• 제목/요약/키워드: Virtual Network Environment

검색결과 417건 처리시간 0.028초

Big Data Management System for Biomedical Images to Improve Short-term and Long-term Storage

  • Qamar, Shamweel;Kim, Eun Sung;Park, Peom
    • 시스템엔지니어링학술지
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    • 제15권2호
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    • pp.66-71
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    • 2019
  • In digital pathology, an electronic system in the biomedical domain storage of the files is a big constrain and because all the analysis and annotation takes place at every user-end manually, it becomes even harder to manage the data that is being shared inside an enterprise. Therefore, we need such a storage system which is not only big enough to store all the data but also manage it and making communication of that data much easier without losing its true from. A virtual server setup is one of those techniques which can solve this issue. We set a main server which is the main storage for all the virtual machines(that are being used at user-end) and that main server is controlled through a hypervisor so that if we want to make changes in storage overall or the main server in itself, it could be reached remotely from anywhere by just using the server's IP address. The server in our case includes XML-RPC based API which are transmitted between computers using HTTP protocol. JAVA API connects to HTTP/HTTPS protocol through JAVA Runtime Environment and exists on top of other SDK web services for the productivity boost of the running application. To manage the server easily, we use Tkinter library to develop the GUI and pmw magawidgets library which is also utilized through Tkinter. For managing, monitoring and performing operations on virtual machines, we use Python binding to XML-RPC based API. After all these settings, we approach to make the system user friendly by making GUI of the main server. Using that GUI, user can perform administrative functions like restart, suspend or resume a virtual machine. They can also logon to the slave host of the pool in case of emergency and if needed, they can also filter virtual machine by the host. Network monitoring can be performed on multiple virtual machines at same time in order to detect any loss of network connectivity.

메타버스 내 가상세계의 유형 및 발전방향 연구 (A Study on Typology of Virtual World and its Development in Metaverse)

  • 한혜원
    • 디지털콘텐츠학회 논문지
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    • 제9권2호
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    • pp.317-323
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    • 2008
  • 메타버스 내 가상세계는 가상적으로 확장된 물리적 현실과 물리적으로 영구화된 가상공간이 융합(convergence)되어 나타난 문명의 장이다. 컴퓨터 인터페이스의 기능과 역할이 확대 및 발전되고 가상에 대한 패러다임이 전환됨에 따라, 가상은 현실을 복제하는 단계를 넘어서서 상상력을 통해 독자적인 '가상 세계(Virtual World)'를 구현하기에 이른다. 가상세계는 크게 환상성, 유희성, 게임성이 강조된 '유희적가상세계(The Ludic Virtual World)'와 실재성, 효율성, 네트워크성이 강조된 '사회적 가상세계(The Social Virtual Reality)'로 분류할 수 있다. 북미의 경우 사회적 가상세계가 중시되는 반면, 유독 한국에서는 허구적 세계관에 입각한 유희적 가상세계가 각광받고 있다. 한국 가상세계의 발전방향은 반현실에 대한 욕망과 허구적 상상력을 극대화할 수 있는 장으로서 유희적 가상세계에 놓여있다.

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Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.

분산 가상 환경을 위한 네트워크 프로토콜의 설계 (Design of Network Protocols for Distributed Virtual Environments)

  • 고동일;최양희
    • 한국정보과학회논문지:정보통신
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    • 제27권1호
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    • pp.1-11
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    • 2000
  • 최근 폭발적으로 늘어난 인터넷의 사용으로 분산 가상 환경(Distributed Virtual Environments: DVE)에 대한 연구가 활발해지고 있다. 분산 가상 환경은 같은 응용을 사용하는 사용자들의 데이타를 실시간으로 공유하게 하는 공유 인터넷 응용 환경을 제공하는 것을 목적으로 한다. 더 많은 사용자가 동시에 하나의 세션에서 사용을 할수록 공유되는 데이타는 늘어나게 되고, 이에 따라 분산 가상 환경의 사용자의 만족도를 충족시킬 수 있는 서비스 품질을 유지하는 것은 매우 어려운 일이다. 기존의 분산가상 환경에 대한 연구들은 이를 응용 수준의 동기화와 데이타 전송의 문제로서 해결하려는 경우가 많았으며 이는 매우 각각의 응용에서 발생하는 개별적 문제에 대한 해결방법의 제시라는 제한적인 접근이었다. 이에 이 논문에서는 네트워크 중심적인 접근으로 대형 분산 가상 환경의 응용을 쉽게 개발 할 수 있는 새로운 구조로서 GAIA(Giga-objects Architecture for Internet Applications)라는 구조와 이에 따른 프로토콜을 제안하고 시뮬레이션으로 이의 유용성을 증명한다.

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Learning of Emergent Behaviors in Collective Virtual Robots using ANN and Genetic Algorithm

  • Cho, Kyung-Dal
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제4권3호
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    • pp.327-336
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    • 2004
  • In distributed autonomous mobile robot system, each robot (predator or prey) must behave by itself according to its states and environments, and if necessary, must cooperate with other robots in order to carry out a given task. Therefore it is essential that each robot have both learning and evolution ability to adapt to dynamic environment. This paper proposes a pursuing system utilizing the artificial life concept where virtual robots emulate social behaviors of animals and insects and realize their group behaviors. Each robot contains sensors to perceive other robots in several directions and decides its behavior based on the information obtained by the sensors. In this paper, a neural network is used for behavior decision controller. The input of the neural network is decided by the existence of other robots and the distance to the other robots. The output determines the directions in which the robot moves. The connection weight values of this neural network are encoded as genes, and the fitness individuals are determined using a genetic algorithm. Here, the fitness values imply how much group behaviors fit adequately to the goal and can express group behaviors. The validity of the system is verified through simulation. Besides, in this paper, we could have observed the robots' emergent behaviors during simulation.

