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KREONET 기반의 스토리지 클라우드 서비스 모델 설계 및 성능평가 (Design and performance evaluation of a storage cloud service model over KREONET)

  • 홍원택;정진욱
    • 한국융합학회논문지
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    • 제8권7호
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    • pp.29-37
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    • 2017
  • 연구망은 상용망과 비교하여 유연한 네트워크 엔지니어링 및 설계 등의 강점을 갖는다. 본 논문은 이러한 연구망의 특성에 기반하여 일반 망 사용자들과 분산된 지역의 첨단 망 사용자들을 동시에 지원하는 스토리지 클라우드 서비스 모델을 제안한다. 첨단 백본 망에 연결된 다수 지역을 적용하기 위해 오픈스택 Swift 서비스의 복수 프락시 컨트롤러를 활용하여 제안 서비스 모델을 프로토타이핑 한다. 망 지연 및 전송 데이터 크기의 영향과 관련한 실험에서 10ms 범위 내의 망 지연이 발생하는 첨단 백본 망에서는 데이터 크기가 상대적으로 큰 데이터가 작은 데이터보다 선호되는 것을 볼 수 있었고, 이것은 큰 데이터에서의 처리 감소율이 작은 데이터에 비해 상대적으로 작은 것에 기인한다. 이러한 실험 결과는 제안 모델이 중앙 지역에서 서비스의 접근 빈도가 잦은 일반 사용자들뿐만 아니라 간헐적으로 대용량 데이터를 전송하기 위해 서비스에 접근하는 첨단 망 사용자들에게도 적합하다는 것을 보여준다.

GPU를 공유하는 컨테이너 기반 클라우드 환경에서 다수의 사용자를 위한 원격 VR 서비스의 성능 관리 기법 (Performance Management Technique of Remote VR Service for Multiple Users in Container-Based Cloud Environments Sharing GPU)

  • 강지훈
    • 정보처리학회논문지:컴퓨터 및 통신 시스템
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    • 제11권1호
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    • pp.9-22
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    • 2022
  • VR(Virtual Reality) 기술은 사용자에게 컴퓨터 그래픽으로 구성된 가상 세계를 보여줌으로써 다양한 시청각 기반 응용에 적극적으로 활용되는 인터페이스 기술이다. VR 기반 응용은 그래픽 처리 기반 응용이기 때문에 그래픽 처리를 위해 GPU(Graphics Processing Unit)가 장착된 고가의 컴퓨팅 장치가 필수적으로 요구된다. 이는 VR 응용 사용자에게 컴퓨팅 장치의 유지, 관리에 대한 비용 부담을 발생시키며, 이를 해결하는 방법의 하나로써 서비스를 클라우드 환경에서 운용하는 방법이 사용되고 있다. 본 논문에서는 다수의 컨테이너가 VR 응용을 실행하기 위해 GPU를 공유하는 컨테이너 기반 고성능 클라우드 환경에서 GPU 자원 경쟁으로 인해 발생하는 컨테이너 사이의 성능 간섭 문제를 해결하기 위한 성능 관리 기법을 제안한다. 제안하는 기법은 성능 간섭으로 인한 성능 편차를 감소시켜 사용자에게 균일한 성능의 클라우드 기반 원격 VR 서비스를 제공할 수 있도록 지원한다. 또한, 본 논문에서는 실험을 통해 제안하는 기법의 효율성을 검증한다.

Enhancing Recommender Systems by Fusing Diverse Information Sources through Data Transformation and Feature Selection

  • Thi-Linh Ho;Anh-Cuong Le;Dinh-Hong Vu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권5호
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    • pp.1413-1432
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    • 2023
  • Recommender systems aim to recommend items to users by taking into account their probable interests. This study focuses on creating a model that utilizes multiple sources of information about users and items by employing a multimodality approach. The study addresses the task of how to gather information from different sources (modalities) and transform them into a uniform format, resulting in a multi-modal feature description for users and items. This work also aims to transform and represent the features extracted from different modalities so that the information is in a compatible format for integration and contains important, useful information for the prediction model. To achieve this goal, we propose a novel multi-modal recommendation model, which involves extracting latent features of users and items from a utility matrix using matrix factorization techniques. Various transformation techniques are utilized to extract features from other sources of information such as user reviews, item descriptions, and item categories. We also proposed the use of Principal Component Analysis (PCA) and Feature Selection techniques to reduce the data dimension and extract important features as well as remove noisy features to increase the accuracy of the model. We conducted several different experimental models based on different subsets of modalities on the MovieLens and Amazon sub-category datasets. According to the experimental results, the proposed model significantly enhances the accuracy of recommendations when compared to SVD, which is acknowledged as one of the most effective models for recommender systems. Specifically, the proposed model reduces the RMSE by a range of 4.8% to 21.43% and increases the Precision by a range of 2.07% to 26.49% for the Amazon datasets. Similarly, for the MovieLens dataset, the proposed model reduces the RMSE by 45.61% and increases the Precision by 14.06%. Additionally, the experimental results on both datasets demonstrate that combining information from multiple modalities in the proposed model leads to superior outcomes compared to relying on a single type of information.

