• Title/Summary/Keyword: JavaSpace

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Design and Implementation of the Educational System based on the Distributed Virtual Environment using VRML and EAI (VRML과 EAI를 이용한 분산 가상환경 기반 교육 시스템의 설계 및 구현)

  • 이신걸;전희성
    • Journal of Korea Multimedia Society
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    • v.3 no.1
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    • pp.14-22
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    • 2000
  • We have designed and implemented an educational system based on the distributed virtual environment. The developed system has a client-server architecture: the platform-independent server is implementes by Java machine and the client is composed of VRML, EAI, and general web browser. If a change occurs in this virtual environment, all connected users can perceive the updated environment immediately. the system maintains its virtual environment after it is modified by a user. Also, the system can accommodate many users by minimizing the information exchange. Since users can share multimedia information and virtual objects by overcoming the limitation of time and space, the educational effects can be progressed through the use of the developed system.

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Development of Wed-Based Courseware in Oral Health Education for Elementary School Children (초등학교 구강보건교육을 위한 코스웨어 개발)

  • 최빈아;장창곡
    • Korean Journal of Health Education and Promotion
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    • v.20 no.2
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    • pp.1-18
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    • 2003
  • The purpose of this study was to develop game style courseware in oral health instruction for elementary school children. The manufacturing equipment and languages which were used to develop the courseware were: Photoshop version 7.0, Illustrator version 10.0, HTML, Dream Weaver MX, Editplus, CSS and Java - script. The data base was built up by using PHP and mySQL over Internet Explorer version 4.0. The contents of courseware for oral health education were based on the list of oral health affaires of the Department of Health and Welfare, 2002. The story of the game ‘Saving Hayani locked down in a castle of a cavity man’ was developed for the learners to learn oral health by inducing learning motivation. A character named ‘Chan i’ was introduced to the learners to be more friendly with the program while they were learning. As the game was made of three step education levels, the learner most pass the prepared test given at each step to advance to a higher level. A database connected to web was constructed to store the scores the learners earned at each step. In conclusion, the courseware will help the elementary school children learn oral health care efficiently through the internet regardless of time and space.

Developing A Tool for Collaborative Multimedia Systems Design (협력적인 멀티미디어 시스템 디자인을 위한 도구 개발에 관한 연구)

  • Baek, Seung-Ik
    • The KIPS Transactions:PartD
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    • v.9D no.1
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    • pp.135-144
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    • 2002
  • Multimedia systems design generally requires a collaborative effort from a group of designers with a variety of backgrounds and tasks, such as content experts, instructional designers, media specialists, users, and so forth. The fact that the designers have totally different backgrounds and tasks may hinder their collaboration. This research develops a collaborative design tool for multimedia systems design, called the Designer's Cafe, with which multimedia designers can share their design knowledge on the Web freely. Designer's Cafe consists of three intelligent agents that are designed for supporting collaboration activities of multimedia designers. The intelligent agents are implemented by using JAVA SCRIPT and COLD FUSION. By using the tool, designers create, revise, and share their knowledge/ideas in very structured ways. The structured design process might enhance the collaboration activities of designers while designing a multimedia system within a virtual working space.

A Study on CSS3 Stylesheet Extension and Emulator for Representation of Stereo Web Content in 3DTV (3DTV에서 스테레오 웹 콘텐츠 표현을 위한 CSS3 사양 확장 및 에뮬레이터 연구)

  • Lee, Hee-Jin;Yim, Hyun-Jeong;Lim, Soon-Bum
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.4
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    • pp.1-11
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    • 2013
  • In this paper, we represented the HTML5 webpage in 3D space for the 3D stereoscopic display by using CSS3 stylesheet; browser-based declarative contents, and proposed CSS Stereo 3DTV Profile. First, we suggested various webpage separation methods for reconstructing webpages in the 3D space effectively. Next, we suggested 3D view volume setting method by using extended CSS3 modules. And then, pre-processor converts sample contents which is written extended CSS stylesheet into the present CSS stylesheet for displaying in the webkit based browser. For the resulting stereoscopic images, we developed a rendering engine emulator which is implemented in JavaScript for simple display in the web browser, which produced dual images from virtual left and right-eyed cameras. And we have checked the sample contents displayed on the 3DTV.

