• 제목/요약/키워드: Virtual Work

검색결과 927건 처리시간 0.037초

Cloud HSM와 edge-DRM Proxy를 활용한 안전한 원격근무 환경 강화 연구 (Enhancement of a Secure Remote Working Environment using CloudHSM and edge-DRM Proxy)

  • 김현우;이준혁;박원형
    • 융합보안논문지
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    • 제21권3호
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    • pp.25-30
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    • 2021
  • 현재 코로나-19 팬데믹 현상으로 인해 기업이나 기관에서는 원격근무를 제공하는 상황에서 안전한 근무환경을 구축하기 위해 논리적 망 분리 기술 중 하나인 가상화 데스크톱 기술을 도입하고 있다. 가상화 데스크톱 기술을 도입함에 따라 기업이나 기관에서는 망분리 환경을 보다 안전하고 효과적으로 운영할 수 있게 되었으며, 업무망에 신속하고 안전하게 접근해 업무 효율성과 생산성을 높일 수 있게 되었다. 그러나 가상화 데스크톱 기술을 도입함에 있어, 높은 사양의 서버와 스토리지, 라이선스의 비용적인 문제가 있으며, 운용 및 관리적인 측면에서의 보완이 필요한 실정이다. 이에 대응하기 위한 방안으로 기업이나 기관에서는 클라우드 컴퓨팅 기반의 기술인 가상 데스크톱 서비스(DaaS, Desktop as a Service)로 전환하는 추세이다. 하지만 클라우드 컴퓨팅 기반의 기술인 가상 데스크톱 서비스에서 공동책임모델은 사용자 접근 통제와 데이터 보안은 사용자에게 책임이 있다. 이에 본 논문에서는 가상 데스크톱 서비스 환경에서 공동책임 모델을 근거로, 사용자 접근 통제와 데이터 보안에 대한 개선 방안으로 클라우드 기반 하드웨어 보안 모듈(CloudHSM)과 edge-DRM Proxy를 제안한다.

웹 기반 협동 CAD시스템에 관한 연구 (A Study on Web-based Collaborative CAD System)

  • 윤보열;김응곤
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2000년도 추계종합학술대회
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    • pp.364-367
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    • 2000
  • As computer system and information/communication technology develop rapidly, nowadays CSCW(Computer Supported Collaborative Work) system appears, through which it is available to work on virtual space without any restriction of time and place. Most of Un systems depend on a special network and groupware. The systems of graphics and CAD are not so many because they are characterized by Hardware and application software. In this paper, we propose a web-based collaborative CAD system which can be jointly worked on Internet WWW being independent from any platforms. It can generate and handle objects easily using lava 3D, and it can transmit, print, and store them. The interactive work for designing objects can be also carried out through dialling with each other. This system is executed in the environment of Client/server. Clients connect to the server through lava applet on WWW. The server is implemented by lava application, and it consists of three components : connection manager which controls the contact to users, work manager which keeps viewing in concurrency and provides virtual work space sharing with others, and solid modeler which generates 3D object.

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Virtual-Constructive 시뮬레이션 연동을 활용한 공중전 전투 실험 (Virtual-Constructive Simulation Interoperation for Aircombat Battle Experiment)

  • 김동준;신용진;안경수;김영곤;문일철;배장원
    • 한국시뮬레이션학회논문지
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    • 제30권1호
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    • pp.139-152
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    • 2021
  • 시뮬레이션을 통하여 경험하기 어려운 사건을 가상적으로 체험할 수도 있으며, 분석을 수행할 수도 있다. 국방시뮬레이션 분야에서 이런 체험을 기반으로 Virtual 시뮬레이션이 연구 개발되고 있으며, 분석을 위하여 Constructive 시뮬레이션이 연구 개발되고 있다. 이런 시뮬레이션을 연동하여, VC(Virtual-Constructive) 시뮬레이션 환경을 구성할 수 있고, VC 시뮬레이션 환경은 전투 환경의 가상적인 경험과 교전개체의 지능적인 전술을 동시에 시험할 수 있는 환경이다. 또한, 최근의 인공지능 연구를 위해, 사람의 행동을 학습하는 이미테이션 학습 혹은 역강화학습 분야는 VC 환경에서 수집된 인간 행동 데이터를 필요로 한다. 제시된 연구는 공중전 분야에 VC 시뮬레이션 환경의 사례를 보여주며, 이를 통해 수집된 인간 행동 데이터의 특징을 분석하고 있다. 본 논문을 통하여, 공중전 분야 VC 시뮬레이션 환경이 어떻게 구축될 수 있으며, 인공지능 학습을 위하여 어떻게 활용될 수 있는지 보여준다.

