• 제목/요약/키워드: Real-time broadcasting system

검색결과 424건 처리시간 0.021초

시스템 효율성 증대를 위한 그리드 컴퓨팅 기반의 위험 관리 시스템 (Risk Management System based on Grid Computing for the Improvement of System Efficiency)

  • 정재훈;김신령;김영곤
    • 한국인터넷방송통신학회논문지
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    • 제16권1호
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    • pp.283-290
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    • 2016
  • 최근 과학 기술이 발전함에 따라 복잡한 문제를 해결하기 위하여 고성능의 계산 자원이 필요하게 되었다. 이러한 요구를 충족시키기 위하여 지역적으로 분산되어 있는 이질적인 고성능 컴퓨팅 자원을 하나로 묶어 거대한 시스템을 구성하는 그리드 컴퓨팅에 대한 연구가 활발하게 이루어지고 있다. 하지만 제한된 자원 안에서 최대한의 결과를 얻어내기 위한 프로세스, 실시간 작업의 총 실행시간을 정확하게 예측할 수 있는 스케줄링 정책이 미흡한 실정이다. 이러한 문제점을 해결하기 위해, 본 논문에서는 시스템 효율성 증대를 위한 시스템 구조, 프로세스를 도출하고, 그리드 컴퓨팅 기반의 작업 방법론 도출, 자원(Agent)의 작업에 대한 문제점을 효율적으로 관리할 수 있는 위험 정책 모듈, 자원 할당 및 문제되는 자원들을 재할당 할 수 있는 스케줄링 기법 및 할당 기법, 자원(Agent) 모니터링을 효율적으로 관리할 수 있도록 그리드 컴퓨팅 기반의 위험 관리 시스템을 제안하였다.

시간단축 알고리즘을 통한 3D 동영상 구현 (Implementation of 3D Video using Time-Shortening Algorithm)

  • 신진섭;정찬웅
    • 한국인터넷방송통신학회논문지
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    • 제20권6호
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    • pp.123-128
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    • 2020
  • 본 논문에서는 3차원 동영상을 구현하기 위하여 인체에 유해한 방사능 피폭량이 부챗살 형태의 Fan Beam 보다 상대적으로 적은 원추형 Cone Beam CT 시스템을 설계하였다. 설계된 시스템은 X-ray가 조사된 각도에서 획득한 데이터를 영상처리부로 전송하고 영상을 구성하는 계산 속도를 빠르게 하기 위하여 초월함수가 보다 적은 3단계 회전 행렬을 이용하여 3차원 영상을 구현하는 회전 기반법을 사용하였다. 본 연구에서는 3차원 영상을 구성하는 시간단축을 통해 초당 3~5장의 영상을 얻음으로써 3차원 동영상을 실시간으로 구현하였으며 기존의 데이터 적층 방법에 비해 본 논문에서 사용한 회전 기반법이 우수함을 증명하였으며 단점 및 해결방법 제시하였다.

A Study of Facial Expression of Digital Character with Muscle Simulation System

  • He, Yangyang;Choi, Chul-young
    • International journal of advanced smart convergence
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    • 제8권2호
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    • pp.162-169
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    • 2019
  • Facial rigging technology has been developing more and more since the 21st century. Facial rigging of various methods is still attempted and a technique of capturing the geometry in real time recently also appears. Currently Modern CG is produced image which is hard to distinguish from actual photograph. However, this kind of technology still requires a lot of equipment and cost. The purpose of this study is to perform facial rigging using muscle simulation instead of using such equipment. Original muscle simulations were made primarily for use in the body of a creature. In this study, however, we use muscle simulations for facial rigging to create a more realistic creature-like effect. To do this, we used Ziva Dynamics' Ziva VFX muscle simulation software. We also develop a method to overcome the disadvantages of muscle simulation. Muscle simulation can not be applied in real time and it takes time to simulate. It also takes a long time to work because the complex muscles must be connected. Our study have solved this problem using blendshape and we want to show you how to apply our method to face rig.

