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A Study on Method for Load Balancing in Desktop Cloud Computing Environment (데스크탑 클라우드 컴퓨팅 환경에서의 로드 밸런싱 기법에 관한 연구)

  • Shin, Eun Hwan;Kim, Jee Hong;Eom, Young Ik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.234-237
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    • 2010
  • 클라우드 컴퓨팅 기술의 발전으로 서버 환경에 한하여 적용되었던 가상화 기술이 데스크탑 환경으로 빠르게 확산되어가고 있다. 클라우드 컴퓨팅 환경은 가상화 기술을 이용하여 하나의 물리적 자원위에서 여러 개의 가상 머신을 운용하기 때문에 효과적인 로드 밸런싱(load balancing) 기법을 필요로 한다. 하지만 기존 서버 가상화 환경에서의 로드 밸런싱 정책은 프로세서와 네트워크 사용률을 주된 로드 측정의 기준으로 삼았다. 그에 반해 데스크탑 클라우드 컴퓨팅 환경 하에서의 데스크탑 가상 머신은 사용자 유형에 따라 다양한 종류의 작업 요청을 처리해야 하기 때문에 처리 중인 작업의 특성을 고려한 보다 유연한 로드 밸런싱 정책을 필요로 한다. 본 연구에서는 데스크탑 클라우드 컴퓨팅 환경에 적합한 로드 밸런싱 정책을 제시하고, 이를 바탕으로 제안하는 기법이 가지는 효율성을 기존 방식과 비교 및 분석 하였다.

Asynchronous communication by using GWT assessment and analysis of the data model (비동기통신 방식을 이용한 GWT(Google Web Toolkit) 의 데이터 모델 구현)

  • Kyoung-Young Choi;Bo-reum Lee;Seok-Hee Lee;Sang Cho
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.740-742
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    • 2008
  • Google에서는 GWT라는 웹2.0시대의 핵심기술인 AJAX를 기반으로 한 개발 툴킷을 발표했다. GWT는 Desktop Application 수준의 웹 시스템을 Java로 구현하여 AJAX Application을 재사용 가능하도록 한다. 이에 따른 비동기 통신 방식에서의 모델(M)과 콘트롤러(C)가 RPC 서비스에 적용되는 방법이 기존의 Java 웹 프레임워크에서 적용한 페이지 단위의 방식인 동기식 통신이 적용되는지 분석하고 비동기 통신 방식에 간단한 디자인패턴을 사용하여 구현 하였을 때 효율성이 기존의 프레임워크보다 높은가를 평가한다.

Software-based Simple Lock-in Amplifier and Built-in Sound Card for Compact and Cost-effective Terahertz Time-domain Spectroscopy System

  • Yu-Jin Nam;Jisoo Kyoung
    • Current Optics and Photonics
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    • v.7 no.6
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    • pp.683-691
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    • 2023
  • A typical terahertz time-domain spectroscopy system requires large, expensive, and heavy hardware such as a lock-in amplifier and a function generator. In this study, we replaced the lock-in amplifier and the function generator with a single sound card built into a typical desktop computer to significantly reduce the system size, weight, and cost. The sound card serves two purposes: 1 kHz chopping signal generation and raw data acquisition. A unique software lock-in (Python coding program to eliminate noise from raw data) method was developed and successfully extracted THz time-domain signals with a signal-to-noise ratio of ~40,000 (the intensity ratio between the peak and average noise levels). The built-in sound card with the software lock-in method exhibited sufficiently good performance compared with the hardware-based method.

