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Ryeong Hwan Kim

dblp:322/3405 · DBLP profile ↗
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3ranked-venue papers
2as first author
3since 2021 · last 2023
0000-0002-3176-4236ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Computer networks · 2 · 1 first-author · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
2 papers
Edge and fog computing · 50% Cellular and mobile networks · 25% Content delivery and video streaming · 25%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Network and information security
1 paper
Blockchain and cryptocurrency security · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › augmented reality
mobile augmented reality
0.712023
Collaborative Virtual 3D Object Modeling for Mobile Augmented Reality Streaming Services Over 5G Networks · IEEE Trans. Mob. Comput. 2023
Blockchain and cryptocurrency security
blockchain applications
0.712023
Moving Real-Time Services to Web 3.0: Challenges and Opportunities · IEEE Trans. Serv. Comput. 2023
Edge and fog computing › mobile edge computing
computation offloading
0.212023
Collaborative Virtual 3D Object Modeling for Mobile Augmented Reality Streaming Services Over 5G Networks · IEEE Trans. Mob. Comput. 2023
Cellular and mobile networks
device-to-device communication
0.212023
Collaborative Virtual 3D Object Modeling for Mobile Augmented Reality Streaming Services Over 5G Networks · IEEE Trans. Mob. Comput. 2023
Edge and fog computing › mobile edge computing
mobile edge cloud
0.212023
Collaborative Virtual 3D Object Modeling for Mobile Augmented Reality Streaming Services Over 5G Networks · IEEE Trans. Mob. Comput. 2023
Content delivery and video streaming
quality of experience
0.212023
Moving Real-Time Services to Web 3.0: Challenges and Opportunities · IEEE Trans. Serv. Comput. 2023

Methods — techniques the papers use, named apart from their topics

prototype implementation · 1.3part-segment quality selection · 1.3end-to-end system architecture · 1.3blockchain · 1.3WebGL · 1.3IPFS · 1.3AR.js · 1.3
YearPublicationVenuePosition
2023 Collaborative Virtual 3D Object Modeling for Mobile Augmented Reality Streaming Services Over 5G Networks
abstract
This paper presents a collaborative virtual 3D object modeling system for mobile augmented reality (AR) streaming services over 5G networks. The objective of the proposed system is to provide AR streaming services with low latency and high virtual object quality by effectively leveraging mobile edge cloud (MEC) and device-to-device (D2D) communication. MEC is utilized to perform computation-intensive 3D object modeling, such as virtual object slicing and mesh simplification, with abundant computing and storage resources. D2D communication is also utilized to reduce transmission delay by sharing virtual objects of interest among adjacent users. To achieve this goal, we propose a part-segment quality selection algorithm that can control the quality of each part segment and the transmission source by considering the user's network condition. In the proposed system, all elements in the AR cloud, MEC, and mobile device are technically integrated to work together seamlessly. Finally, the proposed system is fully implemented using well-known open-source frameworks, including WebGL and AR.js. The system was then examined in real wireless network environments. The experimental results demonstrate the performance of the proposed system. The proposed system outperforms conventional systems in terms of service latency and visual 3D object quality.
Gi Seok Park, Ryeong Hwan Kim, Hwangjun Song
IEEE Trans. Mob. Comput.2
2023 Moving Real-Time Services to Web 3.0: Challenges and Opportunities
abstract
Web 3.0 is an emerging Internet paradigm based predominantly on the blockchain technology. Because Web 3.0 applications are designed to operate over trustless and permissionless networks, they can have significant advantages, such as decentralized control structures and transparency. Hence, existing web applications are being reproduced using Web 3.0 technologies. In contrast, real-time services are still implemented with the Web 2.0 architecture. In particular, implementing Web 3.0 media streaming requires modifications to the service architecture of existing media streaming systems because some technical difficulties exist. For example, as data moves from centralized data centers to distributed storage, the user's quality of experience may be severely degraded. In addition, the software components comprising the Web 3.0 stack, such as interplanetary file system, cryptocurrency wallets, and the Ethereum JavaScript API are not compatible with various combinations of OSs, media players, and browsers. Therefore, in this study, we propose an end-to-end system architecture designed for Web 3.0 real-time services, which prevents degradation of service quality. Further, we present a media NFT marketplace named Retriever (https://retriever.live) fully developed using Web 3.0 technologies. Retriever allows users to enjoy watching video content and further to directly trade their content without intermediaries by ensuring the privacy of the data and managing digital intellectual property. In particular, Retriever does not sacrifice the user experience and is compatible with multiple mobile devices.
Ryeong Hwan Kim, Hwangjun Song, Gi Seok Park
IEEE Trans. Serv. Comput.1
2022 Quick Block Transport System for Scalable Hyperledger Fabric Blockchain Over D2D-Assisted 5G Networks
abstract
This paper presents a quick block transport system for scalable Hyperledger Fabric (HLF) blockchain over device-to-device (D2D)-assisted 5G networks. The objective of the proposed system is to increase the transaction throughput and further enable the application of the blockchain to delay-sensitive 5G services. To this end, the system rapidly disseminates the block data to all the peers on the blockchain network. The blockchain network is organized with mobile edge cloud (MEC) server and mobile peers in the 5G network. To ensure a scalable and reliable blockchain architecture, the core functionalities of the HLF blockchain are appropriately distributed among the mobile edge cloud and each mobile peer. The MEC server handles core functionalities for the blockchain network, such as block generation and membership management. In addition, it is responsible for gathering the network status of all peers and organizing the overlay structure to be utilized to rapidly propagate the block with a low network cost. On the other hand, the mobile peers handle the endorsing and validating functionalities to prevent block data tampering in the blockchain network. Furthermore, locality-aware device-to-device networking is utilized in 5G network coverage to achieve faster block dissemination. The proposed system is designed to work seamlessly in an existing HLF blockchain framework with consideration of scalability and compatibility. It is fully implemented using the open-source HLF and OpenAirInterface. To verify the effectiveness of the proposed block transport system, it was evaluated in an actual 5G network as well as 802.11 network. The experimental results verified its feasibility.
Ryeong Hwan Kim, Hyunmin Noh, Hwangjun Song, Gi Seok Park
IEEE Trans. Netw. Serv. Manag.1