• Title/Summary/Keyword: client-server systems

Search Result 489, Processing Time 0.024 seconds

NGSOne: Cloud-based NGS data analysis tool (NGSOne: 클라우드 기반의 유전체(NGS) 데이터 분석 툴)

  • Kwon, Chang-hyuk;Kim, Jason;Jang, Jeong-hwa;Ahn, Jae-gyoon
    • Journal of Platform Technology
    • /
    • v.6 no.4
    • /
    • pp.87-95
    • /
    • 2018
  • With the decrease of sequencing price, many national projects that analyzes 0.1 to 1 million people are now in progress. However, large portion of budget of these large projects is dedicated for construction of the cluster system or purchase servers, due to the lack of programs or systems that can handle large amounts of data simultaneously. In this study, we developed NGSOne, a client program that is easy-to-use for even biologists, and performs SNP analysis using hundreds or more of Whole Genome and Whole Exome analysis without construction of their own server or cluster environment. DRAGEN, BWA / GATK, and Isaac / Strelka2, which are representative SNP analysis tools, were selected and DRAGEN showed the best performance in terms of execution time and number of errors. Also, NGSOne can be extended for various analysis tools as well as SNP analysis tools.

Interactive Mobile Augmented Reality System using Muscle Sensor and Image-based Localization System through Client-Server Communication (서버/클라이언트 통신을 통한 영상 기반 위치 인식 및 근육 센서를 이용한 상호작용 모바일 증강현실 시스템)

  • Lee, Sungjin;Baik, Davin;Choi, Sangyeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
    • /
    • v.13 no.4
    • /
    • pp.15-23
    • /
    • 2018
  • A lot of games are supposed to play through controller operations, such as mouse and keyboard rather than user's physical movement. These games have limitation that causes the user lack of movement. Therefore, this study will solve the problems that these traditional game systems have through the development of a motion-producing system, and provide users more realistic system. It recognizes the user's position in a given space and provides a mobile augmented reality system that interacts with virtual game characters. It uses augmented reality technology to make users feel as if virtual characters exist in real space and it designs a mobile game system that uses armband controllers that interact with virtual characters.

  • PDF

Protecting Mobile Agent with VPN (VPN을 이용한 이동 에이전트의 보호)

  • 박재경;원유헌
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.11 no.3
    • /
    • pp.3-12
    • /
    • 2001
  • In this course of Internet proliferation, many network-related technologies are examined for possible growth and evolution. The use of Internet-based technologies is private networks has further fuelled the demand for network-based applications. The most promising among the new paradigms is the use of mobile agents. The mobile agent is capable of migrating autonomously form node to node in the network, to perform some computations on behalf of the user. The mobile agent paradigm is attractive alternative to traditional client-server programming for a significant class of network-centric applications. It does however, suffer. from a major drawback namely, the potential for malicious attacks, abuse of resources, pilfering of information, and other security issues. These issues are significantly hampering the acceptance of the mobile-agent paradigm. This paper describes the design of a secure mobile agent gateway 7hat can split and merge the agent code with security policy database on the VPN. This mechanism will promote security in the mobile agent systems.

The Study on the Implementation Approach of MLOps on Federated Learning System (연합학습시스템에서의 MLOps 구현 방안 연구)

  • Hong, Seung-hoo;Lee, KangYoon
    • Journal of Internet Computing and Services
    • /
    • v.23 no.3
    • /
    • pp.97-110
    • /
    • 2022
  • Federated learning is a learning method capable of performing model learning without transmitting learning data. The IoT or healthcare field is sensitive to information leakage as it deals with users' personal information, so a lot of attention should be paid to system design, but when using federated-learning, data does not move from devices where data is collected. Accordingly, many federated-learning implementations have been developed, but detailed research on system design for the development and operation of systems using federated learning is insufficient. This study shows that measures for the life cycle, code version management, model serving, and device monitoring of federated learning are needed to be applied to actual projects and distributed to IoT devices, and we propose a design for a development environment that complements these points. The system proposed in this paper considered uninterrupted model-serving and includes source code and model version management, device state monitoring, and server-client learning schedule management.

