• Title/Summary/Keyword: Distributed Virtual Environment

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Simulation of a CIM Workflow System Using Parallel Virtual Machine (PVM)

  • Chang-Ouk Kim
    • Journal of the Korea Society for Simulation
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    • v.5 no.2
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    • pp.13-24
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    • 1996
  • Workflow is an ordered sequence of interdependent component data activities each of which can be executed on an integrated information system by accessing a remote information system. In our previous research [4], we proposed a distributed CIM Workflow system which consists of a workflow execution model called DAF-Net and an agent-based information systems called AIMIS. Given a component data activity, there needs an interaction protocol among agents which allocates the component data activity to a relevant information systems exist. The objective of this research is to propose and test two protocols: ARR(Asynchronous Request and Response)protocol and NCL(Negotiation with Case based Learning) protocol. To test the effectiveness of the protocols, we applied the PVM(Parallel Virtual Machine) software to simulate the distributed CIM Workflow system. PVM provides a distributed computing environment in which users can run different software processes in different computers while allowing communication among the processes.

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Congestion Control Method of Area of Interest in Distributed Virtual Environment (분산가상환경에서 참여자 관심영역의 혼잡도 조절기법)

  • 유석종
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.550-558
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    • 2004
  • Previous researches on scalability problem of distributed virtual environment (DVE) have been mainly focused on spatial partitioning of area of interest (AOI). Congestion phenomena by avatar groups in AOI have been neglected relatively However, AOI congestion is highly related to scalability of DVE because it exhausts system resources such as network bandwidth and rendering time, and could be a bar to perform collaboration among participants. In this paper, this will be defined as the problem that must be solved for the realization of the scalable DVE, and a model will be proposed to measure and control congestion situation in AOI. The purposes of the proposed model are to prevent high density of participants in AOI, and to protect stable collaboration in DVE. For evaluation of the performance it is compared with a previous method by defining the resource cost model which is dynamically activated to AOI congestion.

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Integrity Guarantee System in IoT Virtual Environment Platform: Through Hyperedfger Indy and MQTT (IoT 가상환경 플랫폼에서의 무결성 보장 시스템:Hyperledger Indy와 MQTT를 통하여)

  • Yoosung Hong;Geun-Hyung Kim
    • Smart Media Journal
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    • v.13 no.4
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    • pp.76-85
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    • 2024
  • In this paper, we propose a system that improves the data integrity of IoT(Internet of Things) devices in the virtual environment by combining Hyperledger Indy and MQTT(Message Queuing Telemetry Transport). The system complements the limitations of the centralized system by realizing a DPKI(Decentralized Public Key Infrastructure) structure that utilizes a distributed network in publish-subscribe(pub/sub) pattern communication. Digital signature technology was applied to ensure the data integrity of IoT devices and communication scenarios between the four core components of the client, IoT device, broker, and blockchain, as well as a topic structure using a decentralized identifier to ensure safety in the virtual environment. We present a systematic method for transparent data exchange. To prove the performance of the proposed system, this paper conducted experiments on four scenarios and evaluated communication performance in a virtual environment. The experimental results confirmed that the proposed system provides a reliable IoT data communication structure in a virtual environment.

Design of Network Protocols for Distributed Virtual Environments (분산 가상 환경을 위한 네트워크 프로토콜의 설계)

  • Ko, Dong-Il;Choi, Yang-Hee
    • Journal of KIISE:Information Networking
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    • v.27 no.1
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    • pp.1-11
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    • 2000
  • Recently, the explosive popularity of Internet gave birth to researches on Distributed Virtual Environments(DVE). They aim at providing a shared application data environment at realtime for users participating in the same application session across Internet. As more users join the session, and as more multimedia data are shared, because of network resource limitation, it is more difficult to maintain the quality of DVE, such as users' satisfaction level. Previous works mainly tried to solve the scalability, synchronization and data transport issues at the application level, with limited success. We suggest a new network centric solution, that consists of a novel network architecture and protocols upon which any large-scale DVE application can be easily developed. The performance of the proposed scheme, called GAIA, is verified by simulation.

