• Title/Summary/Keyword: Point Of Sharing

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A Fog-based IoT Service Interoperability System using Blockchain in Cloud Environment (클라우드 환경에서 블록체인을 이용한 포그 기반 IoT 서비스 상호운용 시스템)

  • Kim, Mi Sun;Park, Yong Suk;Seo, Jae Hyun
    • Smart Media Journal
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    • v.11 no.3
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    • pp.39-53
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    • 2022
  • Cloud of Things (CoT) can provide IoT applications with unlimited storage functions and processing power supported by cloud services. However, in a centralized cloud of things, it can create a single point of failure that can lead to bottleneck problems, outages of the CoT network. In this paper, to solve the problem of centralized cloud of things and interoperate between different service domains, we propose an IoT service interoperability system using distributed fog computing and blockchain technology. Distributed fog is used to provide real-time data processing and services in fog systems located at a geographically close distance to IoT devices, and to enable service interoperability between each fog using smart contracts and distributed ledgers of the blockchain. The proposed system provides services within a region close to the distributed fog entrusted with the service from the cloud, and it is possible to access the services of other fogs without going through the cloud even between fogs. In addition, by sharing a service right token issuance information between the cloud and fog nodes using a blockchain network, the integrity of the token can be guaranteed and reliable service interoperability between fog nodes can be performed.

Business Process Model for Progress Phase of Design-Build Project (설계시공일괄방식 사업의 진행단계별 업무프로세스 모델)

  • Song, Young-Woong;Son, Bo-Sik;Chun, Jae-Youl;Choi, Yoon-Ki
    • Korean Journal of Construction Engineering and Management
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    • v.10 no.4
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    • pp.38-49
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    • 2009
  • In public project market, design-build projects have been increased because of market trend change which enables technical competition. In this condition, its importance is also getting important. Generally, life cycle of design-build project consists of planning, preliminary design, procurement, contract, detail design, start of construction, construction, end of construction, and evaluation. From contractor's viewpoint, it has problems such as difficulties in project management and information sharing because of frequent change of charged division. To solve these problems, it is desirable to change from function-based management system to process-based management system. The purpose of this study is to develop management process model for design-build project by progress phases. This study analyzed main conflicts and decision making factors of each stage in design-build projects, then systemized management subjects' responsibilities and management points' change. And also this study defined the key information that is the key point by project characteristics and progress phases. Based on this analysis, this study did business process modeling from planning stage to construction design check stage. At last, we proposed the way to manage business process by design-build project progress.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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"Poor Theatre, Poor Art" - Jerzy Grotowsky's Play and Arte Povera ('가난한 연극, 가난한 미술' - 그로토프스키 연극이론과 아르테 포베라)

  • Kang, Young-Joo
    • The Journal of Art Theory & Practice
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    • no.5
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    • pp.109-133
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    • 2007
  • What a concept of theatricality in modern art became more controversial is through a review "art and object-hood" on Michael Fried's minimal art, as having been already known broadly. As he had been concerned, the art following the minimalism is accepting as the very important elements such as the introduction of temporality, the stage in the exhibition space, and the audience's positive participation, enough to be no exaggeration to say that it was involved in almost all the theatricality. Particularly even in the installation art and the environment art, which have substantially positioned since the 1970s, the space is staged, and the audience's participation is greatly highlighted due to the temporal character and the site-specific in works. In such way, the theatricality in art work is today regarded as one of the most important elements. In this context, it is thought to have significance to examine theatricality, which is shown in the works of Arte Povera artists, who had been active energetically between 1967-1971. That is because the name of this group itself is what was borrowed from "Poor Theatre" in Jerzy Grotowski, who is a play director and theorist coming from Poland, and because of having many common points in the aspect of content and form. It reveals that the art called Arte Povera is sharing many critical minds in the face of commanding the field called a play and other media. Grotowski's theatre theory is very close to the theory and substance in Arte Povera in a sense that liberates a play, which was locked in literature, above all, renews the relationship between stage and seat and between actor and audience, and pursues a human being's change in consciousness through this. That is because Arte Povera also emphasizes the communication with the audience through appealing to a human being's perception and through the direct and living method, not the objective art concept of centering on the work. In addition, the poor play or poor art all has tendency that denies a system, which relies upon economic and cultural system, and seeks for what is anti-cultural, elemental, and fundamental. It is very similar even in a sense that focuses on the exploration process itself rather than the result, excludes the transcendental concept, and attaches importance to empiricism. However, Arte Povera accepts contradictoriness and complexity, and suggests eclecticism and tolerance, thereby being basically the nomadic art and the art difficult to be captured constitutively. On the other hand, there is difference in a sense that the poor play is characterized by purity, asceticism, seriousness, and solemnity. If so, which significance does this theatricality, which was introduced to art, ultimately have? As all the arts desire to be revealed with invisible things beyond the visual thing, theatricality comes to play a very important role at this time. If all the artists and audiences today came to acquire actual or virtual freedom much more, that can be said to be a point attributable to that art relied upon diverse conditions in a play.

