• Title/Summary/Keyword: 멀티미디어 자원관리

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Distributed Software Tools Enabling Efficient RFID Data Pre-Processing Using Agent Mobility (에이전트 이동성을 이용한 효율적인 전자태그 데이터 전처리 가능한 분산 소프트웨어 도구)

  • Ahn, Yong-Sun;Ahn, Jin-Ho
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.608-615
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    • 2009
  • As RFID tag prices have rapidly been declining because of the advance of RFID technology, each tag is attached to an individual item, not a packing box only, for managing the item much more precisely. However, some mechanisms are essential to handle a very large amount of tag data quickly because readers and middlewares processing RFID data have limited hardware resources. In this paper, we design and implement a new mobile agent-based distributed software tools to satisfy this requirement efficiently. These tools provide a convenient environment enabling required data to be pre-processed repeatedly in transit by transferring a mobile agent including its specified data collection policy to numerous mobile readers. This behavior can significantly reduce the elapsed time required for processing huge volumes of tag data at the readers and middlewares with their very high recognition rates compared with the existing one to process the data by fixed readers after having arrived at the destination

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Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

Draft Design of AI Services through Concept Extension of Connected Data Architecture (Connected Data Architecture 개념의 확장을 통한 AI 서비스 초안 설계)

  • Cha, ByungRae;Park, Sun;Oh, Su-Yeol;Kim, JongWon
    • Smart Media Journal
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    • v.7 no.4
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    • pp.30-36
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    • 2018
  • Single domain model like DataLake framework is in spotlight because it can improve data efficiency and process data smarter in big data environment, where large scaled business system generates huge amount of data. In particular, efficient operation of network, storage, and computing resources in logical single domain model is very important for physically partitioned multi-site data process. Based on the advantages of Data Lake framework, we define and extend the concept of Connected Data Architecture and functions of DataLake framework for integrating multiple sites in various domains and managing the lifecycle of data. Also, we propose the design of CDA-based AI service and utilization scenarios in various application domain.

e-Learning Classroom using Bi-directional Education Equipment (양방향 e-Learning 교육환경 구축)

  • Kim, Hyeog-Gu
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.271-271
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    • 2007
  • 본 내용은 첨단 정보통신 기술을 이용하여 강의자 중심의 단방향 교육(Teaching) 환경을 학생 중심의 양방향 교육(Learning) 환경으로 개선하여 보다 창의적인 인재를 양성할 수 있는 교육환경 구축에 관한 내용이다. 우리나라를 포함한 OECD 국가들은 ICT활용 수업에 대한 필요성을 공감하고 교단 선진화를 위한 연구 및 지원을 다양하게 진행하고 있다. 학생들에게 지급하는 교과서를 인쇄매체 대신에 메모리 스틱, CD-ROM 및 인터넷을 통한 전자 매체로 대체하는 방안 등이 그 예이다. 따라서 학생들이 강의실에서 멀티미디어를 이용해 강의를 듣고, 과제를 풀며 정리된 내용을 발표하고 토론할 수 있는 양방향 수업환경이 요구된다. 그러나 컴퓨터를 활용한 수업을 진행할 때의 문제점이 강의내용을 학생들에게 효율적으로 전달하기가 어렵고, 학생들의 컴퓨터를 통제할 수 없기 때문에 수업을 이탈하는 경우가 발생되는 등 교육에 역효과가 초래된다. 본 내용에서 소개하는 양방향 수업진행 장비(드림랩)는 강의자가 학생들의 컴퓨터 모니터, 키보드 및 마우스를 자유로이 통제할 수 있어서 강의자의 화면과 음성을 실시간으로 선명하게 학생들에게 전달하고, 학생들의 내용을 모니터하고 제어할 수 있으며, 개인지도 및 수준별 그룹지도가 가능하다. 또한 강의자에게 개인적으로 질문을 할 수 있고, 학생들의 내용을 자신의 자리에서 전체 학생들에게 발표할 수도 있다. 드림랩은 순수 하드웨어로 구성되어 컴퓨터 기종이나 운영체제에 영향을 받지 않으며, 컴퓨터 자원과 네트워크 자원을 사용하지 않기 때문에 컴퓨터나 네트워크의 성능을 저하시키지 않는다. 또한 사용법이 간단하고 유지관리가 쉬운 장점 등이 있다. 따라서 컴퓨터를 활용한 수업진행이 원활하여 다양한 과목에 활용 가능하고, 학생들의 자발적인 수업 참여로 강의 중심 교육에서 자기 주도적 수업환경(T2L, Teaching to Learning)으로 자연스럽게 전환되어 교육의 질적 향상과 함께 창의적인 인재를 양성할 수 있을 것으로 기대된다.

