• Title/Summary/Keyword: 멀티-파티 시스템

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Privacy Preserving Techniques for Deep Learning in Multi-Party System (멀티 파티 시스템에서 딥러닝을 위한 프라이버시 보존 기술)

  • Hye-Kyeong Ko
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.647-654
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    • 2023
  • Deep Learning is a useful method for classifying and recognizing complex data such as images and text, and the accuracy of the deep learning method is the basis for making artificial intelligence-based services on the Internet useful. However, the vast amount of user da vita used for training in deep learning has led to privacy violation problems, and it is worried that companies that have collected personal and sensitive data of users, such as photographs and voices, own the data indefinitely. Users cannot delete their data and cannot limit the purpose of use. For example, data owners such as medical institutions that want to apply deep learning technology to patients' medical records cannot share patient data because of privacy and confidentiality issues, making it difficult to benefit from deep learning technology. In this paper, we have designed a privacy preservation technique-applied deep learning technique that allows multiple workers to use a neural network model jointly, without sharing input datasets, in multi-party system. We proposed a method that can selectively share small subsets using an optimization algorithm based on modified stochastic gradient descent, confirming that it could facilitate training with increased learning accuracy while protecting private information.

The Study of Distributed Processing for Graphics Rendering Engine Based on ARINC 653 Multi-Core System (ARINC 653 멀티코어 기반 그래픽스 렌더링 엔진 분산처리방안 연구)

  • Jung, Mukyoung
    • Journal of Aerospace System Engineering
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    • v.13 no.5
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    • pp.1-8
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    • 2019
  • Recently, avionics has been migrating from a federated architecture to an integrated modular architecture based on a multi-core to reduce the number of systems, weight, power consumption, and platform redundancy. The volume of data which must bo provided to the pilot through the display device has increased, because an integrated single device performs multiple functions. For this reason, the volume of data processed by the graphic processor within a fixed operation period has increased. In this paper, we provide a multi-core-based rendering engine in to perform more graphics processing within a fixed operation period. We assume the proposed method uses a multi-core-based partitioning operating system using the AMP (Asymmetric Multi-Processing) architecture.

Real-Time Support on Multi-Processor for Windows (멀티프로세서 윈도우즈 상에서 실시간성 지원)

  • Song, Chang-In;Lee, Seung-Hoon;Ju, Min-Gyu;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.68-77
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    • 2012
  • As the system development environment moves from single core to multi core-based platforms, it becomes more important to maintain compatibility between single core-based implementations and multi core-based implementations. Moreover, it is very important to support real-time on multi core platforms especially in cases of embedded software or test equipments which need real-time as well as correctness. Since Windows operating system dopes not support real-time in itself, it has been supporting real-time using expensive third-party solutions such as RTX or INtime. So as to reduce this kind of development expenses, in this paper, we propose RTiK-MP(Real-Time implant Kernel-Multi Processor) which supports real-time on Windows using the Local APIC of x86 architectures, and evaluate the performance of the proposed RTiK-MP after deploying it on portable missile test equipments.

Real-Time Support on Windows XP of Multi-Processor (멀티프로세서 윈도우즈 XP 상에서 실시간성 지원)

  • Song, Chang-In;Lee, Seung-Hoon;Lee, Cheol-Hoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2012.01a
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    • pp.21-24
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    • 2012
  • 실시간성(Real-Time)이란 정확한 주기에 정확한 결과 값의 반환, 혹은 일정한 주기마다 정해진 일을 수행하는 것으로써, 내장형 소프트웨어 분야에서 갖추어야할 가장 중요한 요건이다. 최근 이러한 내장형 시스템의 사양이 싱글프로세서에서 멀티프로세서로 변화됨에 따라 멀티프로세서 상에서의 실시간성을 제공하기 위한 연구가 중요시 되고 있다. 실시간성은 운영체제에 종속적으로 운영체제에 따라 제공여부가 결정되는데, 범용 운영체제인 리눅스의 경우 운영체제에 패치(Patch)를 통해 실시간성을 제공하고 있다. 그러나 다른 범용 운영체제인 윈도우즈의 경우 고가의 구입비용을 가지는 서드파티를 구매하여 실시간성을 제공해야한다. 이에 따라 실시간성을 제공하는 윈도우즈 기반의 제품을 개발 시 개발 비용의 증가를 초래하는 문제점이 발생한다. 따라서 이러한 문제점을 해결하기 위해 범용 운영체제인 멀티프로세서 기반의 윈도우즈 XP 환경에서 실시간성을 제공하기 위한 연구가 필요하다.

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Leakage Energy Management Techniques via Shared L2 Cache Partitioning (캐시 파티션을 이용한 공유 2차 캐시 누설 에너지 관리 기법)

  • Kang, Hee-Joon;Kim, Hyun-Hee;Kim, Ji-Hong
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.1
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    • pp.43-54
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    • 2010
  • The existing timeout based cache leakage management techniques reduce the leakage energy consumption of the cache significantly by switching off the power supply to the inactive cache line. Since these techniques were mainly proposed for single-processor systems, their efficiency is reduced significantly in multiprocessor systems with a shared L2 cache because of the cache interferences among simultaneously executing tasks. In this paper, we propose a novel cache partition strategy which partitions the shared L2 cache considering the inactive cycles of the cache line. Furthermore, we propose the adaptive task-aware timeout management technique which considers the characteristics of each task and adapts the timeout dynamically. Experimental results from the simulation show that the proposed technique reduces the leakage energy consumption of the shared L2 cache by 73% for the 2-way CMP and 56% for the 4-way CMP on average compared to the existing representative leakage management technique, respectively.

