• 제목/요약/키워드: Seamless World

검색결과 45건 처리시간 0.029초

연결완전성 제고와 프라이버시 보호를 위한 유비쿼터스 상거래의 설계 방안

  • 이경전;주정인
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2005년도 공동추계학술대회
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    • pp.157-162
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    • 2005
  • Seamlessness is the Keyword of U-Commerce Which may be defined as the commercial interaction among providers, consumers, products, and services, enabled and supported especially by the real-world seamless communication of each entity and object's digital information. However, the possibility of the seamless transactions increases the privacy risk of the entities involved. Therefore, the core issue of U-Commerce is how to promote seamless transactions while protecting the privacy. for the seamlessness, the role of incentive-emphasized business model is important since the seamlessness makes clear which economic entities contribute to a commercial transaction. Economic entities will reject the seamless transactions unless the sufficient incentives are given to them. In order to consider the privacy issue, we suggest an alternative U-Commerce architecture based on Hybrid P2P Model and Personal Information Base.

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MigAgent를 이용한 Seamless 게임에서의 부하 분산 (Load Balancing in Seamless Game with MigAgent)

  • 김법균;장행진;유강수
    • 인터넷정보학회논문지
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    • 제7권6호
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    • pp.51-62
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    • 2006
  • 기존의 다른 어떤 종류의 게임보다도 큰 부하와 거대한 하나의 가상월드가 MMORPG(Massively Multiplayer Online Role-Playing Game)의 중요한 특징이다. 이러한 Seamless 환경에서는, 독립된 게임 서버들이 관리하는 하위의 공간들을 모아 하나의 거대한 가상 월드로 구축한다. 게임 개발자들의 노력에도 불구하고 게이머들은 여전히 클라이언트와 서버, 필드 서버들 간의 상호작용에서 비롯된 과다한 메시지 트래픽에 대해 불만을 가지고 있다. 본 논문에서는 메시지 트래픽을 줄이기 위해 MigAgent를 이용한 새로운 게임 서버 구조를 제안한다. 일반적으로 PC(Player Character)가 다른 필드 서버로 이동할 때 발생하는 메시지 트래픽이 최고조에 이른다. MigAgent는 이런 PC들을 처리하고 예기치 못한 상황에 대처하기 위한 에이전트 역할을 수행한다. 관심영역과 인접 셀의 크기 비율에 따라 그 효과를 분석함으로써 이 시스템의 효과를 분석한다.

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Seamless Games 에서의 부하 분산을 위한 MigAgent 시스템 설계 (Degine of MigAgent System for Load Balancing in Seamless Game)

  • 원동기;이정진;황호전;두길수;김법균;안동언;정성종
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 학술대회 논문집 정보 및 제어부문
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    • pp.466-468
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    • 2005
  • MMORPG enables thousands of players to play in an evolving virtual world at the same time over the internet. So, the load of this kind of games is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a game architecture using MigAgent to help migration of player character between field servers and to reduce message traffic between clients and field servers.

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차세대 인터넷 QoS 관리 시스템의 설계 및 구현 (Design and Implementation of Next Generation Internet QoS Management System)

  • 최태상;정윤희;손승원
    • 한국정보처리학회논문지
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    • 제6권11S호
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    • pp.3309-3319
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    • 1999
  • Seamless end-to-end Internet Quality of Service (QoS) management is very only because Internet Management is not well understood and practiced in the real world but because the nature of the Internet is hard to predict and manage. Secure transmission, transport reliability, ability to differentiate service qualities, QoS-based intelligent routing, QoS monitoring, and customer-oriented service management are essential technical huddles to be coped with. Despite of these difficulties, the Internet becomes the platform of choice for the next generation applications and services. without a solid management solution, it is not easy to deploy high quality commercial services. In this paper, we propose an architecture of seamless end-to-end Internet QoS Management System and describe the design principles and system components of our developing prototype system.

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네트워크 환경에서 유비쿼터스 로봇의 구현 (Implementation of Ubiquitous Robot in a Networked Environment)

  • 김종환;이주장;양현승;오영환;유창동;이장명;이민철;김명석;이강희
    • 제어로봇시스템학회논문지
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    • 제11권12호
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    • pp.1051-1061
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    • 2005
  • This paper proposes a ubiquitous robot, Ubibot, as an integration of three forms of robots: Software robot (Sobot), Embedded robot (Embot) and Mobile robot (Mobot). A Sobot is a virtual robot, which has the ability to move to any place or connect to any device through a network in order to overcome spatial limitations. It has the capacity to interpret the context and thus interact with the user. An Embot is embedded within the environment or within physical robots. It can recognize the locations of and authenticate the user or robot, and synthesize sensing information. Also it has the ability to deliver essential information to the user or other components of Ubibot by using various types of output devices. A Mobot provides integrated mobile service. In addition, Middleware intervenes different protocols between Sobot, Embot, and Mobot in order to incorporate them reliably. The services provided by Ubibot will be seamless, calm and context-aware based on the combination of these components. This paper presents the basic concepts and structure of Ubibot. A Sobot, called Rity, is introduced in order to investigate the usability of the proposed concepts. Rity is a 3D synthetic character which exists in the virtual world, has a unique IP address and interacts with human beings through Vision Embot, Sound Embot, Position Embot and Voice Embot. Rity is capable of moving into a Mobot and controlling its mobility. In doing so, Rity can express its behavior in the virtual world, for example, wondering or moving about in the real world. The experimental results demonstrate the feasibility of implementing a Ubibot in a networked environment.

