• Title/Summary/Keyword: Virtual network

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Development and Use of Digital Climate Models in Northern Gyunggi Province - I. Derivation of DCMs from Historical Climate Data and Local Land Surface Features (경기북부지역 정밀 수치기후도 제작 및 활용 - I. 수치기후도 제작)

  • 김성기;박중수;이은섭;장정희;정유란;윤진일
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.6 no.1
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    • pp.49-60
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    • 2004
  • Northern Gyeonggi Province(NGP), consisting of 3 counties, is the northernmost region in South Korea adjacent to the de-militarized zone with North Korea. To supplement insufficient spatial coverage of official climate data and climate atlases based on those data, high-resolution digital climate models(DCM) were prepared to support weather- related activities of residents in NGP Monthly climate data from 51 synoptic stations across both North and South Korea were collected for 1981-2000. A digital elevation model(DEM) for this region with 30m cell spacing was used with the climate data for spatially interpolating daily maximum and minimum temperatures, solar irradiance, and precipitation based on relevant topoclimatological models. For daily minimum temperature, a spatial interpolation scheme accommodating the potential influences of cold air accumulation and the temperature inversion was used. For daily maximum temperature estimation, a spatial interpolation model loaded with the overheating index was used. Daily solar irradiances over sloping surfaces were estimated from nearby synoptic station data weighted by potential relative radiation, which is the hourly sum of relative solar intensity. Precipitation was assumed to increase with the difference between virtual terrain elevation and the DEM multiplied by an observed rate. Validations were carried out by installing an observation network specifically for making comparisons with the spatially estimated temperature pattern. Freezing risk in January was estimated for major fruit tree species based on the DCMs under the recurrence intervals of 10, 30, and 100 years, respectively. Frost risks at bud-burst and blossom of tree flowers were also estimated for the same resolution as the DCMs.

State-of-the-art 3D GIS: System Development Perspectives

  • Kim, Kyong-Ho;Lee, Ki-Won;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the KSRS Conference
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    • 1998.09a
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    • pp.153-158
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    • 1998
  • Since the mid-1990′s, researches on 3D GIS have been regarded as one of main issues both in the academic sites and commercial vendors; recently, some prototyped systems or the first versioned software systems of commercial basis are being reported and released. Unlike conventional 2D GIS, which consists in intelligent structured GIS or desktop GIS, every 3D GIS has its own distinguished features according to data structure-supporting capability, GIS-styled functionality, external database accessibility, interfacing extents with 2D GIS, 3D visualization/texture mapping ability, and so forth. In this study, technical aspects related to system development, SERI-Web3D GIS ver. 1.2, are explained. Main features in this revised 3D GIS can be summarized: 2-tier system model(client-server), VGFF(Virtual GIS File Format), internal GIS import, Feature manager(zoning, layering, visualization evironment), Scene manager(manage 3D geographic world), Scene editor, Spatial analyzer(Intersect, Buffering, Network analysis), VRML exporter. While, most other 3D GISes or cartographic mapping systems may be categorized into 3D visualization systems handling terrain height-field processing, 2D GIS extension modules, or 3D geometric feature generation system using orthophoto image: actually, these are eventually considered as several parts of "real 3D GIS". As well as these things, other components, especially web-based 3D GIS, are being implemented in this study: Surface/feature integration, Java/VRML linkage, Mesh/Grid problem, LOD(Level of Detail)/Tiling, Public access security problem, 3-tier architecture extension, Surface handling strategy for VRML.

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Design and Implementation of Networked Virtual Reality Applications and An Efficient Synchronization Mechanism Dynamically Adapting to the Network State (네트워크 가상현실 응용의 설계 및 구현과 가변적인 네트웍 상태를 고려하는 동기화 기법)

