• Title/Summary/Keyword: 네트워크컴퓨터

Search Result 4,130, Processing Time 0.031 seconds

A Software Method for Improving the Performance of Real-time Rendering of 3D Games (3D 게임의 실시간 렌더링 속도 향상을 위한 소프트웨어적 기법)

  • Whang, Suk-Min;Sung, Mee-Young;You, Yong-Hee;Kim, Nam-Joong
    • Journal of Korea Game Society
    • /
    • v.6 no.4
    • /
    • pp.55-61
    • /
    • 2006
  • Graphics rendering pipeline (application, geometry, and rasterizer) is the core of real-time graphics which is the most important functionality for computer games. Usually this rendering process is completed by both the CPU and the GPU, and a bottleneck can be located either in the CPU or the GPU. This paper focuses on reducing the bottleneck between the CPU and the GPU. We are proposing a method for improving the performance of parallel processing for real-time graphics rendering by separating the CPU operations (usually performed using a thread) into two parts: pure CPU operations and operations related to the GPU, and let them operate in parallel. This allows for maximizing the parallelism in processing the communication between the CPU and the GPU. Some experiments lead us to confirm that our method proposed in this paper can allow for faster graphics rendering. In addition to our method of using a dedicated thread for GPU related operations, we are also proposing an algorithm for balancing the graphics pipeline using the idle time due to the bottleneck. We have implemented the two methods proposed in this paper in our networked 3D game engine and verified that our methods are effective in real systems.

  • PDF

Practical Architectural Patterns and Guidelines for Designing Complex Mobile Applications (복잡도가 높은 모바일 어플리케이션 설계를 위한 아키텍처 패턴과 적용지침)

  • Jang, Jeong-Ran;La, Hyun-Jung;Kim, Soo-Dong
    • The KIPS Transactions:PartD
    • /
    • v.19D no.1
    • /
    • pp.63-80
    • /
    • 2012
  • Mobile devices with Android OS and iOS have been emerged as mobile computing devices where various software applications are deployed. Furthermore, they are anticipated to be used not only for traditional personal computing but also for enterprise computing. However, such mobile devices have their intrinsic characteristics such as limited resources and flexible network capabilities, which are not revealed in traditional computers. Hence, there is high demand for methods to develop mobile applications with reflecting their intrinsic characteristics. Since those characteristics belong to non-functional requirements, they should be reflected in architecture design while designing mobile applications. To design architecture, the architecture drivers that are architecture non-functional requirements are decided from mobile application characteristics. Conventional architecture design methods do not consider those characteristics so that the methods cannot be straightforwardly applied to mobile applications. In this paper, to efficiently develop mobile applications reflecting those characteristics, we propose a set of architecture patterns and define a guideline to apply those patterns. First, we define the characteristics of mobile applications distinguished and derive architectural drivers from them. Then, we propose architecture patterns in terms of static and dynamic views and define an architectural guideline to apply the patterns to designing architecture for mobile application. And, we perform case studies to verify the applicability of proposed patterns. Finally, we assess the proposed architecture patterns by proving how the patterns can fulfill identified architecture drivers and by comparing our approach with previous works.

The cancellation performance of loop-back signal in wireless USN multihop relay node (무선 USN 멀티홉 중계 노드에서 루프백 신호의 제거 성능)

  • Lim, Seung-Gag;Kang, Dae-Soo
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.9 no.4
    • /
    • pp.17-24
    • /
    • 2009
  • This paper deals with the cancellation performance of loop back interference signal in the case of multihop relay of 16-QAM received signal at the USN radio network. For this, it is necessary to the exchange of information with long distance located station by means of the relay function between the node in the USN environment. In the relay node, the loop-back interference signal which the retransmitting signal is feedback to the receiver side due to the antenna of transmitter and receiver are co-used or very colsely located or using the nonlinear device. Due to this signal, the performance of USN system are degraded which are using the limited resource of frequency and power. For improve this, it is necessary to applying the adaptive signal processing algorithm in order to cancellating the unwanted loop-back interference signal at the frontend of receiver in relaying node, we can get the better system and multi hop performance. In the adaptive signal processing, we considered the 16-QAM signal which has a good spectral efficiency, firstly, than, the QR-Array RLS algorithm was used that has a fairly good convergence property and the solving the finite length problem in the H/W implementation. Finaly, we confirmed that the good elimination performanc was confirmed by computer simulation in the learing cuved and received signal constellation compared to the conventional RLS.

