• Title/Summary/Keyword: Communication Engine

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An Engine for DRA in Container Orchestration Using Machine Learning

  • Gun-Woo Kim;Seo-Yeon Gu;Seok-Jae Moon;Byung-Joon Park
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.126-133
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    • 2023
  • Recent advancements in cloud service virtualization technologies have witnessed a shift from a Virtual Machine-centric approach to a container-centric paradigm, offering advantages such as faster deployment and enhanced portability. Container orchestration has emerged as a key technology for efficient management and scheduling of these containers. However, with the increasing complexity and diversity of heterogeneous workloads and service types, resource scheduling has become a challenging task. Various research endeavors are underway to address the challenges posed by diverse workloads and services. Yet, a systematic approach to container orchestration for effective cloud management has not been clearly defined. This paper proposes the DRA-Engine (Dynamic Resource Allocation Engine) for resource scheduling in container orchestration. The proposed engine comprises the Request Load Procedure, Required Resource Measurement Procedure, and Resource Provision Decision Procedure. Through these components, the DRA-Engine dynamically allocates resources according to the application's requirements, presenting a solution to the challenges of resource scheduling in container orchestration.

Game Planning and Development IDE based on Script (스크립트 기반의 게임 기획 및 개발을 위한 통합 개발 환경)

  • Lee Don-Yang;Park Wee-Joon;Choi Han-Yong
    • The Journal of the Korea Contents Association
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    • v.5 no.3
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    • pp.133-140
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    • 2005
  • It is important matter to develop game that language should consider improving game development environment. It is hardly any language that is designed to develop a game. Most developer used general purpose programming language in these situations, and directly modeling with engine. For this reasons, developers cannot easily develop games and must programming on engine level. It is hard to develop a game in this environment that was not able to understand an engine well. Moreover, developer and planner want to use an abstracted high-level language on planner phase and are going to easily develop a game. It was not have communication tool between developer and planner. Therefore, we defined a script language for modeling based on abstract engine level. In addition, we did build IDE to develop game using abstracted high-level language. It was able to develop a game on high-speed development environment. Therefore, developer does not must develop with engine phase but can develop a game with planners. In addition, game planner and developer can use a communication tool because it is able to develop skeleton game.

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A Study on the Effects of Fuel Rail Pressure and Engine Speed on Gas Fuel System (연료레일 압력과 엔진 속도가 가스연료 시스템에 미치는 영향에 관한 연구)

  • Kwak, Youn-Ki
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.5
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    • pp.579-585
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    • 2018
  • This study is to figure out the fuel injection characteristics according to the injection pressure and engine speed in the fuel supply system for gas fuel. The fuel rail pressure was from 1.5 to 6.0 bar by 1.5 bar increment and engine speed was set 1,000 ~ 6,000 RPM at interval of 1000 RPM. Considering the real engine operation, the injection pulse width was set 2.5ms, 5.0ms, and 13.0ms which correspond low, mid and high load condition respectively. In conclusion, in case of 100cc fuel rail, 4.5 bar of injection pressure showed best performance and the minimum required injection quantity 53cc which guarantees engine output can be obtained in each 1000~ 6000 rpm engine speed.

Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

A Study on Removal Request of Exposed Personal Information (노출된 개인정보의 삭제 요청에 관한 연구)

  • Jung, Bo-Reum;Jang, Byeong-Wook;Kim, In-Seok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.37-42
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    • 2015
  • Although online search engine service provide a convenient means to search for information on the World Wide Web, it also poses a risk of disclosing privacy. Regardless of such risk, most of users are neither aware of their personal information being exposed on search results nor how to redress the issue by requesting removal of information. According to the 2015 parliamentary inspection of government offices, many government agencies were criticized for mishandling of personal information and its leakage on online search engine such as Google. Considering the fact that the personal information leakage via online search engine has drawn the attention at the government level, the online search engine and privacy issue needs to be rectified. This paper, by examining current online search engines, studies the degree of personal information exposure on online search results and its underlying issues. Lastly, based on research result, the paper provides a sound policy and direction to the removal of exposed personal information with respect to search engine service provider and user respectively.

