• Title/Summary/Keyword: 다중 클라이언트

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Session Management of a Web Client in Multi-Database Middleware System MDATA (다중 데이터베이스 미들웨어 시스템 MDATA에서의 웹 클라이언트 세션 관리)

  • 서정민;홍영국;진은숙;윤수영;송주원
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.160-162
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    • 2000
  • 데이터베이스 응용 시스템간에 공유되는 자료가 많아지고 웹 응용 시스템이 일반화됨에 따라서, 웹 상에서도 이기종 데이터베이스 시스템들에 접근하여 질의를 처리하는 방법이 요구되고 있다. 이에 본 논문에서는 이기종 데이터베이스의 자료를 쉽게 처리하는 다중 이기종 데이터베이스 미들웨어 시스템을 웹 환경에서 사용하게 하기 위한 웹 클라이언트를 제안하고, 이 웹 클라이언트가 다수의 전역 데이터베이스에 접근할수 있도록 여러사용자에 대한 세션을 관리하는 방법을 제안한다.

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The Modelling of Web GIS Using Multi-Mobile Agent Systems (다중 이동 에이전트 시스템을 이용한 웹 지리 정보 시스템 모델링)

  • Park, Young-Geun;Kim, Shin-Dug
    • Proceedings of the Korea Information Processing Society Conference
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    • 2000.10b
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    • pp.1357-1360
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    • 2000
  • 본 논문은 다중 이동 에이전트 시스템을 이용한 웹 지리 정보 시스템 모델을 제안한다. 방대한 지리 정보를 분산 병렬처리하기 위해서 호스트간을 이주하고 네트워크 환경에서 효율적으로 수행하는 이동 에이전트를 사용한다. 제안하는 모델은 사용자와 상호작용하고 에이전트를 생성하여 이주시키며 웹 브라우저에 플러그 인 되는 HAP(home agent platform)과 GIS 서버에서 지리객체를 검색하는 iMAP(internet mobile agent)으로 구성된다. 성능 평가는 클라이언트/서버 모델과 이동 에이전트 모델간의 성능 비교를 통해서 보여준다.

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Digital Hologram Generating of 3D Object with Super-multi-light-source (초다광원 3차원 물체의 디지털 홀로그램 고속 생성)

  • Song, Joongseok;Kim, Changseob;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.135-136
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    • 2015
  • 컴퓨터 생성 홀로그램(CGH: computer generated hologram) 기법은 기존의 광학계 장치와 변수들을 수학적으로 모델링하여 일반 범용 컴퓨터(PC: personal computer)로도 디지털 홀로그램을 생성할 수 있는 기술이다. 이 기술은 디지털 홀로그램의 해상도와 3D 물체의 광원 수에 따라 알고리즘의 연산량이 좌우되기 때문에, 실용적인 사용을 위해서 알고리즘의 연산량을 낮추거나 하드웨어의 연산 속도를 높이는 연구가 필수적이다. 본 논문에서는 초다광원 3D 물체의 디지털 홀로그램을 고속으로 생성할 수 있는 방법을 제안한다. 제안하는 방법은 한 개의 서버 PC와 다수의 클라이언트 PC들로 구성되어 있으며, 이들은 일반적으로 사용되는 범용 GPU (graphic processing unit)가 장착되어 있다. 서버에서 3D 물체의 광원을 스캔하여 데이터화 하고, 클라이언트 PC들의 연산 능력에 따라 광원 데이터를 분할하여 클라이언트들에게 각각 전송한다. 각각의 클라이언트들은 전송받은 데이터를 이용해 다중 GPU 기반의 CGH 연산을 수행하여 간섭 패턴들을 생성하고, 생성된 패턴들은 다시 서버 PC로 재전송된다. 서버 PC로 재전송 된 패턴들이 하나로 누적되면 디지털 홀로그램이 생성된다. 본 실험에서, 기존의 방법으로는 139,655개의 광원에 대해 $1,024{\times}1,024$ 해상도의 홀로그램을 생성하는데 약 2,250 ms가 걸린 반면, 제안하는 방법은 약 478 ms의 속도로 생성할 수 있음을 확인하였다.

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Development of Smart Health Client based on Real-Time Health Information Sharing Framework (실시간 의료 정보 공유 프레임워크 기반의 스마트 의료 클라이언트 개발)

  • Im, Seokjin;Hwang, Hee-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.131-137
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    • 2014
  • The advent of various smart devices like smart phones and tablets has triggered the changes in information systems of medical centers. Especially, diversifying devices of clients and the need for N-Screen services increase necessities for sharing effectively information in medical centers. However, developing and managing clients for each OS like iOS and Android cost high and make it hard to provide seamless service through multi devices. Also, in the aspect of security it is necessary to share information between clients and health information systems. In this paper, we develop a smart health information client based real-time health information sharing framework. The developed client is based on hybrid app, that enables to share information in real time between N devices through health information sharing framework and to adopted to developments of various clients.

