• Title/Summary/Keyword: 플로우 이동성

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A Study on Fluidity ability, Filling ability Properties of High Fluidity Concrete with Illite Powder (일라이트 미분말을 혼입한 고유동 콘크리트의 유동성 및 충전성에 관한 연구)

  • Lee, Dong-Un;Lee, Maeng-Gyo;Park, Hyun-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8363-8369
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    • 2015
  • This study is to be investigate properties of workability, compacting and compressive strength replaced by the illite powder in high fluidity concrete. For this purpose, illite powder has replaced the binder of high fluidity concrete of 5%, 10%, 15%, 20%. After concrete mixing, slump flow test, reach time slump flow 500mm, O-lot test were conducted on fresh high fluidity concrete. And compressive strength was determined 28 days for the hardened high fluidity concrete specimens. According to the test results, the workability, filling height of high fluidity concrete were increased in 10% replacement of illite powder. Furthermore, the compressive strength of high fluidity concrete was increased in 10% replacement of illite powder.. It was possible to confirm that optimal mixture ratio of illite powder seems to exist, and it is shown to be 10% according to our experimental results.

Traffic smoothing of large-scale mission critical system (대규모 임무지향시스템의 네트워크 트래픽 스무딩 방법)

  • Lee, In-Woong;Kim, Tae-Wan;Lee, Dong-Ho;Lee, Sang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.199-201
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    • 2012
  • 본 논문은 함정의 대규모 임무지향시스템에서 전술 데이터를 전송할 때 발생할 수 있는 인코더와 디코더 언더플로우를 방지하고, 트래픽이 프레임 별로 역동적으로 발생할 수 있는 환경을 고려하여 트래픽 스무딩을 수행한 전송 시스템에 대하여 설명한다. 기존의 H.263, H.264의 전송 표준 방식인 on-off policing 방법은 인코더의 목표 비트 전송률(Target Bit Rate)에 따라서 일정한 값으로 정해지는 것과 달리, 프레임을 인코딩함으로써 발생한 프레임의 전체 셀 량과 슬라이스 별로 발생하는 데이터 셀의 역동성을 반영하여 프레임마다 전송시간과 전송률을 반영해주면 부드럽게 전술 데이터의 전송이 일어난다. 또한 기존의 on-off policing과 제시한 대규모 임무지향시스템에서의 트래픽 스무딩 알고리듬의 성능을 비교하여 분석한다.

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Exploring Determinants Affecting Mobile Application Use and Recommendation (스마트폰 앱 사용 및 추천의도 영향 요인에 관한 연구 - Utilitarian vs. Hedonic 유형간 차이비교)

  • Lee, Hee Seo;Kwak, Na yeon;Lee, Choong C
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.481-494
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    • 2015
  • Recently mobile application providers and telecommunication companies went through a difficult time in a highly competitive mobile and its application market where we've seen a huge trend for diverse mobile applications occurring on smart phone. If there were a time when those of companies need to analyze factors affecting users' intention to download or recommend others applications more than ever, it is now. Based on UTAUT model, this research is to provide them with strategic implications by analyzing those factors according to application types with utilization and hedonic values. As a result, firstly trust and personalization have positive impact on Performance Expectancy and users' intention to use have been significantly affected by Performance Expectancy and Effort Expectancy. Secondly the result of path analysis has a different outcome according to application types with utilization and hedonic values. Therefore it is expected that the research gives practical and strategic implication for application developer, mobile companies and others helping application development, new service launch and marketing implementation.

A Study on the Implementation of Management System Based on UHD Transmission Contents (UHD 송출 콘텐츠 기반 관리시스템 구현)

  • Kim, Moo Yeon;Jang, Byung Min;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.813-826
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    • 2019
  • This paper is a study on the implementation of MAM(Media Asset Management) to utilize UHD contents as high quality broadcast material. The implementation method of this paper is to separate MAM roles with content management functions and transmission workflow functions from workflow, metadata and system interface related work, which are divided into core MAM and MAM-Ex structure. Through the method proposed in this paper, we improved the content management method by applying the page menu method to the material metadata modification and applying the template method to the material structure API. In addition, the storage of UHD material and the configuration of the component server are pooled without any distinction of channels, thereby enhancing the security of UHD transmission assets by minimizing the movement of contents together with broadcasting material protection.

A Development of mobile broadcasting monitor for improving reliability on IP-TV Platform based on TIT (TIT 기반에 IP-TV 플랫폼의 신뢰성 향상을 위한 방송 모니터 개발)

  • Sso, Sang-Jin;Jin, Hyun-Joon;Park, Noh-Kyung
    • Journal of Internet Computing and Services
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    • v.8 no.5
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    • pp.59-66
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    • 2007
  • In korea, TIT(Transport Information Technology) based IP-TV services have been provided in Saemaeul trains and some sections of subway trains, But the software systems for the service performed in alternated fashions and suffered from many problems such as suspension, memory leaking and overflow, These problems increased playback loss time and resulted in bad reliabilities, In this paper, a software TIT monitor is designed and implemented for Monitoring module and Reset module in physically poor environments, The designed system formalized monitoring time intervals for effective monitoring, Through the real experiments, playback time is improved in 7.2% comparing to existing system.