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Investigation of Domestic and Foreign Forest Resource Management Status and Analysis of Laser Scanning Technology Application (국내외 산림자원관리 현황 조사 및 레이저 스캐닝 기술의 산림적용 방안 분석)

  • Park, Joon-Kyu;Lee, Keun-Wang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.391-396
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    • 2021
  • In this study, items for forest policy and forest resource research in Austria, Japan, New Zealand, and Indonesia, which are major forest advanced countries, were investigated, and the applicability of point cloud data acquired through laser scanning was identified. Through the study, it was found that forest policies in developed countries are being pursued for the purpose of sustainable forest conservation and management, job creation, and timber productivity improvement, and that new technologies are being researched and applied to actual projects. Korea has a high proportion of forests compared to the national land area compared to major forestry developed countries, but the accumulation of trees is relatively low, so it is a time for scientific forest management to improve the accumulation of trees. To understand the applicability of laser scanning technology, a forest resource survey using point cloud data was conducted, and the diameter of breast height, height, number of trees per unit area were calculated, and the shape of the crown was identified. If field experiments and accuracy evaluations applying various laser scanning technologies are carried out in the future, it will be possible to present the quantitative improvement of forest resource survey using foil cloud.

Design and Implementation of an Item Pool System for Remote Education (원격교육 평가를 위한 문제 은행 시스템의 설계 및 구현)

  • Lee, Young-Hyun;Kang, Seong-Guk;Kim, Myeong-Ryeol
    • The Journal of Korean Association of Computer Education
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    • v.3 no.1
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    • pp.117-126
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    • 2000
  • The development of information system and communication gave us new education model, called remote education. And the remote education, being free from constraint of time and space and using various multimedia resources, has helped and substituted public educations, and has enlarged the area because of a lot of advantages and educational possibility compared to public educations. But it is very insufficient to study on analysis system which can analyze the learner and improve the educational process compared to various contents and education methods. In this study, we realized web-based item pool system which can remove the inefficiency of making duplicated and one-time used questions and which can manage and evaluate learners' achievements more efficiently. This program can give us quality improvement of remote education by raising efficiency of production with various pattern of paper making and item pool type management of items made and by executing high quality analysis with various pattern to the learner.

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ETSI BRAN(Broadband Radio Access Network)의 무선 ATM 및 광대역 무선 액세스 네트워크 표준화 및 기술동향

  • 이우용;김용진;강충구
    • Information and Communications Magazine
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    • v.15 no.11
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    • pp.124-142
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    • 1998
  • ETSI BRAN (Broadband Radio Access Network)는 고속 무선 LAN 또는 고정 광대역 무선액세스 네트워크에서의 무선 접촉 계층과 ATM 및 IP(Internet Protocol) 코어 네트워크와의 연동을 위한 일부 기능을 표준화하기 위한 과제이다. 특히, BRAN의 HIPERLAN type-2(HIPERLAN/2)의 경우에는 과제의 범위는 무선 접속면, 무선 부시스템에서의 서비스 인터페이스, 서비스 구현에서 요구되는 연동 및 각종 지원 기능을 표준화하며, 무선 접속면의 경우에는 다수 벤더간의 상호 호환성을 제공할 수 있는 인터페이스를 구현하는 것이다. HIPERLAN/2의 기술 규격은 코어 네트워크와 독립적인 물리계층 및 데이터 링크 제어 (DATA Link Control: DLC) 계층과 서로 상이한 코어 네트워크와의 연동을 위한 네트워크 수렴 부계층을 다루게 될 것이며, 초기 단계에서는 ATM과 IP 코어 네트워크와의 연동 기능을 제시하게 될 것이다. 따라서 HIPERLAN/2기반의 시스템 규격을 제시하기 위해서는 네트워크 계층 및 기타 상위 계층에 대한 규격이 요규되며, 이는 ATM Forum에서의 무선 ATM 신호 방식 규격, IETF(Internet Engineering Task Force)의 IP규격, 그리고 ETSI의 SMG (Special Mobile Group) 프로젝트에서 표준화되고 있는 UMTS (Universal Mobile Telecommunication Service) 규격 등과 접목될 것이다. 결과적으로 무선 ATM 관점에서는 완전한 시스템 규격 작성은 ETSI BRAN과 ATM Forum에서 무선 접속 규격과 이동성 관리 및 신호 방식으로 각각 이원화되어 진행되고 있다. 현재 물리 계층에서의 전송 방식은 OFDM(Orthogonal Frequency Division Multiplexing)으로 확정되었으며, DLC 계층에서는 고정 길이의 TDD (Time Division Duplexing) TDMA 프레임 구조를 기반으로 AP (Access Point)에 의해 동적으로 상향 링크 자원을 예약 할당하는 매체 접근 제어 (Medium Access Control: MAC) 프로토콜이 고려되고 있다. 이와 같은 DLC 계층에서는 기본적으로 짧은 길이의 패킷을 통해 다양한 대역폭의 멀티미디어 트래픽을 효율적으로 수용하면서 ATM 네트워크뿐만 아니라 향후 IP 네트워크에서 요구하는 각 서비스별 QoS (Quality of Service)를 개별적으로 보장할 수 있는 기능을 구현하고자 한다. 향후 이 부문에 대한 표준화가 본격적으로 진행될 것으로 예상되며 HIPERLAN/2의 경우에는 1999년 중반까지 1차 기능 규격을 완료할 예정이며, BRAN 전반에 대한 완전한 규격을 2002년까지 완성하는 것을 목표로 하고 있다.

