• Title/Summary/Keyword: internet-based system

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Segment-based Cache Replacement Policy in Transcoding Proxy (트랜스코딩 프록시에서 세그먼트 기반 캐쉬 교체 정책)

  • Park, Yoo-Hyun;Kim, Hag-Young;Kim, Kyong-Sok
    • The KIPS Transactions:PartA
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    • v.15A no.1
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    • pp.53-60
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    • 2008
  • Streaming media has contributed to a significant amount of today's Internet Traffic. Like traditional web objects, rich media objects can benefit from proxy caching, but caching streaming media is more of challenging than caching simple web objects, because the streaming media have features such as huge size and high bandwidth. And to support various bandwidth requirements for the heterogeneous ubiquitous devices, a transcoding proxy is usually necessary to provide not only adapting multimedia streams to the client by transcoding, but also caching them for later use. The traditional proxy considers only a single version of the objects, whether they are to be cached or not. However the transcoding proxy has to evaluate the aggregate effect from caching multiple versions of the same object to determine an optimal set of cache objects. And recent researches about multimedia caching frequently store initial parts of videos on the proxy to reduce playback latency and archive better performance. Also lots of researches manage the contents with segments for efficient storage management. In this paper, we define the 9-events of transcoding proxy using 4-atomic events. According to these events, the transcoding proxy can define the next actions. Then, we also propose the segment-based caching policy for the transcoding proxy system. The performance results show that the proposing policy have a low delayed start time, high byte-hit ratio and less transcoding data.

Wisdom Definition Categorization and Wisdom Management as Characteristics of the Modern Business Environment (현대 경영환경의 특징에 따른 지혜 정의 분류와 '지혜경영' 제안)

  • Kim, Joo-Won;Lee, Byong-Jae;Park, Yong-Seung
    • Journal of Distribution Science
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    • v.13 no.7
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    • pp.63-71
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    • 2015
  • Purpose - The characteristics of the modern management environment in Korea clearly involve the limitations of knowledge management, globalization, changes in industrial structures, polarization of the economy, consumption, and education, and the demand for creative management. To achieve a continuous competitive advantage for individuals as well as organizations, Wisdom Management can be said to be a paradigm for the current environment. The Research is an alternative to environmental management in the early study of the need to conceptualize the theoretical approach to wisdom management. In other words, it presents a new management paradigm for a business environment of uncertainty and unpredictability. Furthermore, it aims to propose Wisdom Management as an alternative in the modern management environment as well as a topic of discourse. Its purpose is to provide basic knowledge to people who study and practice in this field to strengthen the competitiveness of individuals and companies. Research design, data, and methodology - This paper first provides six characteristics of the current management environment at home and abroad. It then attempts to emphasize the necessity of wisdom based on such characteristics by classifying wisdom according to recent management study research. This allows the derivation of definitions of wisdom management, suggesting its components and properties. Results - The six characteristics of the modern business environment are: 1) limits of knowledge, 2) intensifying globalized competition, 3) changes in industry structure - IoT (Internet of all Things) trend, 4) serious polarization and social unrest diffusion, 5) personal and organizational competitiveness creativity requirements, and 6) domestic special national and social situations. Therefore, accordingly, wisdom can be defined and classified as: wisdom that offers potential integration beyond knowledge, practicing and maintaining knowledge wisdom as an efficient strategy for an organization wisdom as a decision-making process that addresses ambivalence wisdom as the pursuit of common goods based on ethics; and, wisdom as creativity that involves intuition and insight. This paper attempts to define Wisdom Management in accordance with these definitions of wisdom. Wisdom Management is a management system that is awareof the current environment given in the multidimensional perspective, achieves the efficiency of the organization and the goals of common good through an uncertain decision-making process, based on the organization of individual and organizational knowledge, and the internal experiences and resources. Wisdom Management components include human beings, virtue, knowledge, creativity, and ambivalent thinking. Its properties include intentionality, self-destructiveness, creative and ethical reflexivity, complexity, insight, unpredictability, ambivalence, and wholeness. Conclusions - Since all organizations face the limitations of their environment, crises, and opportunities, applying wisdom in management to develop as Wisdom Management can be an inevitable alternative to the uncertainties of the management environment faced by modern society. The conceptualization of Wisdom Management forms a valuable context to further advance knowledge management theory into practice. It is also a cornerstone of strategic management and can provide insight into its potential for success and implementation.

