• Title/Summary/Keyword: 양방향 동기화

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Design and Implementation of a Spatio-Temporal Middleware for Ubiquitous Environments (유비쿼터스 환경을 위한 시공간 미들웨어의 설계 및 구현)

  • Kim, Jeong-Joon;Jeong, Yeon-Jong;Kim, Dong-Oh;Han, Ki-Joon
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.43-54
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    • 2009
  • As R&D(Research and Development) is going on actively to develop technologies for the ubiquitous computing environment, which Is the human-oriented future computing environment, GIS dealing with spatio-temporal data is emerging as a promising technology. This also increases the necessity of the middleware for providing services to give interoperability in various heterogeneous environments. The core technologies of the middleware are real-time processing technology of data streams coming unceasingly from positioning systems and data stream processing technology developed for non-spatio-temporal data. However, it has problems in processing queries on spatio-temporal data efficiently. Accordingly, this paper designed and implemented the spatio-temporal middleware that provides interoperability between a mobile spatio-temporal DBMS(DataBase Management System) and a server spatio-temporal MMDBMS(Main Memory DataBase Management System). The spatio-temporal middleware maintains interoperability among heterogeneous devices and guarantees data integrity in query processing through real-time processing of unceasing spatio-temporal data streams and two way synchronization of spatio-temporal DBMSs. In addition, it manages session for the connection of each spatio-temporal DBMS and manages resources for its stable operation. Finally, this paper proved the usability of the spatio-temporal middleware by applying it to a real-time position tracking system.

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A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
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    • v.18 no.4
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    • pp.62-71
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    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

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Design and Implementation of IoT Platform-based Digital Twin Prototype (IoT 플랫폼 기반 디지털 트윈 프로토타입 설계 및 구현)

  • Kim, Jeehyeong;Choi, Wongi;Song, Minhwan;Lee, Sangshin
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.356-367
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    • 2021
  • With the recent development of IoT and artificial intelligence technology, research and applications for optimization of real-world problems by collecting and analyzing data in real-time have increased in various fields such as manufacturing and smart city. Representatively, the digital twin platform that supports real-time synchronization in both directions with the virtual world digitized from the real world has been drawing attention. In this paper, we define a digital twin concept and propose a digital twin platform prototype that links real objects and predicted results from the virtual world in real-time by utilizing the oneM2M-based IoT platform. In addition, we implement an application that can predict accidents from object collisions in advance with the prototype. By performing predefined test cases, we present that the proposed digital twin platform could predict the crane's motion in advance, detect the collision risk, perform optimal controls, and that it can be applied in the real environment.

The CORBA Event Service Mechanism for Distributed Object Integration (분산 객체 통합을 위한 CORBA 이벤트 서비스 기법)

  • 이재완
    • Journal of Internet Computing and Services
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    • v.2 no.1
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    • pp.77-85
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    • 2001
  • CORBA is a middleware which enables distributed objects to cooperate regardless of specific platforms and techniques. But the ordinary CORBA communication model does not support multi-cast, and needs delay time, because it synchronously connects the distributed objects between client and server. To solve these problems, OMG suggests CORBA Event Service which can provide multi-cast among application objects. This paper presents a new technique for improving reliability, and supporting two-way communication by laying two interface objects on each consumers and suppliers that are registered in event channel. Also, to integrate objects efficiently, we, group distributed event channels and management it as view, A coordinator selected from channel group controls group and view.

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Real-Time Image-Based Relighting for Tangible Video Teleconference (실감화상통신을 위한 실시간 재조명 기술)

  • Ryu, Sae-Woon;Parka, Jong-Il
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.807-810
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    • 2009
  • This paper deals with a real-time image based relighting system for tangible video teleconference. The proposed image based relighting system renders the extracted human object using the virtual environmental images. The proposed system can homogenize virtually the lighting environments of remote users on the video teleconference, or render the humans like they are in the virtual places. To realize the video teleconference, the paper obtains the 3D object models of users in real-time using the controlled lighting system. In this paper, we use single color camera and synchronized two directional flash lights. Proposed system generates pure shading images using on and off flash images subtraction. One pure shading reflectance map generates a directional normal map from multiplication of each reflectance map and basic normal vector map. Each directional basic normal map is generated by inner vector calculation of incident light vector and camera viewing vector. And the basic normal vector means a basis component of real surface normal vector. The proposed system enables the users to immerse video teleconference just as they are in the virtual environments.

Spatio-temporal Query Processing Systems for Ubiquitous Environments (유비쿼터스 환경을 위한 시공간 질의 처리 시스템)

  • Lee, Ki-Young;Lim, Myung-Jae;Kim, Kyu-Ho;Kim, Joung-Joon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.3
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    • pp.145-152
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    • 2010
  • With the recent development of the ubiquitous computing technology, there are increasing interest and research in technologies such as sensors and RFID related to information recognition and location positioning in various ubiquitous fields. Especially, RTLS(Real-Time Locating Services) dealing with spatio-temporal data is emerging as a promising technology. For these reasons, the ISO/IEC published the RTLS standard specification for compatibility and interoperability in RTLS. Therefore, in this paper, we designed and implemented Spatio-temporal Query Processing Systems for efficiently managing and searching the incoming Spatio-temporal data stream of moving objects. Spatio-temporal Query Processing Systems's spatio-temporal middleware maintains interoperability among heterogeneous devices and guarantees data integrity in query processing through real time processing of unceasing spatio-temporal data streams and two way synchronization of spatio-temporal DBMSs. Web Server uses the SOAP(Simple Object Access Protocol) message between client and server for interoperability and translates client's SOAP message into CQL(Continuous Query Language) of the spatio-temporal middleware. Finally, this thesis proved the utility of the system by applying the spatio-temporal Query Processing Systems to a real-time Locating Services.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Analyzing the Positive and the Negative SNS Behaviors of the Elementary and Middle School Students (초.중학생의 SNS에서의 긍정적.부정적 행동 분석)

  • Lee, Soojung;Yeon, Jeong-Hwa
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.1-8
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    • 2013
  • SNS is a social networking service that removes the barrier between cyber spaces and the real world and helps people who have common interests to have a two-way communication, manage their interpersonal relationships and share information. The domestic and international SNS markets have attained a steady growth, and their growth is being more accelerated in recent days. However, studies on SNS have just examined adults, and it's required to research the use of SNS and cyber behaviors via SNS among elementary and middle school students. This study attempted to analyze the relationship of the use of SNS, motivation of using SNS, the use of active SNS functions, SNS-dependent tendency and SNS awareness to cyber behaviors via SNS among elementary and middle school students. As a result, regardless of gender and grade, stealing private information was the most frequent activity and the frequency of 'contacting strangers' activity increased most rapidly with the usage time and grade. SNS dependency turned out to be the most highly correlated with the negative cyber behavior. Moreover, the difference of gender was not significant to the overall negative cyber behavior, whereas that of grade was.

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