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A Study of Efficient Algorithm for Survivable Network Design with Conduit (관로가 있는 생존가능망 설계에 관한 효율적인 알고리즘 연구)

  • Kang, Hyo-Kwan;Han, Chi-Geun
    • The KIPS Transactions:PartC
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    • v.8C no.5
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    • pp.629-636
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    • 2001
  • Network is changed from voice-based network into multimedia-based network by development of communication technology and multimedia service. We need a large bandwidth for multimedia service. The optical fiber is a more suitable medium than existing copper-based cable for large bandwidth. But, it is so expensive than copper-based cable. So, Minimizing total cost becomes a more important concept. In order to construct a minimum cost network, we have to consider existing conduits in network. On the other hand, optical fiber network allows that larger amount of traffic can be transmitted than copper-based network does. However, a failure of a node or link can make a serious damage to the network service. Thus, we have to get multiple paths to support continuous service even if a loss of failure occurs in some point of the network. The network survivability problem is to design the network that can provide reliable service to customers anytime with minimum total cost. In an existing solution of the network survivability problem with conduits, a conduit is considered only one time. But, the conduit is reusable if the network satisfies the required survivability. Proposed algorithm can more effectively considered already existed conduit. Network survivability and edge cost is predetermined. The proposed algorithm finds the best solution by conduit sharing within the limits of network survivability. According to the simulation result, the proposed method can decrease 7% of total cost than an existing method by effective conduits adaption.

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Design and Implementation of Library Information System Using Collective Intelligence and Cloud Computing (집단지성과 클라우드 컴퓨팅을 활용한 도서관 정보시스템 설계 및 구현)

  • Min, Byoung-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.49-61
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    • 2011
  • In recent, library is considered as an integrated knowledge convergence center that can respond to various requests about information service of users. Therefor it is necessary to establish a novel information system based on information communications technologies of the era. In other words, it is currently required to develop mobile information service available in portable devices such as smart phones or tablet PCs, and to establish information system reflecting cloud computing, SaaS, Annotation, and Library 2.0 etc. In this paper we design and implement a library information system using collective intelligence and cloud computing. This information system can be adapted for the varieties of mobile service paradigm and abruptly increasing amount of electronic materials. Advantages of this concept model are resource sharing, multi-tenant supporting, configuration, and meta-data supporting etc. In addition it can offer software on-demand type user services. In order to test the performance of our system, we perform an effectiveness analysis and TTA authentication test. The average response time corresponding to variance of data reveals 0.692 seconds which is very good performance in timing effectiveness point of view. And we detect maturity level-3 or 4 authentication in TTA tests such as SaaS maturity, performance, and application programs.

A study on the implementation of a digital video/audio system to support multi-audio format (다양한 오디오 포맷을 지원하는 비디오/오디오 시스템 구현에 관한 연구)

  • Park In-Gyu
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.4 s.310
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    • pp.123-132
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    • 2006
  • In this paper, the digital video and audio system is improved so that various digital video data formats in DVD disc, and digital audio data formats through the S/PDIF ports may be decoded. It is not easy to implement all decoding functions of video and audio by a DVD processor. The special structure in audio decoding circuit is proposed in this system so as to have simultaneously almost same video and audio performance in quality. By dividing the decoding circuit separately into video and audio part, the audio quality can be dramatically improved together with supporting several audio formats and with several effects. In order to satisfy the perfect audio system to support to audio decoding formats, it is just enough to get the expensive, complicated decoder. However, it may be not easy to get this expensive decoder in near future. Therefore it is rather to adopt the downloading method by which the host should download the appropriate code into memory by detecting the corresponding audio bit streams. It is proved that this method may be efficient in the point of sharing resource of audio data for video decoding.

