• Title/Summary/Keyword: virtual network

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MissCW:Multiuser Interactive System for Synchronous Collaborative Writing (MissCW:다중 사용자 동기적 공동 저작 시스템)

  • Seong, Mi-Yeong
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1697-1706
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    • 1996
  • This paper presents the design and the implementation of a MissCW(Multi user Interactive System for Synchronous Collaborative Writing). The document model DMDA(Distributed Multimedia Document Architecture) of MissCW consists of the logical structure, presentation style object, and mark object. The windows. The collaborative editor of this system proposes a structure oriented editing mechanism to combine distrbuted objects into one document. The middleware SOM(Shared Object Manager) maintains shared objects consistently and helps application programs use objects efficiently. The infrastructure of this system is a hybrid structure of replicated and centralized architectures, that is to maintain shared objects consistently inside of SOM and to reduce the overhead of network traffic. The central part is a virtual node which corresponds to the Object Controller of SOMwith the SOT(Shared Objet Table).

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Moving Brand Identity in Cyber World (Cyber World의 Moving Brand Identity에 관한 연구)

  • Whang, Chris Inkyong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.1
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    • pp.65-71
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    • 2016
  • The cyber world is organically alive. It continues to evolve as humans interact with it. Real life and virtual reality are directly or indirectly connected through technology at the network terminal. Branding, in the cyber world, is created by BI(Brand Identity), using designed symbols and logotype developed with digital technology. The objective of this study is to improve the brand value of enterprises and organizations through the use of moving images to adapt to the mobile environment in this rapidly changing cyber world. First, the basic concepts of brand identity, structure, and integrated brand identity were studied. Next, case studies of overseas enterprise branding such Swisscom, HP, BBC were analyzed examining their design concepts and implementation of integrated moving brands. Finally, moving brand identity is explored, for value enhancement, in my projects in ACM SIG CHI 2015, HCI Korea 2014, Aegis Ship 'Yulgok YiYi.' with a discussion of design planning and results. This treatise will contribute to the improvement of brand strategy and design in this country.

A Design and Implementation of a Home Gateway based on the RTC Technology Supporting Live Video Streaming (라이브 비디오 스트리밍을 지원하는 RTC 기반 홈 게이트웨이의 설계 및 구현)

  • Kim, Hye-Sun;Hwang, Ki-Tae
    • The KIPS Transactions:PartC
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    • v.12C no.4 s.100
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    • pp.589-596
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    • 2005
  • The objective of this paper lies in the design and implementation of a home gateway supporting live video streaming which flows from the Non-SIP video camera in home to the mobile SIP device outside. We developed the home gateway on the OSGi framework and employed the RTC technology which embeds an SIP stack so that the multimedia session can be established from the home device to the mobile user outside. And also we developed an RTC bundle to manage the session and a virtual capture device driver to read the video stream from the Non-SIP video camera in the home network, and installed them on the home gateway. Finally, we constructed the experimental environment that has the windows messenger as the SIP mobile device and an AXIS 2100 UPnP video camera as a video source, and then tested if the session establishment to the mobile user from the camera and live video streaming work well between them.

Performance Evaluation of Scheduling Algorithms according to Communication Cost in the Grid System of Co-allocation Environment (Co-allocation 환경의 그리드 시스템에서 통신비용에 따른 스케줄링 알고리즘의 성능 분석)

  • Kang, Oh-Han;Kang, Sang-Seong;Kim, Jin-Suk
    • The KIPS Transactions:PartA
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    • v.14A no.2
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    • pp.99-106
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    • 2007
  • Grid computing, a mechanism which uses heterogeneous systems that are geographically distributed, draws attention as a new paradigm for the next generation operation of parallel and distributed computing. The importance of grid computing concerning communication cost is very huge because grid computing furnishes uses with integrated virtual computing service, in which a number of computer systems are connected by a high-speed network. Therefore, to reduce the execution time, the scheduling algorithm in grid environment should take communication cost into consideration as well as computing ability of resources. However, most scheduling algorithms have not only ignored the communication cost by assuming that all tasks were dealt in one cluster, but also did not consider the overhead of communication cost when the tasks were processed in a number of clusters. In this paper, the functions of original scheduling algorithms are analyzed. More importantly, the functions of algorithms are compared and analyzed with consideration of communication cost within the co allocation environment, in which a task is performed separately in many clusters.