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A Frequency Allocation Method for Cognitive Radio Using the Fuzzy Set Theory (퍼지 집합 이론을 활용한 무선인지 주파수 할당 알고리즘)

  • Lee, Moon-Ho;Lee, Jong-Chan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.9B
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    • pp.745-750
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    • 2008
  • In a cognitive radio based system, quality of service (QoS) for the secondary user must be maintained as much as possible even while that of the primary user is protected all he time. In particular, switching wireless links for the secondary user during the transmission of multimedia data causes delay and information loss, and QoS degradations occur inevitably. The efficient resource management scheme is necessary to support the seamless multimedia service to the secondary user. This paper proposes a novel frequency selection method based on Multi-Criteria Decision Making (MCDM), in which uncertain parameters such as received signal strength, cell load, data rate, and available bandwidth are considered during the decision process for the frequency selection with the fuzzy set theory. Through simulation, we show that our proposed frequency selection method provides a better performance than the conventional methods which consider the received signal strength only.

A study on the Throughput Guarantee with TCP Traffic Control (전송률 보장을 위한 TCP 트래픽 제어에 관한 연구)

  • Lee, Myun-Sub
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.3
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    • pp.303-308
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    • 2016
  • Recently, as the rapid development of network technology and the increase of services required high bandwidth such as multimedia service, the network traffic dramatically increases. This massive increase of network traffic causes some problems such as the degradation of QoS and the lack of network resources and, to solve these problems, various research to guarantee QoS have been performing. Currently, The most representative method to guarantee the QoS is the DiffServ(: Differentiated Service). The DiffServ defines the AF(: Assured Forwarding) PHB(: Per Hop Behavior) and statistically ensures the throughput over the certain level of data rate. However, the TCP congestion control method that make up the majority of the Internet traffic is not fundamentally suitable to the DiffServ that guarantees the throughput without managing the individual flow. Therefore, in this paper, we present this mismatch through the simulation as an example and propose the solution by controlling the TCP of the terminal in the network. The proposed scheme utilizes the information of the reception window size included in the ACK frame and does not require any modification of the TCP algorithms currently in use.

Collaborative Workspaces for IoT Smart Agents Based on the Ethereum Blockchain (IoT 환경의 스마트 에이전트를 위한 이더리움 블록체인 기반의 협업 워크스페이스)

  • Jin, Jae-Hwan;Eom, Hyun-Min;Lee, Myung-Joon
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.8
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    • pp.845-854
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    • 2019
  • In IoT environment, an intelligent agent is an autonomous entity with computing power that interacts with various things for specific purposes without human intervention. Recently, as the development of Internet technology has increased the size of resources and services that intelligent agents can utilize, an environment where intelligent agents can collaborate with each other is needed. To effectively support these changes, a method is needed to provide workspaces where intelligent agents can form various groups and collaborate on them. In this paper, we present TSpace which is an Ethereum-based group workspace for effective collaboration among intelligent agents. In TSpace, intelligent agents in IoT environment can use group service based on the Ethereum blockchain through the developed CoAP/RESTful web service. TSpace also introduces a new mechanism for managing Ethereum wallets of agents accessing group services and for creating Ethereum transactions using them.