Design for Proximity Voice Chat System in Multimedia Environments

  • Jae-Woo Chang;Jin-Woong Kim;Soo Kyun Kim
    • 한국컴퓨터정보학회논문지
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    • 제29권3호
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    • pp.83-90
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    • 2024
  • 본 연구에서는 멀티미디어 환경에서 상호작용 시스템 중 하나인, 음성 대화 기술에 대하여 근접 음성 대화 시스템을 적용하는 솔루션을 제안한다. 사용자 아바타들 간 거리에 따라 음성의 볼륨을 조절하고, 가청 거리를 벗어난 사용자에게는 음소거를 적용하는 방식으로 멀티미디어 공간에서 여러 사용자 간의 음성 대화 방식을 설계하였다. 본 연구의 가장 큰 특징은 경제적인 개발을 위해, 거리를 기반으로 먼 거리에 있는 사용자에게는 저음질의 음성을 전달하고, 비 가청 지역에 들어선 사용자에게는 음성 데이터를 전송하지 않게 하는, reliable UDP 기반 능동적 서버 시스템에 있다. 제안 시스템은 사전에 완성하였던 유니티 게임 엔진 기반 프로젝트에서 성능을 측정하였으며, 본 연구에서 제안한 시스템을 메타버스 콘텐츠, 실시간 대전 액션 게임과 같이 여러 사용자 간 상호작용을 제공하는 환경에서 적극적으로 이용되는 것을 기대할 수 있다.

계층적 셀 구조를 갖는 이동 통신 시스템의 큐잉 모델 (A Queueing Model for Mobile Communication Systems with Hierarchical Cell Structure)

  • 김기완
    • 한국시뮬레이션학회논문지
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    • 제7권2호
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    • pp.63-78
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    • 1998
  • The hierarchical cell structure consists of the macrocell and microcells to increase the system capacity and to achieve broad coverage. The hierarchical cell structure provides services for users in different mobility. In this paper, an analytical queueing model in mobile networks is proposed for the performance evaluation of the hierarchical cell structure. The model for networks with the multiple levels can simplify multi-dimensional ones into one-dimensional queueing model. The computational advantage will be growing as the layers are constructed in multiple levels. The computer simulation is provided for validating the proposed analytical model.

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인지 무선 네트워크에서의 베이지안 추론 기반 다중로봇 위치 추정 기법 연구 (Localization Method for Multiple Robots Based on Bayesian Inference in Cognitive Radio Networks)

  • 김동구;박준구
    • 제어로봇시스템학회논문지
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    • 제22권2호
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    • pp.104-109
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    • 2016
  • In this paper, a localization method for multiple robots based on Bayesian inference is proposed when multiple robots adopting multi-RAT (Radio Access Technology) communications exist in cognitive radio networks. Multiple robots are separately defined by primary and secondary users as in conventional mobile communications system. In addition, the heterogeneous spectrum environment is considered in this paper. To improve the performance of localization for multiple robots, a realistic multiple primary user distribution is explained by using the probabilistic graphical model, and then we introduce the Gibbs sampler strategy based on Bayesian inference. In addition, the secondary user selection minimizing the value of GDOP (Geometric Dilution of Precision) is also proposed in order to overcome the limitations of localization accuracy with Gibbs sampling. Via the simulation results, we can show that the proposed localization method based on GDOP enhances the accuracy of localization for multiple robots. Furthermore, it can also be verified from the simulation results that localization performance is significantly improved with increasing number of observation samples when the GDOP is considered.