An Efficient VM-Level Scaling Scheme in an IaaS Cloud Computing System: A Queueing Theory Approach

  • Lee, Doo Ho
    • International Journal of Contents
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    • v.13 no.2
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    • pp.29-34
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    • 2017
  • Cloud computing is becoming an effective and efficient way of computing resources and computing service integration. Through centralized management of resources and services, cloud computing delivers hosted services over the internet, such that access to shared hardware, software, applications, information, and all resources is elastically provided to the consumer on-demand. The main enabling technology for cloud computing is virtualization. Virtualization software creates a temporarily simulated or extended version of computing and network resources. The objectives of virtualization are as follows: first, to fully utilize the shared resources by applying partitioning and time-sharing; second, to centralize resource management; third, to enhance cloud data center agility and provide the required scalability and elasticity for on-demand capabilities; fourth, to improve testing and running software diagnostics on different operating platforms; and fifth, to improve the portability of applications and workload migration capabilities. One of the key features of cloud computing is elasticity. It enables users to create and remove virtual computing resources dynamically according to the changing demand, but it is not easy to make a decision regarding the right amount of resources. Indeed, proper provisioning of the resources to applications is an important issue in IaaS cloud computing. Most web applications encounter large and fluctuating task requests. In predictable situations, the resources can be provisioned in advance through capacity planning techniques. But in case of unplanned and spike requests, it would be desirable to automatically scale the resources, called auto-scaling, which adjusts the resources allocated to applications based on its need at any given time. This would free the user from the burden of deciding how many resources are necessary each time. In this work, we propose an analytical and efficient VM-level scaling scheme by modeling each VM in a data center as an M/M/1 processor sharing queue. Our proposed VM-level scaling scheme is validated via a numerical experiment.

Research on Micro-Movement Responses of Facial Muscles by Intimacy, Empathy, Valence (친밀도, 공감도, 긍정도에 따른 얼굴 근육의 미세움직임 반응 차이)

  • Cho, Ji Eun;Park, Sang-In;Won, Myoung Ju;Park, Min Ji;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.439-448
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    • 2017
  • Facial expression is important factor on social interaction. Facial muscle movement provides emotion information to develop social network. However, facial movement has less determined to recognize social emotion. This study is to analyze facial micro-movements and to recognize the social emotion such as intimacy, empathy, and valence. 76 university students were presented to the stimuli for social emotions and was measure their facial expression using camera. As a results, facial micro-movement. showed significant difference of social emotion. After extracting the movement amount of 3 unconscious muscles and 18 conscious muscles, Dominant Frequency band was confirmed. While muscle around the nose and cheek showed significant difference in the intimacy, one around mouth did in the empathy and one around jaw in the valence. The results proposed new facial movement to express social emotion in virtual avatars and to recognize social emotion.

Group Dynamic Source Routing Protocol for Wireless Mobile Ad Hoc Networks (무선 이동 애드 혹 네트워크를 위한 동적 그룹 소스 라우팅 프로토콜)

  • Kwak, Woon-Yong;Oh, Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.11A
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    • pp.1034-1042
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    • 2008
  • It is very hard, but important to sustain path stability for a reliable communication in mobile ad hoc networks. We propose a novel source routing protocol that establishes a group path with virtual multiple paths to enable a robust communication. The entire mobile nodes form a disjoint set of clusters: Each has its clusterhead as a cluster leader and a unique cluster label to identify itself from other clusters. A group path is a sequence of cluster labels instead of nodes and the nodes with the same label collaborate to deliver packets to a node with next label on the group path. We prove by resorting to simulation that our proposed protocol outperforms the existing key routing protocols, even for a network with a high node mobility and a high traffic.

