• Title/Summary/Keyword: Virtual Network Environment

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Distributed and Virtual Network Operations and Contents Management Based on Hybrid Research Networks (하이브리드 연구망 기반의 분산 가상형 네트워크 운영 및 리소스 정보 관리 기술 연구)

  • Kim, Dong-Kyun;Lee, Myung-Sun;Byeon, Ok-Hwan;Kim, Seung-Hae
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.11-21
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    • 2012
  • Hybrid network infrastructure has been deployed as the most important technology for the advanced research networking community such as Internet2, SURFnet, etc. However, further research needs to be performed in terms of feasible design and implementation of architecture for inter-domain collaborative network infrastructure, which is essential to end-to-end collaborative research based on high-end applications. In this paper, we suggest a framework for distributed and virtual network operations based on hybrid research networks and efficient cooperation between multi-domain hybrid networks, which aims to provide collaborative network environment for high-end applications. Suggested framework is designed to adopt decentralized model of multi-domain hybrid research network management. A collaborative and distributed virtual model that is characterized by cooperation among hybrid research networks that insist on maintaining their autonomy and control, can also contribute for researchers and other end-users to manage and operate their own virtual networks.

Integrity Guarantee System in IoT Virtual Environment Platform: Through Hyperedfger Indy and MQTT (IoT 가상환경 플랫폼에서의 무결성 보장 시스템:Hyperledger Indy와 MQTT를 통하여)

  • Yoosung Hong;Geun-Hyung Kim
    • Smart Media Journal
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    • v.13 no.4
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    • pp.76-85
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    • 2024
  • In this paper, we propose a system that improves the data integrity of IoT(Internet of Things) devices in the virtual environment by combining Hyperledger Indy and MQTT(Message Queuing Telemetry Transport). The system complements the limitations of the centralized system by realizing a DPKI(Decentralized Public Key Infrastructure) structure that utilizes a distributed network in publish-subscribe(pub/sub) pattern communication. Digital signature technology was applied to ensure the data integrity of IoT devices and communication scenarios between the four core components of the client, IoT device, broker, and blockchain, as well as a topic structure using a decentralized identifier to ensure safety in the virtual environment. We present a systematic method for transparent data exchange. To prove the performance of the proposed system, this paper conducted experiments on four scenarios and evaluated communication performance in a virtual environment. The experimental results confirmed that the proposed system provides a reliable IoT data communication structure in a virtual environment.

Design and Implementation of a Device Virtualization Framework to control Virtual Desktop (가상데스크탑 제어를 위한 디바이스 가상화 프레임워크의 설계 및 구현)

  • Kang, Sang-Woo;Park, Se-Jin;Park, Chan-Ik
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.6
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    • pp.702-706
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    • 2010
  • In this paper, we propose a framework to change local devices to networked devices by using web browser. Network devices will be used in the virtual desktop. Management software maintains a pool of devices to manage network devices. Whenever user's request is occured, virtual desktop s/w which manages desktop's I/O access device pool. Then virtual desktop s/w selects proper device and forwards I/O to desktop. In this paper, we choose RIA solution for install-free environment. Consequently, user easily enrolls and revokes their devices. User easily commands virtual desktop s/w. In the second half of this paper, we explain usage scenario and evaluate our framework to show efficiency and flexibility of the framework.

Attendance Appraisal for Learner Participation Degree Based Virtual Lecture (학습자 참여도 정보기반 가상강좌 출석평가 모델)

  • Kim, Hyun-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.119-129
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    • 2009
  • In The increasing use of computers and high-speed Internet network has greatly influenced education, causing a veering away from the typical and traditional way of delivering instruction. Specifically, the various kinds of Web-based multimedia technology, the interactive activities on the Internet, and satellite broadcasting technology are accelerating the emergence of a virtual-lectures-based educational model, which transcends time and space. Such virtual lectures make it possible for the entire teaching-learning process to be done in a virtual learning environment, thus giving rise to problem regarding learning guidance, feedback, and appraisal. In this paper, we propose a system for attendance appraisal for learner participation degree based virtual lecture, an appraisal element in virtual learning environments. This appraisal model can set the elements of virtual learning environments in such a way as to reflect in the attendance appraisal of the opened virtual learning environment information regarding the learner's participation in class. In addition, this model motivates the learners to actively participate in the virtual learning environment and to support instructors by accomplishing the activities that are needed for attendance appraisal.