Implementation of Remote Control System using TeleRemote System (TeleRemote를 이용한 원격 제어 시스템 구현)

  • 김상복;한성호;진현준;박노경
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.12B
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    • pp.1115-1123
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    • 2003
  • In this paper, a remote control system called TeleRemote system which can be applied to existing wireless mobile networks or public telephone networks for remote control is designed and implemented. The proposed design employs program technology based on the theory of signal detect control and enables the EPG(Electronic Program Guide) functions such as recording reservation of bidirectional video signals with TV reception card on PC. It can also control recording reservation using remote control program through telecommunication network The PC-EPG system is implemented in Web programs with Server/Clinet architecture and the server system that provides EPG functionalities is in charge of recording reservations and data communications by means of the scheduler program. Data storing to client PCs is performed through TCP/IP and finished by client programs implemented using Visual C++/MFC programs. As remote control system, the developed system can be used for unmanned security system using the Web camera. Building intranet and making connection to internet, the TeleRemote system is believed to create potential for commercial communication system.

Exploitation of Multi-Versions based on Callback Locking in a Client-Server DBMS Environment (클라이언트-서버 DBMS 환경에서 콜백 잠금 기반 다중 버전의 활용)

  • 강흠근;민준기;전석주;정진완
    • Journal of KIISE:Databases
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    • v.31 no.5
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    • pp.457-467
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    • 2004
  • The efficiency of algorithms managing data caches has a major impact on the performance of systems that utilize client-side data caching. In these systems, two versions of data can be maintained without an additional space overhead of the server by exploiting the replication of data in the server's buffer and clients' caches. In this paper, we present a new cache consistency algorithm employing versions: Two Versions-Callback Locking (2V-CBL). Our experimental results indicate that 2V-CBL provides good performance, particularly outperforms a leading cache consistency algorithm, Asynchronous Avoidance-based Gache Consistency, when some clients run only read-only transactions.

Design of Context-Aware System for Status Monitoring of Semiconductor Equipment (반도체 장비의 상태감시를 위한 상황인지 시스템 설계)

  • Jeon, Min-Ho;Kang, Chul-Gyu;Jeong, Seung-Heui;Oh, Chang-Heon
    • Journal of Advanced Navigation Technology
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    • v.14 no.3
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    • pp.432-438
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    • 2010
  • In this paper, we propose a system which can perceive status of semiconductor equipment and evaluate its performance. The proposed system acquires the information such acceleration, pressure, temperature and gas sensors in the surrounding semiconductor equipment. After acquiring information, it is sent to server through multi hop transmission. The transmitted data generates 3 steps alarm using context-aware algorithm of unit or multiple event. From the experiment's result of the proposed system, we confirm that the reliability and efficiency of information is more improved about 80% than a system that doesn't use context-aware algorithm. Moreover, this system can be effective status monitoring of semiconductor equipment because lots of client nodes acquire surrounding information.

Implementation of Virtual Laboratory Based on the Internet (인터넷 기반 가상실험실의 구현)

  • Joo, Young-Hoon;Kim, Moon-Hwan;Lee, Ho-Jae;Park, Jin-Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.4
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    • pp.448-454
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    • 2003
  • This paper concerns the establishment of the Internet-based virtual laboratory (VL). In control engineering, it is required to evaluate the feasibility of a newly developed controller design technique by applying to a physical system. However, it is inefficient to make or build such a experimental apparatus in all research activities. A possible remedy is to share such a apparatus spatially via the Internet. We set up techniques for the remote -control of various experimental apparatuses based on the Internet. The proposed VL forms a server-client structure and is implemented in multi-control interfaces.

A Method for Client-Server Allocation for Maximum Load Balancing and Automatic Frame Rate Adjustment in a Game Streaming Environment (게임 스트리밍 환경에서 최대 부하 균등 및 자동 프레임 레이트 조절을 위한 클라이언트-서버 배정 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.77-88
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    • 2020
  • Recently, interest in game streaming is high in cloud-based gaming. In game streaming, remote game servers perform graphics rendering and stream the resulting scene images to clients' device on the Internet. We model the client-server allocation (CSA) problem for balancing the GPU load between servers in a game streaming environment as an optimization problem, and propose a simulated annealing-based method. The features of our method are that the method takes into account the constraints on network delay and has the ability to automatically adjust the frame rate of game sessions if necessary.

Engine Technology Design of On-line 3D Game (온라인 3D 게임의 엔진 테크놀러지 디자인)

  • Choi, Hak-Hyun;Kim, Jung-Hee
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.579-586
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    • 2007
  • The process of developing a online 3D game engine involves designing details of the engine, alpha test, adjustment, supplementation, beta test and introduction, and an online 3D game engine is made of a server engine and client engine. The server engine, which is made of server construction part, distribution center and DB construction part for building asymmetric multiple servers, is developed by Linux, and the client engine, which is made of a graphic part, sound part, AI part and object management part, is developed by using DirectX in Windows, and it proposes an engine configuration and method based on 3D engine technology by analyzing the network technology, which is a common engine technology.

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