Garbage Collection Synchronization Technique for Improving Tail Latency of Cloud Databases (클라우드 데이터베이스에서의 꼬리응답시간 감소를 위한 가비지 컬렉션 동기화 기법)

  • Han, Seungwook;Hahn, Sangwook Shane;Kim, Jihong
    • Journal of KIISE
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    • v.44 no.8
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    • pp.767-773
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    • 2017
  • In a distributed system environment, such as a cloud database, the tail latency needs to be kept short to ensure uniform quality of service. In this paper, through experiments on a Cassandra database, we show that long tail latency is caused by a lack of memory space because the database cannot receive any request until free space is reclaimed by writing the buffered data to the storage device. We observed that, since the performance of the storage device determines the amount of time required for writing the buffered data, the performance degradation of Solid State Drive (SSD) due to garbage collection results in a longer tail latency. We propose a garbage collection synchronization technique, called SyncGC, that simultaneously performs garbage collection in the java virtual machine and in the garbage collection in SSD concurrently, thus hiding garbage collection overheads in the SSD. Our evaluations on real SSDs show that SyncGC reduces the tail latency of $99.9^{th}$ and, $99.9^{th}-percentile$ by 31% and 36%, respectively.

Planning of Optimal Work Path for Minimizing Exposure Dose During Radiation Work in Radwaste Storage (방사성 폐기물 저장시설에서의 방사선 작업 중 피폭선량 최소화를 위한 최적 작업경로 계획)

  • Park, Won-Man;Kim, Kyung-Soo;Whang, Joo-Ho
    • Journal of Radiation Protection and Research
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    • v.30 no.1
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    • pp.17-25
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    • 2005
  • Since the safety of nuclear power plant has been becoming a big social issue the exposure dose of radiation for workers has been one of the important factors concerning the safety problem. The existing calculation methods of radiation dose used in the planning of radiation work assume that dose rate does not depend on the location within a work space thus the variation of exposure dose by different work path is not considered. In this study, a modified numerical method was presented to estimate the exposure dose during radiation work in radwaste storage considering the effects of the distance between a worker and sources. And a new numerical algorithm was suggested to search the optimal work path minimizing the exposure dose in pre-defined work space with given radiation sources. Finally, a virtual work simulation program was developed to visualize the exposure dose of radiation doting radiation works in radwaste storage and provide the capability of simulation for work planning. As a numerical example, a test radiation work was simulated under given space and two radiation sources, and the suggested optimal work path was compared with three predefined work paths. The optimal work path obtained in the study could reduce the exposure dose for the given test work. Based on the results, tile developed numerical method and simulation program could be useful tools in the planning of radiation work.

Implementation of PersonalJave™ AWT using Light-weight Window Manager (경량 윈도우 관리기를 이용한 퍼스널자바 AWT 구현)

  • Kim, Tae-Hyoun;Kim, Kwang-Young;Kim, Hyung-Soo;Sung, Min-Young;Chang, Nae-Hyuck;Shin, Heon-Shik
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.3
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    • pp.240-247
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    • 2001
  • Java is a promising runtime environment for embedded systems because it has many advantages such as platform independence, high security and support for multi-threading. One of the most famous Java run-time environments, Sun's ($PersonalJave^{TM}$) is based on Truffle architecture, which enables programmers to design various GUIs easily. For this reason, it has been ported to various embedded systems such as set-top boxes and personal digital assistants(PDA's). Basically, Truffle uses heavy-weight window managers such as Microsoft vVin32 API and X-Window. However, those window managers are not adequate for embedded systems because they require a large amount of memory and disk space. To come up with the requirements of embedded systems, we adopt Microwindows as the platform graphic system for Personal] ava A WT onto Embedded Linux. Although Microwindows is a light-weight window manager, it provides as powerful API as traditional window managers. Because Microwindows does not require any support from other graphics systems, it can be easily ported to various platforms. In addition, it is an open source code software. Therefore, we can easily modify and extend it as needed. In this paper, we implement Personal]ava A WT using Microwindows on embedded Linux and prove the efficiency of our approach.

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The Design and Development of Online System to Improve Undergraduate Students' Competency (대학생의 역량개발을 위한 온라인 시스템 설계 및 개발)

  • Moon, Yun-Kyoung;Lee, Kyoung-Jae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.6
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    • pp.3807-3818
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    • 2015
  • The objective of this study is to develop an on-line system for improving undergraduate students' competency development. After drawing elements necessary for the competency development such as assessment and planning, competency development, analysis of competency assessment, portfolio, analysis of job ability and community, based on the literature research related to competency and the analysis of the existing system, the direction of the system design was set up. The system was developed by using Microsoft Windows operating system in Windows server, ORACLE ver.10 as its database management system, and JSP and JAVA as its programing language. Reviewing errors and improvements of the system, it was modified and complemented. In order to examine the content functional utilization of the final competency development system, the utilization was verified. The competency development system for undergraduate students can be used as on-line space filled with the internalization of knowledge, self-directed competency development, convenience of record management and interactions between students-professors-alumna, owing to its functions such as boosting competency activities, cultivating career-pioneering ability and introspecting. When it is rare to find researches on the competency development system for undergraduate students, it is expected to be helpful to the development of competency education and the career education for undergraduate students as a new alternative for the competency development.

