• Title/Summary/Keyword: Virtual planning

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ATM Network Resource Mangement and Control via Virtual Path Reconfiguration (가상 경로 재구성을 통한 ATM망 자원 관리 및 제어)

  • 임재진;김종권
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.19 no.11
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    • pp.2199-2214
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    • 1994
  • In order to sufficiently utilize the potential effectiveness of ATM networks, systematic and effective network management and control systems must be employed. In addition to network design, planning, and call routing techniques used in traditional circuit-switched networks. ATM networks can provide logical VP(Virtual Path) reconfiguration capabilities which can adapt to changes in the network environment. With a proper application of the VP reconfiguration technique, ATM networks can reduce the overhead of frequent network redesign and the overhead of call routing processing. However, ATM VP reconfiguration is a very complex and difficult problem which consists of many facets of optimization subproblems such as VP routing. VP sizing, VP terminating point location and VC routing. Most previous research on the ATM logical network reconfiguration problem dealt with the subset of the problem. This paper mathematically formulates the ATM network reconfiguration problem completely considering all subproblems. Since it is very difficult to derive the optimal solution of the formulated problem, we develop a heuristic method based on a Max min bandwidth allocation principle. We show the feasibility of the proposed heuristic method with a simple example.

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Research on Design Methods about Game Contents based on Head Mounted Device(HMD) (HMD 기반 게임 콘텐츠의 기획 방법론 제안)

  • Kim, Do Hyung;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.23-36
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    • 2016
  • The industry of virtual reality has received huge attention again after releasing the advanced Head Mounted display Devices, such as, the Oculus Rift VR, Samsung Gear VR, and PlayStation VR. However, almost VR contents studios concentrating on the only visual stimulus, before getting the diversity of genre. We found that the reasons of this phenomenon were lacking of enough time for profound studies, developments, and seeking resources. Therefore, this research suggests that the designing method about VR contents through the game resource, as a structure of story, which can handle the visual flow and the psychological commitments, to improves VR industry. Also we established the theoretical base of various VR contents planning and producing for game designers.

A Planning study on the VR/AR Common Platform in Electric Power Industry (전력산업에서 VR/AR 기술동향 및 공통 플랫폼 구성방안 연구)

  • Chae, Changhun;Choi, Minhee;Yoo, Eungeun;Lim, Chanuk;Park, Jinwoo;Jung, Namjoon
    • KEPCO Journal on Electric Power and Energy
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    • v.2 no.3
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    • pp.397-402
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    • 2016
  • Recently, many ICT companies are trying to expand the ecosystem of VR (Virtual Reality) and AR (Augmented Reality). They are developing a variety of industries such as entertainment, education, e-commerce and so on. There is also contains the power, energy field. And application related with VR/AR will increase in power industry. Thus, Platform is necessary because there are problems such as re-use, interface with legacy system and security. We can expect the convenience and efficiency by developing VR/AR power platform. In this paper, we will discuss the trends of VR/AR technologies, possibilities of VR/AR in energy field, essential elements of VR/AR power platform. In the future, we expect to lead standards of VR/AR in energy and to develop a killer application such as Pokemon GO.

Efficient Software Licensing Management Strategy for Server Consolidation and Virtualization Using the N-Datacenter Case (서버통합 및 가상화를 위한 효율적인 소프트웨어 라이선싱 관리전략에 관한 연구 : N-데이터센터를 중심으로)

  • Choi, Young-Jin;Ra, Jong-Hei;Choi, Kwang-Don
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.281-293
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    • 2011
  • Server consolidation and virtualization have become an integral part of IT planning to reduce TCO cost and ensure the high availability for customer, enlarge the flexibility to computing resource in today' enterprise data centers. In spite of having the variety advantages of server consolidation and virtualization, they cause many problems such as the software licensing issues, virtual server sprawl, network complexity issues, hardware start-up costs, and failover costs. In particular, software licensing problem brings about the serious results in operating of data center and also presents a significant challenge to virtualization because many vendors have realized that licensing policies applicable to physical systems are not compatible with virtual machines. So, the IT planers must be considering this problem before they conducts the server consolidation and virtualization. In this paper, we proposed the efficiency strategy of SW licensing for server consolidation and virtualization analyzing the N-Datacenter case in Korea. As a result, we suggest the two strategies as technical and management/contract aspect. First, as the technical aspect, we propose i) the adaptation of suitable licensing for virtualization, ii) differentiation of license according to the characteristics of server, iii) the core distribution of licenses to minimizing. Second, as the management/contract aspect, we suggest following three things. i) The existing license agreement is changed to the right licensing for virtualization. ii) The license agreement is contracts the active focused. iii) When a new contract should be added to virtualization provisions.

