• Title/Summary/Keyword: 클라우드 게임

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Migration Agent for Seamless Virtual Environment System in Cloud Computing Network (클라우드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트)

  • Won, Dong Hyun;An, Dong Un
    • Smart Media Journal
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    • v.8 no.3
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    • pp.41-46
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    • 2019
  • In a MMORPG, a typical application of virtual environment systems, it is a common desire to play in a more realistic environment. However, it is very difficult to provide a latency-free virtual environment to a large user base, mainly due to the fact that the real environment must be configured on multiple servers rather than on single server and that data must be shared on the real server when users move from one region to another. Experiencing response delays continuously in the process of information synchronization between servers greatly deteriorates the degree of immersion. In order to solve this problem, it is necessary to minimize the response delay occurring in the information synchronization process between the servers. In this paper, we propose Migration Agent for efficient information synchronization between field servers providing information of virtual environment and minimizing response delay between Field Server and PC(Player Character) and implement it in cloud computing network. In the proposed system, CPU utilization of field server increased by 6 ~ 13%, and response time decreased by 5 ~ 10 seconds over the existing system in 70,000 ~ 90,000 PCs

Important Facility Guard System Using Edge Computing for LiDAR (LiDAR용 엣지 컴퓨팅을 활용한 중요시설 경계 시스템)

  • Jo, Eun-Kyung;Lee, Eun-Seok;Shin, Byeong-Seok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.345-352
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    • 2022
  • Recent LiDAR(Light Detection And Ranging) sensor is used for scanning object around in real-time. This sensor can detect movement of the object and how it has changed. As the production cost of the sensors has been decreased, LiDAR begins to be used for various industries such as facility guard, smart city and self-driving car. However, LiDAR has a large input data size due to its real-time scanning process. So another way for processing a large amount of data are needed in LiDAR system because it can cause a bottleneck. This paper proposes edge computing to compress massive point cloud for processing quickly. Since laser's reflection range of LiDAR sensor is limited, multiple LiDAR should be used to scan a large area. In this reason multiple LiDAR sensor's data should be processed at once to detect or recognize object in real-time. Edge computer compress point cloud efficiently to accelerate data processing and decompress every data in the main cloud in real-time. In this way user can control LiDAR sensor in the main system without any bottleneck. The system we suggest solves the bottleneck which was problem on the cloud based method by applying edge computing service.

Game Theoretic Optimization of Investment Portfolio Considering the Performance of Information Security Countermeasure (정보보호 대책의 성능을 고려한 투자 포트폴리오의 게임 이론적 최적화)

  • Lee, Sang-Hoon;Kim, Tae-Sung
    • Journal of Intelligence and Information Systems
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    • v.26 no.3
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    • pp.37-50
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    • 2020
  • Information security has become an important issue in the world. Various information and communication technologies, such as the Internet of Things, big data, cloud, and artificial intelligence, are developing, and the need for information security is increasing. Although the necessity of information security is expanding according to the development of information and communication technology, interest in information security investment is insufficient. In general, measuring the effect of information security investment is difficult, so appropriate investment is not being practice, and organizations are decreasing their information security investment. In addition, since the types and specification of information security measures are diverse, it is difficult to compare and evaluate the information security countermeasures objectively, and there is a lack of decision-making methods about information security investment. To develop the organization, policies and decisions related to information security are essential, and measuring the effect of information security investment is necessary. Therefore, this study proposes a method of constructing an investment portfolio for information security measures using game theory and derives an optimal defence probability. Using the two-person game model, the information security manager and the attacker are assumed to be the game players, and the information security countermeasures and information security threats are assumed as the strategy of the players, respectively. A zero-sum game that the sum of the players' payoffs is zero is assumed, and we derive a solution of a mixed strategy game in which a strategy is selected according to probability distribution among strategies. In the real world, there are various types of information security threats exist, so multiple information security measures should be considered to maintain the appropriate information security level of information systems. We assume that the defence ratio of the information security countermeasures is known, and we derive the optimal solution of the mixed strategy game using linear programming. The contributions of this study are as follows. First, we conduct analysis using real performance data of information security measures. Information security managers of organizations can use the methodology suggested in this study to make practical decisions when establishing investment portfolio for information security countermeasures. Second, the investment weight of information security countermeasures is derived. Since we derive the weight of each information security measure, not just whether or not information security measures have been invested, it is easy to construct an information security investment portfolio in a situation where investment decisions need to be made in consideration of a number of information security countermeasures. Finally, it is possible to find the optimal defence probability after constructing an investment portfolio of information security countermeasures. The information security managers of organizations can measure the specific investment effect by drawing out information security countermeasures that fit the organization's information security investment budget. Also, numerical examples are presented and computational results are analyzed. Based on the performance of various information security countermeasures: Firewall, IPS, and Antivirus, data related to information security measures are collected to construct a portfolio of information security countermeasures. The defence ratio of the information security countermeasures is created using a uniform distribution, and a coverage of performance is derived based on the report of each information security countermeasure. According to numerical examples that considered Firewall, IPS, and Antivirus as information security countermeasures, the investment weights of Firewall, IPS, and Antivirus are optimized to 60.74%, 39.26%, and 0%, respectively. The result shows that the defence probability of the organization is maximized to 83.87%. When the methodology and examples of this study are used in practice, information security managers can consider various types of information security measures, and the appropriate investment level of each measure can be reflected in the organization's budget.