When Disease Defines a Place: Batavia in British Diplomatic and Military Narratives, 1775-1850

  • Keck, Stephen
    • SUVANNABHUMI
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    • v.14 no.2
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    • pp.117-148
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    • 2022
  • The full impact of COVID-19 has yet to be felt: while it may not define the new decade, it is clear that its immediate significance was to test many of the basic operating assumptions and procedures of global civilization. Even as vaccines are developed and utilized and even as it is possible to see the beginning of the end of COVID-19 as a discrete historical event, it remains unclear as to its ultimate importance. That said, it is evident that the academic exploration of Southeast Asia will also be affected by both the global and regional experiences of the pandemic. "Breakthroughs of Area Studies and ASEAN in the Era of Homo Untact" promises to help reconceptualize the study of the region by highlighting the importance of redefined spatial relationships and new potentially depersonalized modes of communication. This paper acknowledges these issues by suggesting that the transformations caused by the pandemic should motivate scholars to raise new questions about how to understand humanity-particularly as it is defined by societies, nations and regions. Given that COVID-19 (and the response to it) has altered many of the fundamental rhythms of globalized regions, there is sufficient warrant for re-examining both the ways in which disease, health and their related spaces affect the perceptions of Southeast Asia. To achieve "breakthroughs" into the investigation of the region, it makes sense to have another glance at the ways in which the discourses about diseases and health may have helped to inscribe definitions of Southeast Asia-or, at the very least, the nations, societies and peoples who live within it. In order to at least consider these larger issues, the discussion will concentrate on a formative moment in the conceptualization of Southeast Asia-British engagement with the region in the late 18th and early 19th centuries. To that end three themes will be highlighted: (1) the role that British diplomatic and military narratives played in establishing the information priorities required for the construction of colonial knowledge; (2) the importance not only of "colonial knowledge" but information making in its own right; (3) in anticipation of the use of big data, the manner in which manufactured information (related to space and disease) could function in shaping early British perceptions of Southeast Asia-particularly in Batavia and Java. This discussion will suggest that rather than see social distancing or increased communication as the greatest outcome of COVID-19, instead it will be the use of data-that is, big, aggregated biometric data which have not only shaped responses to the pandemic, but remain likely to produce the reconceptualization of both information and knowledge about the region in a way that will be at least as great as that which took place to meet the needs of the "New Imperialism." Furthermore, the definition and articulation of Southeast Asia has often reflected political and security considerations. Yet, the experience of COVID-19 could prove that data and security are now fused into a set of interests critical to policy-makers. Given that the pandemic should accelerate many existing trends, it might be foreseen these developments will herald the triumph of homo indicina: an epistemic condition whereby the human subject has become a kind of index for its harvestable data. If so, the "breakthroughs" for those who study Southeast Asia will follow in due course.

An Analysis on Characteristics of Ancient Indonesian Textiles (I) - Focus on Period, Religion, Region, and Color of the 'Sacred Cloths' -

  • Langi, Kezia-Clarissa;Park, Shinmi
    • Journal of the Korean Society of Costume
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    • v.66 no.6
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    • pp.67-78
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    • 2016
  • Research on ancient Indonesian 'sacred cloths' is essential since it shows a different perspective into Indonesian identity. Based on its function, the 'sacred cloths' are either made as a medium for religious ceremonies or as a medium for the living and the dead. The consuetude of preparing and creating the 'sacred cloths' are done to achieve the finest 'sacred cloths' worthy to be presented to God. The research aims to analyze the characteristics of ancient Indonesian textiles and to focus on the 'sacred cloths.' The research is divided into two parts, and this paper is the first part. The paper analyzes the characteristics of ancient Indonesian textiles by focusing on the period, religion, region, and color of the 'sacred cloths.' The subsequent research analyzes the characteristics of ancient Indonesian textiles by focusing on the techniques and the patterns of the 'sacred cloths.' In this first part of the main research, the analysis reveals that animism developed in various ways in Indonesia from 500 BC to AD 1800. It was also as kingdoms of Buddhist, Hinduism, and Islam. The changes of religion may differ according to its region. Indonesian regions are divided into six big regions that produce textiles. These islands are Sumatra, Borneo, Java, Celebes, Nusa Tenggara, and Bali. By space and time, the colors of Indonesian textiles represent the ideology of one religion. Indonesia produces primary colors of red, yellow, and blue(RYB). The colors are produced by extracting leaves of Indigo, Indian Mulberry root shell, Sappanwood's branches, Candlenut fruit, Turmeric root, and Mangosteen rind. Indonesia is a religious country, therefore the meaning of creating each 'sacred cloth' shows piety of the maker and the wearer.