Analysis on designer's cognitive thinking process in 3D animation design (3D 애니메이션 제작을 위한 디자이너의 인지적 사고과정 분석)

  • Kim, Kie-Su
    • Cartoon and Animation Studies
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    • s.20
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    • pp.1-14
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    • 2010
  • The success of a three-dimensional blockbuster movie, AVARTA, brought an public attention on the expansion of three-dimensional computer applications, and it allows experts predict further hardware technology developments to support the such applications. Futhermore, an internet based infra structure and three-dimensional structure, third generation network community, advanced computer networks have influenced advancement in computer technology within the 3D game industry and the spread of 2D computer animation technologies. This advancement of computer technologies allow the industry to overcome a limitation of generating cultural design contexts existed within 2D network community. However, despite of the expansion of 2D and 3D computer technologies, a limitation of analysing designers' intentions on morphology of digital contents and user interface still exists. Therefore, the purpose of this study is to analyze (1) present conditions of the 3D industry and (2) protocols of designers' cognitive design processes based on their design communication, contents, and tools. Analysis was conducted based on literature reviews and case precedent analyses. For the analysis, a 2D Avarta sketch character was designed and then applied into a 3D game system. Observations how designers solve cultural problem within the structure via Avarta were conducted. Outcomes were then coded for further analysis.

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k-Interest Places Search Algorithm for Location Search Map Service (위치 검색 지도 서비스를 위한 k관심지역 검색 기법)

  • Cho, Sunghwan;Lee, Gyoungju;Yu, Kiyun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.31 no.4
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    • pp.259-267
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    • 2013
  • GIS-based web map service is all the more accessible to the public. Among others, location query services are most frequently utilized, which are currently restricted to only one keyword search. Although there increases the demand for the service for querying multiple keywords corresponding to sequential activities(banking, having lunch, watching movie, and other activities) in various locations POI, such service is yet to be provided. The objective of the paper is to develop the k-IPS algorithm for quickly and accurately querying multiple POIs that internet users input and locating the search outcomes on a web map. The algorithm is developed by utilizing hierarchical tree structure of $R^*$-tree indexing technique to produce overlapped geometric regions. By using recursive $R^*$-tree index based spatial join process, the performance of the current spatial join operation was improved. The performance of the algorithm is tested by applying 2, 3, and 4 multiple POIs for spatial query selected from 159 keyword set. About 90% of the test outcomes are produced within 0.1 second. The algorithm proposed in this paper is expected to be utilized for providing a variety of location-based query services, of which demand increases to conveniently support for citizens' daily activities.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

Spark based Scalable RDFS Ontology Reasoning over Big Triples with Confidence Values (신뢰값 기반 대용량 트리플 처리를 위한 스파크 환경에서의 RDFS 온톨로지 추론)

  • Park, Hyun-Kyu;Lee, Wan-Gon;Jagvaral, Batselem;Park, Young-Tack
    • Journal of KIISE
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    • v.43 no.1
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    • pp.87-95
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    • 2016
  • Recently, due to the development of the Internet and electronic devices, there has been an enormous increase in the amount of available knowledge and information. As this growth has proceeded, studies on large-scale ontological reasoning have been actively carried out. In general, a machine learning program or knowledge engineer measures and provides a degree of confidence for each triple in a large ontology. Yet, the collected ontology data contains specific uncertainty and reasoning such data can cause vagueness in reasoning results. In order to solve the uncertainty issue, we propose an RDFS reasoning approach that utilizes confidence values indicating degrees of uncertainty in the collected data. Unlike conventional reasoning approaches that have not taken into account data uncertainty, by using the in-memory based cluster computing framework Spark, our approach computes confidence values in the data inferred through RDFS-based reasoning by applying methods for uncertainty estimating. As a result, the computed confidence values represent the uncertainty in the inferred data. To evaluate our approach, ontology reasoning was carried out over the LUBM standard benchmark data set with addition arbitrary confidence values to ontology triples. Experimental results indicated that the proposed system is capable of running over the largest data set LUBM3000 in 1179 seconds inferring 350K triples.

A Priority Based Multipath Routing Mechanism in the Tactical Backbone Network (전술 백본망에서 우선순위를 고려한 다중 경로 라우팅 방안)

  • Kim, Yongsin;Shin, Sang-heon;Kim, Younghan
    • Journal of KIISE
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    • v.42 no.8
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    • pp.1057-1064
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    • 2015
  • The tactical network is system based on wireless networking technologies that ties together surveillance reconnaissance systems, precision strike systems and command and control systems. Several alternative paths exist in the network because it is connected as a grid to improve its survivability. In addition, the network topology changes frequently as forces and combatants change their network access points while conducting operations. However, most Internet routing standards have been designed for use in stable backbone networks. Therefore, tactical networks may exhibit a deterioration in performance when these standards are implemented. In this paper, we propose Priority based Multi-Path routing with Local Optimization(PMPLO) for a tactical backbone network. The PMPLO separately manages the global and local metrics. The global metric propagates to other routers through the use of a routing protocol, and it is used for a multi-path configuration that is guaranteed to be loop free. The local metric reflects the link utilization that is used to find an alternate path when congestion occurs, and it is managed internally only within each router. It also produces traffic that has a high priority privilege when choosing the optimal path. Finally, we conducted a simulation to verify that the PMPLO can effectively distribute the user traffic among available routers.

