• Title/Summary/Keyword: Virtual Architecture

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Parallel SystemC Cosimulation using Virtual Synchronization (가상 동기화 기법을 이용한 SystemC 통합시뮬레이션의 병렬 수행)

  • Yi, Young-Min;Kwon, Seong-Nam;Ha, Soon-Hoi
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.12
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    • pp.867-879
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    • 2006
  • This paper concerns fast and time accurate HW/SW cosimulation for MPSoC(Multi-Processor System-on-chip) architecture where multiple software and/or hardware components exist. It is becoming more and more common to use MPSoC architecture to design complex embedded systems. In cosimulation of such architecture, as the number of the component simulators participating in the cosimulation increases, the time synchronization overhead among simulators increases, thereby resulting in low overall cosimulation performance. Although SystemC cosimulation frameworks show high cosimulation performance, it is in inverse proportion to the number of simulators. In this paper, we extend the novel technique, called virtual synchronization, which boosts cosimulation speed by reducing time synchronization overhead: (1) SystemC simulation is supported seamlessly in the virtual synchronization framework without requiring the modification on SystemC kernel (2) Parallel execution of component simulators with virtual synchronization is supported. We compared the performance and accuracy of the proposed parallel SystemC cosimulation framework with MaxSim, a well-known commercial SystemC cosimulation framework, and the proposed one showed 11 times faster performance for H.263 decoder example, while the accuracy was maintained below 5%.

An Extended Virtual LAM System Deploying Multiple Route Server (다중 라우트 서버를 두는 확장된 가상랜 시스템)

  • Seo, Ju-Yeon;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.29 no.2
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    • pp.117-128
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    • 2002
  • Virtual LAN (VLAN) is an architecture to enable communication between end stations as if they were on the same LAN regardless of their physical locations. VLAN defines a limited broadcast domain to reduce the bandwidth waste. The Newbridge Inc. developed a layer 3 VLAN product called VIVID, which configures a VLAN based on W subnet addresses. In a VIVID system, a single route server is deployed for address resolution, VLAN configuration, and data broadcasting to a VLAN. If the size of the network, over which the VLANS supported by the VIVID system spans, becomes larger, this single route server could become a bottleneck point of the system performance. One possible approach to cope with this problem is to deploy multiple route servers. We propose two architectures, organic and independent, to expand the original VIVID system to deploy multiple route servers. A course of simulations are done to analyze the performance of each architecture that we propose. The simulation results show that the performances of the proposed architectures depend on the lengths of VLAN broadcasting sessions and the number of broadcast data frames generated by a session. It has also been shown that there are tradeoffs between the scalability of the architecture and their efficiency in data transmissions.

Virtual Reality Software for Review and Use of Structural Analysis Model of Hanok (한옥의 구조해석 모델 검토 및 활용을 위한 가상현실 소프트웨어)

  • Jonghyun Jung;Yeong-Min Kim
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.36 no.5
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    • pp.347-354
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    • 2023
  • In this study, virtual reality software was developed to support the generation of an analysis model of a Hanok and to increase the use of the completed analysis model. The structural analysis model of the Hanok was generated using midas Gen, a general-purpose structural analysis software. After converting it into a text-based input file, the developed software stores the data necessary for the examination of the analysis model. Then, in the developed virtual reality software, the three-dimensional analysis model of the Hanok can be visualized in various ways and the related data can be shown by selecting a specific member. Through this process, errors in the analysis model can be identified and corrected to build a complete analysis model. The developed software was applied to three Hanok cases to verify its applicability and effectiveness. The software is expected to be used in other fields besides the structural field.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

Development of A Haptic Interactive Virtual Exhibition Space (햅틱 상호작용을 제공하는 가상 전시공간 개발)

  • You, Yong-Hee;Cho, Yun-Hye;Choi, Geon-Suk;Sung, Mee-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.6
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    • pp.412-416
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    • 2007
  • In this paper, we present a haptic virtual exhibition space that allows users to interact with 3D graphic objects not only through the sense of sight but also through the sense of touch. The haptic virtual exhibition space offers users in different places some efficient ways to experience the exhibitions of a virtual musical museum using the basic human senses of perception, such as vision, audition, and touch. Depending on 3D graphic objects, we apply different properties to let those feel realistic. We also provide haptic device based navigation which prevents users from rushing between various interfaces: keyboard and mouse. The haptic virtual museum is based on Client-Server architecture and clients are represented in the 3D space in the form of avatars. In this paper, we mainly discuss the design of the haptic virtual exhibition space in detail and in the end, we provide performance analysis in comparison to other similar applications such as QTVR and VRML).

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.333-338
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    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.

VLSI-Implementation of the Virtual Scheduling Algorithm (Virtual Scheduling Algorithm의 VLSI 구현)

  • 전만영;박홍식
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.21 no.1
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    • pp.144-154
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    • 1996
  • Proposed numerous algorithms for the policing function have mainly focused on their performances. Besides their performance evaluation, however, the VLSI-implementation of these algorithms is worth consideration as well. Although, no algorithms for the policing function have been standardized up to now, ITU-T I.371 suggests two examples of algorithms, the Virtual Scheduling Algorithm (VSA) and the Continuous State Leaky Bucket algorithm. In this paper, we suggest the architecture of a policing device implementing the VSA among various algorithms for the peak cell rate policing and discuss some issues on the implementation. We also present how to select the policing modes of the two devices used to realize various policing schemes and show the experimental results obtained under four different peak cell rate values to confirm that the device performs the policing function satisfactorily. We exploit the priority encoder to run the algorithm in parallel instead of sequentially, which reduces the operation time to a great extent.

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A Study on the Effect of Education Method for Adolescent's Suicide Prevention Using HMD and Virtual Reality (HMD 및 가상현실을 이용한 청소년 자살예방 교육방법의 효과에 대한 연구)

  • Lee, Yungil
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.495-503
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    • 2016
  • The purpose of this study is to develop the education content that induce energetically the adolescent's participation and learning for the education of suicide prevention. In order to realize it, we suggested the novel education methods based on virtual reality and HMD (Head Mounted Display), and developed the prototype system. This study intends to evaluate the effect of the proposed prototype system as a new education method with experiment and survey. This approach can show us the different possibility of adolescent's suicide prevention education.

Cost-Efficient Virtual Optical Network Embedding for Manageable Inter-Data-Center Connectivity

  • Perello, Jordi;Pavon-Marino, Pablo;Spadaro, Salvatore
    • ETRI Journal
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    • v.35 no.1
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    • pp.142-145
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    • 2013
  • Network virtualization opens the door to novel infrastructure services offering connectivity and node manageability. In this letter, we focus on the cost-efficient embedding of on-demand virtual optical network requests for interconnecting geographically distributed data centers. We present a mixed integer linear programming formulation that introduces flexibility in the virtual-physical node mapping to optimize the usage of the underlying physical resources. Illustrative results show that flexibility in the node mapping can reduce the number of add-drop ports required to serve the offered demands by 40%.