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

  • Choi, Hyouk-Ryeol;Ryew, Sung-Moo
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.5 s.98
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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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Implementation of Web-based Virtual Machine Tools (Web 기반 가상공작기계의 구현)

  • 정광식;서석환;서윤호;이현수
    • Korean Journal of Computational Design and Engineering
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    • v.6 no.4
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    • pp.236-243
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    • 2001
  • A key factor far realizing the internet-based virtual manufacturing system(VMS) and virtual enter-prise(VE) is how to precisely and effectively represent the machine elements and mechanics. In this paper, we present methods to represent the numerically controlled machine tools in the internet environment. The method is composed of: 1) geometrical modeling of the machine tools, 2) kinematic modeling for the movements of the machine tools, and 3) representing the developed model in the internet infrastructure. Based on the models. a web-based virtual machine tools (WVMT) is developed, and it can be accessed at hrrp://wvmt.postech.ac.kr. The WVMT can be used for various purposes: 1) web-based virtual manufacturing system, 2) web-based CAM system, and 3) CNC educational tools for the vocational school through internet.

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The Influence of Online Social Networking on Individual Virtual Competence and Task Performance in Organizations (온라인 네트워킹 활동이 가상협업 역량 및 업무성과에 미치는 영향)

  • Suh, A-Young;Shin, Kyung-Shik
    • Asia pacific journal of information systems
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    • v.22 no.2
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    • pp.39-69
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    • 2012
  • With the advent of communication technologies including electronic collaborative tools and conferencing systems provided over the Internet, virtual collaboration is becoming increasingly common in organizations. Virtual collaboration refers to an environment in which the people working together are interdependent in their tasks, share responsibility for outcomes, are geographically dispersed, and rely on mediated rather than face-to face, communication to produce an outcome. Research suggests that new sets of individual skill, knowledge, and ability (SKAs) are required to perform effectively in today's virtualized workplace, which is labeled as individual virtual competence. It is also argued that use of online social networking sites may influence not only individuals' daily lives but also their capability to manage their work-related relationships in organizations, which in turn leads to better performance. The existing research regarding (1) the relationship between virtual competence and task performance and (2) the relationship between online networking and task performance has been conducted based on different theoretical perspectives so that little is known about how online social networking and virtual competence interplay to predict individuals' task performance. To fill this gap, this study raises the following research questions: (1) What is the individual virtual competence required for better adjustment to the virtual collaboration environment? (2) How does online networking via diverse social network service sites influence individuals' task performance in organizations? (3) How do the joint effects of individual virtual competence and online networking influence task performance? To address these research questions, we first draw on the prior literature and derive four dimensions of individual virtual competence that are related with an individual's self-concept, knowledge and ability. Computer self-efficacy is defined as the extent to which an individual beliefs in his or her ability to use computer technology broadly. Remotework self-efficacy is defined as the extent to which an individual beliefs in his or her ability to work and perform joint tasks with others in virtual settings. Virtual media skill is defined as the degree of confidence of individuals to function in their work role without face-to-face interactions. Virtual social skill is an individual's skill level in using technologies to communicate in virtual settings to their full potential. It should be noted that the concept of virtual social skill is different from the self-efficacy and captures an individual's cognition-based ability to build social relationships with others in virtual settings. Next, we discuss how online networking influences both individual virtual competence and task performance based on the social network theory and the social learning theory. We argue that online networking may enhance individuals' capability in expanding their social networks with low costs. We also argue that online networking may enable individuals to learn the necessary skills regarding how they use technological functions, communicate with others, and share information and make social relations using the technical functions provided by electronic media, consequently increasing individual virtual competence. To examine the relationships among online networking, virtual competence, and task performance, we developed research models (the mediation, interaction, and additive models, respectively) by integrating the social network theory and the social learning theory. Using data from 112 employees of a virtualized company, we tested the proposed research models. The results of analysis partly support the mediation model in that online social networking positively influences individuals' computer self-efficacy, virtual social skill, and virtual media skill, which are key predictors of individuals' task performance. Furthermore, the results of the analysis partly support the interaction model in that the level of remotework self-efficacy moderates the relationship between online social networking and task performance. The results paint a picture of people adjusting to virtual collaboration that constrains and enables their task performance. This study contributes to research and practice. First, we suggest a shift of research focus to the individual level when examining virtual phenomena and theorize that online social networking can enhance individual virtual competence in some aspects. Second, we replicate and advance the prior competence literature by linking each component of virtual competence and objective task performance. The results of this study provide useful insights into how human resource responsibilities assess employees' weakness and strength when they organize virtualized groups or projects. Furthermore, it provides managers with insights into the kinds of development or training programs that they can engage in with their employees to advance their ability to undertake virtual work.

