• Title/Summary/Keyword: 가상 그래프

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Graph Neural Network and Reinforcement Learning based Optimal VNE Method in 5G and B5G Networks (5G 및 B5G 네트워크에서 그래프 신경망 및 강화학습 기반 최적의 VNE 기법)

  • Seok-Woo Park;Kang-Hyun Moon;Kyung-Taek Chung;In-Ho Ra
    • Smart Media Journal
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    • v.12 no.11
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    • pp.113-124
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    • 2023
  • With the advent of 5G and B5G (Beyond 5G) networks, network virtualization technology that can overcome the limitations of existing networks is attracting attention. The purpose of network virtualization is to provide solutions for efficient network resource utilization and various services. Existing heuristic-based VNE (Virtual Network Embedding) techniques have been studied, but the flexibility is limited. Therefore, in this paper, we propose a GNN-based network slicing classification scheme to meet various service requirements and a RL-based VNE scheme for optimal resource allocation. The proposed method performs optimal VNE using an Actor-Critic network. Finally, to evaluate the performance of the proposed technique, we compare it with Node Rank, MCST-VNE, and GCN-VNE techniques. Through performance analysis, it was shown that the GNN and RL-based VNE techniques are better than the existing techniques in terms of acceptance rate and resource efficiency.

Development of Scene Graph Library for Mobile Platforms (모바일 플랫폼을 위한 장면그래프 라이브러리 개발)

  • Kim, Jun-Ho;Seo, Jin-Seok;Park, Chang-Hoon;Hwang, Jane;Ko, Hee-Dong
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.792-801
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    • 2010
  • In this paper, we introduce a novel scene graph library for mobile platforms, called the 'Mobile OpenSceneGraph (Mobile OSG)', as a mobile graphics middleware. Our mobile scene graph library supports several nice properties, including platform-independence, extensibility, touch-based UI supports, and compatibility, by carefully adapting the OpenSceneGraph library, one of the most widely used graphics middlewares for desktop platforms, to mobile platforms. We validate the usefulness of the proposed library for mobiles with the several experimental results including real-time rendering, camera manipulations with a touch-based UI, and animations with switching geometric nodes.

Constructing Java Vulnerable API List based on Java Access Permission Checking Tree (자바 접근 권한 검사 트리 기반의 자바 취약 API 리스트 생성)

  • Park, Hyo-Seong;Park, Chul-Woo;Lim, Young-Chan;Kim, Ki-Chang
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.5 no.2
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    • pp.289-296
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    • 2015
  • Java is an interpreted language that can run on a variety of platforms, also Java has a number of useful features for network. Due to theses features of Java language, Java is used in various fields. In this paper, we will talk about how the malware that threaten the Java Security Manager of the Java Virtual Machine is using the vulnerability of the Java Virtual Machine. And for corresponding measures, this paper suggest vulnerability analysis method of Java system class by using Java Call Graph and Java Access Permission Checking Tree. By suggesting that, we want to lay groundwork for preventing Java security threats in advance.

Automatic Construction of SHACL Schemas for RDF Knowledge Graphs Generated by Direct Mappings

  • Choi, Ji-Woong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.23-34
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    • 2020
  • In this paper, we proposes a method to automatically construct SHACL schemas for RDF knowledge graphs(KGs) generated by Direct Mapping(DM). DM and SHACL are all W3C recommendations. DM consists of rules to transform the data in an RDB into an RDF graph. SHACL is a language to describe and validate the structure of RDF graphs. The proposed method automatically translates the integrity constraints as well as the structure information in an RDB schema into SHACL. Thus, our SHACL schemas are able to check integrity instead of RDBMSs. This is a consideration to assure database consistency even when RDBs are served as virtual RDF KGs. We tested our results on 24 DM test cases, published by W3C. It was shown that they are effective in describing and validating RDF KGs.