양면시장형 컨버전스 산업생태계에서 플랫폼 경쟁에 관한 진화게임 모형 (An Application of Evolutionary Game Theory to Platform Competition in Two Sided Market)

  • 김도훈
    • 한국경영과학회지
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    • 제35권4호
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    • pp.55-79
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    • 2010
  • This study deals with a model for platform competition in a two-sided market. We suppose there are both direct and indirect network externalities between suppliers and users of each platform. Moreover, we suppose that both users and suppliers are distributed in their relative affinity for each platform type. That is, each user [supplier] has his/her own preferential position toward each platform, and users [suppliers] are horizontally differentiated over [0, 1]. And for analytical tractability, some parameters like direct and indirect network externalities are the same across the markets. Given the parameters and the pricing profile, users and suppliers conduct subscription game, where participants select the platform that gives them the highest payoffs. This game proceeds according to a replicator dynamics of the evolutionary game, which is simplified by properly defining gains from participant's strategy in the subscription game. We find that depending on the strength of these network effects, there might either be multiple stable equilibria, at which users and suppliers distribute across both platforms, or one unstable interior equilibrium corresponding to the market tipping in favor of either platform. In both cases, we also consider the pricing power of competing platform providers under the framework of the Stackelberg game. In particular, our study examines the possible effects of the type of competition between platform providers, which may constrain the equilibrium selection in the subscription game.

현대공간의 전통요소에 대한 사용자 인식과 태도: 전문 디자인잡지의 기사 내용을 중심으로 (Users' Perceptions and Attitudes Regarding Use of Korean Traditional Elements in Contemporary Spaces: Focused on the Article Contents of Professional Design Magazines)

  • 이민아
    • 대한가정학회지
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    • 제48권7호
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    • pp.77-87
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    • 2010
  • This study investigated users' perceptions and attitudes toward Korean traditional elements in contemporary spaces. We collected and analyzed the article contents of two design magazines, from their issues of January 2000 through December 2009, for a total of 87 cases. The results were as follows. First, the important motives for applying traditional elements to current living spaces were individual tastes, preference for a secluded life, and the users' childhood memories. Second, the most frequently used traditional element was traditional structure. Others were traditional spatial compositions and the use of natural materials. The two main purposes for renovating a space or constructing a building were to preserve traditional ambience or to add convenience and practical use to it. Third, the most frequently mentioned advantages of traditional elements were their environment-friendly characteristics, such as connecting to nature and using natural materials. Fourth, the users preferred, in order, Ma-dang, natural environments, doors/windows of various types and multiple functions, Toet-maru, Dae-cheong, and Nu-maru.

Development of a Targeted Recommendation Model for Earthquake Risk Prevention in the Whole Disaster Chain

  • Su, Xiaohui;Ming, Keyu;Zhang, Xiaodong;Liu, Junming;Lei, Da
    • Journal of Information Processing Systems
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    • 제17권1호
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    • pp.14-27
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    • 2021
  • Strong earthquakes have caused substantial losses in recent years, and earthquake risk prevention has aroused a significant amount of attention. Earthquake risk prevention products can help improve the self and mutual-rescue abilities of people, and can create convenient conditions for earthquake relief and reconstruction work. At present, it is difficult for earthquake risk prevention information systems to meet the information requirements of multiple scenarios, as they are highly specialized. Aiming at mitigating this shortcoming, this study investigates and analyzes four user roles (government users, public users, social force users, insurance market users), and summarizes their requirements for earthquake risk prevention products in the whole disaster chain, which comprises three scenarios (pre-quake preparedness, in-quake warning, and post-quake relief). A targeted recommendation rule base is then constructed based on the case analysis method. Considering the user's location, the earthquake magnitude, and the time that has passed since the earthquake occurred, a targeted recommendation model is built. Finally, an Android APP is implemented to realize the developed model. The APP can recommend multi-form earthquake risk prevention products to users according to their requirements under the three scenarios. Taking the 2019 Lushan earthquake as an example, the APP exhibits that the model can transfer real-time information to everyone to reduce the damage caused by an earthquake.

VR 환경에서 공동 소유권 증명을 위한 다중 워터마킹 프레임워크 (Multiple Digital Watermarking Framework for Joint-Creatorship Verification in VR Environment)

  • 조미성;손유승
    • 한국CDE학회논문집
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    • 제12권2호
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    • pp.95-100
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    • 2007
  • Virtual Reality(VR) data in VR environments like Manufacturing industries are often created jointly by many creators. It is then necessary to provide protection of the joint-creatorship and the creatorship of each participating creator. This paper proposes Multiple Digital Watermarking Framework(MDWF) to solve the problem of joint-creatorship. The proposed framework, MDWF, makes use of 3D private watermarking technology and a novel key sharing protocol for joint-creatorship verification. MDWF embeds 3D private multiple watermarks for the creatorship of each participating creators in a non-overlapping manner during the creation process. After key agreement of all private keys, MDWF embeds an additional 3D private watermark for the joint-creatorship. Therefore MDWF successfully handles the creatorship dispute among creators. That is, each participation creator can prove his/her partial creatorship as well as joint-creatorship by MDWF. In addition, MDWF can solve the collusion problems because shared secret key(SSK) can be made by every users.