• Title/Summary/Keyword: Computing Platform

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A GPU-enabled Face Detection System in the Hadoop Platform Considering Big Data for Images (이미지 빅데이터를 고려한 하둡 플랫폼 환경에서 GPU 기반의 얼굴 검출 시스템)

  • Bae, Yuseok;Park, Jongyoul
    • KIISE Transactions on Computing Practices
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    • v.22 no.1
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    • pp.20-25
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    • 2016
  • With the advent of the era of digital big data, the Hadoop platform has become widely used in various fields. However, the Hadoop MapReduce framework suffers from problems related to the increase of the name node's main memory and map tasks for the processing of large number of small files. In addition, a method for running C++-based tasks in the MapReduce framework is required in order to conjugate GPUs supporting hardware-based data parallelism in the MapReduce framework. Therefore, in this paper, we present a face detection system that generates a sequence file for images to process big data for images in the Hadoop platform. The system also deals with tasks for GPU-based face detection in the MapReduce framework using Hadoop Pipes. We demonstrate a performance increase of around 6.8-fold as compared to a single CPU process.

M-Learning Application for Ubiquitous Learning Based on Android Web Platform (안드로이드 웹 플랫폼 기반 U-Learning을 위한 M-Learning 애플리케이션)

  • Kim, Hye-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.12
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    • pp.5564-5569
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    • 2011
  • In this paper we introduced Augmented Reality (AR) on Android platform for ubiquitous learning (u-learning). Android is breaking new ground for mobile computing and open technologies. Android is versatile as it is not limited only to mobile phones, but it can be installed on various devices. Android gives developers the opportunity to leverage their development skills, while also building an exciting and active community. Augmented Reality (AR) is going to be the future of most apps; all it takes is a decent processor, a camera, a compass and a GPS, all of which are becoming increasingly common on smart phones. Through AR we can have educational tools that provide individuals with total flexibility to receive, send, and review training and detailed product information through an increasingly ubiquitous web-enabled communication device. In this paper, we proposed Augmented Reality for Species Identification using Android Smartphone with augmented reality in species determination. This study is appropriate in the field of Biology. This is useful in outdoor experimental activities of the students. Like for example while they are visiting the zoo, botanical garden and etc.

A Deep Belief Network for Electricity Utilisation Feature Analysis of Air Conditioners Using a Smart IoT Platform

  • Song, Wei;Feng, Ning;Tian, Yifei;Fong, Simon;Cho, Kyungeun
    • Journal of Information Processing Systems
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    • v.14 no.1
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    • pp.162-175
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    • 2018
  • Currently, electricity consumption and feedback mechanisms are being widely researched in Internet of Things (IoT) areas to realise power consumption monitoring and management through the remote control of appliances. This paper aims to develop a smart electricity utilisation IoT platform with a deep belief network for electricity utilisation feature modelling. In the end node of electricity utilisation, a smart monitoring and control module is developed for automatically operating air conditioners with a gateway, which connects and controls the appliances through an embedded ZigBee solution. To collect electricity consumption data, a programmable smart IoT gateway is developed to connect an IoT cloud server of smart electricity utilisation via the Internet and report the operational parameters and working states. The cloud platform manages the behaviour planning functions of the energy-saving strategies based on the power consumption features analysed by a deep belief network algorithm, which enables the automatic classification of the electricity utilisation situation. Besides increasing the user's comfort and improving the user's experience, the established feature models provide reliable information and effective control suggestions for power reduction by refining the air conditioner operation habits of each house. In addition, several data visualisation technologies are utilised to present the power consumption datasets intuitively.