A Study on the Curriculum Design Engine using a SES/DEVS (SES/DEVS 방법론을 이용한 커리큘럼 엔진 연구)

  • Han, Young-Shin
    • Journal of Engineering Education Research
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    • v.16 no.5
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    • pp.18-23
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    • 2013
  • A curriculum is a measure of how high level of knowledge is educated to students affiliated to university institutions, and is used as an indicator evaluating usefulness of the university institutions. For this reason, Designing and assessing curricula is a critical to high education institutions. However, in the case of development and quality assessment of a curriculum with a traditional way, finding a right curriculum which a designer intends is a time consuming and error-prone process. Therefore, in order to improve these problems, we propose the curriculum design engine using SES (System Entity Structure) / DEVS (Discrete Event System Specification) Framework in this paper. The SES describes all possible combination of curricula for students. The DEVS framework provides a simulation environment for models created from the SES by the students. The proposed engine will show appropriate curricula for students after a simulator appropriately filters students' requirement, according to conditions.

Case Study on Engine Trouble analysis and Diagnosis Using MDA (MDA를 이용한 엔진 가속 불량 진단에 관한 연구)

  • Hwang, Sung-Wan;Cha, Suk-Soo
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.21 no.9
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    • pp.105-109
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    • 2022
  • In this study, the cause of the acceleration failure of Hyundai Motor's 2.0-liter CRDi engine was analyzed. We tried to find problems through MDA (Measuring Data Analyzer) based on data such as vehicle speed, air intake, and air-fuel ratio obtained during the actual driving process. As a result, it was analyzed that the failure of the EGR valve exceeded the NOx emission standard and caused a decrease in engine output. Through this study, it is possible to reduce the time and cost of unnecessary maintenance and repair, and it is expected that a rapid cause analysis will be possible in the case of new failure diagnosis in the future.

Improved Piracy Site Detection Technique using Search Engine

  • Kim, Eui-Jin;Kim, Deuk-Hun;Kwak, Jin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.7
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    • pp.2459-2472
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    • 2022
  • With the increase in copyright content exports to overseas markets due to the recent globalization of the Korean culture, the added value of the Korean digital content market is increasing at a significant rate. As such, as the size of the copyright market increases, different piracy sites have emerged that generate profits by illegally distributing works without the permission of the copyright holders, resulting in direct and indirect damage to these copyright holders. The existing copyright detection methods used in public institutions for solving this problem are limited, while the piracy sites are ever-changing. Methods are being continuously developed to achieve better detection results. To this end, it is possible to detect the latest infringement site domain by detecting the infringement site domain that is constantly changed through the search engine. This paper proposes an improved piracy site detection method using a search engine to prevent the damage caused by piracy sites.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

Standardization of Metadata for Urban Meteorological Observations (도시기상 관측을 위한 메타데이터의 표준화)

  • Song, Yunyoung;Chae, Jung-Hoon;Choi, Min-Hyeok;Park, Moon-Soo;Choi, Young Jean
    • Journal of Korean Society for Atmospheric Environment
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    • v.30 no.6
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    • pp.600-618
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    • 2014
  • The metadata for urban meteorological observation is standardized through comparison with those established at the World Meteorological Organization and the Korea Meteorological Administration to understand the surrounding environment around the sites exactly and maintain the networks and sites efficiently. It categorizes into metadata for an observational network and observational sites. The latter is again divided into the metadata for station general information, local scale information, micro scale information, and visual information in order to explain urban environment in detail. The metadata also contains the static information such as urban structure, surface cover, metabolism, communication, building density, roof type, moisture/heat sources, and traffic as well as the update information on the environment change, maintenance, replacement, and/or calibration of sensors. The standardized metadata for urban meteorological observation is applied to the Weather Information Service Engine (WISE) integrated meteorological sensor network and sites installed at Incheon area. It will be very useful for site manager as well as researchers in fields of urban meteorology, radiation, surface energy balance, anthropogenic heat, turbulence, heat storage, and boundary layer processes.