• Title/Summary/Keyword: Replay experiment

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Implementation of the Grid-Based Research System Supporting Remote Experiment Replay using Distributed Streaming Server (분산 스트리밍 서버를 이용한 원격 실험 재연을 지원하는 그리드 기반 연구 시스템의 구현)

  • Jang, Sun;Lee, Jang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.677-684
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    • 2008
  • We propose an grid-based research system that replays the experiment by storing and reusing the previous experiment result data in performing remote experiment from a distance. The proposed system was designed for the real-time hybrid test facility which is being built in Korea Construction Engineering Development(KOCED) Project. To provide users with various data, the experiment result data are maintained by the distributed streaming servers based on the publish/subscribe paradigm. Based on the data characteristics of our project, we compared analyzed the performance of the one-streaming-server case and the distributed-multiple-streaming-server case.

Recording and Replay Service for a Grid-Based Hybrid Remote Experiment in Civil Engineering (그리드 기반의 토목공학 하이브리드 원격 실험의 리코딩 및 리플레이 서비스)

  • Jang, Sun;Lee, Jang-Ho
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06b
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    • pp.502-507
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    • 2007
  • 그리드 컴퓨팅 기술을 기반으로 한 원격 실험 환경 구축에 있어서 원격 실험만큼이나 실험결과 데이터를 저장하고 재연하는 것이 중요하게 대두되고 있다. 본 논문에서는 KOCED 프로젝트의 건설 연구 실험시설 중 하나인 실시간 하이브리드 다자유도 실험시설에 대한 프로토타입인 원격 하이브리드 실험에 대하여 나라다 브로커링 이라는 발간 및 구독 패러다임의 스트리밍 서버와 글로버스 툴킷에 기반 한 리코딩 및 리플레이 서비스를 통하여 실험결과 데이터를 저장하고 재연하는 시스템을 구축 하였다. 기존에 진행된 실험결과를 검색하여 볼 수 있게 함으로써 중복된 실험으로 인한 비용을 줄이고, 사용자가 원하는 데이터에 대한 토픽정보를 통하여 재연함으로써 실험결과 데이터의 효용성을 높일 수 있을 것으로 판단된다.

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An Exploratory Study Examining Users' Psychological Responses to Screen Speed in Virtual Reality Exergame (가상현실 운동게임의 화면 속도에 따른 사용자 반응)

  • Shin, Mincheol;Chung, Donghun
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.41-52
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    • 2020
  • This study aimed to address whether the varying degree of screen speed in the context of a Virtual reality exergame will interact with users' intrinsic motivation in influencing user perceptions. Results from our experiment (N = 40), showed that screen speed and intrinsic motivation have significantly interacted in influencing players' feeling of flow, attitude, and intention to replay the game (i.e., the 7km/h and 9km/h speeds have induced more favorable user perceptions than the 5km/h speed). Further implications of the findings are discussed.

A study on the user's emotional change when they are using a product by using emotional word logging software (감성어휘 로깅 소프트웨어를 이용한 제품 사용중 사용자의 감성변화 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.167-177
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    • 2006
  • In this study, we developed a tool for measuring user's emotions expressed while using a product in the natural and accessible environment for the design field. Also, using emotional word logging software VideoTAME, we measured a user's emotions expressed while using a product. In the testing module of VideoTAME, participants evaluate their emotional changes through playing and watching the video clips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Excel. In this research, we have asked users to examine their emotional changes while watching the recorded video clip of them in the experiment room performing a series of tasks using a cellular phone. In this experiment, there were no big differences in the representative emotions expressed for each characteristics of task. The reason for this can be assumed it is because of the emotional changes occurred while facing specific situations when performing a task rather than the task itself. If more data is collected and concrete statistical analysis is done, it is expected that we can clarify what effect a product's usability has on user's emotions.