  • PDF

A Study of Collective Knowledge Production Mechanisms of the three Great SNS (3대 SNS에서의 집단적 지식생산 메커니즘 연구)

  • Hong, Sam-Yull;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.8 no.7
    • /
    • pp.1075-1081
    • /
    • 2013
  • Twitter, Facebook, and KakaoStory are the major SNS in Korea. Social knowledge production is being produced by those services from numerous collaboration and co-participation in those SNS. Wikipedia or Naver JishikIN service was regarded as the representative product of collective knowledge production during the wired internet era. However now at the wireless internet era centered with smart phones, various forms of collective knowledge production would be achieved by connecting to SNS in real-time. In this thesis, the survey data of collective knowledge production for users of three SNS have been compared and analyzed. The difference of the collective knowledge production mechanism among Twitter, Facebook and KakaoStory has been studied and compared through three variables: the motivation of collective knowledge production, the preference of collective knowledge production model, and collective knowledge production cultural perception. As a result of the analysis of the discriminant factors for three SNS user groups, it turns out that the diversity-toward usage motivation, personal contribution motivation, and collective knowledge production tendency perception are the most influential variables. This thesis is of significance in that it unites the value of social science such as social capital and collective knowledge production from the viewpoint of computer science and opens the new chapter of collective knowledge production with the real-time SNS of wireless internet from the wired internet.

Recognition of Passport Image Using Removing Noise Branches and Enhanced Fuzzy ART (잡영 가지 제거 알고리즘과 개선된 퍼지 ART를 이용한 여권 코드 인식)

  • Lee, Sang-Soo;Jang, Do-Won;Kim, Kwang-Baek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • v.9 no.2
    • /
    • pp.377-382
    • /
    • 2005
  • 본 논문에서는 출입국자 관리의 효율성과 체계적인 출입국 관리를 위하여 여권 코드를 자동으로 인식하는 방법을 제안한다. 여권 이미지는 기울어진 상태로 스캔 되어 획득되어질 수도 있으므로 기울기 보정은 문자 분할 및 인식에 있어 매우 중요하다. 따라서 본 논문에서는 여권 영상을 스미어링한 후, 추출된 문자열 중에서 가장 긴 문자열을 선택하고 이 문자열의 좌측과 우측 부분의 두께 중심을 연결하는 직선과 수평선과의 기울기를 이용하여 여권 영상에 대한 각도 보정을 수행한다. 여권 코드 추출은 소벨 연산자와 수평 스미어링, 8방향 윤관선 추적 알고리즘을 적용하여 여권 코드의 문자열 영역을 추출하고, 추출된 여권 코드 문자열 영역에 대해 반복 이진화 방법을 적용하여 코드의 문자열 영역을 이진화 한다, 이진화된 문자열 영역에 대해 여권 코드의 인식율을 높이기 위하여 잡영 가지 제거 알고리즘을 적용하여 개별 문자의 잡영을 제거한 후에 개별 코드를 추출하며, CDM 마스크를 적용하여 추출된 개별코드를 복원한다. 추출된 개별코드는 개선된 퍼지 ART 알고리즘을 제안하여 인식에 적용한다. 실제 여권 영상을 대상으로 실험한 결과, CDM 마스크를 이용하여 추출된 개별 코드를 개선된 퍼지 ART 알고리즘을 적용하여 인식한 방법보다 잡영 제거 알고리즘과 CDM 마스크를 적용하여 개선된 퍼지 ART 알고리즘으로 개별 코드를 인식하는 것이 효율적인 것을 확인하였다. 그리고 기존의 퍼지 ART 알고리즘을 이용하여 개별 코드를 인식하는 경우보다 본 논문에서 제안한 개선된 퍼지 ART 알고리즘을 이용하여 개별 코드를 인식하는 경우가 서로 다른 패턴들이 같은 클러스터로 분류되지 않아 인식 성능이 개선되었다.생산하고 있다. 또한 이러한 자료를 바탕으로 지역통계 수요에 즉각 대처할 수 있다. 더 나아가 이와 같은 통계는 전 국민에 대한 패널자료이기 때문에 통계적 활용의 범위가 방대하다. 특히 개인, 가구, 사업체 등 사회 활동의 주체들이 어떻게 변화하는지를 추적할 수 있는 자료를 생산함으로써 다양한 인과적 통계분석을 할 수 있다. 행정자료를 활용한 인구센서스의 이러한 특징은 국가의 교육정책, 노동정책, 복지정책 등 다양한 정책을 정확한 자료를 근거로 수립할 수 있는 기반을 제공한다(Gaasemyr, 1999). 이와 더불어 행정자료 기반의 인구센서스는 비용이 적게 드는 장점이 있다. 예를 들어 덴마크나 핀란드에서는 조사로 자료를 생산하던 때의 1/20 정도 비용으로 행정자료로 인구센서스의 모든 자료를 생산하고 있다. 특히, 최근 모든 행정자료들이 정보통신기술에 의해 데이터베이스 형태로 바뀌고, 인터넷을 근간으로 한 컴퓨터네트워크가 발달함에 따라 각 부처별로 행정을 위해 축적한 자료를 정보통신기술로 연계${cdot}$통합하면 막대한 조사비용을 들이지 않더라도 인구센서스자료를 적은 비용으로 생산할 수 있는 근간이 마련되었다. 이렇듯 행정자료 기반의 인구센서스가 많은 장점을 가졌지만, 그렇다고 모든 국가가 당장 행정자료로 인구센서스를 대체할 수 있는 것은 아니다. 행정자료로 인구센서스통계를 생산하기 위해서는 각 행정부서별로 사용하는 행정자료들을 연계${cdot}$통합할 수 있도록 국가사회전반에 걸쳐 행정 체제가 갖추어져야 하기 때문이다. 특히 모든 국민 개개인에 관한 기본정보, 개인들이 거주하며 생활하는 단위인 개별 주거단위에 관한 정보가 행정부에 등록되어