A Study on Offloading Techniques for 3D Rendering Applications (3D 렌더링 어플리케이션에 특화된 오프로딩 기술에 대한 연구)

  • Yang, Seungjun;Kwon, Yongin;Yi, Hayoon;Kwon, Donghyun;Paek, Yunheung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.246-248
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    • 2014
  • 스마트폰 및 태블릿에서 동작하는 모바일 어플리케이션은 날이 갈수록 복잡하고 다양해지고 있다. 특히, 3D 게임과 같이 렌더링 연산을 주로 사용하는 어플리케이션은 많은 연산량을 필요로 하며 소모하는 전력 또한 매우 크다. 이러한 문제를 해결하기 위해 연산의 일부를 클라우드와 같은 강력한 외부 자원을 활용하여 처리하는 오프로딩 기술이 제안되었으나, 특정 어플리케이션이 아닌 일반적인 어플리케이션을 대상으로 한 연구들이 대부분이다. 본 논문에서는 3D 렌더링 어플리케이션을 보다 더 효율적으로 구동시키기 위하여 오프로딩 기술이 가져야 할 특성 및 구조에 대해 설명한다.

Management System for REST Web Service Composition (REST 웹서비스 조합 운영관리 시스템)

  • Choi, Min;Lee, Wonjae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.25-28
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    • 2012
  • 최근 인터넷의 발달과 함께 웹을 기반으로 하는 클라이언트-서버 분산 구조의 웹서비스 시스템 구조가 점차 확산되고 있다. 게다가, 최근에는 스마트폰을 이용한 스마트폰 애플리케이션이 대중화 되면서, 웹서비스의 활용이 점차 확대되는 추세이다. REST 웹서비스는 일반적으로 기업이나 공공기관에서 자사의 정보시스템의 특정 Open API를 제공하는데 많이 활용된다. 본 연구에서는 REST 웹서비스를 조합/탑재/운용하는 시스템을 제안한다. 본 시스템을 활용하면 서비스 개발자로 하여금 서비스를 조합한 웹서비스를 일반적인 객체지향언어를 통해 개발하고 컴파일 후 업로드 하면 손쉽게 서비스를 운용할 수 있다. 본 논문에서는 REST 웹서비스 조합/탑재/운용 시스템을 제안한다. 웹서비스 조합/탑재/운용 시스템은 REST 웹서비스 개발자로 하여금 웹서비스를 손쉽게 조합하여 컴파일한 후 업로드함으로써 손쉽게 조합 REST 웹서비스를 운용할 수 있도록 한다. 이를 통해 REST 웹서비스 개발자들은 일반적인 객체지향언어를 통해 개발하고 업로드 할 수 있으며, 본 논문에서 제안하는 시스템을 통해 REST 웹서비스를 운용할 수 있다.

Quantum Price Estimation Model using Bayesian Network (베이지안 네트워크 기반 양자 가격 예측 모델)

  • Kim, Juon;Yun, Seok-Min;Shin, Soyoung;Kim, Aeyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.269-272
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    • 2021
  • 본 논문에서는 변수간의 다양한 관계 분석 또는 예측 모델에 많이 적용되는 베이지안 네트워크 모델에 대한 양자 회로를 설계하고, 설계한 양자 회로를 '모여봐요! 동물의 숲' 게임에서 진행되는 무 거래에 대한 무값을 예측하는 시나리오에 적용했다. 제안한 양자 가격 예측 모델은 양자 회로로 표현했으며 IBM 의 Qiskit 을 이용해 구현하였다. 구현한 회로는 시뮬레이션 백엔드 뿐만아니라 IBM 에서 클라우드로 제공하는 실제 양자 컴퓨터 2 종의 백엔드에 실행하였고, 실행 결과와 설계한 회로를 바탕으로 제안한 모델의 성능을 분석하여 제안 모델의 효용성을 보였다.

An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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A Study on Security Technology using Mobile Virtualization TYPE-I (모바일 가상화 TYPE-I을 이용한 보안 기술 연구)

  • Kang, Yong-Ho;Jang, Chang-Bok;Kim, Joo-Man
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.1-9
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    • 2015
  • Recently, with smart device proliferation and providing the various services using this, they have interested in mobile and Smart TV security. Smartphone users are enjoying various service, such as cloud, game, banking. But today's mobile security solutions and Study of Smart TV Security simply stays at the level of malicious code detection, mobile device management, security system itself. Accordingly, there is a need for technology for preventing hacking and leakage of sensitive information, such as certificates, legal documents, individual credit card number. To solve this problem, a variety of security technologies(mobile virtualization, ARM TrustZone, GlobalPlatform, MDM) in mobile devices have been studied. In this paper, we propose an efficient method to implement security technology based on TYPE-I virtualization using ARM TrustZone technology.

Efficient Security Method Using Mobile Virtualization Technology And Trustzone of ARM (모바일 가상화 기술과 ARM의 Trustzone을 사용한 효율적인 보안 방법)

  • Choi, Hwi-Min;Jang, Chang-Bok;Kim, Joo-Man
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.299-308
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    • 2014
  • Today, a number of users using smartphone is very rapidly increasing by development of smartphone performance and providing various services. Also, they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). today's mobile security solution is simply to detect malicious code or stay on the level of mobile device management. In particular, the services which use sensitive information, such as certificate, corporation document, personal credit card number, need the technology which are prevented from hacking and leaking it. Recently, interest of these mobile security problems are increasing, as the damage cases been occurred. To solve the problem, there is various security research such as mobile virtualization, ARM trustzone, GlobalPlatform for mobile device. Therefore, in this paper, I suggested efficient method that uses the mobile virtualization techniques of certification, security policy and access control, password/key management, safe storage, etc. and Trustzone of ARM for preventing information leakage and hacking.

A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents - (클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 -)

  • Doo, Ill Chul;Baek, Jae Yong;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.4
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.