• Title/Summary/Keyword: Virtual Work

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

  • Kim, Hyunwoo;Lee, Junhyeok;Park, Wonhyung
    • Convergence Security Journal
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    • v.21 no.3
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    • pp.25-30
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    • 2021
  • Due to the current COVID-19 pandemic, companies and institutions are introducing virtual desktop technology, one of the logical network separation technologies, to establish a safe working environment in a situation where remote work is provided. With the introduction of virtual desktop technology, companies and institutions can operate the network separation environment more safely and effectively, and can access the business network quickly and safely to increase work efficiency and productivity. However, when introducing virtual desktop technology, there is a cost problem of high-spec server, storage, and license, and it is necessary to supplement in terms of operation and management. As a countermeasure to this, companies and institutions are shifting to cloud computing-based technology, virtual desktop service (DaaS, Desktop as a Service). However, in the virtual desktop service, which is a cloud computing-based technology, the shared responsibility model is responsible for user access control and data security. In this paper, based on the shared responsibility model in the virtual desktop service environment, we propose a cloud-based hardware security module (Cloud HSM) and edge-DRM proxy as an improvement method for user access control and data security.

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

  • 윤보열;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2000.10a
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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 Simulation Interoperation for Aircombat Battle Experiment (Virtual-Constructive 시뮬레이션 연동을 활용한 공중전 전투 실험)

  • Kim, Dongjun;Shin, Yongjin;An, Kyeong-Soo;Kim, Young-Gon;Moon, Il-Chul;Bae, Jang Won
    • Journal of the Korea Society for Simulation
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    • v.30 no.1
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    • pp.139-152
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    • 2021
  • Simulations enable virtually experiencing rare events as well as analytically analyzing such events. Defense modeling and simulation research and develops the virtual and the constructive simulations to support these utilizations. These virtual and constructive(VC) simulations can interoperate to simultaneously virtual combat experience as well as evaluations on tactics and intelligence of combat entities. Moreover, recently, for artificial intelligence researches, it is necessary to retrieve human behavior data to proceed the imitation learning and the inverse reinforcement learning. The presented work illustrates a case study of VC interoperations in the aircombat scenario, and the work analyze the collected human behavior data from the VC interoperations. Through this case study, we discuss how to build the VC simulation in the aircombat area and how to utilize the collected human behavior data.

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

  • 류성모;최혁렬
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 1995.10a
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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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Establishing Methodology for Simulation-based Ship Design and Construction Using Virtual Manufacturing Technologies (가상생산기술을 이용한 시뮬레이션 기반의 선박설계 및 생산체계의 수립)

  • Kim, Hong-Tae;Lee, Jong-Gap;Hwang, Kyu-Ok;Jang, Dong-Sik
    • IE interfaces
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    • v.15 no.3
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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.

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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Hybrid in-memory storage for cloud infrastructure

  • Kim, Dae Won;Kim, Sun Wook;Oh, Soo Cheol
    • Journal of Internet Computing and Services
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    • v.22 no.5
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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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    • v.62 no.2
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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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    • v.11 no.2
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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.

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

  • Gang In Lee;Seok Ho Han;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.2
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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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