• Title/Summary/Keyword: Hybrid Service

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Development of Hybrid OCB Beam for the Long-span Building Structures (장경간 건축구조를 위한 하이브리드 OCB보의 개발)

  • Lee, Doo-Sung;Kim, Sang-Yeon;Kim, Tae-Kyun
    • Land and Housing Review
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    • v.6 no.3
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    • pp.129-138
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    • 2015
  • The building structure in Korea is planned to maximize the use of space in recent. The hybrid OCB(Optimized Composite Beam) beam is developed to take advantage of using the space. The OCB beam is composed of the steel H-beam section reinforced by open strands in negative moment zone and the pretensioned PSC concrete section in positive zone. Flexural behavior of typical architectural hybrid OCB beam section was investigated by F.E.M. The 15m, 20m, 30m OCB models were tested on nonlinear material and geometry under static loading system. Following results are obtained from the analysis; 1)The OCB beam develop initial flexural cracking over full service loading. 2)Overall deflections of OCB beam under the service loads are less than those of the allowable limits in KCI Code(2012). 3)The ultimate load capacity get over the nominal strength of the OCB main section. The OCB beam is verified of structural reliability from the finite element analysis.

Hybrid Home Network Prefix Model for Supporting Inter-Technology Handover in Proxy MIPv6 Domains (Proxy MIPv6 도메인에서 Inter-Technology Handover 제공을 위한 Hybrid Home Network Prefix 모델)

  • Hong, Yong-Geun;Kim, Young-Hyun;Pack, Sang-Heon;Youn, Joo-Sang
    • The KIPS Transactions:PartC
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    • v.18C no.2
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    • pp.111-118
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    • 2011
  • Recently, with the popularity of smartphones, an interest in multi-networking service through wireless multi-interface of a mobile node is increased. Also, wireless networking technology for using wireless multi-interface has been studied. As the related work, in the IETF Netext WG, the extension of PMIPv6 protocol for multi-interface support is being discussed. Existing PMIPv6 protocol includes the functions for simultaneous access over multi-interfaces of a mobile node and inter-technology handover between multi-interfaces of the mobile node. However, in case of the existing protocol, the problem occurs when inter-technology handover is performed after simultaneous access on the PMIPv6 domain, this problem is the discontinuous of simultaneous connections. Therefore, the PMIPv6 Protocol cannot support flow based multi-homing service. In this paper, as a way to solve the problem, Hybrid Home Network Prefix scheme is proposed.

Development of Hybrid Filtering Recommendation System using Context-Information in Mobile Environments (모바일 환경에서 상황정보를 이용한 하이브리드 필터링 추천시스템 설계)

  • Ko, Jung-Min;Nam, Doo-Hee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.3
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    • pp.95-100
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    • 2011
  • Due to rapid growth and development of telecommunication information technology, interest has been amplified regarding ubiquitous network computing and user-oriented service. Also, the rapid development of related technologies has been a big spotlight. Smart phone, with features such as a PC with advanced features is a mobile phone. According to environment and infrastructure development, a variety of mobile-based application software to provide various kinds of information and services has been released. However, most of them are provider-driven information systems and aim to provide large amounts of information simply to an unspecified number of users. Therefore, customized or personalized provision of information and service explained earlier for individual users has been hardly come true. According to background and need, this study wants to design and implement recommendations system for personalization and customization in mobile environments. To acquire more accurate recommendation results, recommendation system shall be composed using the Hybrid Filtering. Effective information recommendation according to user's situation by using user's context-information of purpose and location that are available in mobile devices before running the filtering of the information to improve the quality of recommendations.

Device Performance Analysis Method for Hybrid Rendering (하이브리드 렌더링을 위한 단말기 성능분석 방법)

  • Kim, Hak-Ran;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.771-778
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    • 2008
  • A Device performance analyzing method for appropriate level in hybrid rendering model is suggested. In recent research, we proposed a hybrid rendering model which is applying a proper shading method to each of polygons consisting of an object. The number of polygon for Gouraud shading and that for flat shading should be considered according to a current device performance and system environments. Therefore, this paper suggests the method to calculate automatically a proper resolution of a mesh of object and a proper level of mixture between Gouraud and a flat shading, considering a current device performance and a preference of end-user. The rendering model is so simple that it can be an efficient replacement to reduce a real-time rendering time since it provides automatically multi-level of rendering resolution to an executing environments. Moreover, it can be adopted in real-time adaptive service for 3D graphic contents like a graphic game under various device environments.

