• Title/Summary/Keyword: 네트워크 디바이스

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Secure Key Management Framework in USN Environment using Certificateless Public Keys (USN 환경에서 비인증서 공개키를 사용하는 보안키 관리 프레임워크)

  • Heo, Joon;Hong, Choong-Seon
    • Journal of KIISE:Information Networking
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    • v.36 no.6
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    • pp.545-551
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    • 2009
  • In this paper, we propose the secure key management framework to connect USN with different network. Although connected USN with different network has no CA (Certificate Authority), it is important to use public key based cryptography system because this network consists of numerous devices. The proposed mechanisms focus on device authentication and public/private key management without existing PKI system of IP network. To solve no CA and certificate problems, the IDC (Identity Based Cryptography) concept is adopted in our proposed mechanism. To verify the possibility of realization, we make an effort to implement the proposed mechanisms to real system. In the test bed, both USN and PLC network are connected to IP network; and proposed mechanisms are implemented to PLC and sensor devices. Through this test using the proposed mechanism, we met the similar performance with symmetric algorithms on key generation and update process. Also, we confirmed possibility of connection between different network and device authentication.

Development of multi arcade game platform applying smart devices (스마트 디바이스 기반의 멀티 플랫폼 아케이드 게임 개발)

  • Yun, Chang Ok;Kim, Jun Hong;Ju, Woo Suk;Yun, Tae Soo
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.119-130
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    • 2015
  • In the recent gaming industry, the paradigm has been changed with upcoming core-platform as time goes by. Arcade, console, PC online and smart device platforms are representative ones. In recently, the platform is changed to multi-platform which connecting to smart device and other platforms. Besides, the multi-platform without PC is up-coming. This paper suggests that a kind of multi-platform which connecting from smart devices to arcade devices be aware of lack of continuous. It provides a new arcade gaming condition connecting to smart devices, then supplies online network conditions to the arcade gaming machine. The original arcade game was lack of continuous and the game platform was so simple, but now, it could be focused from players by connecting to smart devices to increase the gaming machines' continuity. Furthermore, Bluetooth communication module and wireless Wi-Fi communication module are used to adapt various communication environments. The Unity3D engine would make contents' expandability.

IoT-based D2D relation algorithms utilizing a Wi-Fi (Wi-Fi를 활용한 IoT기반 D2D 릴레이션 알고리즘)

  • Lim, Hyeok;Kim, Wung-Jun;Hwang, Jong-Sun;Jung, Dae-Jin;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.645-647
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    • 2015
  • IoT (Internet of Things) technology has immense potential in our modern society. Generally when used in a consumer electronics environment, the IoT can continue to work more efficiently than the conventional method of home appliances. In order to use the IOT device's effectively in the environment, we need to determine the relationship between all device's based on their state and priority and compare it to find the suitable device based on the state and priority. In this paper I have done research on Wi-Fi devices in a network environment and I have observed relationships between them. Also I have proposed an algorithm to determine the device status and priority. This determines high-priority devices and they are identified on the basis of the state of the device associated with a particular operation and proceeds further.

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Serverless Network Virtual Memory on a Network of Workstations (워크스테이션 네트워크 기반 Serverless 네트워크 가상 메모리)

  • Kang, Hyun-Soo;Heu, Shin
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10a
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    • pp.166-168
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    • 1998
  • 분산시스템이 고성능의 네트워크로 연결되면서 네트워크 메모리(network memory)라는 새로운 메모리 계층이 등장하였다. 기존 운영체계가 가장 메모리를 위해 로컬 하드디스크를 사용하는 반면, 네트워크 메모리는 네트워크 연결된 각 노드들 중에서 유휴 상태에 있는 노드의 메모리를 가상 메모리로 사용한다. 네트워크 메모리를 활용하는 기존 연구의 대부분은 하나나 그 이상의 관리 서버 노드를 두어 관리 서버가 페이징 디바이스의 역할을 하는 원격 노드들을 관리하에 한다. 관리 서버 노드는 각 노드의 메모리 활용 상태을 점검하여 로컬 노드에게 페이지를 제공할 수 있는 원격 노드와의 중재 역할을 담당한다. 그러나 만약 관리 서버에 문제가 발생할 경우 관리 서버와 연결된 모든 노드들에게도 그 영향이 파급될 수가 있다. 본 논문에서는 serverless 하게 하는 노드들의 관계를 설정함으로 관리서버 노드의 문제가 야기되는 다른 노드들의 다운 현상을 최소화 할 수 있는 serverless 네트워크 가상 메모리를 제시한다.

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A Design Technique of Configurable Framework for Home Network Systems (홈 네트워크 시스템을 위한 재구성 프레임워크 설계 기법)

  • Kim, Chul-Jin;Cho, Eun-Sook;Song, Chee-Yang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1844-1866
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    • 2011
  • In a home network system, each customer electronic device has the control data format chosen by its manufacturing company and there are various types of digital devices and protocols. Besides the mutual operating environments among the various devices are dissimilar. Affected by the characteristics explained above, home network systems can hardly support the crucial functions, such as data compatibility, concurrency control, and dynamic plug-in. Thus, the home network system shows relatively poor reusability. In this paper, we suggest design technique of configurable framework, which can widely support the variability, to increase the reusability of the home network system. We extract the different parts of the home network system as variation points, and define them as the variability types. We design a structure of configurable framework, and suggest customization technique of configurable framework through selection technique and plug-in technique. Also, we prove the reusability by applying the proposed framework and it methods to real-world home network systems and analyzing the measurement results of these case studies using software metrics. We can expect the proposed approach provides better reusability than the existing them by analyzing those measurement results.