Enablers of the Adoption of Mobile Banking: From Economic-Psychological-Social Perspectives

  • YunJi Moon
    • Asia pacific journal of information systems
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    • v.30 no.1
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    • pp.72-93
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    • 2020
  • With the proliferation of smart devices, mobile banking has become increasingly important. Customers can manage their banking needs without desktop computers or a face-to-face meeting with bank tellers. However, contrary to expectation of wide-spread use of mobile banking, several factors restrict its adoption. The purpose of this study is to explore what factors affect positively or negatively the adoption of mobile banking from economic (operational competence, convenience, mental accounting), psychological (hope, self-efficacy, optimism, resiliency) and social perspectives (normative social pressure, embarrassment avoidance). This paper suggests that three enablers would consequently affect a customer's perceived utilitarian and hedonic value in mobile banking, followed by trust and intention to use. In testing the hypothesized research model, survey and analysis of a structural equation model using Amos are conducted. The findings emphasize that banks need to focus on perceived utilitarian and hedonic values when considering economic, psychological and social enablers most salient to customers in order to promote greater adoption of mobile banking services.

A Study of the Establishment of BIM Design Environment based on Virtual Desktop Infrastructure(VDI) of Cloud Computing Technology (클라우드 컴퓨팅 기술을 활용한 데스크탑 가상화 기반의 BIM 설계 환경 구축에 관한 연구)

  • Shin, Joonghwan;Lee, Kyuhyup;Kwon, Soonwook;Choi, Gyuseong;Ko, Hyunglyu
    • Korean Journal of Construction Engineering and Management
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    • v.16 no.4
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    • pp.118-128
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    • 2015
  • Recently BIM technology has been expanded for using in construction project. Due to the high-cost of BIM infrastructure development, lack of regulations, lack of process and so forth, usage of BIM has been delayed than initial expectations. In design phase, especially, collaboration based on BIM system has been a key factor for successful next generation building project. Through the analysis of current research trends about IT technologies, virtualization and BIM service, data exchange such as drawings, 3D model, object data, properties using cloud computing and virtual server system is defined as a most successful solution. The purpose of this study is to enable the cloud computing BIM server to provide several main functions such as editing models, 3D model viewing and checking, mark-up and snapshot in high-performance quality by proper design of VDI system. Concurrent client connection performance is a main technical index of VDI. Through testing of test-bed server client, developed VDI system's multi-connect control is evaluated. Performance-test result of BIM server VDI effect to development direction of cloud computing BIM service for commercialization.

Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

A Study on Usability Evaluation of Reference Resources Management Tools (참고정보원 관리도구의 사용성 평가에 관한 연구)

  • Kweon, Beom-Joong;Kwak, Seung-Jin
    • Journal of the Korean Society for information Management
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    • v.24 no.3
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    • pp.219-244
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    • 2007
  • Reference resources management tools can be divided into three types: Desktop-based, Web-based, and Web 2.0-based. This study is intended to compare and analyze the functions provided by the three types of tools and also to compare and evaluate their usability. Each Tools were chosen to represent each type. For comparison and analysis of the functions provided by the three types of tools, we divided the process of using reference resources management tools into four steps and then compared and analyzed sub items in each step. Satisfaction, understandability, conformance and efficiency that items for comparison and evaluation of the usability were compared using both quantitative and qualitative approaches. We surveyed the participants to collect data for quantitative research; and interviewed them and analyzed the results for qualitative research. Here are the results from evaluating the usability of Tool A(Desktop-based), B(Web-based), C(Web 2.0 based). First, Tool B had the highest mean user satisfaction, followed by Tool A and Tool C. Secondly, Tool B had the lead in understandability, followed by Tool A and Tool C. Thirdly, Tool A had the highest mean conformance, followed by Tool B and Tool C. Fourth, Tool B had the highest mean efficiency, followed by Tool A and Tool C.

