• Title/Summary/Keyword: Multi-user Platform

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Platform Interaction and Strategy from the Perspective of Organizational Ecology (조직 생태학 관점에서 본 플랫폼 이해관계자들간의 상호 작용 및 전략)

  • Lee, Sungho;Bae, Sung Joo
    • Journal of Korea Technology Innovation Society
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    • v.22 no.2
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    • pp.220-241
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    • 2019
  • In order to provide theoretical guidance to research in platform strategy, we build the conceptual framework based on the organizational ecology and analyze symbiotic/competitive relationship between platform entities. Platform owner and service provider (i.e. complementors) make symbiotic relationship, where platform owner provide service provider user-base and platform resources such as marketing tools and platform technology, and service provider provide platform owner services which users utilize. In addition to symbiotic relationships, platform owner has competitive relationship with other platform owners, and service provider builds competitive relationship with other service providers. In these relationships, the strategy of platform owner affects service provider and service provider builds a strategy for their own survival and success. This type of interaction makes competitive dynamics in platform. However, previous platform literature focuses on strategies to enhance network effect from the perspective of platform owner. Thus, there is little attention on interaction among the service providers. Using the framework based on community ecology of organizational ecology, we analyze interaction and strategy between platform owner and service provider in the viewpoint of platform openness strategy and platform pricing strategy. This research contributes to the literature of platform strategy by providing a theoretical framework based on organizational ecology to deeply understand the dynamics of platform.

Enhancing Service Availability in Multi-Access Edge Computing with Deep Q-Learning

  • Lusungu Josh Mwasinga;Syed Muhammad Raza;Duc-Tai Le ;Moonseong Kim ;Hyunseung Choo
    • Journal of Internet Computing and Services
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    • v.24 no.2
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    • pp.1-10
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    • 2023
  • The Multi-access Edge Computing (MEC) paradigm equips network edge telecommunication infrastructure with cloud computing resources. It seeks to transform the edge into an IT services platform for hosting resource-intensive and delay-stringent services for mobile users, thereby significantly enhancing perceived service quality of experience. However, erratic user mobility impedes seamless service continuity as well as satisfying delay-stringent service requirements, especially as users roam farther away from the serving MEC resource, which deteriorates quality of experience. This work proposes a deep reinforcement learning based service mobility management approach for ensuring seamless migration of service instances along user mobility. The proposed approach focuses on the problem of selecting the optimal MEC resource to host services for high mobility users, thereby reducing service migration rejection rate and enhancing service availability. Efficacy of the proposed approach is confirmed through simulation experiments, where results show that on average, the proposed scheme reduces service delay by 8%, task computing time by 36%, and migration rejection rate by more than 90%, when comparing to a baseline scheme.

Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.82-87
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    • 2020
  • This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a single-threaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer.

Internal Teleoperation of an Autonomous Mobile Robot (인터넷을 이용한 자율운행로봇의 원격운용)

  • 박태현;강근택;이원창
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.45-45
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    • 2000
  • This paper proposes a remote control system that combines computer network and an autonomous mobile robot. We control remotely an autonomous mobile robot with vision via the internet to guide it under unknown environments in the real time. The main feature of this system is that local operators need a World Wide Web browser and a computer connected to the internet communication network and so they can command the robot in a remote location through our Home Page. The hardware architecture of this system consists of an autonomous mobile robot, workstation, and local computers. The software architecture of this system includes the server part for communication between user and robot and the client part for the user interface and a robot control system. The server and client parts are developed using Java language which is suitable to internet application and supports multi-platform. Furthermore, this system offers an image compression method using motion JPEG concept which reduces large time delay that occurs in network during image transmission.

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Gateway design and performance evaluation based on health information standards in multi-platform environment (멀티플랫폼 환경에서 의료정보표준 기반 게이트웨이 설계 및 성능 평가)

  • Shim, Woo-Ho;Na, Hyun-Suk;Park, Seok-Cheon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.33-40
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    • 2012
  • Recently, to enhance the quality and efficiency of health care services, smart health care services utilizing a smart phone and tablet pc are mainly being introduced into the large hospital and the interest for personal health record service which manages personal medical information utilizing PC and smart phone and technology development is actively underway. In order to build a next generation hospital information systems, the interoperability of data between the different hospital information systems and UX consistency between the various user devices must be assured. Therefore, in this paper, medical information standard and the study for improving the performance is conducted to design the gateway system which converting and integrating the medical information under multi-platform environment. In this paper, CCR standard is adapted to the mapping method between the data which is the key feature of the gateway system and design the system utilizing multi-table-based mapping method. To evaluate the performance of the system, experiment was done and the result has been improved approximately 20 percent for response rate.