Incentive Design Considerations for Free-riding Prevention in Cooperative Distributed Systems (협조적 분산시스템 환경에서 무임승차 방지를 위한 인센티브 디자인 고려사항 도출에 관한 연구)

  • Shin, Kyu-Yong;Yoo, Jin-Cheol;Lee, Jong-Deog;Park, Byoung-Chul
    • Journal of the Korea Society of Computer and Information
    • /
    • v.16 no.7
    • /
    • pp.137-148
    • /
    • 2011
  • Different from the traditional client-server model, it is possible for participants in a cooperative distributed system to get quality services regardless of the number of participants in the system since they voluntarily pool or share their resources in order to achieve their common goal. However, some selfish participants try to avoid providing their resources while still enjoying the benefits offered by the system, which is termed free-riding. The results of free-riding in cooperative distributed systems lead to system collapse because the system capacity (per participant) decreases as the number of free-riders increases, widely known as the tragedy of commons. As a consequence, designing an efficient incentive mechanism to prevent free-riding is mandatory for a successful cooperative distributed system. Because of the importance of incentive mechanisms in cooperative distributed system, a myriad of incentives mechanisms have been proposed without a standard for performance evaluation. This paper draws general incentive design considerations which can be used as performance metrics through an extensive survey on this literature, providing future researchers with guidelines for the effective incentive design in cooperative distributed systems.

The Design and Implementation of a Effective web-based electronic mailing system (효율적인 웹기반 전자 우편 시스템의 설계 및 구현)

  • An, Syung-Og;Yoo, Sung-Jung;Yoo, Hyun-Ggung
    • The Journal of Engineering Research
    • /
    • v.4 no.1
    • /
    • pp.5-22
    • /
    • 2002
  • With the rapid advance of internet service and the corresponding migration of service environment from the text-based one to WWW (World Wide Web) environment, the number of internet users is growing rapidly due to its easy usage. Accordingly, usage of internet as services for sending electronic mails to the other party over the network is becoming increasingly prevalent. Web-based electronic mailing system is comprised of a server and a client. The former provides the users with e-mail accounts and services, while the latter serves as a user interface. In other words, it enables those public users who dos not own e-mail accounts on the existing mail server to have an access to the mailing service through the web. In this paper, we designed a effective web-based electronic mailing system which is based on the internet explorer and linux operating system, which overcomes limitations of the existing e-mail systems and meets the need of a cost-efficient alternative. Our electronic mailing system also supports the convenience of users through appropriate handling of preregistered spam e-mails and multiple e-mails, and this facilitates the development of a stable e-mail system by being able to avoiding the low system performance due to the bursty characteristics of e-mail messages and the increasing number of users

  • PDF

Implementation and Performance Measuring of Erasure Coding of Distributed File System (분산 파일시스템의 소거 코딩 구현 및 성능 비교)

  • Kim, Cheiyol;Kim, Youngchul;Kim, Dongoh;Kim, Hongyeon;Kim, Youngkyun;Seo, Daewha
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.41 no.11
    • /
    • pp.1515-1527
    • /
    • 2016
  • With the growth of big data, machine learning, and cloud computing, the importance of storage that can store large amounts of unstructured data is growing recently. So the commodity hardware based distributed file systems such as MAHA-FS, GlusterFS, and Ceph file system have received a lot of attention because of their scale-out and low-cost property. For the data fault tolerance, most of these file systems uses replication in the beginning. But as storage size is growing to tens or hundreds of petabytes, the low space efficiency of the replication has been considered as a problem. This paper applied erasure coding data fault tolerance policy to MAHA-FS for high space efficiency and introduces VDelta technique to solve data consistency problem. In this paper, we compares the performance of two file systems, MAHA-FS and GlusterFS. They have different IO processing architecture, the former is server centric and the latter is client centric architecture. We found the erasure coding performance of MAHA-FS is better than GlusterFS.

