• Title/Summary/Keyword: Virtual Network Environment

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Study on Real-time Gesture Recognition based on Convolutional Neural Network for Game Applications (게임 어플리케이션을 위한 컨볼루션 신경망 기반의 실시간 제스처 인식 연구)

  • Chae, Ji Hun;Lim, Jong Heon;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.20 no.5
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    • pp.835-843
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    • 2017
  • Humans have often been used gesture to communicate with each other. The communication between computer and person was also not different. To interact with a computer, we command with gesture, keyboard, mouse and extra devices. Especially, the gesture is very useful in many environments such as gaming and VR(Virtual Reality), which requires high specification and rendering time. In this paper, we propose a gesture recognition method based on CNN model to apply to gaming and real-time applications. Deep learning for gesture recognition is processed in a separated server and the preprocessing for data acquisition is done a client PC. The experimental results show that the proposed method is in accuracy higher than the conventional method in game environment.

A Task Scheduling Strategy in Cloud Computing with Service Differentiation

  • Xue, Yuanzheng;Jin, Shunfu;Wang, Xiushuang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5269-5286
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    • 2018
  • Task scheduling is one of the key issues in improving system performance and optimizing resource management in cloud computing environment. In order to provide appropriate services for heterogeneous users, we propose a novel task scheduling strategy with service differentiation, in which the delay sensitive tasks are assigned to the rapid cloud with high-speed processing, whereas the fault sensitive tasks are assigned to the reliable cloud with service restoration. Considering that a user can receive service from either local SaaS (Software as a Service) servers or public IaaS (Infrastructure as a Service) cloud, we establish a hybrid queueing network based system model. With the assumption of Poisson arriving process, we analyze the system model in steady state. Moreover, we derive the performance measures in terms of average response time of the delay sensitive tasks and utilization of VMs (Virtual Machines) in reliable cloud. We provide experimental results to validate the proposed strategy and the system model. Furthermore, we investigate the Nash equilibrium behavior and the social optimization behavior of the delay sensitive tasks. Finally, we carry out an improved intelligent searching algorithm to obtain the optimal arrival rate of total tasks and present a pricing policy for the delay sensitive tasks.

An Empirical Analysis of Worldwide Cyberinfrastructure

  • Cho, Manhyung
    • Asian Journal of Innovation and Policy
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    • v.4 no.3
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    • pp.381-396
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    • 2015
  • Cyberinfrastructure is a research infrastructure that provides an environment in which research communities can get access to distributed resources and collaborate at unprecedented levels of computation, storage, and network capacity. The Worldwide LHC Computing Grid (WLCG) is a global collaborative project of computing or data centers that enables access to scientific data generated by the Large Hadron Collider (LHC) experiments at CERN. This case study analyzes the WLCG as a model of cyberinfrastructure in research collaboration. WLCG provides a useful case of how cyberinfrastructure can work in providing an infrastructure for collaborative researches under data-intensive paradigm. Cyberinfrastructure plays the critical role of facilitating collaboration of diverse and widely separated communities of researchers. Data-intensive science requires new strategies for research support and significant development of cyberinfrastructure. The sustainability of WLCG depends on the resources of partner organizations and virtual organizations at international levels, essential for research collaboration.

Realization of Internet Supercomputing Technology (인터넷 수퍼컴퓨팅 기술의 구현)

  • 김승조
    • 한국전산유체공학회:학술대회논문집
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    • 2000.10a
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    • pp.1-8
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    • 2000
  • In this work, Internet Supercomputing methodology is introduced and the concept is materialized for large-scale finite element analysis. The primary resources of Internet Supercomputing are numerous idling PCs connected by Internet with no regards to their locations. Therefore, it becomes one of the most affordable ways to achieve supercomputing power unlimitedly if the appropriate parallel algorithm and the operating program are developed for this slow network environment. Under the above concept, virtual supercomputing system InterSup I is constructed and tested. To establish the InterSup I system, 64 CPU nodes, which are located in several places and connected by Internet, are conscripted, and parallel finite element software is developed for linear static analysis of structures based on the parallel multi-frontal algorithm. By the established InterSup I system, analysis of finite element structural model having around five million DOFs are solved to check the affordability and effectiveness of Internet Supercomputing.

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Overlay Multicast for node of Management in Multi-layer (다중 계층 노드관리를 위한 오버레이 멀티캐스트)

  • Lee, Bum-Jae;Chi, Sam-Hyun;Lee, Kang-Whan
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.623-624
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    • 2008
  • Overlay Multicast Routing Algorithm operates flexibly according to the various limited condition and environment of the MANET. Because of this Algorithm have maintenance and transmission of the network to use virtual Overlay ID. This paper proposes the method to give node ID considering attribute of node. If it uses ID considering attribute of node, it will improve routing speed.

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Analysis of Immergence using Multi-Channel Biological Signals and Neural Network in Virtual Reality Environment (다 채널 생체신호와 신경회로망을 이용한 가상환경 하에서의 임장감 분석)

  • 박민재;박광석;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.236-241
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    • 2000
  • 가상환경 하에서의 임장감을 객관적으로 계측하기 위한 방법으로 생체신호를 이용한 감성의 계측을 시도하였다. 여러 가지 가상환경 하에서 뇌파, 심전도, 호흡 등 다 채널의 생체신호를 계측하고 이때 피실험자가 느끼는 객관화된 임장감 지표들을 동시에 평가하여 이를 신경 회로망을 이용하여 분석하였다. 계측된 생체 신호를 사전 처리하여 일차적인 생체분석 지표들을 도출하고 이를 신경회로망의 입력으로 활용하였다. 임장감을 분석할 수 있도록 신경회로망을 학습시키고, 이를 이용하여서 가상환경 하에서 계측된 생체신호를 분석하여 임장감을 정량화하여 평가하였다.

