• 제목/요약/키워드: local communication

검색결과 2,056건 처리시간 0.029초

Performance analysis of local exit for distributed deep neural networks over cloud and edge computing

  • Lee, Changsik;Hong, Seungwoo;Hong, Sungback;Kim, Taeyeon
    • ETRI Journal
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    • 제42권5호
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    • pp.658-668
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    • 2020
  • In edge computing, most procedures, including data collection, data processing, and service provision, are handled at edge nodes and not in the central cloud. This decreases the processing burden on the central cloud, enabling fast responses to end-device service requests in addition to reducing bandwidth consumption. However, edge nodes have restricted computing, storage, and energy resources to support computation-intensive tasks such as processing deep neural network (DNN) inference. In this study, we analyze the effect of models with single and multiple local exits on DNN inference in an edge-computing environment. Our test results show that a single-exit model performs better with respect to the number of local exited samples, inference accuracy, and inference latency than a multi-exit model at all exit points. These results signify that higher accuracy can be achieved with less computation when a single-exit model is adopted. In edge computing infrastructure, it is therefore more efficient to adopt a DNN model with only one or a few exit points to provide a fast and reliable inference service.

Zigbee-based Local Army Strategy Network Configurations for Multimedia Military Service

  • Je, Seung-Mo
    • Journal of Multimedia Information System
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    • 제6권3호
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    • pp.131-138
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    • 2019
  • With the rapid evolution of communication technology, it became possible to overcome the spatial and temporal limitations faced by humans to some extent. Furthermore, the quality of personal life was revolutionized with the emergence of the personal communication device commonly known as the smart phone. In terms of defense networks, however, due to restrictions from the military and security perspectives, the use of smart phones has been prohibited and controlled in the army; thus, they are not being used for any defense strategy purposes as yet. Despite the current consideration of smart phones for military communication, due to the difficulties of network configuration and the high cost of the necessary communication devices, the main tools of communication between soldiers are limited to the use of flag, voice or hand signals, which are all very primitive. Although these primitive tools can be very effective in certain cases, they cannot overcome temporal and spatial limitations. Likewise, depending on the level of the communication skills of each individual, communication efficiency can vary significantly. As the term of military service continues to be shortened, however, types of communication of varying efficiency depending on the levels of skills of each individual newly added to the military is not desirable at all. To address this problem, it is essential to prepare an intuitive network configuration that facilitates use by soldiers in a short period of time by easily configuring the strategy network at a low cost while maintaining its security. Therefore, in this article, the author proposes a Zigbee-based local strategic network by using Opnet and performs a simulation accordingly.

Proxy Mobile IPv6 기반 차량통신망에서 Local Mobility Anchor간 핸드오버 기법 (A Handover Mechanism Between Local Mobility Anchors in Proxy Mobile IPv6-based Vehicular Communication Networks)

  • 임유진;안상현;조권희
    • 정보처리학회논문지C
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    • 제17C권3호
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    • pp.243-250
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    • 2010
  • 지능형 교통 시스템(ITS) 구축을 위한 기반 기술 중 하나인 차량통신망은 다수의 차량들이 무선 통신을 기반으로 자율적으로 네트워킹을 형성하는 차세대 네트워킹 기술이다. 현재 차량통신망과 관련된 많은 연구들이 활발히 진행되고 있으며 이 중에서도 특히 차량의 높은 이동성을 지원하기 위한 기법들이 많은 관심을 받고 있다. 기존의 호스트 기반 IP 이동성 관리 기법의 경우 이동성 관리에 따른 부하가 이동 단말에서 야기되는 문제가 있다. 따라서 이와 같은 문제를 해결하기 위해 망 기반 이동성 관리 기법인 PMIPv6(Proxy Mobile IPv6)가 제안되었다. PMIPv6는 단말의 이동성 관리 부하를 줄이고 이동성 관리 지연 시간을 줄임으로써 차세대 이동성 관리 기법으로 많은 주목을 받고 있다. 본 논문에서는 고속의 이동성과 원거리 이동 범위를 가지는 차량통신망에서 PMIPv6 구현을 위한 시나리오를 도출하고 이를 가능하게 하는데 필수적으로 요구되는 LMA(Local Mobility Anchor)간 핸드오버 기법을 제안한다. 또한 ns-2를 이용한 제안 기법의 구현을 통하여 제안 기법의 동작성을 증명하였다.