Blend of RCS/IMS and Cyber Shell Museum Services for delivering real-time multimedia communication services based on IP signaling networks (IP 시그널링 네트워크 기반의 실시간 멀티미디어 통신 서비스를 제공하는 RCS/IMS와 사이버 패류 박물관 서비스의 혼합)

  • Hong, Sung-Soo;Kim, Chang-Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1190-1193
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    • 2012
  • IP 멀티미디어 서브시스템(IMS) 제공을 수렴하여 모바일 실시간 멀티미디어 서비스를 기반으로 한 차세대 네트워크 사이버 패류 박물관 시스템이다. 이것은 사용자가 음성, 비디오 및 채팅을 통해 통신할 수 있다. 또한 사용자가 이미지 파일과 비디오 클립을 공유 할 수 있다. 사용자가 쉽게 추가 및 호출 파티, 미디어 스트림과 세션, 장치 및 고정 또는 모바일 연결 사이에 스위치를 제거 할 수 있고, 새로운 채팅 세션을 시작할 음성 또는 화상 통화에 대한 세션을 업그레이드 하거나 새로운 참가자를 추가할 수 있다.

Comparison study of CPU processing load by I/O processing method through use case analysis (유즈케이스를 통해 분석해 본 I/O 처리방식에 따르는 CPU처리 부하 비교연구)

  • Kim, JaeYoung
    • Journal of Aerospace System Engineering
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    • v.13 no.5
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    • pp.57-64
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    • 2019
  • Recently, avionics systems are being developed as integrated modular architecture applying the modular integration design of the functional unit to reduce maintenance costs and increase operating performance. Additionally, a partitioning operating system based on virtualization technology was used to process various mission control functions. In virtualization technology, the CPU processing load distribution is a key consideration. Especially, the uncertainty of the I/O processing time is a risk factor in the design of reliable avionics systems. In this paper, we examine the influence of the I/O processing method by comparing and analyzing the CPU processing load by the I/O processing method through use of case analysis and applying it to the example of spatial-temporal partitioning.

View-Dependent Real-time Rain Streaks Rendering (카메라 의존적 파티클 시스템을 이용한 실시간 빗줄기 렌더링)

  • Im, Jingi.;Sung, Mankyu
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.468-480
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    • 2021
  • Realistic real-time rain streaks rendering has been treated as a very difficult problem because of various natural phenomena. Also, in creating and managing a large number of particles, a large amount of computer resources had to be used. Therefore, in this paper, we propose a more efficient real-time rain streaks rendering algorithm by generating view-dependent rain particles and expressing a large amount of rain even with a small number. By creating a 'rain space' dependent on the field of view of the camera moving in real time, particles are rendered only in that space. Accordingly, even if a small number of particles are rendered, since the rendering is performed in a limited space, an effect of rendering a very large amount of particles can be obtained. This enables very efficient real-time rendering of rain streaks.

A Study on the Dynamic Painterly Stroke Generation for 3D Animation (3차원 애니메이션을 위한 회화적 스트로크의 동적 관리 기법)

  • Lee, Hyo-Keun;Ryoo, Seung-Taek;Yoon, Kyung-Hyun
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.554-568
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    • 2005
  • We suggest the dynamic stroke generation algorithm that provides frame-to-frame coherence in 3D non-photorealistic animations. We use 3D particle system to eliminate the visual popping effect in the animated scene. Since we have located particles on the 3D object's surface, the coherence is maintained when the object or the camera is moving in the scene. Also, this algorithm maintains the coherence when camera is zooming in/out. However, the brush strokes on the surface also zoom in/out. This result(too large or too small brush strokes) can not represent hand-crafted brush strokes. To remove this problem, we suggest stroke generation algorithm that dynamically maintains the number of brush stroke and its size during camera zoom in/out.

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An efficient storing method of multiple streams based on fixed blocks in disk parititions (디스크 파티션내 고정 블록에 기반한 다중 스트림의 효율적 저장 방식)

  • 최성욱;박승규;최덕규
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.9
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    • pp.2080-2089
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    • 1997
  • Recent evolution in compute technology makesthe multimedia processing widely availiable. Conventional storage systems do not meet the requirements of multimedia data. Several approaches were suggested to improve disk storing methods for them. Bocheck proposed a disk partitioning technique for multiple steams assuming that all steams have same retrieval intervals with the same amount data for each access. While Bocheck's one provides a good method for same period, it does not consider the case of different periods of continous media streams. This paper proposes a new partitioning technique in which a fixed number of blocks are assigned for stresms with different retrieval periodicity. The analysis shows this problem is the same as the one scheduling the steams into a given sequence. The simulation was done to compare the proposed m-sequence merge method with the conventional Scan-EDF and Partitioning methods.

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