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RP Preprocessor Based on Distributed Objects (분산객체를 응용한 RP Preprocessor의 기능 구현)

  • 지해성;이승원
    • Journal of the Korean Society for Precision Engineering
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    • v.20 no.2
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    • pp.120-128
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    • 2003
  • When considering the use of rapid prototyping (RP), there are many issues a designer has to address for handling an STL model, the de facto standard fur RP. Today designers can skip all these issues by visiting web-based service bureaus that readily supply needed information for the RP services. Since orders are taken for RP parts through the web page of service providers designers are now asked to upload their STL files to the company server either by direct upload, ftp file transfer, or as an e-mail attachment. If the service bureau, however, fixes or edits an STL filceto optimize the RP process but neglects to tell its customer about the rework in detail, it may cause problems down the line in processing of the original CAD data for other applications. In this paper, we propose a framework for a collaborative virtual environment between CAD designers and RP processes on the internet which directly provides designers with an advanced preprocessor functionality, design visualization, as well as model display, repair, and slicing over the network. This can help smooth data transfer from CAD to RP process with minimum inconsistency in CAD.

Attacker Tracing Simulation in the Virtual Network Environment (가상 네트워크 환경에서의 공격자 추적 시뮬레이션)

  • 김상영;최진우;우종우;황선태;박재우;남건우;최대식
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.394-396
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    • 2002
  • 최근 인가되지 않은 컴퓨터에 대한 접근이 사회적으로 커다란 문제로 대두되고 있으며, 점차 파괴적인 상황으로까지 악화되어 가고 있다. 따라서 이러한 침입 행위에 대해 침입자들을 추적하여 경고를 줄 수 있는 보다 능동적인 대응이 필요하게 되었다. 이 문제에 대한 많은 해결책이 제시 되었으나 완벽한 대안이 되지는 못하고 있는 실정이며, 오히려 대부분의 경우 숙련된 시스템 관리자의 경험에 의존하는 경향이다. 따라서 침입의 경우에 대비해 어떠한 새로운 상황이 발생하더라도 시스템을 유지할 수 있도록 시스템 관리자들을 훈련시킬 필요가 있다. 본 논문에서는 시스템 관리자들을 훈련하기 위하여 시뮬레이션 기반의 공격자 추적 시스템을 제안한다. 본 시스템은 가상의 지역 네트워크 환경에서 시스템의 간섭 없이 약속된 시나리오에 의한 공격 경로를 분석하고 다양한 형태의 공격 형태를 연습하고 배우는 기능을 제공한다. 이 시스템은 두 가지 주요 문제에 대해 학생들을 훈련시킨다. 첫째, 공격 형태를 발견하는 것이며, 둘째, 다양한 로그 데이터를 분석하여 공격이 이루어진 흔적을 발견해 내는 것이다. 시스템의 테스트 영역은 LINUX 기반의 환경으로 그 범위는 다양한 형태들의 로그 데이터들을 종합하여 분석하는 것으로 제한 한다.

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Provision of VHE Services to Roaming Users

  • Roussaki, Ioanna;Chantzara, Maria;Xynogalas, Stavros;Anagnostou, Miltiades
    • Journal of Communications and Networks
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    • v.4 no.4
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    • pp.363-369
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    • 2002
  • Towards the deployment of 3rd generation systems, Virtual Home Environment (VHE), stemming from 3GPP, appears to be a powerful concept advocating the provision and delivery of personalized services to roaming users across network and terminal boundaries. This paper aims to expose the pathway for materializing the VHE concept, via the specification, implementation and evaluation of a prototype. Core aspects for realizing the concept such as the business and roaming models are presented, while a VHE enabling architecture utilizing key technologies (OSA/Parlay, MExE, and USAT) is introduced. The proposed architecture has already been evaluated by performing an initial trial demonstration. Currently it is being extended to support VHE service provision to roaming users, an aspect to be addressed by the final trial.

Toward the Personal Robot Software Framework (차세대 퍼스널 로봇 소프트웨어 프러임워크에 관한 연구)

  • Kim, Hong-Ryeol;Kim, Dae-Won;Kim, Hong-Seok;Lee, Ho-Gil
    • Proceedings of the KIEE Conference
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    • 2002.07d
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    • pp.2410-2414
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    • 2002
  • In this paper, a software framework is proposed for the personal robot located on home network. The proposed software framework is divided into four layers-a transparency layer, a behavior layer, a distributed task layer, and a mission scenario layer. The transparency layer consists of a virtual machine for platform transparency, and a communication broker for communication transparency among behavior modules. The communication architecture includes both server/client communication and publisher/subscriber communication. A mission scenario is assumed to be a composition of sequentially planned distributed tasks. In addition to the software framework, a new concept, personal robot design center platform as proposed in this paper with its implementation mechanisms. The personal robot design center is defined as a developing and a managing environment for high-level behavior modules, distributed tasks, and mission scenarios.

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