• Title/Summary/Keyword: 서버 기반 컴퓨팅

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A Multi-Agent framework for Distributed Collaborative Filtering (분산 환경에서의 협력적 여과를 위한 멀티 에이전트 프레임워크)

  • Ji, Ae-Ttie;Yeon, Cheol;Lee, Seung-Hun;Jo, Geun-Sik;Kim, Heung-Nam
    • Journal of Intelligence and Information Systems
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    • v.13 no.3
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    • pp.119-140
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    • 2007
  • Recommender systems enable a user to decide which information is interesting and valuable in our world of information overload. As the recent studies of distributed computing environment have been progressing actively, recommender systems, most of which were centralized, have changed toward a peer-to-peer approach. Collaborative Filtering (CF), one of the most successful technologies in recommender systems, presents several limitations, namely sparsity, scalability, cold start, and the shilling problem, in spite of its popularity. The move from centralized systems to distributed approaches can partially improve the issues; distrust of recommendation and abuses of personal information. However, distributed systems can be vulnerable to attackers, who may inject biased profiles to force systems to adapt their objectives. In this paper, we consider both effective CF in P2P environment in order to improve overall performance of system and efficient solution of the problems related to abuses of personal data and attacks of malicious users. To deal with these issues, we propose a multi-agent framework for a distributed CF focusing on the trust relationships between individuals, i.e. web of trust. We employ an agent-based approach to improve the efficiency of distributed computing and propagate trust information among users with effect. The experimental evaluation shows that the proposed method brings significant improvement in terms of the distributed computing of similarity model building and the robustness of system against malicious attacks. Finally, we are planning to study trust propagation mechanisms by taking trust decay problem into consideration.

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A File System for User Special Functions using Speed-based Prefetch in Embedded Multimedia Systems (임베디드 멀티미디어 재생기에서 속도기반 미리읽기를 이용한 사용자기능 지원 파일시스템)

  • Choe, Tae-Young;Yoon, Hyeon-Ju
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.7
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    • pp.625-635
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    • 2008
  • Portable multimedia players have some different properties compared to general multimedia file server. Some of those properties are single user ownership, relatively low hardware performance, I/O burst by user special functions, and short software development cycles. Though suitable for processing multiple user requests at a time, the general multimedia file systems are not efficient for special user functions such as fast forwards/backwards. Soml' methods has been proposed to improve the performance and functionality, which the application programs give prediction hints to the file system. Unfortunately, they require the modification of all applications and recompilation. In this paper, we present a file system that efficiently supports user special functions in embedded multimedia systems using file block allocation, buffer-cache, and prefetch. A prefetch algorithm, SPRA (SPeed-based PRefetch Algorithm) predicts the next block using I/O patterns instead of hints from applications and it is resident in the file system, so doesn't affect application development process. From the experimental file system implementation and comparison with Linux readahead-based algorithms, the proposed system shows $4.29%{\sim}52.63%$ turnaround time and 1.01 to 3,09 times throughput in average.

Research of Performance Interference Control Technique for Heterogeneous Services in Bigdata Platform (빅데이터 플랫폼에서 이종 서비스간 성능 간섭 현상 제어에 관한 연구)

  • Jin, Kisung;Lee, Sangmin;Kim, Youngkyun
    • KIISE Transactions on Computing Practices
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    • v.22 no.6
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    • pp.284-289
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    • 2016
  • In the Hadoop-based Big Data analysis model, the data movement between the legacy system and the analysis system is difficult to avoid. To overcome this problem, a unified Big Data file system is introduced so that a unified platform can support the legacy service as well as the analysis service. However, major challenges in avoiding the performance degradation problem due to the interference of two services remain. In order to solve this problem, we first performed a real-life simulation and observed resource utilization, workload characteristics and I/O balanced level. Based on this analysis, two solutions were proposed both for the system level and for the technical level. In the system level, we divide I/O path into the legacy I/O path and the analysis I/O path. In the technical level, we introduce an aggressive prefetch method for analysis service which requires the sequential read. Also, we introduce experimental results that shows the outstanding performance gain comparing the previous system.

A Mobile Payment System Based-on an Automatic Random-Number Generation in the Virtual Machine (VM의 자동 변수 생성 방식 기반 모바일 지급결제 시스템)

  • Kang, Kyoung-Suk;Min, Sang-Won;Shim, Sang-Beom
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.6
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    • pp.367-378
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    • 2006
  • A mobile phone has became as a payment tool in e-commerce and on-line banking areas. This trend of a payment system using various types of mobile devices is rapidly growing, especially in the Internet transaction and small-money payment. Hence, there will be a need to define its standard for secure and safe payment technology. In this thesis, we consider the service types of the current mobile payments and the authentication method, investigate the disadvantages, problems and their solutions for smart and secure payment. Also, we propose a novel authentication method which is easily adopted without modification and addition of the existed mobile hardware platform. Also, we present a simple implementation as a demonstration version. Based on virtual machine (VM) approach, the proposed model is to use a pseudo-random number which is confirmed by the VM in a user's mobile phone and then is sent to the authentication site. This is more secure and safe rather than use of a random number received by the previous SMS. For this payment operation, a user should register the serial number at the first step after downloading the VM software, by which can prevent the illegal payment use by a mobile copy-phone. Compared with the previous SMS approach, the proposed method can reduce the amount of packet size to 30% as well as the time. Therefore, the VM-based method is superior to the previous approaches in the viewpoint of security, packet size and transaction time.