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Adaptive Multi-stream Transmission Technique based on SPIHT Video Signal (SPIHT기반 비디오 신호의 적응적 멀티스트림 전송기법)

  • 강경원;정태일;류권열;권기룡;문광석
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.697-703
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    • 2002
  • In this paper, we propose the adaptive multi stream transmission technique based on SPIHT video signal for the highest quality service over the current Internet that does not guarantee QoS. In addition to the reliable transmission of the video stream over the asynchronous packet network, the proposed approach provides the transmission using the adaptive frame pattern control and multi steam over the TCP for continuous replay. The adaptive frame pattern control makes the transmission date scalable in accordance with the client's buffer status. Apart from this, the multi stream transmission improves the efficiency of video stream, and is robust to the network jitter problem, and maximally utilizes the bandwidth of the client's. As a result of the experiment, the DR(delay ratio) in the proposed adaptive multi-stream transmission is more close to zero than in the existing signal stream transmission, which enables the best-efforts service to be implemented.

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A Study on Encryption Method using Hash Chain and Session Key Exchange in DRM System (DRM 시스템에서 해쉬체인과 세션키 교환을 이용한 암호화 기법에 관한 연구)

  • Park, Chan-Kil;Kim, Jung-Jae;Lee, Kyung-Seok;Jun, Moon-Seog
    • The KIPS Transactions:PartC
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    • v.13C no.7 s.110
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    • pp.843-850
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    • 2006
  • This is devoted to first, to propose a hash chain algorithm that generates more secure key than conventional encryption method. Secondly, we proposes encryption method that is more secure than conventional system using a encryption method that encrypts each block with each key generated by a hash chain algorithm. Thirdly, After identifying the user via wired and wireless network using a user authentication method. We propose a divided session key method so that Although a client key is disclosed, Attackers cannot catch a complete key and method to safely transfer the key using a divided key method. We make an experiment using various size of digital contents files for performance analysis after performing the design and implementation of system. Proposed system can distribute key securely than conventional system and encrypt data to prevent attacker from decrypting complete data although key may be disclosed. The encryption and decryption time that client system takes to replay video data fie is analogous to the conventional method.

Development of Tool for Measuring the User's Emotions expressed while Using a Product (제품 사용중 표출되는 사용자의 감성 측정 도구 개발에 관한 연구)

  • Jeong, Sang-Hoon;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.343-354
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    • 2006
  • Human emotion is the issue which is subjective, difficult to define and even more difficult to measure because it's personal. In general, the methods for measuring human emotion is divided in two, one is the psychological way based on user's subjective evaluation and another is the physiological way based on physiological signs. However, these methods have some limitations. Therefore, in this study we suggested the methods for measuring users emotion in the natural and accessible environment for the design field. In order to observe user's emotional changes while they interact with a product, we have extracted some emotional words and representative emotions, and made a set of subjective evaluation scales. With these scales, emotion logging program 'VideoTAME' was developed as an effective measurement tool for complementing the current psychological methods. In the testing module of 'VdeoTAME,' participants evaluate their emotional changes through playing and watching the video dips of their performing tasks in the experiment room. In the analyzing module, the researchers replay the results created by participants during the experiment and analyze the results using Microsoft Exel. It is hoped that this study will be of great help for designers for effective measurement of user's emotions naturally expressed while using a product.

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A Study on Replay Experiments and Thermal Analysis for Autoignition Phenomenon of Shredded Waste Tires (폐타이어 분쇄물의 자연발화현상에 대한 재연실험 및 열분석에 관한 연구)

