• Title/Summary/Keyword: Policy Adjuster

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Policy Adjuster-driven Grid Workflow Management for Collaborative Heart Disease Identification System

  • Deng, Shengzhong;Youn, Chan-Hyun;Liu, Qi;Kim, Hoe-Young;Yu, Taoran;Kim, Young-Hun
    • Journal of Information Processing Systems
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    • v.4 no.3
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    • pp.103-112
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    • 2008
  • This paper proposes a policy adjuster-driven Grid workflow management system for collaborative healthcare platform, which supports collaborative heart disease diagnosis applications. To select policies according to service level agreement of users and dynamic resource status, we devised a policy adjuster to handle workflow management polices and resource management policies using policy decision scheme. We implemented this new architecture with workflow management functions based on policy quorum based resource management system for providing poincare geometrycharacterized ECG analysis and virtual heart simulation service. To evaluate our proposed system, we executed a heart disease identification application in our system and compared the performance to that of the general workflow system and PQRM system under different types of SLA.

Interactive Storytelling Materialized with Real-Time Edited Videos - A proposal of a volume branch structure - (실시간 편집 영상으로 구현하는 인터랙티브 스토리텔링 - 볼륨 브렌치 구조 제안 -)

  • Kwon, Dong-Hyun
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.391-402
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    • 2020
  • In today's era of media convergence, users can watch a drama by choosing a story like a game or enjoy a game directed like a movie. These two media material interactive storytelling, and there have been discussions about them for many years. The purposes of this study are to propose a new branch structure for interactive storytelling and find a new perspective for the method of proceeding with a branch structure. The main research targeted a game that materialized interactive storytelling best. Based on the findings, the study proposed a volume branch structure including a plot border and adjuster concept for interactive storytelling to keep the story narrative and help the users feel interactions freely. This structure can be materialized only with real-time edited videos in the game media and will be possible in the application cases of a physical engine that continues to develop and artificial intelligence that has not been introduced in games actively.