• 제목/요약/키워드: Virtual Architecture

검색결과 629건 처리시간 0.038초

실시간 분산처리 시뮬레이터 및 제어기 구조 설계 (Designing of real-time distributed simulator and controller architecture)

  • 양광웅;박재현
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1997년도 한국자동제어학술회의논문집; 한국전력공사 서울연수원; 17-18 Oct. 1997
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    • pp.744-747
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    • 1997
  • High performance digital computer technology enables the digital computer-based controllers to replace traditional analog controllers used for factory automations. This replacement, however, brings up the side effects caused by discrete quantization and non-real-time execution of control softwares. This paper describes the structure of real-time simulator and controller that can be used for design and verification of real-time digital controllers. The virtual machine concept adopted by real-time simulator make the proposed simulator be independent from the specific hardware platforms. The proposed system can also be used in the loosely coupled distributed environments connected through local area network using real-time message passing algorithm and virtual data table based on the shared memory mechanism.

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Dynamic Resource Allocation and Scheduling for Cloud-Based Virtual Content Delivery Networks

  • Um, Tai-Won;Lee, Hyunwoo;Ryu, Won;Choi, Jun Kyun
    • ETRI Journal
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    • 제36권2호
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    • pp.197-205
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    • 2014
  • This paper proposes a novel framework for virtual content delivery networks (CDNs) based on cloud computing. The proposed framework aims to provide multimedia content delivery services customized for content providers by sharing virtual machines (VMs) in the Infrastructure-as-a-Service cloud, while fulfilling the service level agreement. Furthermore, it supports elastic virtual CDN services, which enables the capabilities of VMs to be scaled to encompass the dynamically changing resource demand of the aggregated virtual CDN services. For this, we provide the system architecture and relevant operations for the virtual CDNs and evaluate the performance based on a simulation.

가상기업의 구축전략 (Implementation Strategies for Virtual Enterprise)

  • 정동길;정철용
    • 한국전자거래학회지
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    • 제1권1호
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    • pp.27-50
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    • 1996
  • In this paper. we present a definition of the term virtual enterprise (VE) and discuss some related terms and concepts. The definition was given based on Porter's Value Chain Theory. Then we discuss some positioning strategies for entering or joining a virtual enterprise from an executive's viewpoint. which show a framework for making decisions on for what. when and how a (real) enterprise need to participate or form a virtual enterprise and whom the partners should be. The major pert of the paper is on underlying information technologies and architectures for building virtual enterprises. Requirements for modeling virtual enterprises and core technologies needed for implementation are discussed. A virtual enterprise reference architecture based on NIIIP's model is presented. Finally we discuss some points that should. addressed from a macroeconomic and public policies viewpoints. These are the issues of IT standardization and investments in IT infrastructure.

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웹기반 가상시계에서의 고장진단에 관한 연구 (A Study on the Fault Diagnosis in Web-based Virtual Machine)

  • 서정완;강무진
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2001년도 춘계학술대회 논문집
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    • pp.430-434
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    • 2001
  • Virtual manufacturing system is integrated computer model that represents the precise and whole structure of manufacturing system and simulates its physical and logical behavior in operation.[1] A virtual machine is computer model that represents a CNC machine tool and one of core elements of virtual manufacturing system. In this paper, it is emphasized that a virtual machine must be web-based system for serving information to all attendants in a real machine tool without the restriction of time or location, and then in the fault diagnosis, one of important modules of a virtual machine, the methods of both using the controller signal and web-based expert system are proposed.

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Cybrid 가상플랜트 시스템 요구사항 분석과 개념적 설계 (Requirement Analysis and Conceptual Design for a Cybrid Virtual Plant System)

  • 이재현;서효원
    • 한국CDE학회논문집
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    • 제20권4호
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    • pp.401-411
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    • 2015
  • Cybrid virtual plant concept is defined as a cyber plant mimicking a physical plant by using plant engineering data and sensor data coming from sensors attached to facilities of the physical plant. Cybrid virtual plant is a new concept for plant industry so that plant managers and operators' requirements need to be captured for systematic application of the concept to the plant industry. The paper proposed an architecture of the cybrid virtual plant, and provided requirement analysis results for a specific plant company. A database, named smart-cube repository, for the proposed cybrid virtual plant is also proposed and its conceptual data structure is described.

다중 참여자 가상환경에서의 촉각상호작용기술 (Haptic Display in Multi-user Virtual World)

  • 최혁렬;류성무
    • 한국정밀공학회지
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    • 제16권5호통권98호
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    • pp.112-123
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    • 1999
  • Virtual reality is becoming a powerful tool for various applications such as training, entertainment, surgery, tele-robotics etc. One potential use for virtual reality is to allow several users to interact in a single virtual environment, for example several students sitting in front of different computers connected over a network. In this paper, we present a loosely coupled architecture of haptic display in the multi-user virtual world. The method of controlling haptic devices as well as the way of configuring individual haptic display system are addressed. We will develop an experimental virtual reality system for two remote users and conclude with an experimental work for the task of a multi-player ping-pong and grasping of a common object.