Class-based Proxy Server for Mobile Computers (이동 컴퓨터를 위한 클래스 기반 프락시 서버)

  • Lee, Jong-Kuk;Kim, Myung-Chul;Lee, Kyung-Hee
    • Journal of KIISE:Information Networking
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    • v.28 no.4
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    • pp.463-476
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    • 2001
  • To support the mobility, mobile computers are generally equipped with lower capability than desktop PCs or workstations in terms of the size of a display, the processing power of CPU and so on. This may give a rise to limitation in mobile computers of supporting multimedia services such as World Wide Web which users would otherwise fully enjoy in desktop PCs. Approaches to reducing the limitations are distillating original multimedia data or converting them to text. Conventional proxy servers for mobile computer simply send distillated image files with the fixed size regardless of the display size of a target mobile computer. Since the cached data is kept separately for each user, they cannot be shared among users with the same display configuration and thus the proxy server could be overloaded. In this paper, we first classify various mobile computers based on their display capability in terms of display sizes and colors. We propose an enhanced proxy server called Class-based proxy that provides a mobile computer with distillated image files in proportion to its class display capacity. The proposed proxy server allows a mobile computer user to have a homepage view similar to that in PC or Workstation. Mobile computers with the same class share the cached image files, which are distillated appropriately for that class. This helps the proxy server to get higher cache hit ratio with improved efficiency and scalability.

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Efficient Virtual Machine Migration for Mobile Cloud Using PMIPv6 (모바일 클라우드 환경에서 PMIPv6를 이용한 효율적인 가상머신 마이그레이션)

  • Lee, Tae-Hee;Na, Sang-Ho;Lee, Seung-Jin;Kim, Myeong-Eeob;Huh, Eui-Nam
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37B no.9
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    • pp.806-813
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    • 2012
  • In a cloud computing environment, various solutions were introduced to provide the service to users such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), Software as a Service (SaaS) and Desktop as a Service (DaaS). Nowadays, Mobile as a Service (MaaS) to provide the mobility in a cloud environment. In other words, users must have access to data and applications even when they are moving. Thus, to support the mobility to a mobile Thin-Client is the key factor. Related works to support the mobility for mobile devices were Mobile IPv6 and Proxy Mobile IPv6 which showed performance drawbacks such as packet loss during hand-over which could be very critical when collaborating with cloud computing environment. The proposed model in this paper deploys middleware and replica servers to support the data transmission among cloud and PMIPv6 domain. It supports efficient mobility during high-speed movement as well as high-density of mobile nodes in local mobility anchor. In this paper, through performance evaluation, the proposed scheme shows the cost comparison between previous PMIPv6 and verifies its significant efficiency.

OpenGL ES 1.1 Implementation Using OpenGL (OpenGL을 이용한 OpenGL ES 1.1 구현)

  • Lee, Hwan-Yong;Baek, Nak-Hoon
    • The KIPS Transactions:PartA
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    • v.16A no.3
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    • pp.159-168
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    • 2009
  • In this paper, we present an efficient way of implementing OpenGL ES 1.1 standard for the environments with hardware-supported OpenGL API, such as desktop PCs. Although OpenGL ES was started from the existing OpenGL features, it becomes a new three-dimensional graphics library customized for embedded systems through introducing fixed-point arithmetic operations, buffer management with fixed-point data type supports, completely new texture mapping functionalities and others. Currently, it is the official three dimensional graphics library for Google Android, Apple iPhone, PlayStation3, etc. In this paper, we achieved improvements on the arithmetic operations for the fixed-point number representation, which is the most characteristic data type for OpenGL ES. For the conversion of fixed-point data types to the floating-point number representations for the underlying OpenGL, we show the way of efficient conversion processes even with satisfying OpenGL ES standard requirements. We also introduced a simple memory management scheme to mange the converted data for the buffer containing fixed-point numbers. In the case of texture processing, the requirements in both standards are quite different and thus we used completely new software-implementations. Our final implementation result of OpenGL ES library provides all of over than 200 functions in OpenGL ES 1.1 standard and completely passed its conformance test, to show its compliance with the standard. From the efficiency viewpoint, we measured its execution times for several OpenGL ES-specific application programs and achieved at most 33.147 times improvements, to become the fastest one among the OpenGL ES implementations in the same category.