• Title/Summary/Keyword: 다중 클라이언트

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Establishment of the Internet-based Virtual Laboratory for Intelligent Robot Control (지능형 로봇의 제어를 위한 인터넷 기반 가상 실험실 구축)

  • Joo, Young-Hoon;Jo, Sang-Gyun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.6
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    • pp.732-736
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    • 2004
  • Currently, the supply of Internet have been generalized. The technique and the equipment using internet are developing. We can use Internet well in an engineering research such timex flows. We can obtain the result and experimentation about a intelligent robot used of advantage that easily use internet. And other equipment can obtain the above experiment and result. Intelligent robot do not be affected by a limitation of wireless because it can load a wireless LAN equipped computer. The experiment is possible in the space which a wireless internet is just possible. In this paper, Internet-based Virtual Laboratory was consisted of a intelligent robot which load control computer and a general computer. Internet-based Virtual Laboratory have a multi-interface.

A Study on ISpace with Distributed Intelligent Network Devices for Multi-object Recognition (다중이동물체 인식을 위한 분산형 지능형네트워크 디바이스로 구현된 공간지능화)

  • Jin, Tae-Seok;Kim, Hyun-Deok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.950-953
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    • 2007
  • The Intelligent Space(ISpace) provides challenging research fields for surveillance, human-computer interfacing, networked camera conferencing, industrial monitoring or service and training applications. ISpace is the space where many intelligent devices, such as computers and sensors, are distributed. According to the cooperation of many intelligent devices, the environment, it is very important that the system knows the location information to offer the useful services. In order to achieve these goals, we present a method for representing, tracking and human following by fusing distributed multiple vision systems in ISpace, with application to pedestrian tracking in a crowd.

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A design and implementation of transmit/receive model to speed up the transmission of large string-data sets in TCP/IP socket communication (TCP/IP 소켓통신에서 대용량 스트링 데이터의 전송 속도를 높이기 위한 송수신 모델 설계 및 구현)

  • Kang, Dong-Jo;Park, Hyun-Ju
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.885-892
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    • 2013
  • In the model Utilizing the TCP / IP socket communication to transmit and receive data, if the size of data is small and if data-transmission aren't frequently requested, the importance of communication speed between a server and a client isn't emphasized. But nowadays, it has emerged for large amounts of data transfer requests and frequent data transfer request. This paper propose the TCP/IP communication model that can be improved the data transfer rate in multi-core environment by changing the receiving structure of the client to receive large amounts of data and the transmission structure of the server to send large amounts of data.

Path Prediction-based Dynamic Data Sharing in Network Virtual Environment (네트워크 가상환경에서 경로예측에 의한 동적 데이터 공유)

  • Song, Sun-Hee;Ra, Sang-Dong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.10C
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    • pp.956-963
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    • 2006
  • This research studies multi participant consistency and dynamic data shared through 3D scenes in virtual network environments. In a distributed virtual environment of client-server structure, consistency is maintained by the static information exchange; as jerks occur by packet delay when updating messages of dynamic data exchanges are broadcasted frequence, the network bottleneck is reduced by predicting the movement path by using the Dead-reckoning algorithm. In Dynamic data path prediction, the tests the location prediction error between Dead-reckoning convergence interval and error of prediction and actual condition one time above threshold it interpolates a previously location. The shared dynamic data of the 3D virtual environment is implementation using the VRML EAI.

Design and Implementation of a System for Constructing Thesaurus of Korean Nouns (한국어 명사의 시소러스 구축을 위한 시스템 설계 및 구현)

  • Lee, Jong-In;Han, Gwang-Rok;Yang, Seung-Hyeon;Kim, Yeong-Seom
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.2
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    • pp.347-356
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    • 1999
  • We present a method of thesaurus construction in order to produce semantic concept hierarchy of Korean nouns and implement a system for constructing the thesaurus in this paper. Multiple-step construction method is applied to this system which uses bottom-up and top-down method complementarily for solving the non-objectivity of word hierarchy, working speed, structural contradiction and incoherency of existing thesaurus. This system maintains objectivity using the meaning sentence of machine-readable dictionary and solves structural contradiction and incoherency with reference to existing thesaurus. We implement a developmental tool based on client/server system to construct thesaurus including massive entries as soon as possible and multiple client can work simultaneously.

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Development of Automatic Synchronization and Web-based screen features for the Dispatcher Operating System of EMS (EMS의 급전원 운영 시스템을 위한 자동 동기 및 웹기반 화면 기능 개발)