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효율적인 Call Flow 를 위한 VOIP 기반 Converged Virtual Call Center Architecture (Converged Virtual Call Center Architecture based on VOIP for efficient call flow)

  • 강정식;백두권
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2003년도 추계학술발표논문집 (중)
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    • pp.1189-1192
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    • 2003
  • 초기 콜 센터는 단순히 고객에게 걸려오는 전화를 응대하는 서비스 수준으로 시작되었지만, 현재는 고객과 마주하는 최 접점으로 서비스 뿐만 아니라 마켓팅, 세일즈를 행하는 기업의 경쟁력을 유지하는데 있어 필수적인 요소로 자리잡아 가고 있다. 특히 개인고객을 많이 접하는 금융기관에서는 콜 센터를 대형화, 지방 분산화 및 백업체제 구축을 위한 Multi 센터를 구축하여 콜만 처리하는 센터로서가 아니라 다양한 채널[전화,email,fax,chating]를 통해 접속되는 고객요구 사항들을 통합된 인프라에서 One Stop 으로 처리하고자 한다. 하지만 회선 교환망을 이용하는 PBX기반 Voice 회선과 IP 환경의 DATA 를 처리하는 이원화된 구조로 Multi 콜 센터를 구축 할 경우, 타 센터의 상담원에게로 콜을 설정시 시간이 많이 소요되어 센터간 Call Load Balancing 및 상담원 Skill Based Routing 을 수행함이 어렵다는 단점이 있다. 본 논문에서는 이러한 단점을 개선할 수 있는 방안으로 Voice 와 Data 를 IP 기반 단일 망으로 구성하고 WAN상에서 음성을 전달할 때 적정한 MOS(Mean opinion score)를 측정 후 객관적으로 필요한 Bandwidth 를 검증하고 Muti 콜 센터에서 효과적인 콜 load Balancing 및 Routing을 할 수 있는 VOIP기반 Convereed Virtual Call Center Architecture 설계 한다.

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자연적 요소가 디지털 건축에 미친 영향에 관한 연구 (A Study on the influence of nature on digital architecture)

  • 윤재은;김주희
    • 한국실내디자인학회논문집
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    • 제15권6호
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    • pp.131-138
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    • 2006
  • Contemporary society is lately going through various changes in social, economic, and cultural aspects due to rapid growth of information and computer technology. The digital revolution generated from the development of network reflects the decentralizing characteristic that connects local and personal interconnections. The following paper is designed to develop a basic understanding of digital architecture and show that digital virtual reality is not accidental phenomenon but it is actually evolved from nature and recreated in cyber space. The relationship between nature and digital architecture will be explained through the background research of how digital architecture was born and how it has been transformed. Also, it is designed to find out modern trends of digital architecture through diagrams and virtual space of hyper architecture and follow up the new phenomena appearing in the field of architecture. It is said that digital architecture is a new trend of architecture created from computer bit but all architecture that has form and shape cannot be independent of nature. Nature is the root of everything and even mechanical abstraction such as 'digital' can find its form in the immanence melted in the pure essence of nature. The research found that the nature approach of digital architecture also needs no more than 5 sequential references to find its genuine sketch as the hypertext theory shows we need only 5 sequential references to prove we are all related. Additionally, the cyber space that is become a general living space and a indispensable factor of digital architecture is a space that has obscurity and more open culture. It represents the characteristics of contemporaries in various aspects of society.

가상현실 속의 상황 표현을 위한 시공간 그래프 (Spatio-temporal Graph for Representing Historical Situations in Virtual Reality)

  • 박종희;조규명
    • 한국콘텐츠학회논문지
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    • 제12권8호
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    • pp.1-12
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    • 2012
  • 본 논문에서는 시공간 그래프를 이용하여 가상세계의 구성요소인 상황들에 역사적 맥락을 부여하고, 온톨로지를 사용하여 상황의 구성요소인 객체와 관계 및 사건에 관한 체계적 표현이 가능하게 하였다. 이를 위해 시간적 측면에서 과거, 현재 뿐 아니라 미래까지 포괄적으로 표현하고, 공간을 효율적이면서도 직관적으로 표현할 수 있는 방법을 개발하였다. 이 표현구조는 전체적으로 물리적 계층, 논리적 계층 그리고 개념적 계층들로 구성하되 계층들 간의 상호연관성을 종합적으로 표현하여 각 계층에 상응하는 세계들 속의 사건들을 역사적으로 의미있게 시뮬레이션할 수 있게 한다. 이러한 지식표현구조는 가상세계를 이루는 상황들을 시뮬레이션하는 바탕으로 사용하는 동시에, 가상세계 거주자들이 상황을 판단하고 평가를 내리는데 필요한 개별적인 지식을 구현하는데도 사용한다. 다층적 구조의 가상세계에다 시간적 변화를 추가로 수용할 수 있는 다차원의 복합지식구조를 개발함으로써 역사 속에서 상황의 다양성을 극대화 할 수 있는 가상세계 시뮬레이션의 기본 토대가 마련되게 된다.

FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구 (A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor)

  • 김종현;전한종;김석태
    • 한국실내디자인학회논문집
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    • 제15권5호
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.