• Title/Summary/Keyword: virtual network

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A Study of ATM Switch Performance Analysis in Consideration of Cell Processing Due Time and Priority (셀 처리 요구 시간 및 우선 순위를 고려한 ATM 스위치의 성능 분석에 관한 연구)

  • 양우석;이재호
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.12A
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    • pp.1910-1916
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    • 1999
  • This paper suggested to solve ATM switch performance and service rate which was input buffer managed scheme in ATM network with burst traffic characteristics, For this purpose, ATM multiplexer is prepared before sending for handling burst random input traffic to multiplex and then sort based on cell inter-arrival time and cell processing due time which had been marked after that. The server looks for cell header with the most shortest due time and sends it, thus it is satisfied that real time traffic for instance CBR and rt-VBR was guaranteed cell processing time to send fast than non real time traffic. For analysis of ATM switch performance with cell processing due time and priority, each output port has divided into four different virtual buffer and each buffer has assigned different cell inter-arrival time and processing due time according to ATM Forum for example CBT/rt-VBR, nrt-VBR, ABR and UBR and showed it’s optimal service parameters then analyzed service rate behaviors according to each traffic characteristics.

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A Study on an Inductive Motion Edit Methodology using a Uniform Posture Map (균등 자세 지도를 이용한 귀납적 동작 편집 기법에 관한 연구)

  • 이범로;정진현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.2C
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    • pp.162-171
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    • 2003
  • It is difficult to reuse the captured motion data, because the data has a difficulty in editing it. In this paper, a uniform posture mar (UPM) algorithm, one of unsupervised learning neural network is proposed to edit the captured motion data. Because it needs much less computational cost than other motion editing algorithms, it is adequate to apply in teal-time applications. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. Above of all, it complements the weakness of the existing algorithm where the calculation quantity increases in proportion to increase the number of restricted condition to solve the problems of high order articulated body. In this paper, it is shown two applications as a visible the application instance of UPM algorithm. One is a motion transition editing system, the other is a inductive inverse kinematics system. This method could be applied to produce 3D character animation based on key frame method, 3D game, and virtual reality, etc.

A New Scheduling Algorithm for Performance Improvement of GFR Service (GFR 서비스의 성능 향상을 위한 새로운 스케줄링 알고리즘)

  • Cho, Hae-Seong;Kim, Kwan-Woong;Bae, Sung-Hwan
    • The KIPS Transactions:PartC
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    • v.10C no.1
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    • pp.45-50
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    • 2003
  • Guaranteed Frame Rate (GFR) service category is one of the most recent ATM service categories. The GFR specification was recently finalized by the ATM Forum and is expected to become an important service category which can efficiently support TCP/IP traffic in ATM network. In GFR switch implementation, it is important to guarantee MCR (minimum cell rate) and improve fairness. In this paper, we propose a new scheduling algorithm for the GFR service. Proposed algorithm provides priority to VC (virtual circuit)s and high Priority given to a VC which has fewer untagged cells in buffer. High priority VCs are serviced before low priority VCs. Proposed algorithm can guarantee MCR and improve fair sharing of the remaining bandwidth between GFR VCs. From computer simulation results, we demonstrate the proposed scheduling algorithm provide much better performance in TCP goodput and fairness than previous schemes.

Design and Implementation of an E-Catalog System for the Efficiency of Electronic Commerce (전자상거래 효율성을 증가시키기 위한 E-Catalog 시스템 설계 및 구현)

  • Choi, Ok-Kyung;Han, Sang-Yong
    • The KIPS Transactions:PartD
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    • v.10D no.1
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    • pp.167-174
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    • 2003
  • Today in Korea, various types of B2B or B2C businesses are carried out on the Internet and the catalog information is the molt important factor to make customers purchase the product. However, no case can be found where information is shared between the business partners, more specifically, each catalog supplier possesses data that are incompatible with others. Though the e-business market has rapidly expanded, it is still difficult for businesses to attract buyers unless an integrated system is provided for more fast and convenient B2B businesses. Such a systematic and integrated catalog system is highly demanded along with current database management system Therefore, this study suggests the E-Catalog system consists of a fixed and standardized catalog system offering product information and a network-based architecture offering products to customers through a search system. The proposed system also supports CRM (Customer Relation Management).

Concept Design of Download Over-the-Air functions for IoF-Cloud based distributed IoT device (IoF-Cloud 기반 분산된 IoT 장비들을 위한 Download Over-the-Air 기능의 개념 설계)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, HyeongGyun;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.9-17
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    • 2016
  • Over the next 20 years it will begin the exodus from the Internet and smart phones to the Internet of Things. The heart of IoT gives new utility and value with connectivity among things around people to the human. In future, Industrial environment will be intimately connect all among machines and machines or factories and factories in all processing, and by digitizing of all goods and production life-cycle, which is a combination of virtual world and real world, the digital factory will become reality eventually. The proposed IoT or IIoT based Download OTA (Over-the-Air) provides a flexible mechanism for downloading Media objects of any type and size from a network. Moreover, proposed IoT based DLOTA provides a part of security by lightweight encryption, OTP, and CapBAC technique.

Web based 3-D Medical Image Visualization System on the PC (웹 기반 3차원 의료모델 시각화 시스템)

  • Kim, Nam-Kug;Lee, Dong-Hyuk;Kim, Jong-Hyo;Kang, Heung-Sik;Min, Byung-Goo;Kim, Young-Ho
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.201-205
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    • 1997
  • With the recent advance of Web and its associated technologies, information sharing on distribute computing environments has gained a great amount of attention from many researchers in many application areas, such as medicine, engineering, and business. One basic requirement of distributed medical consultation systems is that geographically dispersed, disparate participants are allowed to exchange information readily with each other. Such software also needs to be supported on a broad range of computer platforms to increase the software's accessibility. In this paper, the development of world-wide-web based medical consultation system or radiology imaging is addressed to provide the platform independence and great accessibility. The system supports sharing of 3-dimensional objects. We use VRML (Virtual Reality Modeling Language), which is the de-facto standard in 3-D modeling on the Web. 3-D objects are reconstructed from CT or MRI volume data using a VRML format, which can be viewed and manipulated easily in Web-browsers with a VRML plug-in. A Marching cubes method is used in the transformation of scanned volume data set to polygonal surfaces of VRML. A decimation algorithm is adopted to reduce the number of meshes in the resulting VRML file. 3-D volume data are often very large-sized, and hence loading the data on PC level computers requires a significant reduction of the size of the data, while minimizing the loss of the original shape information. This is also important to decrease network delays. A prototype system has been implemented (http://netopia.snu.ac.kr/-cyber/). and several sessions of experiments are carried out.

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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.