• 제목/요약/키워드: Virtual presence

검색결과 247건 처리시간 0.031초

Lightweight Intrusion Detection of Rootkit with VMI-Based Driver Separation Mechanism

  • Cui, Chaoyuan;Wu, Yun;Li, Yonggang;Sun, Bingyu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권3호
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    • pp.1722-1741
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    • 2017
  • Intrusion detection techniques based on virtual machine introspection (VMI) provide high temper-resistance in comparison with traditional in-host anti-virus tools. However, the presence of semantic gap also leads to the performance and compatibility problems. In order to map raw bits of hardware to meaningful information of virtual machine, detailed knowledge of different guest OS is required. In this work, we present VDSM, a lightweight and general approach based on driver separation mechanism: divide semantic view reconstruction into online driver of view generation and offline driver of semantics extraction. We have developed a prototype of VDSM and used it to do intrusion detection on 13 operation systems. The evaluation results show VDSM is effective and practical with a small performance overhead.

Efficient Slice Allocation Method using Cluster Technology in Fifth-Generation Core Networks

  • Park, Sang-Myeon;Mun, Young-Song
    • Journal of information and communication convergence engineering
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    • 제17권3호
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    • pp.185-190
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    • 2019
  • The explosive growth of data traffic and services has created cost challenges for networks. Studies have attempted to effectively apply network slicing in fifth generation networks to provide high speed, low latency, and various compatible services. However, in network slicing using mixed-integer linear programming, the operation count increases exponentially with the number of physical servers and virtual network functions (VNFs) to be allocated. Therefore, we propose an efficient slice allocation method based on cluster technology, comprising the following three steps: i) clustering physical servers; ii) selecting an appropriate cluster to allocate a VNF; iii) selecting an appropriate physical server for VNF allocation. Solver runtimes of the existing and proposed methods are compared, under similar settings, with respect to intra-slice isolation. The results show that solver runtime decreases, by approximately 30% on average, with an increase in the number of physical servers within the cluster in the presence of intra-slice isolation.

메타버스의 가상환경과 텍스트 강화기법을 활용한 외국어 학습 효과 (The Effectiveness of Foreign Language Learning in Virtual Environments and with Textual Enhancement Techniques in the Metaverse)

  • 강정현;권슬희;정동훈
    • 지식경영연구
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    • 제25권1호
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    • pp.155-172
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    • 2024
  • 이 연구의 목적은 가상환경에서의 다양한 환경 변화를 통한 외국어 학습 효과를 조사하는 것이다. 이를 위해 가상환경 공간을 교실과 식료품점으로 구분한 후, 여기에 각각 세 종류의 자막으로 구성된 텍스트 강화기법을 적용한 몰입형 가상현실 영어학습 콘텐츠를 직접 제작한 후 학습 효과를 비교했다. 실험은 2 × 3 혼합요인설계로 구성됐으며, 가상환경 공간은 실험자 내 요인으로 실험참여자는 학습 공간에 따라 처치 수준이 다른 두 개의 영상에 노출됐고, 텍스트 강화기법은 실험자 간 요인으로 실험참여자는 텍스트 강화기법에 따라 처치 수준이 다른 세 개의 자막 중 무작위로 한 개의 자막에 노출됐다. 가상환경 공간과 텍스트 강화기법에 따른 상호작용 효과 분석 결과, 프레즌스가 통계적으로 유의미한 차이를 보였다. 공간의 주효과를 살펴본 결과, 플로우와 학습 전-후 가상현실 교육 태도에 대해 통계적으로 유의미한 차이가 있었고, 텍스트 강화기법의 주효과를 분석한 결과, 플로우, 가상현실 학습 이용의도, 학습 만족도와 학습 자신감에서 통계적으로 유의미한 차이가 있었다. 결과적으로 가상현실 공간의 제공 환경에 따라 학습자의 교육에 대한 몰입과 태도 차이를 확인할 수 있었고, 자막 제공 방식에 따라 다양한 교육 효과의 차이가 있음을 확인할 수 있었다. 이는 가상환경에서 외국어 교육의 효과를 긍정적으로 확인한 것인데, 학교와 학원 등에서 가상환경을 활용한 영어학습 서비스의 가능성을 제시하고, 다양한 가상환경의 변화에 따라 교육 효과가 달라질 수 있다는 함의를 제공한다.

전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구 (A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content)

  • 김상일;이재현
    • 방송공학회논문지
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    • 제26권5호
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    • pp.508-518
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    • 2021
  • 최근 코로나19로 비대면의 중요성이 강조됨에 따라 VR 콘텐츠는 오프라인 활동이 제한된 시각예술, 미디어 아트, 뉴미디어 전시 및 공연 분야의 대안으로 주목받고 있다. 전시·공연 VR 콘텐츠와 같은 실사 기반 VR 영상 콘텐츠에 관심이 높아지고 있으나 몰입감이나 만족도에 관한 연구는 게임이나 애니메이션 VR 콘텐츠에 집중되어 있어 실제 적용을 위한 정보와 연구가 부족한 실정이다. 전시, 공연 분야에서 공연장 내 VR카메라의 배치는 관람자의 시점을 의미한다. 본 논문에서는 전시·공연 VR 영상에서 촬영된 카메라의 위치와 높이 차이가 이용자의 프레즌스와 만족도에 미치는 영향을 확인하였다. 이를 위해 서로 다른 위치와 높이에서 촬영된 융복합 전시·공연 <예/인/선>의 VR 영상 콘텐츠를 HMD로 체험 후 프레즌스 및 만족도를 측정하였다. 연구결과, 카메라는 객석에서 무대 중심으로 이동할수록 프레즌스와 만족도에 유의미한 영향을 미치는 것으로 나타났으며, 높이의 차이는 실재 몰입감에서만 유의미한 영향을 미친다는 것으로 알 수 있었다.