무선 통신망을 활용한 VR 시뮬레이션 관제상황 검증 시스템에 관한 연구 (A Study on the Virtual Reality Simulation Monitoring Verification System Available Wireless Communication Network)

  • 이양선;강희조
    • 디지털콘텐츠학회 논문지
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    • 제7권3호
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    • pp.193-197
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    • 2006
  • 본 논문에서는 무선 통신망과 향후 발전 가능성이 예상되는 가상현실 기술을 이용하여 특수환경에 적용되는 관제분야에서 사고상황 검증 및 사후 교육용도로 적용이 가능한 가상현실 시뮬레이션 기법을 이용한 관제상황 검증 시스템을 제안하였다. 또한, 제안 시스템의 정의와 동작원리를 살펴보고 제안 시스템에서 요구되는 기술사항에 관하여 분석하였다. 본 논문에서 제안한 무선 통신망을 활용한 관제상황 검증 시스템은 이동 전동차량의 기관실 모니터링 뿐만 아니라 의료분야 혹은 특수 위험물 처리를 수행하는 관제실에서도 그 적용이 가능하리라 예상된다.

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모바일 가상 뷰어 시스템 기반의 협업 어플리케이션 프로토타입 제안 (Proposal of Collaborative Application Prototype based on Mobile Virtual Viewer System)

  • 박재현;박민희
    • 한국멀티미디어학회논문지
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    • 제22권8호
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    • pp.897-912
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    • 2019
  • The growth of domestic fashion industry market went sluggish affected by long-term slow growth and shrinking consumer sentiment since 2012, and the entire market has shown a slight growth since 2017. Yet only some conglomerates or global businesses experience this growth. Small and medium-sized fashion companies or rising fashion designers in South Korea, face real limitations and problems poor capital, lack of professional workforce, experience, information and educational opportunity as well as difficulty of acquiring distribution network, which lead to further polarization between conglomerates and small businesses. Thus, this study proposed mobile virtual viewer system-based collaborative application prototype capable of overcoming limitations and problems drawn by analyzing business environment of domestic brands launched by rising fashion designers. Especially, through applied template-based 3D virtual fashion design technology and performing the entire process in the virtual reality beyond spatial and temporal restraints, it is assumed that more effective and efficient outcomes can be obtained compared to the previous method.

다중위성운영을 위한 네트워크 구성 방안 연구 (Network Configuration Study for Multi-Satellite Operations)

  • 백현철;장인식;이상정;김병철;이재용
    • 항공우주시스템공학회지
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    • 제13권4호
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    • pp.1-9
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    • 2019
  • 방송 통신, 지구관측, 기상관측, 해양관측, 그리고 항행 등 서로 다른 임무를 가지고 있는 위성들을 통합 운영하는 것은 보안에 취약하다. 현재 구성된 지상국 네트워크의 문제점은 시험 환경을 구축하여 분석하였다. 이를 바탕으로 하나의 지상국에 의해서 여려 개의 위성을 운영할 수 있는 네트워크를 설계하였다. 또한, 국내외 지상국과의 인터페이스 및 네트워크 구성방안을 제안하였다. 국내외 지상국과 연동하는 네트워크는 국가과학기술연구망과 글로벌과학기술협업연구망으로 구성하였다. 내부 네트워크는 방화벽, 가상사설망, DMZ, 1-way USB 등으로 구성하였다. 제안된 방법으로 네트워크를 구축하면 바이러스 유입 및 감염 등 유해 데이터를 차단할 수 있다.

정리정돈을 위한 Q-learning 기반의 작업계획기 (Tidy-up Task Planner based on Q-learning)

  • 양민규;안국현;송재복
    • 로봇학회논문지
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    • 제16권1호
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    • pp.56-63
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    • 2021
  • As the use of robots in service area increases, research has been conducted to replace human tasks in daily life with robots. Among them, this study focuses on the tidy-up task on a desk using a robot arm. The order in which tidy-up motions are carried out has a great impact on the success rate of the task. Therefore, in this study, a neural network-based method for determining the priority of the tidy-up motions from the input image is proposed. Reinforcement learning, which shows good performance in the sequential decision-making process, is used to train such a task planner. The training process is conducted in a virtual tidy-up environment that is configured the same as the actual tidy-up environment. To transfer the learning results in the virtual environment to the actual environment, the input image is preprocessed into a segmented image. In addition, the use of a neural network that excludes unnecessary tidy-up motions from the priority during the tidy-up operation increases the success rate of the task planner. Experiments were conducted in the real world to verify the proposed task planning method.

Recommendation Method for Social Service in Ubiquitous Environment

  • Kim, Sung Rim;Kwon, Joon Hee
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.19-27
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    • 2011
  • Recent development of information technologies produces a lot of community services. Social Network Service is one of the community services on the world wide webs. In the Social Network Service, a user can register other users as friends and enjoy communication through a virtual message. Previous researches show a few social service methods using manually generated tagging. However, the manual social tagging is not widely used in many social network services. Moreover, they do not consider ubiquitous computing environment. We propose a recommendation method for social service using contexts in ubiquitous environment. Our method scores documents based on context tags and social network services. Our social scoring model is computed by both a tagging score of a document and a tagging score of a document that was tagged by a user's friends.