Development of Mathematics 3D-Printing Tools with Sage - For College Education - (Sage를 활용한 수학 3D 프린팅 웹 도구 개발 - 대학 수학교육을 중심으로 -)

  • Lee, Jae-Yoon;Lim, Yeong-Jun;Park, Kyung-Eun;Lee, Sang-Gu
    • Communications of Mathematical Education
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    • v.28 no.3
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    • pp.353-366
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    • 2014
  • Recently, the widespread usage of 3D-Printing has grown rapidly in popularity and development of a high level technology for 3D-Printing has become more necessary. Given these circumstances, effectively using mathematical knowledge is required. So, we have developed free web tools for 3D-Printing with Sage, for mathematical 3D modeling and have utilized them in college education, and everybody may access and utilize online anywhere at any time. In this paper, we introduce the development of our innovative 3D-Printing environment based on Calculus, Linear Algebra, which form the basis for mathematical modeling, and various 3D objects representing mathematical concept. By this process, our tools show the potential of solving real world problems using what students learn in university mathematics courses.

Home Network Observation System Using Activate Pattern Analysis of User and Multimedia Streaming (사용자의 행동 패턴 분석과 멀티미디어 스트리밍 기술을 이용한 홈 네트워크 감시 시스템)

  • Oh Dong-Yeol;Oh Hae-Seok;Sung Kyung-Sang
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1258-1268
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    • 2005
  • While the concept of Home Network is laying by and its interests are increasing by means of digitalizing of the information communication infrastructure, many efforts are in progress toward convenient lives. Moreover, as information household appliances which have a junction of connecting to the network are appearing over the past a few years, the demands against intellectual Home Services are increasing. In this paper, by being based upon Multimedia which is an essential factor for developing of various application services on ubiquitous computing environments, we suggest a simplified application model that could apply the information to the automated processing system after studying user's behavior patterns using authentication and access control for identity certification of users. In addition, we compared captured video images in the fixed range by pixel unit through some time and checked disorder of them. And that made safe of user certification as adopting self-developed certification method which was used 'Hash' algorism through salt function of 12 byte. In order to show the usefulness of this proposed model, we did some testing by emulator for control of information after construction for Intellectual Multimedia Server, which ubiquitous network is available on as a scheme so as to check out developed applications. According to experimental results, it is very reasonable to believe that we could extend various multimedia applications in our daily lives.

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Case Study on Software Education using Social Coding Sites (소셜 코딩 사이트를 활용한 소프트웨어 교육 사례 연구)

  • Kang, Hwan-Soo;Cho, Jin-Hyung;Kim, Hee-Chern
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.37-48
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    • 2017
  • Recently, the importance of software education is growing because computational thinking of software education is recognized as a key means of future economic development. Also human resources who will lead the 4th industrial revolution need convergence and creativity, computational thinking based on critical thinking, communication, and collaborative learning is known to be effective in creativity education. Software education is also a time needed to reflect social issues such as collaboration with developers sharing interests and open source development methods. Github is a leading social coding site that facilitates collaborative work among developers and supports community activities in open software development. In this study, we apply operational cases of basic learning of social coding sites, learning for storage server with sources and outputs of lectures, and open collaborative learning by using Github. And we propose educational model consisted of four stages: Introduction to Github, Using Repository, Applying Social Coding, Making personal portfolio and Assessment. The proposal of this paper is very effective for software education by attracting interest and leading to pride in the student.

The Construction of QoS Integration Platform for Real-time Negotiation and Adaptation Stream Service in Distributed Object Computing Environments (분산 객체 컴퓨팅 환경에서 실시간 협약 및 적응 스트림 서비스를 위한 QoS 통합 플랫폼의 구축)

  • Jun, Byung-Taek;Kim, Myung-Hee;Joo, Su-Chong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.11S
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    • pp.3651-3667
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    • 2000
  • Recently, in the distributed multimedia environments based on internet, as radical growing technologies, the most of researchers focus on both streaming technology and distributed object thchnology, Specially, the studies which are tried to integrate the streaming services on the distributed object technology have been progressing. These technologies are applied to various stream service mamgements and protocols. However, the stream service management mexlels which are being proposed by the existing researches are insufficient for suporting the QoS of stream services. Besides, the existing models have the problems that cannot support the extensibility and the reusability, when the QoS-reiatedfunctions are being developed as a sub-module which is suited on the specific-purpose application services. For solving these problems, in this paper. we suggested a QoS Integrated platform which can extend and reuse using the distributed object technologies, and guarantee the QoS of the stream services. A structure of platform we suggested consists of three components such as User Control Module(UCM), QoS Management Module(QoSM) and Stream Object. Stream Object has Send/Receive operations for transmitting the RTP packets over TCP/IP. User Control ModuleI(UCM) controls Stream Objects via the COREA service objects. QoS Management Modulel(QoSM) has the functions which maintain the QoS of stream service between the UCMs in client and server. As QoS control methexlologies, procedures of resource monitoring, negotiation, and resource adaptation are executed via the interactions among these comiXments mentioned above. For constmcting this QoS integrated platform, we first implemented the modules mentioned above independently, and then, used IDL for defining interfaces among these mexlules so that can support platform independence, interoperability and portability base on COREA. This platform is constructed using OrbixWeb 3.1c following CORBA specification on Solaris 2.5/2.7, Java language, Java, Java Media Framework API 2.0, Mini-SQL1.0.16 and multimedia equipments. As results for verifying this platform functionally, we showed executing results of each module we mentioned above, and a numerical data obtained from QoS control procedures on client and server's GUI, while stream service is executing on our platform.

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