A Serious Game Platform Design for Collaboration Game (협동게임을 위한 기능성 게임 플랫폼 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.1
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    • pp.72-79
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    • 2007
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum) as a Serious Game Platform By combining velocity, direction and touch sensitive input devices like a korea traditional drum "Jang Go" and computer graphics imagery into an LCD or PDP display up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the design of detail input device and application fields of Kom-O-Drum for Serious Game.

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Data Control for Multi-User Online Application based on Multi-Platform (멀티 플랫폼 기반 다중 사용자 온라인 응용을 위한 데이터 제어)

  • Kim, Jin-Deog;Jin, Kyo-Hong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.1823-1826
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    • 2002
  • 최근 기존의 고정 단말기(PC)에서만 주로 행해지던 각종 다중 사용자 접속 온라인 응용이 PC와 PDA, 휴대폰 등이 공동 작업을 수행하는 멀티 플랫폼 기반 온라인 응용으로 전환되고 있다. 그러나 지금까지 멀티 플랫폼 기반 온라인 응용은 다중 사용자 환경 및 각 클라이언트의 처리 능력과 통신 속도의 비대칭을 고려하지 않아 컨텐츠가 매우 단순한 실정이다. 이 논문에서는 멀티 플랫폼 기반 온라인 응용의 인프라 구축을 위한 기술을 개발하고자 하였다. 구체적으로 멀티 플랫폼 단말 장치간의 데이터 송수신을 위한 네트워크 구조, 다중 사용자 환경의 일관성 제어 기법, 다양한 클라이언트간의 변경 전파 기술을 제안하였다. 그리고 여러 개의 PC, PDA, 휴대폰이 연동되어 동작하는 채팅 프로그램을 제작하여 제안한 기법들이 적절히 동작함을 보였다.

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Requirements of processing parameters for Multi-Satellites SAR Data Focusing Software

  • Kwak Sunghee;Kim Kwang Yong;Lee Young-Ran;Shin Dongseok;Jeong Soo;Kim Kyung-Ok
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.401-404
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    • 2004
  • SAR (Synthetic Aperture Radar) signal data need a focusing procedure to make the information available to the user. In recent SAR systems, various sensing modes and mission operations are applied to acquire high-resolution SAR images. Therefore, in order to develop generalized focusing software for multi-satellites, a regularized parameter configuration that sufficiently represents sensor and platform characteristics of the SAR system is required. The objective of this paper is to introduce the consideration of parameter definition for developing a generalized SAR processor and to discuss the flexibility and extensibility of defined parameters. The proposed parameter configuration can be applied to a SAR processor. Experiments based on real data will show the suitability of the suggested processing parameters.

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A Multi-Agent Negotiation System with Negotiation Models Changeable According to the Bargaining Environment

  • Ha, Sung-Ho;Kim, Dong-Sup
    • Journal of Information Technology Applications and Management
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    • v.16 no.1
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    • pp.1-20
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    • 2009
  • Negotiation is a process of reaching an agreement on the terms of a transaction. such as price, quantity, for two or more parties. Negotiation tries to maximize the benefits for all parties concerned. instead of using human-based negotiation. the e-commerce environment provides such an environment as adopting automated negotiation. Thus. choosing agent technology is appropriate for an automatic electronic negotiation platform. since autonomous software agents strive for the best deal on behalf of the human participants. Negotiation agents need a clear-cut definition of negotiation models or strategies. In reality, most bargaining systems embody nearly one negotiation model. In this article. we present a mobile agent negotiation system with reusable negotiation strategies that allows agents to dynamically embody a user's favorite negotiation strategy which can be preinstalled as a component in the system. We develop a prototype system, which is fully implemented in compliance with FIPA specifications, and then. describe the benefits of using the system.

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Task Scheduling and Resource Management Strategy for Edge Cloud Computing Using Improved Genetic Algorithm

  • Xiuye Yin;Liyong Chen
    • Journal of Information Processing Systems
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    • v.19 no.4
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    • pp.450-464
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    • 2023
  • To address the problems of large system overhead and low timeliness when dealing with task scheduling in mobile edge cloud computing, a task scheduling and resource management strategy for edge cloud computing based on an improved genetic algorithm was proposed. First, a user task scheduling system model based on edge cloud computing was constructed using the Shannon theorem, including calculation, communication, and network models. In addition, a multi-objective optimization model, including delay and energy consumption, was constructed to minimize the sum of two weights. Finally, the selection, crossover, and mutation operations of the genetic algorithm were improved using the best reservation selection algorithm and normal distribution crossover operator. Furthermore, an improved legacy algorithm was selected to deal with the multi-objective problem and acquire the optimal solution, that is, the best computing task scheduling scheme. The experimental analysis of the proposed strategy based on the MATLAB simulation platform shows that its energy loss does not exceed 50 J, and the time delay is 23.2 ms, which are better than those of other comparison strategies.