A Platform Architecture for the Integration of CORBA Technology within TMN Framework (TMN 프레임워크와 CORBA 기술의 통합을 위한 플랫폼 구조)

  • Jeong, Mun-Sang;Park, Jong-Tae
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.6
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    • pp.801-808
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    • 1999
  • 지금까지, 전기통신망과 장비들의 관리에 대해서는 많은 연구들이 진행되었지만, TMN 상위 계층의 서비스 관리와 비즈니스 관리에 대한 연구는 많이 수행되지 못했다. 최근 전세계적으로 TMN 상위 계층의 관리기능 구현을 위해서 CORBA 기술을 적용하고자하는 관심이 증가하고 있다. 본 논문에서는, 정보모델과 상호운용에 관한 TMN과 CORBA의 주요특징들을 비교하고, TMN 프레임웍와 효율적인 CORBA 기술 연동을 위한 플랫폼 구조를 제안한다. 제안된 구조에서, TMN 관리 정보를 CORBA IDL 인터페이스로 변환해주는 GDMO/ASN.1 - CORBA IDL 변환기가 고안, 구현되었고, JIDM의 상호 작용 변환의 구현을 위해서 TMN/CORBA 게이트웨이 또한 고안되었다. 그리고 이러한 기능의 확장을 위해서 모듈 형식으로 라이브러리들과 코드 생성기들이 설계, 구현되었다.Abstract Up to now, a lot of efforts have been made for the management of telecommunication networks and equipment, but less effort has been made for the realization of higher-layer service and business management. There are recently worldwide growing interests for applying CORBA technology for the realization of higher layer Telecommunication Management Network (TMN) management functions. In this paper, we compare the features of TMN and CORBA with respect to information model, and operational behavior. And then, we propose a platform architecture for the efficient integration of CORBA technology within TMN framework. Within platform architecture, GDMO/ASN.1 to IDL translator has been designed and implemented for translating TMN management information into CORBA IDL interface. The TMN/CORBA gateway is also designed for realization of the interaction translation specification of JIDM task force. The libraries and code generators have been designed and implemented in a modular fashion to provide the functional extensibility.

A Study of the Standard Interface Architecture of Naval Combat Management System

  • Baek, Chi-Sun;Ahn, Jin-Hyang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.147-154
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    • 2021
  • Naval Combat Management System(a.k.a. CMS) is the core combat power of ROK Navy. CMS which has been localized since 1993 has been developed in various categories. However, in the characteristic of defense industry, CMS software has been rarely developed technically and structurally while the environment of computing system has been developed dramatically. A need for a new paradigm of CMS software development was raised. This paper suggests Naval Shield Component Platform(NSCP) as a standard interface architecture of CMS based on SOLID of OOP which is an advanced programming paradigm and introduce its functionality and feature. We expect NSCP's higher reusability, concurrency and maintainability in CMS software development. As a future work, we are going to apply NSCP to the next CMS software development project and evaluate quantitative, qualitative method.

Load Balancing Scheme for Machine Learning Distributed Environment (기계학습 분산 환경을 위한 부하 분산 기법)

  • Kim, Younggwan;Lee, Jusuk;Kim, Ajung;Hong, Jiman
    • Smart Media Journal
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    • v.10 no.1
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    • pp.25-31
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    • 2021
  • As the machine learning becomes more common, development of application using machine learning is actively increasing. In addition, research on machine learning platform to support development of application is also increasing. However, despite the increasing of research on machine learning platform, research on suitable load balancing for machine learning platform is insufficient. Therefore, in this paper, we propose a load balancing scheme that can be applied to machine learning distributed environment. The proposed scheme composes distributed servers in a level hash table structure and assigns machine learning task to the server in consideration of the performance of each server. We implemented distributed servers and experimented, and compared the performance with the existing hashing scheme. Compared with the existing hashing scheme, the proposed scheme showed an average 26% speed improvement, and more than 38% reduced the number of waiting tasks to assign to the server.