An User Interface hierarchical modeling process based on Metamodel (메타모델 기반 사용자 인터페이스 계층적 모델링 프로세스)

  • Song, Chee-Yang;Cho, Eun-Sook;Kim, Chul-Jin
    • Journal of Korea Multimedia Society
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    • v.11 no.4
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    • pp.525-543
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    • 2008
  • Recently, the scope of user interface is increasing the relative importance in software development dramatically. As a result, there are various relative technologies like as SWING, MFC, Web 2.0, and etc. However, most current software developments are progressed in separate development process with user interface part and business part respectively. This causes the problems, like as a difficulty in the integration process, an development period's delay, and a poor reusability for the constructed models. That is, the extendability and reusability of the created models is being decreased because UI modeling is not systematic and hierarchical, and the consistent integration technique between UI modeling and business modeling does not supported. To solve these problems, this paper proposes an unified and systematic UI modeling process based on UML, using the hierarchical metamodel according to the abstraction levels of development phase. We suggest an UI metamodel, which contains a hierarchy by layering the modeling elements in PIM and PSM based on maturity degree of the development. An hierarchical modeling process combined UI modeling and business modeling is built by applying the UI and business metamodel in terms of three modeling phases(concept/specification/concrete). The effectiveness of the modeling process is shown by applying the proposed process into an Internet Shopping Mall System. Through the exploratory results, the hierarchical UI metamodel and process can produce systematic and layered UI models. This can improve the quality and reusability of models.

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Improving Archival Descriptive Standard Based on the Analysis of the Reviews by Archival Communities on RiC-CM Draft (RiC에 대한 기록공동체의 리뷰를 통해 본 기록물 기술표준 개선을 위한 제안)

  • Park, Ziyoung
    • The Korean Journal of Archival Studies
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    • no.54
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    • pp.81-109
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    • 2017
  • This study suggests an analysis of the reviews provided by international archival professionals on the RiC-CM draft published by ICA EGAD. Some implications for the Korean archival management environment were also suggested. Some professional reviews were accessible through the internet. Italian archival professionals held workshops at various levels for the analysis and discussion of the draft. Duranti, the project director of InterPARES, also gave opinions about the draft in cluding the perspective of digital preservation. In the review of Artefactual, the draft was discussed in terms of system implementation. Reed, the director of Recordkeeping Innovation, also gave a feedback based on the record management experiences in Australia. Some implications can be suggested based on these professional opinions. First, we should try to build a test bed for the adoption of RiC to archival description in the Korean environment. Second, a minimum level of data elements that can secure authenticity and integrity will also be needed. Third and lastly, rich authority data for agents and functions related to archival records and records groups are essential to take full advantage of the standard.

Development of an Intelligent Illegal Gambling Site Detection Model Based on Tag2Vec (Tag2vec 기반의 지능형 불법 도박 사이트 탐지 모형 개발)

  • Song, ChanWoo;Ahn, Hyunchul
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.211-227
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    • 2022
  • Illegal gambling through online gambling sites has become a significant social problem. The development of Internet technology and the spread of smartphones have led to the proliferation of illegal gambling sites, so now illegal online gambling has become accessible to anyone. In order to mitigate its negative effect, the Korean government is trying to detect illegal gambling sites by using self-monitoring agents or reporting systems such as 'Nuricops.' However, it is difficult to detect all illegal sites due to limitations such as a lack of staffing. Accordingly, several scholars have proposed intelligent illegal gambling site detection techniques. Xu et al. (2019) found that fake or illegal websites generally have unique features in the HTML tag structure. It implies that the HTML tag structure can be important for detecting illegal sites. However, prior studies to improve the model's performance by utilizing the HTML tag structure in the illegal site detection model are rare. Against this background, our study aimed to improve the model's performance by utilizing the HTML tag structure and proposes Tag2Vec, a modified version of Doc2Vec, as a methodology to vectorize the HTML tag structure properly. To validate the proposed model, we perform the empirical analysis using a data set consisting of the list of harmful sites from 'The Cheat' and normal sites through Google search. As a result, it was confirmed that the Tag2Vec-based detection model proposed in this study showed better classification accuracy, recall, and F1_Score than the URL-based detection model-a comparative model. The proposed model of this study is expected to be effectively utilized to improve the health of our society through intelligent technology.