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A Method of Speed-Adaptive Location Estimation Based on Hybrid(TDOA-RSSI) and Least Square Method in RTLS System (RTLS 시스템에서 Hybrid(TDOA-RSSI)와 최소자승법을 기반으로 한 속도적응형 위치추적방법)

  • Lee, Jung Woo;Ha, Deock-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.737-740
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    • 2009
  • In this paper, in order to improve the location estimation error existing in RTLS(Real Time Location Service) system for the mobility individual, we proposed a method of speed-adaptive location estimation that the transmitting signaling period is adaptively changed according to the changing speed of a mobility individual for each location interval. To get the more accurate location estimation values, we analyzed both the location values measured by Hybrid(TDOA and RSSI) method by using AeroScout TM RTLS system and the estimated value obtained from the theoretical calculation by using the Least Squares Method. Finally, we compared the analyzed values with a real location of mobility individual. From the experimental results based on our proposed method, it can be seen that the location estimation error for the real location of a mobility individual can be improved.

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Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

A Hybrid Blockchain-Based E-Voting System with BaaS (BaaS를 이용한 하이브리드 블록체인 기반 전자투표 시스템)

  • Kang Myung Joe;Kim Mi Hui
    • KIPS Transactions on Computer and Communication Systems
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    • v.12 no.8
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    • pp.253-262
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    • 2023
  • E-voting is a concept that includes actions such as kiosk voting at a designated place and internet voting at an unspecified place, and has emerged to alleviate the problem of consuming a lot of resources and costs when conducting offline voting. Using E-voting has many advantages over existing voting systems, such as increased efficiency in voting and ballot counting, reduced costs, increased voting rate, and reduced errors. However, centralized E-voting has not received attention in public elections and voting on corporate agendas because the results of voting cannot be trusted due to concerns about data forgery and modulation and hacking by others. In order to solve this problem, recently, by designing an E-voting system using blockchain, research has been actively conducted to supplement concepts lacking in existing E-voting, such as increasing the reliability of voting information and securing transparency. In this paper, we proposed an electronic voting system that introduced hybrid blockchain that uses public and private blockchains in convergence. A hybrid blockchain can solve the problem of slow transaction processing speed, expensive fee by using a private blockchain, and can supplement for the lack of transparency and data integrity of transactions through a public blockchain. In addition, the proposed system is implemented as BaaS to ensure the ease of type conversion and scalability of blockchain and to provide powerful computing power. BaaS is an abbreviation of Blockchain as a Service, which is one of the cloud computing technologies and means a service that provides a blockchain platform ans software through the internet. In this paper, in order to evaluate the feasibility, the proposed system and domestic and foreign electronic voting-related studies are compared and analyzed in terms of blockchain type, anonymity, verification process, smart contract, performance, and scalability.

System Design and Service Scenario for the Second Screen Service

  • Park, Joo Hyun;Lim, Soon-Bum
    • Journal of Multimedia Information System
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    • v.3 no.4
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    • pp.111-118
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    • 2016
  • Today, the proliferation of various mobile devices, such as smart phones and tablet PC, brought changes in the existing TV viewing behavior. People use smart devices as secondary device while watching TV. Researches on a wide range of services linked with second-screen devices around the smart TV in the home network have been actively conducted. While there exist several Web-related technologies for connections between devices, specialized techniques for a second screen service are quite insufficient. There are still some problems related to the display of contents from multiple devices and the efficient transfer of these contents. Considering the characteristics of broadcasting systems In this study, we focus on a second screen service that permits a dynamic transfer of contents by connecting a television (TV) with mobile devices. Here, we propose a second screen service model to enable the personalization of TV contents by combining the existing broadcasting and Web-related techniques.

Design and Implementation of Agent-Recruitment Service System based on Collaborative Deep Learning for the Intelligent Head Hunting Service (지능형 헤드헌팅 서비스를 위한 협업 딥 러닝 기반의 중개 채용 서비스 시스템 설계 및 구현)

  • Lee, Hyun-ho;Lee, Won-jin
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.343-350
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    • 2020
  • In the era of the Fourth Industrial Revolution in the digital revolution is taking place, various attempts have been made to provide various contents in a digital environment. In this paper, agent-recruitment service system based on collaborative deep learning is proposed for the intelligent head hunting service. The service system is improved from previous research [7] using collaborative deep learning for more reliable recommendation results. The Collaborative deep learning is a hybrid recommendation algorithm using "Recurrent Neural Network(RNN)" specialized for exponential calculation, "collaborative filtering" which is traditional recommendation filtering methods, and "KNN-Clustering" for similar user analysis. The proposed service system can expect more reliable recommendation results than previous research and showed high satisfaction in user survey for verification.

Design of Mobile based Campus-Cloude PaaS System for Hybrid-Web based Integrated Notification System (하이브리드 웹 기반 통합 공지를 위한 모바일 기반의 캠퍼스-클라우드의 PaaS 시스템 설계)

  • Kim, Yong-Il
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1143-1151
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    • 2011
  • This study is implemented to Hybrid-web based Integrated System which provides information requesting by user under smart phone environment, cloud computing. This system is consisted of web robot of SaaS service which storages and manages the information after collecting bulletin information from distributed servers of campuses in interval and board managing PaaS server that provides server information to user through smart phone UI. We are also implemented NOA(Notification App) that inform new bulletin information using user's GPS.