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Design and Implementation of a Component-based Simulator for the Virtual Laboratory of Computer Networks (컴퓨터 네트워크 가상 실습을 위한 컴포넌트 기반의 시뮬레이터 설계 및 구현)

  • 임명식;김기형
    • Journal of the Korea Society for Simulation
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    • v.12 no.1
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    • pp.1-10
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    • 2003
  • Recently, various network protocols have been developed to keep step with the rapid growth of Internet users. For the education of students in the computer networks classes, there have been many attempts to allow students experiment routers setting, operations and management of networks by themselves, in addition to the classroom lectures based on textbooks. One of the attempts is to install expensive real router experiment sets in laboratories for students, and one another is using router and network simulators for virtual experiments. This paper presents the design and implementation of NetSim, a scalable, component-based simulator environment for the network experimentation. NetSim expands the existing component-based JavaSim simulation tool for the education purpose, and it allows the design and experiment of various networks and protocols. For the evaluation of NetSim, it is shown that the network design and RIP-based router setting process is possible in NetSim.

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New Hypervisor Improving Network Performance for Multi-core CE Devices

  • Hong, Cheol-Ho;Park, Miri;Yoo, Seehwan;Yoo, Chuck
    • IEMEK Journal of Embedded Systems and Applications
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    • v.6 no.4
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    • pp.231-241
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    • 2011
  • Recently, system virtualization has been applied to consumer electronics (CE) such as smart mobile phones. Although multi-core processors have become a viable solution for complex applications of consumer electronics, the issue of utilizing multi-core resources in the virtualization layer has not been researched sufficiently. In this paper, we present a new hypervisor design and implementation for multi-core CE devices. We concretely describe virtualization methods for a multi-core processor and multi-core-related subsystems. We also analyze bottlenecks of network performance in a virtualization environment that supports multimedia applications and propose an efficient virtual interrupt distributor. Our new multi-core hypervisor improves network performance by 5.5 times as compared to a hypervisor without the virtual interrupt distributor.

A Virtual Sailor Training Platform for Fire Drills on Ship (선박 화재 대응 훈련을 위한 가상 선원 훈련 플랫폼 개발)

  • Jung, Jin-Ki;Park, Jin-Hyoung
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.189-196
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    • 2016
  • We propose a virtual sailor training platform which supports emergency drills for ship's fire in virtual environment. Proposed platform not only enhances training efficiency by providing immersiveness, but also enables a consolidated virtual training due to the network-based multiplayer capabilities. Based on the offline fire simulation results using FDS and CFAST the platform visualizes a realistic fire spread in real-time. The training platform on the basis of the fire training material of the maritime safety education institute induces equipment proficiency and environment adaptation throughout immersive virtual environment in addition to procedure proficiency as well. In the implementation we showed that the equipment and environment controls and telepresence improve the training proficiency and enable collaborative virtual training that participates multiple trainees and induces cooperation for a common goal. Implementation of the platform demonstrated the skill mastery capability of the drill such as efficient fire apparatus controls and passenger controls.