  • Koh, Jae Sun;Jang, Man Joon
    • Fire Science and Engineering
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    • v.26 no.6
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    • pp.99-108
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    • 2012
  • These days, spontaneous ignition phenomena by oxidizing heat frequently occur in the circumstances of processing and storing waste tires. Therefore, to examine the phenomena, in this work, this researcher conducted the tests of fires of fragmented waste tires (shredded tire), closely investigated components of the fire residual materials collected in the processing and storing place, and analyzed the temperature of the starting of the ignition, weight loss, and heat of reaction. For the study, this researcher conducted fire tests with fragmented waste tires in the range of 2.5 mm to 15 mm, whose heat could be easily accumulated, and performed heat analysis through DSC and TGA, DTA, DTG, and GC/MS to give scientific probability to the possibility of spontaneous ignition. According to the tests, at the 48-hour storage, rapid increase in temperature ($178^{\circ}C$), Graphite phenomenon, smoking were observed. And the result from the DTA and DTG analysis showed that at $166.15^{\circ}C$, the minimum weight loss occurred. And, the result from the test on the waste tire analysis material 1 (Unburnt) through DSC and TGA analysis revealed that at $180^{\circ}C$ or so, thermal decomposition started. As a result, the starting temperature of ignition was considered to be $160^{\circ}C$ to $180^{\circ}C$. And, at $305^{\circ}C$, 10 % of the initial weight of the material reduced, and at $416.12^{\circ}C$, 50 % of the intial weight of the material decreased. The result from the test on oxidation and self-reaction through GC/MS and DSC analysis presented that oxidized components like 1,3 cyclopentnadiene were detected a lot. But according to the result from the heat analysis test on standard materials and fragmented waste tires, their heat value was lower than the basis value so that self-reaction was not found. Therefore, to prevent spontaneous ignition by oxidizing heat of waste tires, it is necessary to convert the conventional process into Cryogenic Process that has no or few heat accumulation at the time of fragmentation. And the current storing method in which broken and fragmented materials are stored into large burlap bags (500 kg) should be changed to the method in which they are stored into small burlap bags in order to prevent heat accumulation.

Development of the PC Based Color Fish Finder (퍼스널 컴퓨터를 이용한 칼라 어군탐지기의 개발에 관한 연구)

  • 신현옥
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.31 no.3
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    • pp.247-255
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    • 1995
  • This paper describes a personal computer(PC) based color fish finder to improve some problem of the commercial one. The commercial fish finder has no function of the echo data logging and replaying. The authors developed two types of the PC based color fish finder. One is a master type composed of a PC, a digital input-output board, and analog to digital converting (A/D) board and an ultrasonic transceiver unit, the other is a slave type composed of a PC and an A/D board. To test the performances of the master type experiments were carried out in air and in a water tank. It is found that the designed master type fish finder displays very well an eight-colored echogram by one dot resolution to the left side of the PC monitor. Also, the depth of echo signal was corresponds very well to the range from the transducer to a target. The sampling interval of echo signal is about 0.1m and the time of A/D conversion is 30 $\mu$sec. On the other hand, to test the performances of the slave type a raw data of echo signals from a data logger was supplied directly or via RF transceivers to the slave type one. From this experiment, it is confirmed the slave type is useful to replay the echo signal from the data logger or a telesounder.

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Metadata extraction using AI and advanced metadata research for web services (AI를 활용한 메타데이터 추출 및 웹서비스용 메타데이터 고도화 연구)

  • Sung Hwan Park
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.499-503
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    • 2024
  • Broadcasting programs are provided to various media such as Internet replay, OTT, and IPTV services as well as self-broadcasting. In this case, it is very important to provide keywords for search that represent the characteristics of the content well. Broadcasters mainly use the method of manually entering key keywords in the production process and the archive process. This method is insufficient in terms of quantity to secure core metadata, and also reveals limitations in recommending and using content in other media services. This study supports securing a large number of metadata by utilizing closed caption data pre-archived through the DTV closed captioning server developed in EBS. First, core metadata was automatically extracted by applying Google's natural language AI technology. The next step is to propose a method of finding core metadata by reflecting priorities and content characteristics as core research contents. As a technology to obtain differentiated metadata weights, the importance was classified by applying the TF-IDF calculation method. Successful weight data were obtained as a result of the experiment. The string metadata obtained by this study, when combined with future string similarity measurement studies, becomes the basis for securing sophisticated content recommendation metadata from content services provided to other media.