Adaptive Differentiated Integrated Routing Scheme for GMPLS-based Optical Internet

  • Wei, Wei;Zeng, Qingji;Ye, Tong;Lomone, David
    • Journal of Communications and Networks
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    • 제6권3호
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    • pp.269-279
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    • 2004
  • A new online multi-layer integrated routing (MLIR) scheme that combines IP (electrical) layer routing with WDM (optical) layer routing is investigated. It is a highly efficient and cost-effective routing scheme viable for the next generation integrated optical Internet. A new simplified weighted graph model for the integrated optical Internet consisted of optical routers with multi-granularity optical-electrical hybrid switching capability is firstly proposed. Then, based on the proposed graph model, we develop an online integrated routing scheme called differentiated weighted fair algorithm (DWFA) employing adaptive admission control (routing) strategies with the motivation of service/bandwidth differentiation, which can jointly solve multi-layer routing problem by simply applying the minimal weighted path computation algorithm. The major objective of DWFA is fourfold: 1) Quality of service (QoS) routing for traffic requests with various priorities; 2) blocking fairness for traffic requests with various bandwidth granularities; 3) adaptive routing according to the policy parameters from service provider; 4) lower computational complexity. Simulation results show that DWFA performs better than traditional overlay routing schemes such as optical-first-routing (OFR) and electrical-first-routing (EFR), in terms of traffic blocking ratio, traffic blocking fairness, average traffic logical hop counts, and global network resource utilization. It has been proved that the DWFA is a simple, comprehensive, and practical scheme of integrated routing in optical Internet for service providers.

A New Local Information Distribution System on Multi-Hop Wireless Networks

  • Koide, Toshio;Watanabe, Hitoshi
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -3
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    • pp.1363-1366
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    • 2002
  • The studies of multi-hop wireless networks are active as the new communication media, which does not require any fixed communication infrastructure. One of application of the networks is local information distribution service, which is useful far daily activities in certain geographically restricted region or community within a radius of several kilometers. In this paper, MID-Net, which is the network enabling such distribution service, and effective information distribution algorithm MCMS are proposed. The behavior of the MID-Net is characterized by the waiting time function, three types of the functions are proposed in this paper.

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VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Local vs. Foreign Television Drama: Niche Analysis of a South Korean Audience's Use of Korean, American and Japanese Dramas

  • Chang, Byeng-Hee;Khang, Hyoungkoo;Jeong, Irkwon;Chung, Jin-Young;Nam, Sang-Hyun
    • International Journal of Contents
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    • 제9권4호
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    • pp.52-59
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    • 2013
  • The present study explored the reception and consumption processes of a Korean audience's viewing of local and international television dramas. Findings indicated that the influential factors on the level of viewing in regards to Korean, American, and Japanese TV dramas among Korean viewers differed. In particular, a significant difference was found in terms of perceived drama characteristics. Applying niche theory, the present study also examined the audience's motivation for watching these television dramas. Results demonstrated that Korean TV dramas possessed the broadest niche breadth and were the most competitive. In a comparison of the perceived characteristics of TV dramas, American drama earned competitive superiority for most characteristics. The implications from the results were discussed in terms of cultural discount and proximity.

통신해양기상위성의 Ka 통신탑재체 개발 제품보증 연구 (A study on Product Assurance for development of Ka band Communication Payload System of COMS)

  • 정철오;이성팔
    • 항공우주시스템공학회지
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    • 제2권1호
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    • pp.22-27
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    • 2008
  • It is anticipated that quality assurance for the Ka band Communication Payload System(COPS) development program of the Communication, Ocean & Meteorological Satellite(COMS) may be a core technical factor to be concerned in order to avoid any failure, and to assure its performance during the mission lifetime in space. Those can be managed and verified and assessed by performing the Quality Assurance (QA) and risk management which helps to prevent and reduce the critical fails. This paper introduces the Product Assurance (PA) system and procedures for Ka band Communication Payload System which was established and performed during the Qualification Model (QM) manufacturing phase. In this paper, we present detailed process for the products manufactured by local companies according to PA procedures operated through whole phases from design to test of equipment. Also this paper shows Quality Assurance (QA) procedures and detailed their processes for assured the product quality manufactured by local companies.