A Design of DA_UDC(Double Authentication User.Device.Cross) Module using OTA(One Time Authentication) Key in Home Network Environment (홈 네트워크 환경에서 OTA(One Time Authentication)키를 이용한 DA_UDC(Double Authentication User.Device.Cross) 모듈 설계)

  • Jeong, Eun-Hee;Lee, Byung-Kwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.4B
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    • pp.419-427
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    • 2009
  • This paper propose DA-UDC(Double Authentication User, Device, Cross) Module which solves the cost problem and the appropriation of Certificate using User Authentication, Device Authentication and Cross Authentication with OTA(One Time Authentication) Key, and which is designed not to subscribe to the service of Home network business. Home Server transmits its public key which is needed to create OTA to the user which passed the first step of authentication which verifies User ID, Device ID and Session Key. And it performs the second step of authentication process which verifies the OTA key created by a user. Whenever the OTA key of DA-UDC module is generated, the key is designed to be changed. Therefore, DA-UDC Module prevents the exposure of User and Device ID by performing the two steps of authentication and enhances the authentication security of Home Network from malicious user with OTA key. Also, DA-UDC Module is faster than the existing authentication system in processing speed because it performs authentication calculation only once. Though DA-UDC Module increases data traffic slightly because of the extra authentication key, it enhances the security more than the existing technique.

Enhanced Segmentized Clear Channel Assessment Method for IEEE 802.15.4 Network (IEEE 802.15.4 Network의 전송효율 향상을 위한 Enhanced Semgentized Clear Channel Assessment 기법)

  • Son, Kyou Jung;Chang, Tae Gyu
    • Journal of IKEEE
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    • v.20 no.3
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    • pp.322-325
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    • 2016
  • This paper proposed Enhanced Segmentized Clear Channel Assesment(ESCCA) for the IEEE 802.15.4 networks. This method divides original CCA into two groups to check precise channel status and perform additional CCA to increase throughput performance. Through the proposed method, the device can access the channel more often, so the transmission efficiency of the IEEE 802.15.4 network improves. To confirm the feasibility and usability of the proposed method, computer simulation has been performed. In the simulation, a star topology with one coordinator and a lot of devices is considered and the traffic flows are all one way, with the communication directed to the coordinator. Simulation results_ show the proposed method is improving maximum 10 kbps of throughput and decreasing maximum 15 of the average number of total CCA than IEEE 802.15.4 CCA method.

A Study on Performance Improvement of Hybrid TDMA/CSMA MAC Using the Limitive CSMA (제한적 CSMA를 이용한 Hybrid TDMA/CSMA MAC의 성능 향상)

  • Lee, Wang-Jong;Rhee, Seung-Hyong
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.8 no.1
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    • pp.102-109
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    • 2009
  • This paper proposes the efficient method of CSMA during an idle duration in the time slot. The hybrid TDMA/CSMA protocol is the method that shares the medium efficiently. This improves the channel efficiency and throughput by using CSMA method during the idle TDMA time slot. In CSMA duration, many devices start to compete with each other. This causes a low throughput because of a long delay and a frequent collision. In order to improve this problem, the proposed method reduces the number of devices that compete in the CSMA duration. Because the number of competed device is reduced, this proposed algorithm reduces the delay and collision probability. This decrements of delay and collision probability improve the networks. The simulation results show that the proposed limitive CSMA methods outperform any methods of hybrid TDMA/CSMA protocol.

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Design and Performance Analysis of Multi-hop Routing Protocol for WiMedia (WiMedia를 위한 멀티홉 라우팅 프로토콜 개발 및 성능분석)

  • Jung, Jin-Uk;Lee, Seung-Jin;Jin, Kyo-Hong;Hwang, Min-Tae;Jeon, Young-Ae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.7
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    • pp.1406-1415
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    • 2012
  • Though WiMedia supports the higher data rates than other WPAN technologies, a WiMedia device cannot reach other devices which are apart from it more than 10 meter; the limited transmission range of the WiMedia protocol. In this paper, we propose a multi-hop QoS routing protocol to enable WiMedia devices to transmit real-time data to devices that is located out of transmission range. The proposed routing protocol is a hybrid routing protocol, which is the mixed protocol of table-driven and on-demand routing algorithm. In the proposed protocol, a route for a device within 2-hop is established by using the table-driven routing algorithm and a route for the device beyond 2-hop is established by using the on-demand routing algorithm. We perform ns-2 simulation to investigate the performance of the proposed routing protocol with AODV and DSDV. The simulation results show that the proposed protocol's performance is better than AODV and DSDV in terms of the throughput and delay.

A Bayesian Inference Model for Landmarks Detection on Mobile Devices (모바일 디바이스 상에서의 특이성 탐지를 위한 베이지안 추론 모델)

  • Hwang, Keum-Sung;Cho, Sung-Bae;Lea, Jong-Ho
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.1
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    • pp.35-45
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    • 2007
  • The log data collected from mobile devices contains diverse meaningful and practical personal information. However, this information is usually ignored because of its limitation of memory capacity, computation power and analysis. We propose a novel method that detects landmarks of meaningful information for users by analyzing the log data in distributed modules to overcome the problems of mobile environment. The proposed method adopts Bayesian probabilistic approach to enhance the inference accuracy under the uncertain environments. The new cooperative modularization technique divides Bayesian network into modules to compute efficiently with limited resources. Experiments with artificial data and real data indicate that the result with artificial data is amount to about 84% precision rate and about 76% recall rate, and that including partial matching with real data is about 89% hitting rate.