Speech Animation with Multilevel Control (다중 제어 레벨을 갖는 입모양 중심의 표정 생성)

  • Moon, Bo-Hee;Lee, Son-Ou;Wohn, Kwang-yun
    • Korean Journal of Cognitive Science
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    • v.6 no.2
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    • pp.47-79
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    • 1995
  • Since the early age of computer graphics, facial animation has been applied to various fields, and nowadays it has found several novel applications such as virtual reality(for representing virtual agents), teleconference, and man-machine interface.When we want to apply facial animation to the system with multiple participants connected via network, it is hard to animate facial expression as we desire in real-time because of the size of information to maintain an efficient communication.This paper's major contribution is to adapt 'Level-of-Detail'to the facial animation in order to solve the above problem.Level-of-Detail has been studied in the field of computer graphics to reperesent the appearance of complicated objects in efficient and adaptive way, but until now no attempt has mode in the field of facial animation. In this paper, we present a systematic scheme which enables this kind of adaptive control using Level-of-Detail.The implemented system can generate speech synchronized facial expressions with various types of user input such as text, voice, GUI, head motion, etc.

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An Empirical Assessment of the Strategic Roles of e-Learning Center in the Community of Local Universities (지역 대학 e-Learning 센터의 전략적 역할분석에 관한 연구)

  • Jeong Dae-Yul;Kim Kwon-Su
    • The Journal of Information Systems
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    • v.14 no.2
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    • pp.75-99
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    • 2005
  • Today, many universities are confronted with the changing education paradigm such as e-learning, Distance Education, Virtual University, This IT-based teaming paradigm shift is certainly a new opportunity or a threat to our universities. To overcome this problem the universities should think e-Learning as strategic weapon, such as many firms created competitive weapons from the information systems at the 1980s. So, e-Learning system can be a SIS(Strategic Information System) which supports university's future education strategies. To build a e-Learning system, not only many H/W and S/W resources but also expert personnels are required. An organization such as local university who is week at financial status can't himself plan the system. The Local University Community e-Learning Centers that support the demand of e-learning for their community are recommended. In order to operate these centers efficiently, the strategic roles of the e-Learning center should first be defined. To define the strategic roles, We classified the strategic roles of the e-Learning center into four dimensions, (1) to improve management efficiency, (2) to enhance educational service, (3) to acquire competitive advantages, (4) to build new education infrastructure, and each dimension has 5 or 6 measurement items. As result, to enhance the educational service was considered as the most significant factor among the four dimensions of strategic roles, and the infrastructure building was the next. We also tried to find the difference for each factor by the characteristics of responsor. The data showed that there was litter difference between the groups in evaluating the significance of strategic roles of e-learning centers. Through the strategic roles definition and analysis of expected role ratings, we could have recommended the direction and operation policies of the e-Loaming centers.

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A study on smart fashion product development trends (스마트패션제품 개발 동향에 관한 연구)

  • Suh, Sung-Eun;Roh, Jung-Sim
    • The Research Journal of the Costume Culture
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    • v.23 no.6
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    • pp.1097-1115
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    • 2015
  • ICT in the IOT era is the core basis of modern society. This study investigated and analyzed the recent commercialization trends of smart fashion products internationally and domestically, to utilize them as the basis of data for developing user-friendly smart fashion products that can meet the needs of consumers. Keyword research using the most representative search engines, Google and Naver was conducted for searching for various wearable items commercialized actively since 2010. The final 78 products were classified by the physical area, and the key features and benefits were analyzed. Smart fashion products were classified as four physical types for the head and face, torso, arms and hands, and ankles and feet. Smart fashion products for each body part were developed in various ways, such as hats, glasses, lenses, virtual screens, earphones, headsets, clothing, watches, wrist bands, gloves, rings, wallets, bags, anklets, shoes, socks, and insoles. The main features were music playback, bluetooth, a camera based on NFC, virtual effects, health and safety protection through measuring heartbeat and momentum, and social network sharing of all kinds of information, based on inter-working with a smartphone. These functions represent the physical, social, and emotional interactions among users and their surroundings, as well as the users, themselves. The research results are expected to be used in future studies on planning user-friendly and marketable products through in-depth analysis of the design characteristics of smart fashion products as well as consumer responses.