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지역방송의 내부 식민지는 어떻게 작동하는가? 사장선임 등 지배구조 분석과 개선방안 (How Does the Internal Colonialism of Local Broadcasting Work? Focusing on Governance Including the Appointment of CEO and Its Improvement)

  • 김재영;이승선
    • 한국언론정보학보
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    • 제78권
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    • pp.35-78
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    • 2016
  • 이 논문은 지역방송 내부 식민지화의 중심에 사장선임을 위시한 지배구조가 자리하고 있다는 데 주목했다. 그 실체를 파악하기 위해 1990년대 중반에서 2015년 사이 MBC 지역계열사 17개사와 지역민방 9개사, 총 26개 지역방송사의 사장과 주주 이사 구성을 취합 분석했다. 이와 함께 지역방송 인력과 운영현황, 그리고 그 문제점을 검토 논의했다. 이를 통해 지역방송의 내부 식민지화가 작동하는 방식을 규명했다. 지역MBC는 서울본사의 필요를 우선순위에 둔 지배구조가, 지역민방은 소유와 경영 분리 미흡에 따른 대주주의 전횡이 제작과 인력 부문의 투자 제약요소로 작용하면서 내부 식민지화가 가동되고 있었다. 이어 이 논문은 지역방송 사장선임을 비롯한 지배구조 개선방향을 법 제도와 방송사 자율규제 차원에서 제안했다. 법 제도적으로는 방송법상의 지역방송 편성규약 단서조항 신설을 비롯해 관련법령인 지역방송발전지원특별법, 방송광고판매대행 등에 관한 법률, 방송통신위원회의 설치 및 운영에 관한 법률 개정안을 구체적으로 제시했다. 자율규제로는 지역MBC의 경우 사장선임추천위원회 운용과 방송문화진흥회 이사의 3분의 1을 지역인사로 구성하는 방안, 지역민방은 소유와 경영의 분리를 출발점으로 한 공공성 회복과 사장 사외이사추천위원회 도입 등을 제안했다.

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메르스 위험정보유통의 사회적 확산에 관한 SMCRE 모형의 적용과 함의 (Applications of SMCRE Model on Social Amplification of MERS Risk Information and its Implications)

  • 최충익;배숙경;김철민
    • 유통과학연구
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    • 제14권6호
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    • pp.89-98
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    • 2016
  • Purpose - This article tackles risk communication issues and aims to address the characteristics of MERS risk information distribution in South Korea, and secondly to examine the communicative behavior of the public health authority in terms of the quality of communication strategies. Thirdly, the study attempts to figure out the risk communication to cope with MERS through the applications of SMCRE model in chronological order. We employ the social amplification of risk framework for analyzing the emergent public response as one of the main approaches. Research Design, Data and Methodology - The main framework of this study is theoretically based on the social amplification of risk, which describes signals about risk transmitted and processed by individuals and social groups. The model also reflects the interactions between social groups and institutes about disaster-related risk issues, which are potential amplifiers or attenuators of communication signals. S-M-C-R-E Model is methodologically employed to examine the social amplification for MERS risk information in each period, which we defined operationally. The proposed methodology allows the assessment of effectiveness and ineffectiveness on risk communication to be conceptualized as a countermeasure against disasters. The paper focuses on exploring how social risk amplification can be applied and organized in each stage. Results - The SMCRE model describes the exchange of risk information and is also applied to all forms of communication between stakeholders including public health authority, local government and media. Each factor of risk communication includes source, message, channel, receiver and effect. The results support that the effective risk communication involves not only the improved reliability of public health authority as a key factor of risk communication, but also a close cooperation and good collaboration with local governments. It does not seem to be possible that the government-initiated risk communication based on controllability and management cope effectively with infectious disease in early stage. The results of this study imply that the shared risks between local, regional and national authorities can enhance risk communication system. Conclusions - The study supports that the disparities in how disaster-related risk information is interpreted and coded, have made effective risk communication and public sense-making impeded. Our findings support a more communicative discussion about the role of risk information sharing between governments for the improvement of emergency management and underline the importance of social elements in the risk communication, such as relationship and trust building. Findings suggest that trust building between stakeholders could be added to help explain the processes of social amplification and attenuation of risk. It would be recommended that the continuous risk communication with all the involved stakeholders will be able to help national health promotion policy to be improved regarding emergency management. Furthermore, risk communication has to be a scientific approach for the communication pertaining to potentially sensitive or controversial situations with public concerns and low public trust.