The Relationship between the Task Characteristics and the Success Factors of End-User Computing (현업부서의 과업특성과 현업사용자주도 전산의 성공요인과의 관계)

  • 김상훈
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.5 no.1
    • /
    • pp.87-101
    • /
    • 2000
  • End-User Computing(EUC) is a rapidly growing phenomenon in organizations As EUC gets to be a major segment of information systems, it becomes more important to manage EUC effectively. This paper focuses on developing an integrative framework of EUC management in the contingent perspective. The characterstic of task for which EUC is implemented was considered as a contingent variable. Based on systematic review of previous research on success factors of EUC implementation, three generic variables for EUC management were identified theoretically, which were support, promotion and control. The contingent relationships between these three EUC management variables and EUC performance were reasoned and four hypotheses concerning these relationships were derived. A field study was undertaken to test the hypotheses. Data were collected from 83 End-Users belonging to Korean business organizations. Correlation analyses and Fisher's Z tests were employed to test the hypotheses. The results supported the hypotheses for the most part and gave implications and future research directions for the management for EUC.

  • PDF

Mixed Mobile Education System using SIFT Algorithm (SIFT 알고리즘을 이용한 혼합형 모바일 교육 시스템)

  • Hong, Kwang-Jin;Jung, Kee-Chul;Han, Eun-Jung;Yang, Jong-Yeol
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.13 no.2
    • /
    • pp.69-79
    • /
    • 2008
  • Due to popularization of the wireless Internet and mobile devices the infrastructure of the ubiquitous environment, where users can get information whatever they want anytime and anywhere, is created. Therefore, a variety of fields including the education studies methods for efficiency of information transmission using on-line and off-line contents. In this paper, we propose the Mixed Mobile Education system(MME) that improves educational efficiency using on-line and off-line contents on mobile devices. Because it is hard to input new data and cannot use similar off-line contents in systems used additional tags, the proposed system does not use additional tags but recognizes of-line contents as we extract feature points in the input image using the mobile camera. We use the Scale Invariant Feature Transform(SIFT) algorithm to extract feature points which are not affected by noise, color distortion, size and rotation in the input image captured by the low resolution camera. And we use the client-server architecture for solving the limited storage size of the mobile devices and for easily registration and modification of data. Experimental results show that compared with previous work, the proposed system has some advantages and disadvantages and that the proposed system has good efficiency on various environments.

  • PDF

Developing a Hybrid Web-based GIS for Improving Access to Distributed Spatial Data and Spatial Modeling Tools (분산형 공간모델링을 구현하기 위한 하이브리드형 웹기반 GIS의 개발)

  • Jun, Byong-Woon;Park, Chan-Suk;Jo, Myung-Hee
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.3 no.2
    • /
    • pp.61-72
    • /
    • 2000
  • The maturation of the Web technology has reshaped the ways in which data are accessed, disseminated, and shared. Thanks to its popularity along with the advance of spatial information technology, four major changes have been further made in traditional geographic information systems (GIS) in relation to access to data, distribution of data, access to GIS functionality, and visualization of multimedia data. Although access to and dissemination of spatial data over the Web has in recent years been addressed in the literature, little research effort has addressed the issue of access to and processing of GIS analysis functions over the Web. This research explores the potential use of Web-based GIS in improving accessibility to distributed spatial data and spatial modeling tools. A prototype Web-based GIS developed in this study focuses on Web-based location-allocation modeling for spatial decision support, and employs a hybrid approach that uses the Arc/Info software as a GIS server and CGM viewer as a client-side plug-in. This research shows that Web-based GIS is a useful vehicle in conducting spatial modeling in the particular user community. In addition, this study represents the possibility of Web-based GIS in developing open spatial decision supporting systems.

  • PDF