Petri nets modeling and dynamic scheduling for the back-end line in semiconductor manufacturing (반도체 후공정 라인의 페트리 네트 모델링과 동적 스케쥴링)

  • Jang, Seok-Ho;Hwang, U-Guk;Park, Seung-Gyu;Go, Taek-Beom;Gu, Yeong-Mo;U, Gwang-Bang
    • Journal of Institute of Control, Robotics and Systems
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    • v.5 no.6
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    • pp.724-733
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    • 1999
  • An effective method of system modeling and dynamic scheduling for the back-end line of semiconductor manufacturing is proposed. The virtual factory, describing semiconductor manufacturing line, is designed in detail, and then a Petri net model simulator is developed for operation and control of the modular cells of the virtual factory. The petri net model is a colored timed Petri nets (CTPNs). The simulator will be utilized to analyze and evaluate various dynamic status and operatons of manufacturing environments. The dynamic schedulaer has a hierarchical structure with the higher for planning level and the lower for dynamic scheduling level. The genetic algorithm is applied to extract optimal conditions of the scheduling algorithm. The proposed dynamic scheduling is able to realize the semiconductor manufacturing environments for the diversity of products, the variety of orders by many customers, the flexibility of order change by changing market conditions, the complexity of manufacturing processes, and the uncertainty of manufacturing resources. The proposed method of dynamic scheduling is more effective and useful in dealing with such recent pressing requirements including on-time delivery, quick response, and flexibility.

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Applicability on Inundation for Hydrodynamic Models adopting Moving Boundary Scheme (이동경계기법을 이용한 해수유동모형의 범람 적용성)

  • Park, Seon-Jung;Kang, Ju-Whan;Moon, Seung-Rok;Yoon, Jong-Tae
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.21 no.2
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    • pp.164-173
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    • 2009
  • MIKE21, a commercial hydrodynamic model, was applied at the Masan Bay to evaluate the model's applicability of simulating the inundation phenomena. A storm surge/inundation model which adopts overflow computation scheme was applied together for comparison. The results of both models show correspondence with not only observed inundation area but also inundation water depth to prove their ability as inundation models. Especially, the accuracy of the MIKE21 model, which just adopts wetting/drying scheme, does not seem to be behind the inundation model. Moreover, an inundation simulation of the virtual MAEMI which was generated at preceding study, was conducted. The inundation area of the virtual MAEMI is similar to that of the real MAEMI, but inundation water depth is deeper than the real MAEMI.

A Development of Wedding Dress Design by Digital Clothing (디지털 클로딩에 의한 웨딩드레스 디자인 개발)

  • Lee, Seoyun;Cho, Kyuwha;Kim, Jiyoung
    • Journal of Fashion Business
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    • v.18 no.2
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    • pp.166-182
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    • 2014
  • The purpose of this study is to develop a wedding dress design using digital clothing program to produce an actual dress. The level of actualization of the wedding dress design through digital clothing was evaluated by comparing the shape, ornament details, material, and tone. Also, the direction of improvement was sought by apprehending the limitations for the future of wedding dress design created by digital clothing. In order to evaluate the level of actualization on major design techniques of wedding dress, design planning of 4 dresses was performed based on the major images of wedding dresses. Virtual dress was created using DC Suite program and an actual wedding dress was produced using the pattern created in the process of virtual dress designing. The wedding dress designed by digital clothing was superior in silhouette or expression of pleats, but they rather lacked in expressing corsage, 3-dimensional objects, sheen material or double material. However, by supplementing a few functions, digital clothing can be effectively utilized in wedding dress design with the convenience and speed of digital operation. The digital clothing performs rapid production in the design development stage, modifies simply and confirms in real time and is highly effective, Therefore, if a program designed for wedding dress is developed, its effectiveness will be improved to maximize the customer satisfaction, and it will significantly reduce the time and cost which will make a great contribution to the wedding industry.