  • Yun, Jang-Hyeok;Lee, Seung-Ju;Lee, Seok-Chan;Shin, Yong-Hark
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1707-1710
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    • 2015
  • Energy Management System(EMS)는 전력 시스템에서 운영자에 의해 발전과 송전의 성능을 감시 제어 그리고 성능 최적화를 위하여 운영하는 시스템이다. 본 연구에서는 EMS(Next Generation Energy management System : NG-EMS)에서 클라이언트의 운영 시스템 자동 동기방법 및 웹 기반 온라인에서 뷰어를 실행, 운영하는 방법을 제안 한다. 본 연구는 인트라넷 망에서 클라이언트 운영 시스템의 효율적인 유지보수를 위하여 소프트웨어 패치 및 엔지니어링을 통해 도출된 그래픽 화면을 다수의 클라이언트에 자동 동기, 갱신하는 기능을 특징으로 한다. 또한 자동 동기 빌더를 사용하여 클라이언트에 동기 할 항목을 패키징하는 기능도 포함하고 있다. 자동 동기 서버 측에서는 본 연구의 구성에 의해 클라이언트의 동기 및 갱신 주기를 효율적으로 관리한다. 클라이언트가 메인서버로 접속할 시 자동동기 상태를 체크하는 서버에 문제가 발생했을 경우 다중 동기 서버 형태로 운영하여 불시 장애 발생에 효율적으로 대처가 가능하다. 또한 자동동기 시스템을 적용한 웹 기반 온라인 뷰어의 운영 시스템 및 방법을 제안한다.

Privacy-Preserving K-means Clustering using Homomorphic Encryption in a Multiple Clients Environment (다중 클라이언트 환경에서 동형 암호를 이용한 프라이버시 보장형 K-평균 클러스터링)

  • Kwon, Hee-Yong;Im, Jong-Hyuk;Lee, Mun-Kyu
    • The Journal of Korean Institute of Next Generation Computing
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    • v.15 no.4
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    • pp.7-17
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    • 2019
  • Machine learning is one of the most accurate techniques to predict and analyze various phenomena. K-means clustering is a kind of machine learning technique that classifies given data into clusters of similar data. Because it is desirable to perform an analysis based on a lot of data for better performance, K-means clustering can be performed in a model with a server that calculates the centroids of the clusters, and a number of clients that provide data to server. However, this model has the problem that if the clients' data are associated with private information, the server can infringe clients' privacy. In this paper, to solve this problem in a model with a number of clients, we propose a privacy-preserving K-means clustering method that can perform machine learning, concealing private information using homomorphic encryption.

A Study on the Construction Method of Collaboration Environment for Web (Web에서의 협력 환경 구축 방안 연구)

  • Lee, Jae-Ho
    • Journal of The Korean Association of Information Education
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    • v.1 no.1
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    • pp.74-81
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    • 1997
  • The World Wide Web (Web) is one of the most popular internet tool on now, In this reason most of common user, they understand the Web is internet and Web content is also important issues on this side. However, commonly Web content created by one of Web content creator and sometime they refer the another document and link. In these kinds of environments cause tile delivery of incorrect information or linking to another Web user. There are lots of way to protect the incorrect information deliveries to Web user and the most famous one is Computer Supported Cooperation Work (CSCW). This supports the multi-user environment on single system environment, but this needs more additional things in the current internet environment Current internet defined as distributed information network not tile traditional client-server environment. Specially, Intranet environments need to support the heterogeneous system environment like several Rinds of database, systems like PC, Mac and UNIX workstation, and etc. In this reason, we need collaboration and this would serve the common user interface to all of Web user. In these paper, we review the current concept of CSCW and grouoware that are major concept of collaboration and definition, classification and problem analysis of the collaboration. Finally, we suggest the construction method of collaboration environment for Web.

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Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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Implementation of a WWW Interface for Multiuser Interactive Intelligent Systems (다중사용자 대화형 지능시스템을 위한 WWW 인터페이스 구현)

  • Kim, Chang-Min;Kim, Yong-Gi
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.4
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    • pp.479-488
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    • 1999
  • 인터넷의 성장과 더불어 수많은 응용시스템들이 인터넷 기반 시스템으로 바뀌고 있다. 특히, 인터넷 기반 전문가시스템은 다양한 구조와 방법으로 설계될 수 있고 이미 제작되었던 수많은 인터넷 기반 전문가시스템들은 그 나름대로의 장단점을 가지고 있다. 본 연구는 특정 전문가시스템의 개발이 아니라 WWW(World Wide Web)을 사용자 인터페이스로 이용할 수 있는 전문가시스템 쉘에 관한 연구이다. 본 시스템은 WWW 하부구조에 대한 의존성을 제거, 클라이언트와 네크워크에 부담 격감, HTML과 부합하는 텍스트에 기초한 통신과 같은 장점 외에 중앙 집중적 다중 사용자 접근 관리 기능을 제공한다. 본 시스템은 다중사용자를 위한 서버/클라이언트 환경 구축을 위해 소켓을 이용하여 큐잉(queueing)과 직렬화(serialization)를 해결하고 비연결 지향적인 WWW의 특성으로 인한 사용자 관리의 어려움은 사용자의 IP 주소와 Timer를 이용한 휴무기간 검사를 이용하여 해결한다.Abstract The growth of internet drives many applications into internet-based systems. Internet-based expert systems can be designed with various concepts and methodologies, and they have their own merits and demerits. This papers is a study on a development of not expert system itself but expert system shell which is able to use WWW(World Wide Web) as user interface. The suggested system supports functions on multiuser management controlled by a server system as well as independence on development environments, minimization of the load for clients and network, and text-based communications such as HTML. The system uses socket, which solves problems of queuing and serialization, in order to construct multiuser server/client environmen and also the system solves the non-connective property of WWW which makes it difficult to control users and processes by using IP address and idle time which is supported by the timer.