  • PDF

Technologies trend for Wireless LAN (무선 LAN 통신망의 기술 동향)

  • Gang, Yeong-Jin;Kim, Sung-Nam;Kang, Sin-Ill;Lee, Yeong-Sil;Lee, Hoon-Jae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2011.10a
    • /
    • pp.255-258
    • /
    • 2011
  • Wi-Fi is a rapidly spreading communications network with Smart phone's publication, the technology has become Ubiquitous-based core network which is connected to personal computers, laptops, and tablet PC. Wi-Fi can send currently a variety of data standard due to developed wireless LAN communications network. One of Wi-Fi standard protocols, which is IEEE 802.11n, use 2.4GHz and 5GHz band. 2.4GHz band is used for 802.11b/g protocol because wavelength is long, diffraction and receiving distance is enough to connect other device. 5GHz band has more available channels to use than 2.4GHz band, so there is no frequency interference of other wireless device such as Bluetooth, RFID. Moreover, there is low interference between channels due to small users in each bandwidth level. In the thesis, we are going to analyze 802.11a/b/g protocol which has used since the beginning of Wi-Fi protocol and 802.11n protocol which is used lately. Furthermore, we look into development and direction for standardization of the next generation wireless LANs which are 802.11ac and 802.11ad. In addition, we will consider for the security, vulnerabilities and its countermeasure in Wireless LAN.

  • PDF

A Study on Design of Annotation Database for Visible Human (인체영상 어노테이션 DB 설계에 관한 연구)

  • Ahn, bu-young;Lee, seung-bock;Han, Geon;Lee, sang-ho
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2008.05a
    • /
    • pp.819-822
    • /
    • 2008
  • As the IT and computer network technology is developed very rapidly, the quantity of digital contents is increased and disseminated more widely. The digital contents is generally expressed in 2 or 3 dimensional multimedia format and the visible human image that is taken from human body is very important because of its variety of usefulness. The KISTI(Korea Institute of Science and Technology Information) is now constructing various Korean human informations such as visible Korean, digital Korean, human bone property and human models. These informations are accessable through the internet. However, these human images are not easily understandable for general users because they are specialized in medical image field and there is no detailed explanation data. In this study, we designed the annotation database and searching interface for KISTI's visible Korean database. This annotation database involved the detailed explanation and special note of visible Korean data and it can connect the image and text data of visible Korean with each other. By studying this database and interface design, the KISTI's visible Korean database is more easily accessable and understandable to general users and it can promote the usage of visible Korean data more widely.