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An Adaptive Buffer Tuning Mechanism for striped transport layer connection on multi-homed mobile host (멀티홈 모바일 호스트상에서 스트라이핑 전송계층 연결을 위한 적응형 버퍼튜닝기법)

  • Khan, Faraz-Idris;Huh, Eui-Nam
    • Journal of Internet Computing and Services
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    • v.10 no.4
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    • pp.199-211
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    • 2009
  • Recent advancements in wireless networks have enabled support for mobile applications to transfer data over heterogeneous wireless paths in parallel using data striping technique [2]. Traditionally, high performance data transfer requires tuning of multiple TCP sockets, at sender's end, based on bandwidth delay product (BDP). Moreover, traditional techniques like Automatic TCP Buffer Tuning (ATBT), which balance memory and fulfill network demand, is designed for wired infrastructure assuming single flow on a single socket. Hence, in this paper we propose a buffer tuning technique at senders end designed to ensure high performance data transfer by striping data at transport layer across heterogeneous wireless paths. Our mechanism has the capability to become a resource management system for transport layer connections running on multi-homed mobile host supporting features for wireless link i.e. mobility, bandwidth fluctuations, link level losses. We show that our proposed mechanism performs better than ATBT, in efficiently utilizing memory and achieving aggregate throughput.

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Fast Handover Mechanism for Multi-Interface MIPv6 Environments and Performance Evaluation (다중 인터페이스 MIPv6 환경에서의 Fast Handover 방안 및 성능 분석)

  • Park, Man-Kyu;Hwang, An-Kyu;Lee, Jae-Yong;Kim, Byung-Chul
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.12
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    • pp.34-43
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    • 2007
  • Recently, in addition to the sharp increase of mobile nodes, various kinds of wireless technologies are available for mobile nodes. If IPv6 technology is applied to the network, multi-homing terminals which have several public IP addresses on one interface will be common. Accordingly, there are many research activities on mobility management for multi-interface, multi-homming nodes. In this paper we propose an extended fast handover mechanism for multi-interface MIPv6 environments that uses multi-interface FBU (MFBU) message instead of the existing FBU message. The MFBU message has the "tunnel destination" mobility option that points a specific tunnel destination other than NAR, and "T" flag that indicates the existence of tunnel destination option. The proposed mechanism can improve the TCP performance by mitigating packet reordering during FMIPv6 handover that can cause unnecessary congestion control due to 3 duplicate ACKs. In this paper, we implemented a multi-Interface MIPv6 simulator by extending a single-interface MIPv6 simulator in NS-2, and showed that the performance of TCP traffic is improved by using the proposed multi-interface fast MIPv6.

Analysis and Design of Connected Car Infotainment System (커넥티드카 인포테인먼트 시스템의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.17-23
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    • 2017
  • A connected car's major factor is connectivity and it can be applied for new concept smart PC hardware and software design method of digital virtual assistance using voice recognition engine at server when infotainment functions are implemented because internet connecting LTE or 5G wireless mobile communication is always is possible. In this paper, a hardware architecture of smart auto-PC and software architecture based on GENIVI platform, and necessary functions are proposed. Also an effective analysis and design method of connected car infotainment system will be presented by showing user requirement analysis using object-oriented method, flowchart and screen design.

User Acceptance of Social Network Games on Smart Devices: An Extension to the Technology Acceptance Model (스마트 기기 상에서의 소셜 네트워크 게임의 사용자 수용 연구: 확장된 기술수용모형)

  • Kim, Su-Yeon;Lee, Sang-Hoon;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.5
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    • pp.173-184
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    • 2011
  • Today smart devices such as smart phones, smart pads and tablets have become necessities of modern people in both daily life and business as they have widely proliferated. One of the most popular application areas of smart devices is a game-related area. Among these applications social network games, played with other users through social networks, are ranked top in their popularity. Though much research of PC games and online games have been performed, little research of social network games and the factors affecting acceptance of social network games are not vigorous yet. Therefore, we aim to analyze the factors and their structural influence on acceptance of social network games. We add a couple of factors such as Social interaction, Mobility, Subjective Norm, and Flow reg arding the characteristics of social network games and analyze the structural relationships among these factors using Structural Equation Modeling. Analysis results and implications are suggested with concluding remarks.

Adaptive Multi-level Streaming Service using Fuzzy Similarity in Wireless Mobile Networks (무선 모바일 네트워크상에서 퍼지 유사도를 이용한 적응형 멀티-레벨 스트리밍 서비스)

  • Lee, Chong-Deuk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3502-3509
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    • 2010
  • Streaming service in the wireless mobile network environment has been a very challenging issue due to the dynamic uncertain nature of the channels. Overhead such as congestion, latency, and jitter lead to the problem of performance degradation of an adaptive multi-streaming service. This paper proposes a AMSS (Adaptive Multi-level Streaming Service) mechanism to reduce the performance degradation due to overhead such as variable network bandwidth, mobility and limited resources of the wireless mobile network. The proposed AMSS optimizes streaming services by: 1) use of fuzzy similarity metric, 2) minimization of packet loss due to buffer overflow and resource waste, and 3) minimization of packet loss due to congestion and delay. The simulation result shows that the proposed method has better performance in congestion control and packet loss ratio than the other existing methods of TCP-based method, UDP-based method and VBM-based method. The proposed method showed improvement of 10% in congestion control ratio and 8% in packet loss ratio compared with VBM-based method which is one of the best method.