• Title/Summary/Keyword: Virtual Network Functions

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Concept Design of Download Over-the-Air functions for IoF-Cloud based distributed IoT device (IoF-Cloud 기반 분산된 IoT 장비들을 위한 Download Over-the-Air 기능의 개념 설계)

  • Cha, ByungRae;Choi, MyeongSoo;Park, Sun;Kim, HyeongGyun;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.5 no.4
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    • pp.9-17
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    • 2016
  • Over the next 20 years it will begin the exodus from the Internet and smart phones to the Internet of Things. The heart of IoT gives new utility and value with connectivity among things around people to the human. In future, Industrial environment will be intimately connect all among machines and machines or factories and factories in all processing, and by digitizing of all goods and production life-cycle, which is a combination of virtual world and real world, the digital factory will become reality eventually. The proposed IoT or IIoT based Download OTA (Over-the-Air) provides a flexible mechanism for downloading Media objects of any type and size from a network. Moreover, proposed IoT based DLOTA provides a part of security by lightweight encryption, OTP, and CapBAC technique.

A High PErformance Lookup Controller for ATM based IP Packet Forwarding Engine (ATM 기반 IP 패킷 포워딩 엔진을 위한 고성능 룩업 제어기)

  • Choi, Byeong-Cheol;Kwak, Dong-Yong;Lee, Jeong-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.4B
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    • pp.298-305
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    • 2003
  • In this paper, we proposed a high performance lookup controller for IP packet forwarding engine of ATM based label edge routers. The lookup controller is designed to provide services such as MPLS, VPN, ELL, and RT services as well as the best effort. For high speed searching for IP addresses, we employed a TCAM based hardware search device not using traditional algorithmic approaches. We also implement lookup control functions into FPGA for fast processing of packet header and lookup control. The proposed lookup controller is designed to support differenciated services for users and to process in pipelined mechanism for performance improvement. A two-step search scheme is also applied to perform lookup for the key combined with multi-field of packet header. We found that the proposed lookup controller provides the performance of about 16M packets per second through simulations.

Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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Development of GNSS Field Survey System for Effective Creation of Survey Result and Enhancement of User Convenience (효과적인 측량 성과물 작성 및 사용자 편의성 강화를 위한 GNSS 현장 측량시스템 개발)

  • Park, Joon Kyu;Kim, Min Gyu
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.35 no.3
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    • pp.203-210
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    • 2017
  • Korea has established an advanced infrastructure for real-time precise positioning such as CORS, virtual reference station service and perform continuous upgrading. However, in order to utilize the national infrastructure, it is necessary to process the acquired spatial information and take many steps to derive the final product. In addition, this process is highly dependent on foreign software. In this study, GNSS field survey system was developed and evaluation of its usability was performed. Real-time GNSS field survey system was developed and the system improves user̓s convenience and usability. The system was able to conduct survey effectively and produce the results. In addition, we compare the existing software with the survey performance to show the availability of the real-time GNSS surveying system. The system developed through the research can perform all the functions from real-time survey to the production of the outputs. It can create economical added value of the foreign software as a whole and simplify the work required for post-survey performance.

The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

A Study on the Security Threat Response in Smart Integrated Platforms (스마트 통합플랫폼 보안위협과 대응방안 연구)

  • Seung Jae Yoo
    • Convergence Security Journal
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    • v.22 no.1
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    • pp.129-134
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    • 2022
  • A smart platform is defined as an evolved platform that realizes physical and virtual space into a hyper-connected environment by combining the existing platform and advanced IT technology. The hyper-connection that is the connection between information and information, infrastructure and infrastructure, infrastructure and information, or space and service, enables the realization and provision of high-quality services that significantly change the quality of life and environment of users. In addition, it is providing everyone with the effect of significantly improving the social safety net and personal health management level by implementing smart government and smart healthcare. A lot of information produced and consumed in these processes can act as a factor threatening the basic rights of the public and individuals by the informations themselves or through big data analysis. In particular, as the smart platform as a core function that forms the ecosystem of a smart city is naturally and continuously expanded, it faces a huge security burden in data processing and network operation. In this paper, platform components as core functions of smart city and appropriate security threats and countermeasures are studied.