  • Choi, Sung;You, Jun-Ho
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.517-521
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    • 2006
  • 네트워크 가상현실 시스템은 먼 거리에 떨어진 사용자들 사이에 일관성 있는 가상 세계를 제공하며, 군사, 오락, 건축 등 여러 부분에 응용되고 있다. 본 논문에서는 그 동안 고성능 그래픽 워크스테이션 환경에서 중심적으로 연구되어 왔던 네트워크 가상현실 시스템을 가장 보편적인 플랫폼인 네트워크 환경에서 구현할 때 생기는 3차원 그래픽 처리 성능의 문제 등과 같은 이에 대한 해결책들을 제시하고 미로 환경과 지형 환경에 근거한 가상 세계를 응용 실험 대상으로 삼아 성능을 분석하였다. 실시간으로 상호 작용하는 어플리케이션은 성능을 유지하면서 모든 참가자들에게 동일한 뷰를 보여주는 것이 중요하다. 동일한 뷰를 제공하기 위해 참가자들이 전송하는 이벤트마다 재생 지연 시간을 설정하고, 수신한 이벤트에 대해서는 예정 재생 시각까지 버퍼에 저장하여 모든 참가자들이 동시에 이벤트를 실행하도록 하는 기법이 제안되어 왔다. 그러나 네트워크 트래픽이 동적으로 변하므로 네트워크 상에서 발생하는 전송 지연 시간도 동적으로 변화한다. 그러므로 고정된 재생 지연 시간을 사용할 경우, 네트워크 트래픽 감소에 따라 상호 작용 성능을 향상시킬 수 있는 기회를 상실하게 되고, 네트워크 트래픽 증가에 따라 이벤트 손실률이 크게 증가하게 되어 참가자들 간에 일치하지 않는 뷰를 초래하게 된다. 네트워크 트래픽이 적어서 전송 지연 시간이 짧을 경우 짧은 재생 지연 시간을 적용하여 상호작용 성능을 높여주고, 트래픽이 많은 경우에는 재생 지연 시간을 늘림으로써 상호 작용 성능을 해치지 않는 범위에서 이벤트 손실률을 줄인다. 실험을 통하여 제안하는 기법의 성능을 평가하였으며 그 결과 본 동기화 기법이 고부하(heavily loaded) 네트워크 상태가 지속되는 동안 기존 기법에 비해 참가자들에게 일치된 뷰를 제공할 수 있고, 저부하(lightly loaded) 네트워크 상태에서는 상호 작용 성능을 향상시킬 수 있다는 것을 확인하였다.

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Relay of Remote Control Signal for Spacecraft in Deep Space via FHLH (FHLH를 매개로 한 심우주 우주선 원격 제어 신호 중계)

  • Koo, Cheol Hea;Kim, Hyungshin
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.48 no.4
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    • pp.295-301
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    • 2020
  • When a spacecraft in deep space falls into an abnormal state, an emergency communication channel between ground and the spacecraft is essential in order to perform analysis to the cause of the anomaly, and to remedy the spacecraft from the distressed state. Because the recovery actions generally comprises of long and complicated sequences of commands, the transmission of the recovery commands may require a reliable and a delay tolerant networking technology based on bundle routing. While the delay tolerant networking protocol becomes a prominent method interfacing ground and space into a internet-like Solar system network because it can address the issues of the severe communication problems in deep space, the communication system on the spacecraft which based on space packet protocol cannot use the delay tolerant networking technology directly. So a community of the consultative committee for space data systems starts a discussion of the first-hop last-hop mechanism to establish a feasible concept and standardization. This paper presents an enhanced concept of the first-hop last-hop by applying it a virtual cislunar communication environment, and we believe this contributes to make a way applicable to an interoperable relay concept of the first hop last hop between the delay tolerant networking and space packet protocol standard.

A Study on the Performance of VPN based on MPLS Networks (MPLS 망을 기반으로 하는 VPN의 성능에 관한 연구)

  • Shin, Tae-Sam;Kim, Young-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.8 no.1
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    • pp.51-57
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    • 2007
  • In this paper we introduce the concept of MPLS-based VPN and propose a scheme for providing VPN services in MPLS networks. Furthermore, we design the control components and the operational procedures and evaluated the performance of traditional VPN implementation methods and MPLS-based VPN. In this scheme it is possible to solve several problems that IP-based VPN pertains via the allocation of VPN ID and virtual space without tunneling, thereby providing effective VPN services. In other words, the MPLS-based VPN scheme uses MPLS networking technology together with the PSTN which can achieve a perfect segregation of user traffic on per-customer basis in a physical link and can guarantee high reliability and security levels. Specially, in the perspective of customers, it can save networking facilities installation and maintenance costs considerably. On the contrary, it possesses some shortcomings in that its deployment tends to be restricted within an ISP's network boundary and it is vulnerable to external security break-ins when going through public networks such as the Internet due to its lack of data encryption capability.

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The Use of Internet of Things and Innovation of the Private Security (사물인터넷의 활용과 민간시큐리티의 혁신)

  • Gong, Bae Wan
    • Convergence Security Journal
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    • v.17 no.1
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    • pp.101-109
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    • 2017
  • The Internet of things is a system that connects and communicates all sorts of things such as people, objects, and data. It's to create and share information by its own each other. It can be used to enhance the function of private security and has brought about innovative development of private security. The Internet of things is a system that allows devices connected to the Internet to communicate independently of people-objects, objects-objects connected to the Internet. That and can be used in many industries, especially in the private security sector, its value is high. The use of the Internet of things to private security sector can reinforce security zones with always-on surveillance systems, also be enhanced by its own preparedness and response to the situation. However, this study will discusse the application and development of private security in the Internet of things. The practical application of the virtual space is an immediate task and it is also an essential factor in securing security.

