• Title/Summary/Keyword: 멀티 플랫폼

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Real-time Task Aware Memory Allocation Techniques for Heterogeneous Mobile Multitasking Environments (이종 모바일 멀티태스킹 환경을 위한 실시간 작업 인지형 메모리 할당 기술 연구)

  • Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.43-48
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    • 2022
  • Recently, due to the rapid performance improvement of smartphones and the increase in background executions of mobile apps, multitasking has become common on mobile platforms. Unlike traditional desktop and server apps, response time is important in most mobile apps as they are interactive tasks, and some apps are classified as real-time tasks with deadlines. In this paper, we discuss how to meet the requirements of heterogeneous multitasking in managing memory of real-time and interactive tasks when they are executed together on a smartphone. To do so, we analyze the memory requirement of real-time tasks, and propose a model that has the ability of allocating memory to multitasking tasks on a smartphone. Trace-driven simulations with real-world storage access traces captured by heterogeneous apps show that the proposed model provides reasonable performance for interactive tasks while guaranteeing the requirement of real-time tasks.

Sports Media Value in New Media Platform Era: The Role of Media Engagement and Empathy (뉴미디어 플랫폼 시대의 스포츠미디어 가치: 미디어 인게이지먼트와 공감의 역할)

  • Choi, Eui-Yul;Jeon, Yong-Bae;Kim, Hyun-Duck
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.3
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    • pp.433-441
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    • 2022
  • The purpose of this study is to investigate the relationship between media engagement, media empathy, and media value of MCN sports broadcasting. To achieve this purpose, a survey was conducted on 324 MCN sports broadcast viewers. Exploratory factor analysis was performed to confirm validity, and Cronbach's α test was performed to investigate reliability. In addition, correlation analysis was performed to verify discriminant validity, and linear regression analysis was performed to verify the research hypothesis, and the following conclusions were drawn. Media engagement had a positive effect on media value. Media engagement had a positive effect on media empathy. Media empathy has a positive effect on media value.

ECPS: Efficient Cloud Processing Scheme for Massive Contents (클라우드 환경에서 대규모 콘텐츠를 위한 효율적인 자원처리 기법)

  • Na, Moon-Sung;Kim, Seung-Hoon;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.4
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    • pp.17-27
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    • 2010
  • Major IT vendors expect that cloud computing technology makes it possible to reduce the contents service cycle, speed up application deployment and skip the installation process, reducing operational costs, proactive management etc. However, cloud computing environment for massive content service solutions requires high-performance data processing to reduce the time of data processing and analysis. In this study, Efficient_Cloud_Processing_Scheme(ECPS) is proposed for allocation of resources for massive content services. For high-performance services, optimized resource allocation plan is presented using MapReduce programming techniques and association rules that is used to detect hidden patterns in data mining, based on levels of Hadoop platform(Infrastructure as a service). The proposed ECPS has brought more than 20% improvement in performance and speed compared to the traditional methods.

Design of AHRS using Low-Cost MEMS IMU Sensor and Multiple Filters (저가형 MEMS IMU센서와 다중필터를 활용한 AHRS 설계)

  • Jang, Woojin;Park, Chansik
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.177-186
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    • 2017
  • Recently, Autonomous vehicles are getting hot attention. Amazon, the biggest online shopping service provider is developing a delivery system that uses drones. This kinds of platforms are need accurate attitude information for navigation. In this paper, a structure design of AHRS using low-cost inertia sensor is proposed. To estimate attitudes a Kalman filter which uses a quaternion based dynamic model, bias-removed measurements from MEMS Gyro, raw measurements from MEMS accelerometer and magnetometer, is designed. To remove bias from MEMS Gyro, an additional Kalman filter which uses raw Gyro measurements and attitude estimates, is designed. The performance of implemented AHRS is compared with high price off-the-shelf 3DM-GX3-25 AHRS from Microstrain. The Gyro bias was estimated within 0.0001[deg/s]. And from the estimated attitude, roll and pitch angle error is smaller than 0.2 and 0.3 degree. Yaw angle error is smaller than 6 degree.

A Survey of the State-of-the-Art in Korean Commercial IoT Services for deriving Core elements of Curriculum for Major Courses of IoT using RaspberryPi3 (라즈베리파이3 활용 IoT 교육과정 핵심요소 도출을 위한 한국의 상용 서비스 현황 고찰)

  • Lee, Kang-Hee;Ganiev, Asilbek
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.4
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    • pp.623-630
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    • 2017
  • This paper surveys the state-of-the-art in korean commercial Internet of Things(IoT) services for deriving the core elements of a curriculum for major courses of IoT using RaspberryPi3. First, we survey the state-of-the-art of IoT researches and commercial services in three korean major telecommunication corporations such as Korean Telecommunications (KT), LGU+ Telecommunication (LGT), and SK Telecommunication(SKT). Second, we consider the components and advantages of the RaspberryPi3 which is popular as a representative educational tool. Concludingly, this paper derives the core elements of curriculum for major courses of IoT using RaspberryPi3 from above both processes. The corresponding elements consist of platforms, hardwares, softwares, and big-data network. Based on the important design elements of the IoT curriculum using Raspberry Pie 3, we taught embedded system course to junior students for one semester. It was successfully completed and more than 90% students were satisfied with its contents and amounts.