User Customized Web Interface Design Optimized for SaaS-based Digital Library System -focusing on the LinkSaaS Website- (SaaS 기반 전자도서관 시스템에 최적화된 사용자 맞춤형 웹 인터페이스 디자인 -LinkSaaS 웹사이트를 중심으로-)

  • Oh, Hyoung-Yong;Min, Byoung-Won;Oh, Yong-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.148-156
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    • 2011
  • Recently, an introduction of the cloud computing causes rapid changes in every aspect of the internet environments including hardware, operating systems, applications, and their services. As the cloud computing environment based on SaaS are being developed to a form in which web platform technology and web cloud services are converged. The digital library system also has been being developed to a service model optimized to SaaS based cloud computing environment, which are different from ASP technology. From the web interface point of view, user customization of the SaaS based cloud computing environment is the most important fact. Therefore, this research work suggests a customized web interface considering usability and accessibility so that enterprises and individual users can be able to do an effortless internet browsing under the cloud computing environment. For this purpose, usability tests were carried out as the user customized web interface design were developed and applied to the LinkSaaS website. This paper work lastly presents an UI environment on which customized interface design for individual users can be formulated.

Optimisation of multiplet identifier processing on a $PLAYSTATION^{(R)}$ 3 (플레이스테이션 3 상에서 수행되는 멀티플렛 식별자의 최적화)

  • Hattori, Masami;Mizuno, Takashi
    • Geophysics and Geophysical Exploration
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    • v.13 no.1
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    • pp.109-117
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    • 2010
  • To enable high-performance computing (HPC) for applications with large datasets using a $Sony^{(R)}$ $PLAYSTATION^{(R)}$ 3 ($PS3^{TM}$) video game console, we configured a hybrid system consisting of a $Windows^{(R)}$ PC and a $PS3^{TM}$. To validate this system, we implemented the real-time multiplet identifier (RTMI) application, which identifies multiplets of microearthquakes in terms of the similarity of their waveforms. The cross-correlation computation, which is a core algorithm of the RTMI application, was optimised for the $PS3^{TM}$ platform, while the rest of the computation, including data input and output remained on the PC. With this configuration, the core part of the algorithm ran 69 times faster than the original program, accelerating total computation speed more than five times. As a result, the system processed up to 2100 total microseismic events, whereas the original implementation had a limit of 400 events. These results indicate that this system enables high-performance computing for large datasets using the $PS3^{TM}$, as long as data transfer time is negligible compared with computation time.

Community Computing Model and Development Tool for Community-based Ubiquitous System in Multi-agent Platform (다중 에이전트 환경에서의 커뮤니티 기반 유비쿼터스 시스템을 위한 모델과 개발 도구)

  • Jung, You-Na;Lee, Jung-Tae;Kim, Min-Koo
    • Journal of KIISE:Software and Applications
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    • v.33 no.12
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    • pp.1031-1051
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    • 2006
  • To develop a ubiquitous system, several researches have been tried to apply multi-agent models to design a system. Even though current multi-agent models provide many benefits with ubiquitous system developments, there are still some deficiencies in completely supporting the characteristics of ubiquitous systems such as dynamic formation and termination of mission-oriented organizations and interrelationship between organizations. In addition, existing agent-based models only concern aboutananalysis and design of a system, then place a burden of implementation on developers. Therefore, in this paper, we propose the high-level abstraction model of a multi-agent based ubiquitous system and the development process concerning implementation as well as design of systems. In addition, we implemented a development toolkit, called as CDTK(Community computing system Development Tool Kit), then developed a small community computing system using the CDTK.

Video Transcoding Scheme for N-Screen Service Based on Cloud Computing (클라우드 컴퓨팅에서 N-스크린 서비스를 위한 동영상 트랜스 코딩 기법)

  • Lim, Heon-Yong;Lee, Won-Joo;Jeon, Chang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.9
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    • pp.11-19
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    • 2014
  • In this paper, we propose a real-time video transcoding scheme for N-Screen service based on cloud computing. This scheme creates an intro-block and several playback blocks by splitting the original video. And there is the first service request, after transmitting the intro-block, transmits the playback blocks that converting the blocks on real-time. In order to completing trans-coding within playback time of each block, we split and allocate the block to node according to performance of each node. Also, in order to provide real-time video playback service, the previous scheme convert original video into all format and resolution. However we show that the proposed scheme can reduce storage usage by converting original video into format with proper resolution suitable to device and platform of client. Through simulation, we show that it is more effective to real-time video playback for N-screen service than the previous method. We also show that the proposed scheme uses less storage usage than previous method.