Virtual maneuvering test in CFD media in presence of free surface

  • Hajivand, Ahmad;Mousavizadegan, S. Hossein
    • International Journal of Naval Architecture and Ocean Engineering
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    • 제7권3호
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    • pp.540-558
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    • 2015
  • Maneuvering oblique towing test is simulated in a Computational Fluid Dynamic (CFD) environment to obtain the linear and nonlinear velocity dependent damping coefficients for a DTMB 5512 model ship. The simulations are carried out in freely accessible OpenFOAM library with three different solvers, rasInterFoam, LTSInterFoam and interDyMFoam, and two turbulence models, $k-{\varepsilon}$ and SST $k-{\omega}$ in presence of free surface. Turning and zig-zag maneuvers are simulated for the DTMB 5512 model ship using the calculated damping coefficients with CFD. The comparison of simulated results with the available experimental shows a very good agreement among them.

Phytoplasma Infection could Affect Chemical Composition of Artemisia sieberi

  • Hemmati, Chamran;Nikooei, Mehrnoosh
    • The Plant Pathology Journal
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    • 제35권3호
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    • pp.274-279
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    • 2019
  • Artemisia sieberi showing symptoms resembling those caused by phytoplasma were observed in Geno Mountain, Hormozgan Province, Iran, and were examined for phytoplasma presence by PCR assays. In addition, the essential oils hydrodistilled from the aerial parts of phytoplasma-infected and healthy plants have been analyzed and compared by GC and GC/MS. Phylogenetic and virtual RFLP analysis of the 16S rRNA gene sequences revealed that the phytoplasma associated with A. sieberi witches' broom (AsWB) was a strain of 'Candidatus Phytoplasma aurantifolia'. The presence of the disease, however, induced a further enrichment (from 4.9 to 45.2%, a relative increase of 90%) of the entire monoterpene class as compared to the abundance in healthy samples. Conversely, a matching decrease in monoterpenoid (from 48.7 to 2%, a relative decrease of 90.2%) was observed in the infected plants. Besides the first report of phytoplasma infection of A. sieberi, the changes of its essential oils are reported.

Internal Model Control for Unstable Overactuated Systems with Time Delays

  • Mahmoud, Ines;Saidi, Imen
    • International Journal of Computer Science & Network Security
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    • 제21권1호
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    • pp.64-69
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    • 2021
  • In this paper, we have proposed a new internal model control structure (IMC). It is aimed at unstable overactuated multivariable systems whose transfer matrices are singular and unstable. The model inversion problem is essential to understand this structure. Indeed, the precision between the output of the process and the setpoint is linked to the quality of the inversion. This property is preserved in the presence of an additive disturbance at the output. This inversion approach proposed in this article can be applied to multivariable systems with no minimum phase or minimum phase shift with or without delays in their transfer matrices. It is proven by an example of simulation through which we have shown its good performance as a guarantee of stability, precision as well as rapidity of system responses despite the presence of external disturbances and we have tested this control structure in the frequency domain hence the robustness of the IMC.

가상현실 시스템을 이용한 안전교육

  • 박재희;양동주
    • 한국산업안전학회:학술대회논문집
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    • 한국안전학회 2000년도 추계 학술논문발표회 논문집
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    • pp.472-477
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    • 2000
  • 가상현실(VR; Virtual Reality)은 컴퓨터에 의해 인공적으로 만들어진 감각 몰입형(sense immersing) 환경 속에서 사용자가 이 환경과 상호작용(interaction) 할 수 있는 인간-컴퓨터 인터페이스(interface)라고 정의된다(Pimentel, 1995). 이 정의에 입각할 때 가상현실은 자율성 (Autonomy), 상호작용(Tnteraction), 임장감(Presence)이 라는 세 가지 기본 요소를 갖는데 이를 Zeltzer(1992)는 머릿글자를 취해 가상현실의 AIP 큐브(cube)로 표현한 바 있다.(중략)

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지역적 off-line 산업기반과 on-line 벤처기업 성공의 연관성 (The Role of Regional Off-line Business Fundamentals in the Success of On-line Business)

  • 이준섭
    • 한국정보시스템학회지:정보시스템연구
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    • 제14권1호
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    • pp.251-275
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    • 2005
  • The advantages of implementing a virtual channel can be derived from the notion of the 'death of distance' that would result from electronic commerce. According to this view, the internet was going to make distance irrelevant, in that firms would no longer need to establish a physical presence in a geographical location in order to do business there. However, on-line firms selling physical products could take advantages of presence in the related off-line(brick and mortar) industrial area. This paper developed a conceptual framework that highlights the various types of synergies by location on-line businesses in the related off-line industrial area. Using data from 96 on-line ventures selling physical products, factor analysis was used to figuring out six synergies including improved customer trust, value-added service, cost savings, personnel and organizational efficiency, sharing products and customer information, relationship with suppliers, and relationship with local government. The six empirically derived critical synergy factors were then used to examine how they improve performance of the on-line ventures measured by Balanced Scorecard(BSC). According to lthe results, we concluded that the on-line firms selling physical products can take advantages of presence in the related off-line industrial area.

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From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.