• Title/Summary/Keyword: 사용자플랫폼

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Approximate Top-k Subgraph Matching Scheme Considering Data Reuse in Large Graph Stream Environments (대용량 그래프 스트림 환경에서 데이터 재사용을 고려한 근사 Top-k 서브 그래프 매칭 기법)

  • Choi, Do-Jin;Bok, Kyoung-Soo;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.42-53
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    • 2020
  • With the development of social network services, graph structures have been utilized to represent relationships among objects in various applications. Recently, a demand of subgraph matching in real-time graph streams has been increased. Therefore, an efficient approximate Top-k subgraph matching scheme for low latency in real-time graph streams is required. In this paper, we propose an approximate Top-k subgraph matching scheme considering data reuse in graph stream environments. The proposed scheme utilizes the distributed stream processing platform, called Storm to handle a large amount of stream data. We also utilize an existing data reuse scheme to decrease stream processing costs. We propose a distance based summary indexing technique to generate Top-k subgraph matching results. The proposed summary indexing technique costs very low since it only stores distances among vertices that are selected in advance. Finally, we provide k subgraph matching results to users by performing an approximate Top-k matching on the summary indexing. In order to show the superiority of the proposed scheme, we conduct various performance evaluations in diverse real world datasets.

Processing Techniques for Non-photorealistic Contents Rendering in Mobile Devices (모바일 기기에서의 비실사적 콘텐츠 렌더링을 위한 프로세싱 기법)

  • Jeon, Jae-Woong;Jang, Hyun-Ho;Choy, Yoon-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.119-129
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    • 2010
  • Recently, development of mobile service and increased demand for mobile device make mobile environment noticeable in computer graphics. Especially demand for 3D graphic services in mobile devices is steadily increased. However up to the present non-photorealistic rendering is mainly studied in desktop platform. In the result, existing research were designed for desktop computers and are not well-suited for mobile devices. Thus, there is a growing needs for processing techniques that provide the ability to render 3D non-photorealistic graphics through mobile devices. In this paper, we discuss processing techniques for non-photorealistic rendering that are especially cartoon shading and rendering in mobile devices. Through the result of this research, it is expected that silhouette edge rendering for mobile display environment and preprocessing file technique for shading. The efficiency of 3D mobile graphic service like 3D model in cartoon style is increased by using proposed preprocessing file and rendering pipeline. Our work can provide mobile cartoon rendering results and various mobile contents to users.

QoS-Aware Power Management of Mobile Games with High-Load Threads (CPU 부하가 큰 쓰레드를 가진 모바일 게임에서 QoS를 고려한 전력관리 기법)

  • Kim, Minsung;Kim, Jihong
    • KIISE Transactions on Computing Practices
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    • v.23 no.5
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    • pp.328-333
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    • 2017
  • Mobile game apps, which are popular in various mobile devices, tend to be power-hungry and rapidly drain the device's battery. Since a long battery lifetime is a key design requirement of mobile devices, reducing the power consumption of mobile game apps has become an important research topic. In this paper, we investigate the power consumption characteristics of popular mobile games with multiple threads, focusing on the inter-thread. From our power measurement study of popular mobile game apps, we observed that some of these apps have abnormally high-load threads that barely affect the user's gaming experience, despite the high energy consumption. In order to reduce the wasted power from these abnormal threads, we propose a novel technique that detects such abnormal threads during run time and reduces their power consumption without degrading user experience. Our experimental results on an Android smartphone show that the proposed technique can reduce the energy consumption of mobile game apps by up to 58% without any negative impact on the user's gaming experience.

Design and Performance Analysis of Framework for Guaranteeing QoS of Robot Components (로봇 컴포넌트의 QoS 보장을 위한 프레임워크의 설계 및 성능분석)

  • Lim, Jae-Seok;Cho, Moon-Haeng;Jeong, Jae-Yeop;Lee, Cheol-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.76-87
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    • 2009
  • The growth of CPU and communication technologies have made an important contribution to the development of the network-based intelligent service robots. Robot software must guarantee the correct execution and safety of the user. To achieve this, it is highly required to research how to guarantee the QoS of the components which organize a robot software. The QoS of robot components aims to execute the component stably by processing the data stream in a correct way. By guaranteeing QoS, we can achieve the intelligence and stability of robots. In this paper, we design and implement the QoS framework to guarantee the QoS of robot components on robot platforms with limited resources. We also measure the response times of QoS requests and present the performance analysis results about it.

Sensor Data Processing System for USN Practical Service (USN 응용서비스를 위한 센서 데이터 처리 시스템)

  • Lee, Sang-Jo;Kim, Yong-Woon;Yoo, Sang-Keun;Kim, Hyoung-Jun;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.699-702
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    • 2007
  • As ubiquitous environment rapidly emerges due to the development of network and information communication technology, ubiquitous computing is being noticed as a technology that will take the lead in information technology industry of the future. To the end, the data recognized from each sensors, collected, and processed need be transferred to applied service so that they may be used as data for providing service to users. But to send sensors data has weak points that are absence of applicate data accessibility and inter-operablities against difference platform and protocol, deficiency of meta-data and interface against sensors. In this paper, we designed and implemented sensors data processing system that send sensors data to application service via web service with definition against description language describe sensors service and data.