A Study on Efficient Cell Queueing and Scheduling Algorithms for Multimedia Support in ATM Switches (ATM 교환기에서 멀티미디어 트래픽 지원을 위한 효율적인 셀 큐잉 및 스케줄링 알고리즘에 관한 연구)

  • Park, Jin-Su;Lee, Sung-Won;Kim, Young-Beom
    • Journal of IKEEE
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    • v.5 no.1 s.8
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    • pp.100-110
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    • 2001
  • In this paper, we investigated several buffer management schemes for the design of shared-memory type ATM switches, which can enhance the utilization of switch resources and can support quality-of-service (QoS) functionalities. Our results show that dynamic threshold (DT) scheme demonstrate a moderate degree of robustness close to pushout(PO) scheme, which is known to be impractical in the perspective of hardware implementation, under various traffic conditions such as traffic loads, burstyness of incoming traffic, and load non-uniformity across output ports. Next, we considered buffer management strategies to support QoS functions, which utilize parameter values obtained via connection admission control (CAC) procedures to set tile threshold values. Through simulations, we showed that the buffer management schemes adopted behave well in the sense that they can protect regulated traffic from unregulated cell traffic in allocating buffer space. In particular, it was observed that dynamic partitioning is superior in terms of QoS support than virtual partitioning.

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Sequence variation of necdin gene in Bovidae

  • Peters, Sunday O.;Donato, Marcos De;Hussain, Tanveer;Rodulfo, Hectorina;Babar, Masroor E.;Imumorin, Ikhide G.
    • Journal of Animal Science and Technology
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    • v.60 no.12
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    • pp.32.1-32.10
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    • 2018
  • Background: Necdin (NDN), a member of the melanoma antigen family showing imprinted pattern of expression, has been implicated as causing Prader-Willi symptoms, and known to participate in cellular growth, cellular migration and differentiation. The region where NDN is located has been associated to QTLs affecting reproduction and early growth in cattle, but location and functional analysis of the molecular mechanisms have not been established. Methods: Here we report the sequence variation of the entire coding sequence from 72 samples of cattle, yak, buffalo, goat and sheep, and discuss its variation in Bovidae. Median-joining network analysis was used to analyze the variation found in the species. Synonymous and non-synonymous substitution rates were determined for the analysis of all the polymorphic sites. Phylogenetic analysis were carried out among the species of Bovidae to reconstruct their relationships. Results: From the phylogenetic analysis with the consensus sequences of the studied Bovidae species, we found that only 11 of the 26 nucleotide changes that differentiate them produced amino acid changes. All the SNPs found in the cattle breeds were novel and showed similar percentages of nucleotides with non-synonymous substitutions at the N-terminal, MHD and C-terminal (12.3, 12.8 and 12.5%, respectively), and were much higher than the percentage of synonymous substitutions (2.5, 2.6 and 4.9%, respectively). Three mutations in cattle and one in sheep, detected in heterozygous individuals were predicted to be deleterious. Additionally, the analysis of the biochemical characteristics in the most common form of the proteins in each species show very little difference in molecular weight, pI, net charge, instability index, aliphatic index and GRAVY (Table 4) in the Bovidae species, except for sheep, which had a higher molecular weight, instability index and GRAVY. Conclusions: There is sufficient variation in this gene within and among the studied species, and because NDN carry key functions in the organism, it can have effects in economically important traits in the production of these species. NDN sequence is phylogenetically informative in this group, thus we propose this gene as a phylogenetic marker to study the evolution and conservation in Bovidae.

Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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Offline Friend Recommendation using Mobile Context and Online Friend Network Information based on Tensor Factorization (모바일 상황정보와 온라인 친구네트워크정보 기반 텐서 분해를 통한 오프라인 친구 추천 기법)

  • Kim, Kyungmin;Kim, Taehun;Hyun, Soon. J
    • KIISE Transactions on Computing Practices
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    • v.22 no.8
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    • pp.375-380
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    • 2016
  • The proliferation of online social networking services (OSNSs) and smartphones has enabled people to easily make friends with a large number of users in the online communities, and interact with each other. This leads to an increase in the usage rate of OSNSs. However, individuals who have immersed into their digital lives, prioritizing the virtual world against the real one, become more and more isolated in the physical world. Thus, their socialization processes that are undertaken only through lots of face-to-face interactions and trial-and-errors are apt to be neglected via 'Add Friend' kind of functions in OSNSs. In this paper, we present a friend recommendation system based on the on/off-line contextual information for the OSNS users to have more serendipitous offline interactions. In order to accomplish this, we modeled both offline information (i.e., place visit history) collected from a user's smartphone on a 3D tensor, and online social data (i.e., friend relationships) from Facebook on a matrix. We then recommended like-minded people and encouraged their offline interactions. We evaluated the users' satisfaction based on a real-world dataset collected from 43 users (12 on-campus users and 31 users randomly selected from Facebook friends of on-campus users).