차량에서 배출되는 대기 오염 물질의 빅 데이터에 대한 병렬 데이터 처리 모델의 강화 및 성능 최적화에 관한 연구 (A study on the enhancement and performance optimization of parallel data processing model for Big Data on Emissions of Air Pollutants Emitted from Vehicles)

  • 강성인;조성윤;김지환;김현정
    • 한국인터넷방송통신학회논문지
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    • 제20권6호
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    • pp.1-6
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    • 2020
  • 도로이동 오염원 대기환경 빅데이터는 상시 교통량 조사장비인 AVC, VDS, WIM, DTG를 활용한 차종, 속도, 하중 등 실시간 교통류 데이터와 GIS를 활용한 도로형상(오르막, 내리막, 회전구간) 데이터를 연계한 교통류 데이터로 구성되어 있다. 또한, 일반적인 데이터와 달리 단위시간 당 데이터가 많이 발생하고, 다양한 포맷을 가지고 있다. 특히, 이들 상세 교통류 정보로 수집되는 대용량의 실시간 데이터들은 약 총 740만 건/시간 이상이 수집되어 저장 및 가공되기 때문에 효율적으로 데이터를 처리할 수 있는 시스템이 필요하다. 따라서 본 연구에서는 도로이동 오염뭔 대기환경 빅데이터 시각화를 위한 오픈소스 기반의 데이터 병렬처리 성능 최적화 연구를 수행한다.

Time of Arrival range Based Wireless Sensor Localization in Precision Agriculture

  • Lee, Sang-Hyun;Moon, Kyung-Il
    • International journal of advanced smart convergence
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    • 제3권2호
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    • pp.14-17
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    • 2014
  • Precision agriculture relies on information technology, whose precondition is providing real-time and accurate information. It depends on various kinds of advanced sensors, such as environmental temperature and humidity, wind speed, light intensity, and other types of sensors. Currently, it is a hot topic how to collect accurate information, the main raw data for agricultural experts, monitored by these sensors timely. Most existing work in WSNs addresses their fundamental challenges, including power supply, limited memory, processing power and communication bandwidth and focuses entirely on their operating system and networking protocol design and implementation. However, it is not easy to find the self-localization capability of wireless sensor networks. Because of constraints on the cost and size of sensors, energy consumption, implementation environment and the deployment of sensors, most sensors do not know their locations. This paper provides maximum likelihood estimators for sensor location estimation when observations are time-of arrival (TOA) range measurement.

A Recommendation System for Health Screening Hospitals based on Client Preferences

  • Kim, Namyun;Kim, Sung-Dong
    • International journal of advanced smart convergence
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    • 제9권3호
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    • pp.145-152
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    • 2020
  • When conducting a health screening, it is important to select the most appropriate hospitals for the screening items. There are various packages in the screening hospitals, and the screening items and price are very different for each package. In this paper, we provide a method of recommending the screening packages in consideration of the customer's preferences such as screening items and minimum matching ratio. First, after collecting package information of hospitals, information such as basic items and optional items in the package are extracted. Then, we determine whether the client's screening items exist in the basic item or optional item of the package and calculate the matching rate of the package. Finally, we recommend screening packages with the lowest price while meeting the minimum matching rate suggested by the client. For performance analysis, we implement a prototype for recommending screening packages and provide the experimental results. The performance analysis shows that the proposed approach provides a real-time response time and recommends appropriate packages.

Adaptive Recommendation System for Health Screening based on Machine Learning

  • Kim, Namyun;Kim, Sung-Dong
    • International journal of advanced smart convergence
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    • 제9권2호
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    • pp.1-7
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    • 2020
  • As the demand for health screening increases, there is a need for efficient design of screening items. We build machine learning models for health screening and recommend screening items to provide personalized health care service. When offline, a synthetic data set is generated based on guidelines and clinical results from institutions, and a machine learning model for each screening item is generated. When online, the recommendation server provides a recommendation list of screening items in real time using the customer's health condition and machine learning models. As a result of the performance analysis, the accuracy of the learning model was close to 100%, and server response time was less than 1 second to serve 1,000 users simultaneously. This paper provides an adaptive and automatic recommendation in response to changes in the new screening environment.