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Design and Implementation of Client-Server Model on Virtual Real-time Interactive Distributed Simulation Environment Using Web (웹을 이용한 가상 실시간 상호작용 분산 시뮬레이션 환경엣 클라이언트-서버 모델의 설계 및 구현)

  • Jeong, Jin-Rip;U, Yeong-Je;Jeong, Chang-Seong
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.1
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    • pp.57-65
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    • 1999
  • The simulation which is larger scale, complex and interactive with clients treat a lot of messages. It can be thinking more efficient distributed simulation than sequential one. The training simulation with multi-users is geographically distributed, and required high cost to operate and maintain system as increasing user requirements. The adaptation of web technology to the simulation can be a way to solves it without cost added. But dynamic web environment can causes causality error of events. This paper is concerned with client-server model, which supports interaction between distributed simulation server and web browser, and it is implemented by Java distributed object model. the result have shown that the distributed simulation is performed correctly on dynamic environment.

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A Web-based Virtual Laboratory System For Electronic Circuit Experiments

  • Kim, Dong-Sik;Seo, Sam-Jun
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1794-1797
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    • 2003
  • We developed a web-based virtual laboratory system for electronic circuit experiments on the client/ server distributed environment. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to electronic circuit experiments and how to operate the experimental equipments such as multimeters, function generators, digital oscilloscopes and DC power suppliers. The proposed virtual laboratory system is composed of four important components: Principle Classroom to explain the concepts and theories of electronic circuit operations, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the Management System every classroom is organically tied together collaborating to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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Implementation of Virtual Architectural Engineering and Design of Real-time State Server for Internet Virtual Collaboration (가상건축엔지니어링의 구현과 인터넷 가상협동작업을 위한 실시간 상태서버의 설계)

  • 고동일;이범렬;김종성;오원근
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.169-172
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    • 2000
  • Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. And the progress of 3D computer graphics enabled collaborative application with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of Share collaboration engine and Virtual Architectural Engineering 2000 (VAE2000) system which is our pilot application implemented with Share collaboration engine. And we explain problems presented by our experiments with VAE2000 system. For those problems, we design our new middle-ware system, SHINE(SHared INternet Environment). The SHINE proposes new concepts and approaches for collaboration with 3D objects in a virtual world.

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Characteristics of Wireless Distributed Communication System under the Overlay Convergent Networks (중첩 융합 네트워크에서 분산 무선 통신 시스템의 특성)

  • Cheon, EunJi;Kim, Jeong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.986-992
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    • 2012
  • In order to support quickly increasing mobile traffic and deal with various types of users of wireless mobile systems under overlay convergent cognitive networking environments, it is highly required to improve the performance and the capability of the wireless access networks. With distributed antennas and distributed processors, it is possible for mobile terminals (MTs) to monitor interference and control system effectively to minimize mutual interference among users and cells. Virtual cell changes as the MT moves or the environment changes, so no handoff is needed in connections with base station hotelling. In this paper, the characteristics of wireless distributed systems under the overlay convergent networks will be investigated.

The selection of level-of-detail using the difference of image (영상에서의 차이를 이용한 상세도 레벨의 선택)

  • Son, Ho-Jun;Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.1-13
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    • 1997
  • Two factors are required for a virtual reality system; realism and immersion. Since realism is determined primarily by the realistic image, objects in a virtual environment should be represented with details by their own characteristics. Also, reflection on light must be considered. On the other hand, immersion is defined as realistic movements and fast interactions. Thus, virtual environment should be rendered as fast as possibl. Regular frame rate should also be kept to make moves as intended by the user. In a complex virtual environment composed of objects with various levels, the appropriate level for individual object should be assigned according to the view point, in other words, the selection of level-of-detail is needed. In this paper, the problem of determining the levels of detail is formalized in terms of error, cost and L -distance. Error is defined as the difference between the current level image and the highest level image, cost as rendering time, and L-distance as the level difference between the previous and the current level. To solve this problem, a new method called the well-distributed adaptive algorithmis proposed.

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Development of the CAD Conferencing System for Real-time Design Collaboration (실시간 협업 설계를 위한 CAD 컨퍼런싱 시스템 개발)

  • 김광운;전용태;정태형
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2002.05a
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    • pp.531-535
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    • 2002
  • This paper presents a real-time collaborative system for distributed design. The aim of the system is to provide designers with a virtual workspace where they can collaborate and exchange their design knowledge in distributed environment. The system consists of two subsequent modules. One is for the visualization of design data including CAD data, documents, images, and the other is real-time collaboration module. They make it possible for distributed designers to review the design data collaboratively and to share their design knowledge. The system was implemented by using the Internet protocols such as TCP/IP and IP multicast on the peer-to-peer based network. An example is presented and discussed to validate the proposed system.

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