Traffic characteistics and effective bandwidth estimation for MPEG sources (MPEG 입력 신호원의 트래픽 특성과 효과적 대역폭 추정)

  • 유흥균
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.6
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    • pp.1490-1500
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    • 1996
  • One of the important issues for multimedia communications over ATM netowrks is efficient use of net-work resources since transmitting video at low cost requires high utilization of channel bandwidth. In this paper, we propose an effective bandwidth estimation scheme for MPEG sources in ATM networks. It has been known difficult to allocate effective transmission bandwidth to MPEG sources due to its bursty charactersitics. The MPEG traffic stream can bemodeled using five traffic parameters:service rate, burst load ratio, interburst load ratio, burst period, and interburst period. Using these parameters, a transmission bandwidth for each source can be estimated, and the estimated bandwidth is applied synchronously to reduce the queue size in a buffer. For a simple network modelof a high speed link that multiplexes a number of virtual-circuit connections, simulations on adaptive bandwidth allocation were performed, and the results show that the queueing delay is significantly reduced, when compared to a fixed bandwidth allocation.

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Low Latency Uplink Transmission Scheme in Mobile Communication Networks (이동통신망에서 저지연 상향링크 전송 기법)

  • Bae, Duck-Hyun;Lee, Hyun-Suk;Lee, Jang-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.1
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    • pp.77-87
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    • 2017
  • Even though current LTE/LTE-A mobile networks provide enough high data rate and low latency to support conventional wireless services, to support ultra-low delay services, such as virtual reality and remote control, in the next generation mobile communication network, it is required to provide very low delay about several ms. However, in the uplink transmission of the LTE/LTE-A system, the process of scheduling grant is required to obtain uplink resources for uplink transmission from the eNB. The process of granting uplink resources from eNB brings additional fixed latency, which is one of the critical obstacles to achieve low delay in uplink transmissions. Thus, in this paper, we propose a novel uplink transmission scheme called Cut-in uplink transmission, to reduce uplink latency. We provide the performance of the proposed uplink transmission scheme through simulations and show the proposed uplink transmission scheme provides lower uplink transmission delay than conventional uplink transmission scheme in LTE/LTE-A mobile networks.

Impacts of Automated Vehicles on Freeway Traffic-flow - Focused on Seoul-Singal Basic Sections of GyeongBu Freeway - (자율주행차량 도입에 따른 고속도로 교통류 영향분석 - 경부고속도로 서울-신갈 기본구간을 중심으로)

  • Park, In-seon;Lee, Jong-deok;Lee, Jae-yong;Hwang, Kee-yeon
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.14 no.6
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    • pp.21-36
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    • 2015
  • These days Automated Vehicle(AV) has been receiving attention as a fundamental solution to resolve the various transportation problems and various researches related to the benefits of AV have been done. However, previous researches mainly analyzed the effects in the virtual network. The purpose of this research is to predict and to find out the benefits by introducing the Automated Vehicle to present road traffic system. Thus, the study analyzes the traffic-flow changes of Gyeongbu freeway Seoul-Singal basic section which is planned for setting the test-bed. The results show that Automated Vehicle can have negative effects on the traffic-flow in low volume of LOS A and B. However, the average speed increases and the traffic density decreases in more than LOS C, the traffic volume increase. Therefore, the introduction of Automated Vehicle achieves positive effect on various transportation problems such as the traffic congestion.

Design the Time-Interval Based Fairness Partitioning Method in DVE (DVE에서 시간 기반 균등 부하 분산 방식 설계)

  • Won, Dong-Kee;An, Dong-Un;Chung, Seung-Jong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.1
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    • pp.48-54
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    • 2008
  • MMORPGs may involve a great number of concurrent players, and those servers usually have to manage hundred, or even thousands of avatars co-existing in the same virtual world. So if failing to send a command or an event message, or sending it too late may cause damages to the avatar evolution(death, injury, loss of resources), and may result in unjustified penalties for the player. Many policies could be defined to realize a ranking evaluation of available servers. Unfortunately, due to the highly dynamic characteristics of server loads and network performances, any optimal allocation would soon become sub-optimal. In order to solve those problems we propose the "time-interval based fairness partitioning method"(TIP). TIP will distribute the avatar to the game server equally with time-interval in order to avoid the problems form the unfairness of game servers load.