저용량, 고화질 비디오 압축 브라우징에 대한 설계 (The Design of Video Compression Browsing for Low Capacity and High Quality)

  • 강진석;김무영;김장형
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 1999년도 추계종합학술대회
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    • pp.193-198
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    • 1999
  • In the 21th century, everyone feels that the multimedia system is close at hand in real life due to the rapid advance of the computer processing ability and high speed and high guality of communication services. Also the limited frequencies resource will be optimized due to rapid advances in digital video technology which is believed superior to analogue technology in information engineering. MEPG-2 has been introduced for broadcasting use such as digital TV Thus it features the high-definition and hyper-low bit rate. But, because of much throughput it has been implemented by high-priced private ASIC chip and is not in general use yet. But in this research, noticing the rapid enhancement of PC processor performance comparing with the price. MPEG-2 was developed by real time software MPEG-2 had been known impossible to implement with S/W, but the research proved the possibility of the S/W implementation and below are the pictures also in the research was improved 'Motion Vector and Compensation' Algorithm which requires the most operations and UT was made possible real time process. Multimedia Info Society has settled and accompanied by the rapid advance of image-processing technology and lots of standards.

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실시간 요청/응답 모델에 기반한 모바일 콘텐츠 큐레이션 서비스 (Mobile Content Curation Service Based on Real-Time Request/Response Model)

  • 김남윤
    • 한국인터넷방송통신학회논문지
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    • 제14권4호
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    • pp.1-6
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    • 2014
  • 본 논문은 온라인/오프라인에 존재하는 각종 정보를 모바일 단말기에서 수집 관리하는 큐레이션(curation) 서비스를 제안한다. 기업은 브로커(broker) 서버에 일회성 토픽(topic) 정보를 미리 저장해 두고, 고객은 브로커 서버에게 명시적으로 토픽 정보를 요청함으로써 단말기에 큐레이션하는 기법이다. 제안한 서비스의 주요 특징은 기존의 구독(subscription) 기반 콘텐츠 큐레이션이 아니라 실시간 요청/응답(request/response) 모델의 큐레이션이며, QR Code나 오디오 인식이 필요없이 문자열(string)를 통해 토픽을 명시하고, 메시지 형식으로 토픽 정보를 수신한 후 모바일 단말기에 저장함으로써 언제 어디서나 조회가 가능한 장점이 있다. 본 서비스의 활용 사례로는 TV와의 연동을 통한 세컨드 스크린 서비스, 온라인/오프라인 각종 이벤트 수집 등이 있다.

Performance Analysis of Cloud Rendering Based on Web Real-Time Communication

  • Lim, Gyubeom;Hong, Sukjun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권3호
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    • pp.276-284
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    • 2022
  • In this paper, we implemented cloud rendering using WebRTC for high-quality AR and VR services. Cloud rendering is an applied technology of cloud computing. It efficiently handles the rendering of large volumes of 3D content. The conventional VR and AR service is a method of downloading 3D content. The download time is delayed as the 3D content capacity increases. Cloud rendering is a streaming method according to the user's point of view. Therefore, stable service is possible regardless of the 3D content capacity. In this paper, we implemented cloud rendering using WebRTC and analyzed its performance. We compared latency of 100MB, 300MB, and 500MB 3D AR content in 100Mbps and 300Mbps internet environments. As a result of the analysis, cloud rendering showed stable latency regardless of data volume. On the other hand, the conventional method showed an increase in latency as the data volume increased. The results of this paper quantitatively evaluate the stability of cloud rendering. This is expected to contribute to high-quality VR and AR services