가상 커뮤니티에서 사회 관계 추론을 위한 시맨틱 웹 접근 방법

  • Lee, Seung-Hun;Kim, Ji-Hyeok;Kim, Heung-Nam;Jo, Geun-Sik
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2007.11a
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    • pp.343-352
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    • 2007
  • 최근 Web 2.0 발달과 더불어 블로그나 온라인 카페 등 웹 상의 사용자가 개인적인 정보를 자유롭게 개제할 수 있도록 하는 인터넷서비스가 증가하면서, 이 사용자들 간의 관계에 초점을 맞춘 소셜 네트워크 분양의 연구가 활발히 이루어지고 있다. 하지만 많은 소셜 네트워크 서비스가 정보자원을 컴퓨터가 처리할 수 있는 의미적인 정보로 표현하고 있지 않기 때문에 서로 다른 도메인 간에 공유와 재사용이 어렵고, 사회적 개체들 간의 관계가 명확하게 정의되어 있지 않아 소셜 네트워크 분석에 어려움이 있다. 본 논문에서는 가상 커뮤니티 사용자들이 업로드 한 사진 데이터를 이용한 시맨틱 웹 기반의 소셜 네트워크 분석 시스템을 제안한다. 온톨로지를 기반으로 사진에서 추출된 얼굴 개체와의 관계와 이미 인맥 관계를 형성하고 있는 사람들의 정보적 연결성을 명확하게 정의하고 도메인 규칙을 활용하여 의미 있는 사회적 연결 관계를 추론한다. 이를 그래프로 시각화하여 사용자에게 제공함으로써 온라인 상에서 형성된 커뮤니티 내에서 효율적인 소셜 네트워크 분석을 도모하고 이를 기반으로 다양한 응용 분야에 활용하는 방법을 모색한다.

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Visualization of Social Networks Service based on Virtualization (가상화 기반의 SNS 시각화)

  • Park, Sun;Kim, Chul Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.637-638
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    • 2014
  • This paper proposes a new visualization method based on Vitualization technique which uses internal relationship of user correlation and external information of social network to visualize user relationship hierarchy. The proposed method use hadoop on virtual machine of OpenStack for distribution and parallel processing which the result of calculation visualizes hierarchy graph to analyze link nodes of Social Network Services for users.

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An Approach to the Graph-based Representation and Analysis of Building Circulation using BIM - MRP Graph Structure as an Extension of UCN - (BIM과 그래프를 기반으로 한 건물 동선의 표현과 분석 접근방법 - UCN의 확장형인 MRP 그래프의 제안 -)

  • Kim, Jisoo;Lee, Jin-Kook
    • Korean Journal of Construction Engineering and Management
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    • v.16 no.5
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    • pp.3-11
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    • 2015
  • This paper aims to review and discuss a graph-based approach for the representation and analysis of building circulation using BIM models. To propose this approach, the authors survey diverse researches and developments which are related to building circulation issues such as circulation requirements in Korea Building Act, spatial network analysis, as well as BIM applications. As the basis of this paper, UCN (Universal Circulation Network) is the main reference of the research, and the major goal of this paper is to extend the coverage of UCN with additional features we examined in the survey. In this paper we restructured two major perspectives on top of UCN: 1) finding major factors of graph-based circulation analysis based on UCN and 2) restructuring the UCN approach and others for adjusting to Korean Building Act. As a result of the further studies in this paper, two major additions have demonstrated in the article: 1) the most remote point-based circulation representation, and 2) virtual space-based circulation analysis.

A Dynamic Approach to Extract the Original Semantics and Structure of VM-based Obfuscated Binary Executables (가상 머신 기반으로 난독화된 실행파일의 구조 및 원본의미 추출 동적 방법)

  • Lee, Sungho;Han, Taisook
    • Journal of KIISE
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    • v.41 no.10
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    • pp.859-869
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    • 2014
  • In recent years, the obfuscation techniques are commonly exploited to protect malwares, so obfuscated malwares have become a big threat. Especially, it is extremely hard to analyze virtualization-obfuscated malwares based on unusual virtual machines, because the original program is hidden by the virtual machine as well as its semantics is mixed with the semantics of the virtual machine. To confront this threat, we suggest a framework to analyze virtualization-obfuscated programs based on the dynamic analysis. First, we extract the dynamic execution trace of the virtualization-obfuscated executables. Second, we analyze the traces by translating machine instruction sequences into the intermediate representation and extract the virtual machine architecture by constructing dynamic context flow graphs. Finally, we extract abstract semantics of the original program using the extracted virtual machine architecture. In this paper, we propose a method to extract the information of the original program from a virtualization-obfuscated program by some commercial obfuscation tools. We expect that our tool can be used to understand virtualization-obfuscated programs and integrate other program analysis techniques so that it can be applied to analysis of the semantics of original programs using the abstract semantics.

User Centered Information of Navigation Process Saving Techniques Based on X3D Virtual Environment (X3D 기반 사용자 중심 가상환경 탐색항해를 위한 의미정보 저장 기법)

  • Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.627-630
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    • 2007
  • XML is becoming a de facto standard for exchanging data in Internet data processing environments due to the inherent characteristics such as hierarchical self-describing structures. Nowadays the number of 3D VE(Virtural Environment) available on the internet is constantly increasing, most of them focused low-level geometric data that lack any semantic information. VRML is composed of simple science graph. X3D is constructed based on XML and has many advantage. However, previous researches can not apply various advantage of XML. This work proposes an alternate approach for association semantic information to X3D VE based on XML. These information use navigation to VE. Moreover, we study extraction method of sematic information to XML document. In this work, we study saving techniques for navigation processing.

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A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.