• Title/Summary/Keyword: different platform

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Modeling of Artworks Blockchain Platform Using Colored Petri Net

  • Lee, Yo-Seob
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.242-248
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    • 2020
  • Most works of art are done through brokers, and transaction details are not disclosed to the public and are always at risk of tampering. To solve these problems, many Artworks Blockchain Platforms that apply blockchain technology to art transactions are being used. Several companies are currently operating these platforms, but since various blockchain platforms are operated according to the content, the operating methods of each platform are different, and a related model is needed to solve these problems due to compatibility issues between platforms. In this paper, we collect the latest Artworks Blockchain Platforms data, and based on this, we will create and analyze the Color Petri net model of Artworks Blockchain Platform.

Implementation of Blockchain-based Play-To-Donate Platform (블록체인 기반 실시간 기부 플랫폼 개발)

  • Sung, Juhyun;Lee, Minuk;Hwang, Seongtaek;Lee, Juyeol;Lee, Jihoon
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.3
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    • pp.98-100
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    • 2022
  • This paper presents a new blockchain based donation platform combined with a type of gaming application. The proposed donation platform is similar to existing play-to-earn (P2E), but it has different characteristics such as non-liquidated token and direct transfer to a celebrity donation organization. Moreover, it has advantages like a robustness for counterfeiting and falsification as well as enhanced donating experience.

Wrapping based Open Metaverse Platform Architecture (래핑 기반 개방형 메타버스 플랫폼 아키텍처)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.1-4
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    • 2022
  • As computers can express and utilize information in a semantic dimension different from the real world, humans have opened the door to the digital world and have played a pivotal role in the transformation of the human habitual environment. Using metaverse, it can be possible to predict concepts such as virtual currency, artificial intelligence, and virtual reality, which have now become possible for practical systemic visualization. In order to implement the metaverse in the realm of technology, it requires not only a multifaceted discussion on the platform, but also research on an architect that can include the intrinsic complexity of the metaverse. In this paper, we discuss the architecture for an open metaverse platform based on convergence wrapping that can converge various contents into one space, and propose a comprehensive platform design.

Dynamic responses on traditional Chinese timber multi-story building with high platform base under earthquake excitations

  • Zhang, Xicheng;Ma, Hui;Zhao, Yanli;Zhao, Hongtie
    • Earthquakes and Structures
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    • v.19 no.5
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    • pp.331-345
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    • 2020
  • The multi-story timber structure with high platform base is one of the important architectural types in the traditional Chinese buildings. To study the dynamic characteristics and seismic responses on this kind of traditional structure, the 3-D finite element models of Xi'an drum tower which included the high platform base, upper timber structure and whole structure was established considering the structural form and material performance parameters of the structure in this study. By the modal analysis, the main frequencies and mode shapes of this kind of traditional building were obtained and investigated. The three kinds of earthquake excitations included El-Centro wave, Taft wave and Lanzhou wave were separately imposed on the upper timber structure model and the overall structure model, and the seismic responses on the tops of columns were analyzed. The results of time history analysis show that the seismic response of the upper timber structure is obviously amplified by high platform base. After considering the effect of high platform base, the mean value on the lateral displacement increments of the top column in the overall structure is more than 20.478% and the increase of dynamic coefficients was all above 0.818 under the above three different earthquake excitations. Obviously, it shows that the existence of high platform base has a negative influence on the seismic responses of upper timber structure. And the high platform base will directly affect the safety of the upper timber structure. Therefore, the influence of high platform base on the dynamic response of its upper timber structure cannot be neglected.

Development of Telecommunication Network Management Agents using Farmer Model on Distributed System (분산 시스템 상에서 Farmer Model을 이용한 통신망 관리 에이전트 개발)

  • Lee, Gwang-Hyeong;Park, Su-Hyeon
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.9
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    • pp.2493-2503
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    • 1999
  • The TMN that appears to operate the various communication networks generally and efficiently is developed under the different platform environment such as the different hardware and the different operating system. One of the main problems is that all the agents of the TMN system must be duplicated and maintain the software and the data blocks that perform the identical function. Therefore, the multi-platform cannot be supported in the development of the TMN agent. In order to overcome these problems, the Farming methodology that is based on the Farmer model has been suggested. With the Farming methodology, the software and the data components which are duplicated and stored in each distributed object are saved in the platform independent class repository (PICR) by converting into the format of the independent componentware in the platform, so that the componentwares that are essential for the execution can be loaded and used statically or dynamically from PICR as described in the framework of each distributed object. The distributed TMN agent of the personal communication network is designed and developed by using the Farmer model.