A Study on DGPS Framework and Performance Evaluation for High-Accurate Localization based on GPS/AGPS (GPS/AGPS 기반의 고정밀 측위가 가능한 DGPS 프레임워크 및 성능평가에 관한 연구)

  • Seo, Ho-Seok;Jung, Se-Hoon;Oh, Min-Joo;Park, Dong-Gook;Sim, Chun-Bo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.8
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    • pp.927-938
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    • 2014
  • A number of crime and disease relief situation show a clear increasing trend in domestic and overseas country. In particular, we desperately need a fast location information sharing with high accuracy for dealing with this situation efficiently. In this paper, we propose a DGPS framework and performance evaluation based on Web service enable increase location accuracy using low-cost GPS or AGPS. The framework consists of mobile station to realize the final service by receiving the correction values that are created in the base station closest to the current position from DGPS server, base station system to transmit the correct values to DPGS server by installing at base point and DGPS framework working at DGPS server. Our framework is fundamentally designed to respond based on XML to service request. In addition, for performance evaluation, we make use of 3 sites of Level 2 city base-station among the base stations being operated in Suncheon-si. Through performance evaluation, we show that our framework outperforms about 10%~15% in terms of error improvement rate, compared with the existing schemes. And we have the advantage that various services can be expanded owing to receiving the correction values through mobile device such as, smart phone, smart pad, net-book by using XML based Web services.

An Analysis on the Expert Opinions of Future City Scenarios (미래도시 전망 분석)

  • Jo, Sung Su;Baek, Hyo Jin;Han, Hoon;Lee, Sang Ho
    • Journal of the Korean Regional Science Association
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    • v.35 no.3
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    • pp.59-76
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    • 2019
  • This study aims to develop urban scenarios for future cities and validate the future city scenarios using a Delphi method. The scenarios of future city was derived from urban structure, land use, transportation, and urban infrastructure and development using big data analysis, environmental scanning techniques, and literature review. The Delphi survey interviewed 24 erudite scholars and experts across 6 nations including Korea, USA, UK, Japan, China, Australia and India. The Delphi survey structure was designed to test future city scenarios, verified by the 5-point Likert scale. The survey also asked the timing of each scenario likely happens by the three terms of near-future, mid-future and far-future. Results of the Delphi survey reveal the following points. Firstly, for the future urban structure it is anticipated that urban concentration continues and higher density living in global mega cities near future. In the mid-future small and medium size cities may decrease. Secondly, the land use pattern in the near-future is expected of increasing space sharing and mixed or layered vertical land-use. In addition underground space is likely to be extended in the mid-future. Thirdly, in the near-future, transport and infrastructure was expected to show ICT embedded integration platform and public and private smart transport. Finally, the result of Delphi survey shows that TOD (Transit Oriented Development) becomes a development norm and more emphasis on energy and environment fields.

Developing Road Hazard Estimation Algorithms Based on Dynamic and Static Data (동적·정적 자료 기반 도로위험도 산정 알고리즘 개발)

  • Yang, Choongheon;Kim, Jinguk
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.4
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    • pp.55-66
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    • 2020
  • This study developed four algorithms and their associated indices that can quantify and qualify road hazards along roadways. Initially, relevant raw data can be collected from commercial vehicles by camera and DTG. Well-processed data, such as potholes, road freezing, and fog, can be generated from the Integrated management system. Road hazard algorithms combine these data with road inventory data in the Data Sharing Platform. Depending on well-processed data, four different road hazard algorithms and their associated indices were developed. To test the algorithms, an experimental plan based on passive DTG attached in probe vehicles was performed at two different test locations. Selection of the test routes was based on historical data. Although there were limitations using random data for commercial vehicles, hazardous roadways sections, such as fog, road freezing, and potholes, were generated based on actual historical data. As a result, no algorithm error was found in the entire test. Because this study provides road hazard information according to a section, not a point, it can be practically helpful to road users as well as road agencies.