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An Improved High-Performance Protocol for Security Vulnerability of GSM based on SIM Card (SIM 카드 기반 보안 취약성을 개선한 고성능 GSM 보안 프로토콜)

  • Kim, Hee-Jung;Jeon, Ha-Yong;Lee, Ju-Hwa;Jung, Min-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.902-911
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    • 2007
  • GSM platform is a hugely successful wireless technology and an unprecedented story of global achievement. In less than ten years since the first GSM network was commercially launched, it became the world's leading and fastest growing mobile standard, using over 1 billion GSM subscribers across more than 200 countries of the world. GSM platform evolved into 3th generation mobile communication which includes not only voice call services but also the international roaming and various kinds of the multimedia services. GSM is an essential element techniques a safe data transmission and a personal private protection while support services. However, a crypto algorithm and a secure protocol for a safe data communication using GSM are indicating various kinds of problems. In this paper, we propose a more safer and more efficient authentication protocol in 3th generation network through analysis of GSM security mechanism of 2th/2.5th generation. This security protocol offers enforced security efficiency by using user verification between SIM/ME and reduction of authentication and key agreement step between SIM/ME/AuC.

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A Method for Selective Storing and Visualization of Public Big Data Using XML Structure (XML구조를 이용한 공공 빅데이터의 선별 저장 및 시각화 방법)

  • Back, BongHyun;Ha, Il-Kyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.12
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    • pp.2305-2311
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    • 2017
  • In recent years, there have been tries to open public data from various government agencies along with publicization of public information for the public interest. In other words, various kinds of electronic data generated and collected by the public institutions as a result of their work are opened in the public portal sites. However, users who use it are limited in their use of big data due to lack of understanding of data format, lack of data processing knowledge, difficulty in accessing and managing data, and lack of visualization data to understand collected and stored data. Therefore, in this study, we propose a big data collection, storing and visualization platform that can collect big data provided by various public sites using data set URL and API regardless of data format, re-process collected data using XML structure.

Adaptive Indoor Localization Scheme to Propagation Environments in Wireless Personal Area Networks (WPAN에서 환경 변화에 적응력 있는 실내 위치 측위 기법)

  • Lim, Yu-Jin;Park, Jae-Sung
    • The KIPS Transactions:PartC
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    • v.16C no.5
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    • pp.645-652
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    • 2009
  • Location-based service providing the customized information or service according to the user's location has attracted a lot of attention from the mobile communication industry. The service is realized by means of several building blocks, a localization scheme, service platform, application and service. The localization scheme figures out a moving target's position through measuring and processing a wireless signal. In this paper, we propose an adaptive localization scheme in an indoor localization system based on IEEE 802.15.4 standard. In order to enhance the localization accuracy, the proposed scheme selects the best reference points and adaptively reflects the changes of propagation environments of a moving target to approximate distances between the target and the reference points in RSS(Received Signal Strength) based localization system using triangulation. Through the implementation of the localization system, we verify the performance of the proposed scheme in terms of the localization accuracy.

Design and Prototype Implementation of Smartphone Application for InSAR Information Service (InSAR 정보 서비스 스마트폰 어플리케이션 설계 및 시험 구현)

  • Kang, Sang-Goo;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.5
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    • pp.555-563
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    • 2011
  • Nowadays, demands with respect to applications based on geo-based information on mobile device such as smartphone and those based on open platform or open source have been increasing. This trend can be regarded as significant opportunities to widen application fields and to expand industry business cases using satellite imagery. However, it needs a different approach from conventional remote sensing researches. This work focuses on SAR among many kinds of geo-based data resources. First, an application for Interferometric SAR processing based on open source was implemented. And using this, InSAR data was processed and stored into database. When smartphone users at any places request InSAR results, they can receive InSAR information and concerned metadata on their device. An smartphone application for this task was designed and implemented in this study. This provides a practical way for SAR service for smartphone, and can apply to build mobile service system of complex and compound types of remote sensing resources and their derived contents.

Does Social Media Use Increase or Decrease Learning Performance? A Meta-Analysis Based on International English Journal Studies

  • Park, Ki-ho;Ren, Gaufei
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.293-311
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    • 2019
  • Purpose This paper is to make a meta-analysis of the relationship between the social media use and learning performance as well as its potential moderating variables to clarify the differences in research conclusions in existing literatures, and refine the situational and method factors that affect the relationship between them. Methodology Meta-analysis used in this study can combine the quantitative data from different empirical studies, focus on the same research problem, and finally reach a research conclusion. Findings The results show that social media use and learning performance have a moderating positive correlation. The moderating effect test of usage scenarios shows that social media types, usage groups, application platforms and discipline fields have moderating effects on the relationship between social media use and learning performance. The moderating effect test of the research method found that measurement models, data attributes and learning performance indicators also had moderating effects on the relationship between social media use and learning performance.