발하게 되었다. 미디어 재생, 그래픽 객체 표현 기능, 리모콘 가상화 등의 미들웨어 실행환경 및 IPTV 미들웨어 표준에 부합하는 API를 구현하여 Windows OS상에서 동작하도록 개발되었으며, Java VM(Virtual Machine)에서 동작하는 자바기반 미들웨어와 웹 애플리케이션 실행 플랫폼을 통해 구동되는 웹기반 미들웨어를 같이 개발영역에 포함하여 개발하였다.

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