  • PDF

Design and Implementation of Sequential Pattern Miner to Analyze Alert Data Pattern (경보데이터 패턴 분석을 위한 순차 패턴 마이너 설계 및 구현)

  • Shin, Moon-Sun;Paik, Woo-Jin
    • Journal of Internet Computing and Services
    • /
    • v.10 no.2
    • /
    • pp.1-13
    • /
    • 2009
  • Intrusion detection is a process that identifies the attacks and responds to the malicious intrusion actions for the protection of the computer and the network resources. Due to the fast development of the Internet, the types of intrusions become more complex recently and need immediate and correct responses because the frequent occurrences of a new intrusion type rise rapidly. Therefore, to solve these problems of the intrusion detection systems, we propose a sequential pattern miner for analysis of the alert data in order to support intelligent and automatic detection of the intrusion. Sequential pattern mining is one of the methods to find the patterns among the extracted items that are frequent in the fixed sequences. We apply the prefixSpan algorithm to find out the alert sequences. This method can be used to predict the actions of the sequential patterns and to create the rules of the intrusions. In this paper, we propose an extended prefixSpan algorithm which is designed to consider the specific characteristics of the alert data. The extended sequential pattern miner will be used as a part of alert data analyzer of intrusion detection systems. By using the created rules from the sequential pattern miner, the HA(high-level alert analyzer) of PEP(policy enforcement point), usually called IDS, performs the prediction of the sequence behaviors and changing patterns that were not visibly checked.

  • PDF

A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw (원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw)

  • 서현곤;사공봉;김기형
    • Journal of KIISE:Software and Applications
    • /
    • v.30 no.11
    • /
    • pp.1080-1091
    • /
    • 2003
  • Recently, the distance education has been rapidly proliferated with the rapid growth of the Internet and high speed networks. There has been relatively much research with regard to online lecture (teaching and studying) tools for the distance education, compared to the virtual laboratory tools (for self-study and experiments). In this paper, we design and implement a web-based simulation tool, named as SimDraw, for the virtual laboratory in the distance education. To apply the web-based simulation technology into the distance education, some requirements should be met; firstly, the user interface of the simulation should be very easy for students. Secondly, the simulation should be very portable to be run on various computer systems of remote students. Finally, the simulation program on remote computers should be very thin so that students can easily install the program onto their computers. To meet these requirements, SimDraw adopts the client/server architecture; the client program contains only model development and animation functions so that no installation of a client program onto student's system is required, and it can be implemented by a Java applet in Web browsers. The server program supports client programs by offering the functions such as remote compiling, model storing, library management, and user management. For the evaluation of SimDraw, we show the simulation process using the example experimentation of the RIP(Routing Information Protocol) Internet routing protocol.

Unconventional Issues and Solutions in Developing IoT Applications (IoT 애플리케이션 개발에서 비전형적 이슈 및 솔루션)

  • Ra, Hyun Jung;Kim, Soo Dong
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.3 no.10
    • /
    • pp.337-350
    • /
    • 2014
  • Internet-of-Things(IoT) is the computing paradigm converged with different technologies, where diverse devices are connected via the wireless network, acquire environmental information from their equipped sensors, and are actuated. IoT applications provide smart services to users by interacting with multiple devices connected to the network. IoT devices provide the simple set of the information and also offer smart services by collaborating with other devices. That is, IoT applications always interact with IoT devices which are becoming very popular at a fast pace. However, due to this fact, developing IoT application results in unconventional technical challenges which have not been observed in typical software applications. Moreover, since IoT computing has its own characteristics which are distinguished from other former paradigms such as embedded computing and mobile computing, IoT applications also reveal their own technical challenges. Therefore, we analyze technical challenges occurring in developing IoT applications and present effective solutions to overcome the challenges. To verify identified issues and presented solutions, we present the result of performing a case study of developing an IoT application. Through the case study, we verify how the unconventional technical issues are raised in a real domain and analyze effectiveness of applying the solutions to the application.