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Music Listening Behavior analysis of Twitter User and A Comparative Study of Domestic Music Ranking (트위터 이용자의 음악 청취 행태 분석 및 국내 음악 순위와의 비교 연구)

  • Yoo, Young-Seok;Sohn, Bang-Yong
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.309-316
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    • 2016
  • While consumption patterns have changed online music, online music platform began to emerge. While people prefer popular music recommendation, they use the online music platform chart or use the SNS Platform to share information. Online platform Ranking is different because of different properties held by members. Meanwhile, we need music charts characteristics of SNS users. So there were a lot of attempts to chart a comprehensive variety of platforms. And continue to emerge theses linking the musical characteristics and SNS. In this paper, We have developed a new chart using the behavior of Twitter Users who listen to music, and studies comparing the results with existing chart.

Design and Implementation of the GNEX C-to-WIPI Java Converter for Automatic Mobile Contents Translation (모바일 콘텐츠의 자동변환을 위한 GNEX C-to-WIPI Java 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.609-617
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the WIPI platform. The GNEX C-to-WIPI Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Analysis on the Effects of the Lower Extremities Muscle Activation during Muscular Strength Training on an Unstable Platform with Magneto-Rheological Dampers (MR 댐퍼를 적용한 불안정판에서 하지 근력 훈련이 근 활성도에 미치는 영향 분석)

  • Choi, Y.J.;Piao, Y.J.;Kwon, T.K.;Kim, D.W.;Kim, J.J.;Kim, N.G.
    • Journal of Biomedical Engineering Research
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    • v.28 no.5
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    • pp.636-646
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    • 2007
  • Adequate postural control depends on the spatial and temporal integration of vestibular, visual, and somatosensory information. Especially, the musculoskeletal function is essential to maintain the postural control. The experimental studies was performed on the muscular activities in the lower extremities during maintaining and moving exercises on an unstable platform with Magneto Rheological(MR) dampers. The unstable platform of the developed system was controlled by electric currents to the MR dampers. A subject executed the maintaining and moving exercises which are presented through the display monitor. The electromyographies of the eight muscles in lower extremities were recorded and analyzed in the time and the frequency domain: the muscles of interest were rectus femoris(RF), biceps femoris(BF), tensor fasciae latae(TFL), vastus lateralis(VL), vastus medialis(VM), gastrocnemius(Ga), tibialis anterior(TA), Soleus(So). The experimental results showed that the muscular activities differed in the four moving exercises and the nine maintaining exercises. For the anterior-posterior pattern, the TA showed highest activities; for the left-right pattern, the TFL; for the 45, $-45^{\circ}$ pattern, the TFL and TA. Also, the rate of the increase in the muscular activities were affected by the condition of the unstable platform with MR dampers for the maintaining and moving exercises. The experimental results suggest that the choice of different maintaining and moving exercises could selectively train different muscles in various intensity. Futhermore, the findings suggested that the training using this system can improve the ability of postural control.

Accuracy and Reliability of Ground Reaction Force System and Effect of Force Platform Mounting and Environment (지면반력장비의 정밀성, 신뢰도와 장비설치.사용 환경의 영향)

  • Park, Young-Hoon;Youm, Chang-Hong;Sun, Sheng;Seo, Kook-Woong;Kim, Eui-Hwan;Kim, Tae-Whan
    • Korean Journal of Applied Biomechanics
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    • v.17 no.1
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    • pp.1-8
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    • 2007
  • Ground reaction force (GRF) measures are one of the most commonly used in biomechanical study. GRF system is very useful educational tool to explain and demonstrate the Newton's law of universal gravitation and laws of motion as well. However, accuracy, intra- and inter- force platform measures' consistency, reliability, noise, and the effect of platform mounting to GRF measures were not clearly viewed. The aim of this study was to examine the above. GRFs of a plastic dummy and two subjects' quiet upright standing were collected at four university laboratories eight force platforms. The types of platforms, analysis programs, and platform set-up were various. Three 100s-trials were conducted with sampling frequency of 100 Hz. First two trials' vertical component of GRFs, Fz, and CoP sway ranges of mid-60s-portion of 100s trials were analyzed by the paired t-tests and one-way ANOVA. Six of eight platforms' 1st and 2nd trial dummy Fz were statistically different (p<.05) and all platforms ICC were poor (<.28). Fz of the two platforms in every four laboratories were statistically different (p<.05). There were white noises and/or very distinctive noises at specific frequency ranges in all Fz measures. 5 Hz low-pass filtering made clear the Fz differences. CoP ranges of dummy were less than 0.5 cm and the best was 0.02 cm. This CoP range finding agrees with previous results suggests the importance of force platform mounting and A/D card resolution.

Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (모바일 콘텐츠 자동변환기를 위한 콘텐츠 분석기와 리소스 변환기 개발)

  • Lee, Yang-Sun;Kim, Jae-Sung;Kim, Myoung-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.681-690
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the contents analyzer and the resource converter of the automatic mobile contents converter system that converts game contents of the mobile platform such as the WIPI and the GNEX to contents of the smart platform such as the Android and the iOS. The automatic mobile contents converter system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly converting platform-specific-contents to run under smart platforms. Also, the automatic conversion and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of game contents.