가상협동공간에서의 Haptic Display (Haptic Display in the Virtual Cooperative Workspace)

  • 류성모;최혁렬
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 1995년도 추계학술대회 논문집
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    • pp.284-289
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    • 1995
  • This paper presents a haptic display of a cooperative work between the networked multiple users. Excluding the possibility of large timedelay among the users, it is presented the way of configuring individual haptic display systems including the computation of interaction forces, joint driving forces of haptic devices and simulation of the virtual objects. A haptic display system is developed consisting of two haptic display devices operated by two remote users and experimental results to show the validity of the proposed method are also presented.

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가상생산기술을 이용한 시뮬레이션 기반의 선박설계 및 생산체계의 수립 (Establishing Methodology for Simulation-based Ship Design and Construction Using Virtual Manufacturing Technologies)

  • 김홍태;이종갑;황규옥;장동식
    • 산업공학
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    • 제15권3호
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    • pp.230-240
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    • 2002
  • Information technologies centered on the internet in the area of shipbuilding and marine engineering further incur the needs to increase the flexibility of the organization, the dispersion of work process, and the use of out sourcing, as well as the globalization of related market. In near future, electronic commerce and concurrent engineering based on CALS/EC and the Internet will be an integral part of the environment and upon these changes, ship design and construction will become a computer supported cooperative work of many dispersed and specialized groups. As the means of active response to these environmental changes, many new concepts such as digital shipbuilding, virtual shipyard, and simulation based design are appearing. In this paper, the concept and current status of digital manufacturing in general manufacturing industry will be reviewed. Then, related technologies, area of application and methods of digital manufacturing in shipbuilding and marine industries are presented. In addition, virtual assembly simulation system for shipbuilding(VASSS), a tool for crane operability and block erection simulation in virtual dock based on 3D product model, will be introduced.

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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Hybrid in-memory storage for cloud infrastructure

  • Kim, Dae Won;Kim, Sun Wook;Oh, Soo Cheol
    • 인터넷정보학회논문지
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    • 제22권5호
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    • pp.57-67
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    • 2021
  • Modern cloud computing is rapidly changing from traditional hypervisor-based virtual machines to container-based cloud-native environments. Due to limitations in I/O performance required for both virtual machines and containers, the use of high-speed storage (SSD, NVMe, etc.) is increasing, and in-memory computing using main memory is also emerging. Running a virtual environment on main memory gives better performance compared to other storage arrays. However, RAM used as main memory is expensive and due to its volatile characteristics, data is lost when the system goes down. Therefore, additional work is required to run the virtual environment in main memory. In this paper, we propose a hybrid in-memory storage that combines a block storage such as a high-speed SSD with main memory to safely operate virtual machines and containers on main memory. In addition, the proposed storage showed 6 times faster write speed and 42 times faster read operation compared to regular disks for virtual machines, and showed the average 12% improvement of container's performance tests.

The Second Reidemeister Moves and Colorings of Virtual Knot Diagrams

  • Jeong, Myeong–Ju;Kim, Yunjae
    • Kyungpook Mathematical Journal
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    • 제62권2호
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    • pp.347-361
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    • 2022
  • Two virtual knot diagrams are said to be equivalent, if there is a sequence S of Reidemeister moves and virtual moves relating them. The difference of writhes of the two virtual knot diagrams gives a lower bound for the number of the first Reidemeister moves in S. In previous work, we introduced a polynomial qK(t) for a virtual knot diagram K which gave a lower bound for the number of the third Reidemeister moves in the sequence S. In this paper we define a new polynomial from a coloring of a virtual knot diagram. Using this polynomial, we give a lower bound for the number of the second Reidemeister moves in S. The polynomial also suggests the design of the sequence S.

Comparison of the Characteristics of Green Screen and LED Wall in Virtual Production System

  • Shan, Xinyi;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • 제11권2호
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    • pp.64-70
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    • 2022
  • In recent years, with the continuous innovation and upgrading of engine software, the real-time rendering technology in film and television has been continuously improved, and the virtual production technology has also developed rapidly. This paper introduces the green screen often used in traditional film production and a virtual production technology based on light-emitting-diode background wall that was proposed and implemented last year. We analyzed the two production methods of virtual production and compared their characteristics. Based on these results, we can better understand the differences and respective advantages of the two production methods. And we also can according to the production budget, production cycle and the creative and technical capabilities of the team make better choices during the production process. We believe virtual production technology will be production in the future to provide a more solid technical guarantee for the development of the film industry, and this work will pave the way for further research on virtual production technology.

유니티 게임엔진을 활용한 메타버스 가상세계 구현 (Implementation of Metaverse Virtual World using Unity Game Engine )

  • 이강인;한석호;이용환
    • 반도체디스플레이기술학회지
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    • 제22권2호
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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