세실 발몽드의 요소이론과 들뢰즈의 잠재적순환론의 관계성 연구 (A Study on Relationship between Element theory of Cecil Balmond and Virtual Circulation of Gilles Delueze)

  • 임기택
    • 한국실내디자인학회논문집
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    • 제22권1호
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    • pp.124-131
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    • 2013
  • The innovative designer and structural engineer, Cecil Balmond is co-representative of Ove Arup and has been co-worked with world-famous architects and has been influenced so much on architectural thinking. These days he extended his career as an architect. Moreover, he has been noticed through a few publishing by his own architectural thinking. He is describing the World with his unique insight based on structural perspectives, which have much common grounds with that of Deulezian philosophy. It is especially valuable to study the relationship between his thinking of Interior-Exterior Ring and Deleuzian thinking of Virtual Circulation for understanding more clearly about structural and compositional principle how world is composed of. The Ring is circulationg from interior to exterior which is similar with Deleuzian concept that the Smooth and the Striated is circulationg mutually. Seamless flight line would be ceaseless creative virtual process to actuality.

Design and Implementation of Variable-Rate QPSK Demodulator from Data Flow Representation

  • Lee, Seung-Jun
    • Journal of Electrical Engineering and information Science
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    • 제3권2호
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    • pp.139-144
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    • 1998
  • This paper describes the design of a variable rate QPSK demodulator for digital satellite TV system. This true variable-rate demodulator employs a unique architecture to realize an all digital synchronization and detection algorithm. Data-flow based design approach enabled a seamless transition from high level design optimization to physical layout. The demodulator has been integrated with Viterbi decoder, de-interleaver, and Ree-Solomon decoder to make a single chip Digital Video Broadcast (DVB) receiver. The receiver IC has been fabricated with a 0.5mm CMOS TLM process and proved fully functional in a real-world set-up.

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Innovation for Future

  • Koenig, Juergen
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2009년도 9th International Meeting on Information Display
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    • pp.7-7
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    • 2009
  • This presentation will introduce Merck's investments for business to support the future market growth as "trendsetter contributor". As the world's oldest phamaceutical & chemical company, Merck has made the seamless investment for innovation. The investment for the new technologies is being continued for new LC materials, OLED material, organic electronic materials for flexible display, more environment friendly products of cell Etching Solutions to Solar Cell makers and variety of high-efficiency phosphors for LED applications. These investment portfolio is well in line with future business environment driving for eco-friendly, thin, fast, low power consumption."

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MMORPG 서버를 위한 게임 사용자 중심의 부하 분산 기법에 관한 연구 (A Study of a Game User Oriented Load Balancing Scheme on MMORPG)

  • 최종관;김혜영;우원식
    • 한국게임학회 논문지
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    • 제12권3호
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    • pp.69-76
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    • 2012
  • 동일한 가상공간에서 대규모 게임 사용자들 간의 상호작용이 활발히 일어나는 MMORPG(Massively Multi-player Online Role-Playing Games)에서는 많은 부하가 발생하며 이로 인하여 지연현상 및 자원부족 등의 문제를 발생시킨다. 이를 해결하기 위해 많은 개발자들이 분산서버 연구에 노력하고 있지만 주로 정적, 동적 맵 분할에 의한 분산 서버 연구개발에 편중되어있다. 본 논문은 MMORPG에서 서버의 부하 균등화를 위한 게임 사용자 중심의 분산 처리 기법을 제안하고, 4장에서의 구현을 통한 성능평가를 통해 본 논문에서의 제안 기법이 심리스 (seamless) 서버 모델과 존 서버 모델에서 생기는 핫스팟 (hot-spot) 및 특정 서버에 대한 게임 사용자 몰림 현상에 대해 효율적으로 대응할 수 있음을 보였다.

BPM을 이용한 웹서비스 융·복합 방안 (The Convergence of Web service by BPM)

  • 임상묵;조인준
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.495-498
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    • 2009
  • 유비쿼터스 환경에서의 다양한 서비스 및 단말에 대한 연동 및 융합을 위한 요구사항이 증가함에 따라, 전 세계적으로 이에 따른 관련 표준 및 기술 개발이 시작되고 있다. 또한 전자정부 등의 공공분야는 차기 목표로서 이음새 없는 서비스제공을 추진 중에 있으며, 이를 위하여 다양한 정부 시스템들을 연계, 통합하기 위한 서비스 융 복합 인프라에 대한 수요가 매우 높다고 할 수 있다. 따라서 이음새 없는 서비스 컨버전스가 실현되기 위해서는 현재의 웹 서비스 기반 SOA 기술과 유비쿼터스 환경에서의 다양한 서비스와 디바이스 통합 및 외부 단말을 융 복합하는 기술개발이 요구되고 있다. 본 논문에서는 단일 웹 서비스를 BPM을 이용하여 융 복합하는 방안을 제시하였다. 이렇게 함으로써 웹 서비스를 재사용이 가능하게 하고 새로운 웹 서비스 생성에 기존 웹 서비스를 사용하여 개발의 시행착오와 오류를 줄임으로써 보다 효율적인 개발이 가능할 것으로 기대된다.

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