HUD Interface and VR content interaction: VR+HUD (HUD Interface와 VR 콘텐츠 인터렉션: VR+HUD)

  • Park, Keonhee;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.925-932
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    • 2018
  • Virtual reality seems to be the center of the next generation platform, which is founded on various engines that can easily make device progress and content. However, the interaction between virtual reality contents and users is thought of as relatively requiring technological advances. In this paper, we propose a technique to improve the interaction technique based on the case of Virtual Figure Model Crafting (VFMC) to analyze the problem of interaction caused by virtual reality contents. We introduced the concept of Head-Up Display (HUD) to present a more natural interaction method. The HUD is the digital visual interface of the aircraft. The advantage of HUD visual interface is to minimizes the user's visual movement by displaying the information of the scattered view to the forward direction of the pilot. In other words, we can reduce unnecessary left and right movements that make it is possible to expect an effect of reducing fatigue and increasing immersion.

Development of an IoT Smart Home System Using BLE (BLE통신을 이용한 IoT 스마트홈 모니터링 시스템 개발)

  • Duong, Cong Tan;Kim, Myung Kyun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.6
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    • pp.909-917
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    • 2018
  • Recently, the Internet of Thing (IoT) technology is expanding explosively in the number of devices and applications in many application areas. In IoT systems, sensors and actuators are connected to the Internet and cooperate to do some applications by exchanging information. In this paper an IoT smart home system is developed to monitor and control home devices easily. Our system consists of sensor devices, IoT gateways, and an IoT server. Sensor devices developed using Rfduino sense the physical world and transmit their data using BLE to the IoT server thru the IoT gateway. We implemented the IoT gateway using Raspberry Pi and the IoT server using ARTIK cloud. We installed our system and made a test in our lab, which showed that our system can be installed and managed easily and extended its functionality in an easy way. By taking advantage of the rule mechanism and action messages of ARTIK cloud, we implemented the control of device parameters easily by sending action messages to the ARTIK cloud.

Development of an IoT System Based on the oneM2M Communication Protocol (oneM2M 통신 프로토콜 기반 사물인터넷 시스템 개발)

  • Park, Kee-Hyun;Lee, Jong-Hwi;Woo, Min-Woo;Park, Joon-Suu
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.3
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    • pp.41-49
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    • 2016
  • In this paper, an IoT system which is increasingly popular in these days is developed. Among various international standards on the area, one M2M communication protocol is used in the system. The 0neM2M-based IoT system consists of ADN-AE modules and CSE modules. The ADN-AE module provides applications of various services. It also monitors a CSE module. The CES module is a platform that provides common services which should be provided to various AEs in an IoT system. The CSE module consists of a Network Manager module, a Message Handler module, and a Resource Manager module. The Network Manager module controls oneM2M communication and data flow in the system. The Message Handler module processes transmitted messages and the Resource Manager module manages the Resource Tree. The resource tree stores information of the objects to be managed in the system. Also, internal data flow and protocol mapping in the modules are explained.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

A Study on Information Structures of Design of News Application for Smart Devices (스마트 디바이스용 뉴스 애플리케이션 디자인의 정보구조 연구)

  • Lee, Kyuho;Lee, Yoojin;Park, Seungho
    • Design Convergence Study
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    • v.13 no.5
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    • pp.341-354
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    • 2014
  • The position of newspaper has been getting critical, since there are various new digital devices that can embody much information in only one device. Smart devices has risen the possible replacement of newspaper, while they are getting lighter and getting faster access to the information. However, there is lack of study on the application for smart devices, since it is at the early stage of development. In this study, the design method for the effective news application is considered by analyzing not only an external element, the layout design, but also an internal element, the content of it. Then, 20 domestic and foreign news applications were analyzed concentrating on the layout and the contents. Through the observation, I looked into what type of applications that can be deliver messages effectively. After the observation, participants are asked about their impressions and preferences of the applications. A news application for smart devices should not be just a mobile version of newspaper. If so, a news application never be able to leap over authority and popularity of the newspaper. So, it needs constant researches on an effective news application focused on the attribute of the smart devices to develop the news application for the devices.