Location Based Subway Information Service Using Bluetooth (블루투스를 이용한 위치기반 지하철 정보 서비스)

  • Cheong, Seung-Ho;Kim, Dae-Ok;Park, Chong-Kwang;Kim, Kwang-Hwan;Lee, Eun-Chul;Kim, Kyo-Sun
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.163-165
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    • 2006
  • The subway passengers are usually alert to the current location of the train in order not to miss the destination or transfer stations. The Global Positioning System (GPS), although expensive, can give an alarm if properly programmed, but cannot receive the satellite signals, underground. Therefore, a novel approach to context-aware location-based subway information system is motivated. The passengers, who are equipped with mobile devices such as laptop, PDA, and mobile phone as clients of the Personal Area Network (PAN), request the Bluetooth connection to the server which is installed in each car of the train. While the sorrel broadcasts the location-based information including the previous station, the current velocity of the train, the distance and time to the next station, the clients provide additional services based on the recognized context of the information, and what the passengers individually want. The services are spontaneous and autonomous rather than passive. The services include not only the information on the nearby stations, exit numbers, connection buses but also the location-based alarms which can be set specific to various personal requests, and sounded by the location of the train rather than time. Whereas the arrival time may not be accurate due to the delays of the train, the location can be accurately traced and broadcast by the server. Also, the clients do not need any expensive systems like GFS. Towards validating the proposed approach, we implemented a Bluetooth PAN including a PC server, two PDA clients and a laptop client. We modeled a train on the Incheon Subway Line #1 and a train on the Seoul-to-Incheon Line on the server, simulated the virtual trains together with the real clients. and verified that all the services were successfully provided.

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A Method for Identifying Nicknames of a User based on User Behavior Patterns in an Online Community (온라인 커뮤니티 사용자의 행동 패턴을 고려한 동일 사용자의 닉네임 식별 기법)

  • Park, Sang-Hyun;Park, Seog
    • Journal of KIISE
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    • v.45 no.2
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    • pp.165-174
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    • 2018
  • An online community is a virtual group whose members share their interests and hobbies anonymously with nicknames unlike Social Network Services. However, there are malicious user problems such as users who write offensive contents and there may exist data fragmentation problems in which the data of the same user exists in different nicknames. In addition, nicknames are frequently changed in the online community, so it is difficult to identify them. Therefore, in this paper, to remedy these problems we propose a behavior pattern feature vectors for users considering online community characteristics, propose a new implicit behavior pattern called relationship pattern, and identify the nickname of the same user based on Random Forest classifier. Also, Experimental results with the collected real world online community data demonstrate that the proposed behavior pattern and classifier can identify the same users at a meaningful level.

E-Business and Simulation

  • Park, Sung-Joo
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.9-10
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    • 2001
  • Simulation has been evolved with the advance of computer and technique of modeling application systems. Early simulations were numerical analysis of engineering models known as continuous simulation, analysis of random events using various random number generators thus named as Monte Carlo simulation, iud analysis o(\\\\`queues which are prevalent in many real world systems including manufacturing, transportation, telecommunication. Discrete-event simulation has been used far modeling and analyzing the systems with waiting lines and inefficient delays. These simulations, either discrete-event, continuous, or hybrid, have played a key role in industrial age by helping to design and implement the efficient real world systems. In the information age which has been brought up by the advent of Internet, e-business has emerged. E-business, any business using Internet, can be characterized by the network of extended enterprises---extended supply and demand chains. The extension of value chains spans far reaching scope in business functions and space globally. It also extends to the individual customer, customer preferences and behaviors, to find the best service and product fit for each individual---mass customization. Simulation should also play a key role in analyzing and evaluating the various phenomena of e-business where the phenomena can be characterized by dynamics, uncertainty, and complexity. In this tutorial, applications of simulation to e-business phenomena will be explained and illustrated. Examples are the dynamics of new economy, analysis of e-business processes, virtual manufacturing system, digital divide phenomena, etc. Partly influenced by e-business, a new trend of simulation has emerged called agent-based simulation, Agent-based simulation is a technique of simulation using software agent that have autonomy and proactivity which are useful in analyzing and integrating numerous individual customer's behavior. One particular form of agent-based simulation is swarm. This tutorial concludes with the illustration of swarm or swarm Intelligence applied to various e-business applications, and future directions and implications of this new trend of simulation.

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