• Title/Summary/Keyword: 서버의 통신 대역폭

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Study on Agent based Internetworking Platform (에이전트 기반 인터네트워킹 플랫폼 연구)

  • 전준현
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.3B
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    • pp.314-324
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    • 2004
  • Recently, high-speed internet subscribers have grown continuously, and reached up to 10 millions. But existing network management that is responsible only for user access is confronted with many difficulties, since user access network(xDSL, Cable, B-WILL, and so on) has diversified and value added wired/wireless contents service has developed. In this paper propose the Agent based Inter Networking platform as object-oriented hierarchical system that can provide various service such as access QoS(Quality of Service), customized application service and security service according to user on demand. This system has divided into two parts(user agent and agent management system & local and central management systems). Management system periodically receive status information such as bandwidth, download speed, delay, current service, and so on, and process them, then build a policy based on processed information. According to personal user profile that is generated by this policy, the customized service can be provided for users. And This system adopt the object-oriented modeling in case that system migration and integration, and implement a system that is robust and stable for security through hierarchical server system.

A Wireless Internet Proxy Server (무선 인터넷 프록시 서버)

  • Kwak, Hu-Keun;Chung, Kyu-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.313-315
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    • 2005
  • 사회적으로 큰 관심의 대상이 되고 있는 무선 인터넷은 유선 인터넷과 달리 기술 환경과 그 특성상 여러 가지 제약점들을 가지고 있다. 대역폭이 낮고, 접속이 빈번하게 끊기며, 단말기내의 컴퓨팅 파워가 낮고 화면이 작다. 또한 사용자의 이동성 문제와 네트워크 프로토콜, 보안 등에서 아직 기술적으로 부족한 부분을 보이고 있다. 그리고 급속도로 증가하는 수요에 따라 무선 인터넷 서버는 대용량 트래픽을 처리할 수 있는 확장성이 요구되어지고 있다. 이에 본 논문에서는 무선 인터넷 프록시 서버 클러스터를 사용하여 앞에서 언급된 무선 인터넷의 문제와 요구들을 캐싱(Caching), 압축(Distillation) 및 플러스터(Clustering)를 통하여 해결하려고 한다. TranSend는 클러스터링 기반의 무선 인터넷 프록시 서버로 제안된 것이나 시스템적인(Systematic) 방법으로 확장성을 보장하지 못하고 불필요한 모듈간의 통신구조로 인해 복잡하다는 단점을 가진다. 기존 연구에서 시스템적인 방법으로 확장성을 보장하는 CD-A라는 구조를 제안하였으나 이 역시 모듈간의 불필요한 통신 구조를 가진다는 단점을 있다. 이에 본 논문에서는 시스템적인 확장성과 단순한 구조를 가지는 새로운 클러스터링 기반의 무선 인터넷 프록시 서버를 제안한다. 16대의 컴퓨터를 사용하여 실험을 수행하였고 실험 결과 TranSend 시스템과 CD-A 시스템에 비해 각각 $216\%,\;40\%$의 성능 향상을 보였다.

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A New Optimistic Concurrency Control Method for Mobile Transactions (이동 트랜잭션을 위한 새로운 낙관적 동시성 제어 방법)

  • Kim, Chi-Yeon;Bae, Seok-Chan
    • The KIPS Transactions:PartD
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    • v.10D no.3
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    • pp.439-446
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    • 2003
  • A crucial limitation in environments where data is broadcast to very large client populations is the low bandwidth available for clients to communicate with servers. Many advanced applications are developed in mobile computing environments, but conventional concurrency controls are not suitable because of the low bandwidth of wireless network. In this paper, we propose a new optimistic concurrency control protocol for mobile transactions. In this protocol, mobile read-only transactions can be completed locally at the clients without additional communication, only mobile update transactions are sent to the server for global validation. Our protocol reduces unnecessary aborts occurred in the previous study using only conflict information. In addition to, our algorithm can detect and resolve non-serializable execution using by data table maintained in a server.

A Cache Consistency Scheme to Consider Period of Data in Mobile Computing Environments (이동 컴퓨팅 환경에서 데이터의 주기성을 고려한 캐쉬 일관성 기법)

  • Lim, Jong-Won;Hwang, Byung-Yeon
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.421-431
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    • 2007
  • Due to the rapid development of wireless communication technology, demands on data services in mobile computing environment are gradually increasing. In mobile computing environments, a mobile host began to use cache to overcome the weak point. Caching at mobile host could reduce the bandwidth consumption and query response time, but mobile host must maintain cache consistency. In this paper, we propose a cache consistency strategy to consider the period of data usage. The server allows an effective broadcasting by classifying data into two groups of periodic and non-periodic. By classifying the data, it prevent from elimination of cache after disconnection of periodic data by using expired time. By storing IR(Invalidation Report) messages, this scheme divides cached data by selection after disconnection. Consequently, we have shown much improvement in total consumption of bandwidth than the conventional scheme.

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Utilizing Channel Bonding-based M-n and Interval Cache on a Distributed VOD Server (효율적인 분산 VOD 서버를 위한 Channel Bonding 기반 M-VIA 및 인터벌 캐쉬의 활용)

  • Chung, Sang-Hwa;Oh, Soo-Cheol;Yoon, Won-Ju;kim, Hyun-Pil;Choi, Young-In
    • The KIPS Transactions:PartA
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    • v.12A no.7 s.97
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    • pp.627-636
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    • 2005
  • This paper presents a PC cluster-based distributed video on demand (VOD) server that minimizes the load of the interconnection network by adopting channel bonding-based MVIA and the interval cache algorithm Video data is distributed to the disks of each server node of the distributed VOD server and each server node receives the data through the interconnection network and sends it to clients. The load of the interconnection network increases because of the large volume of video data transferred. We adopt two techniques to reduce the load of the interconnection network. First, an Msupporting channel bonding technique is adopted for the interconnection network. n which is a user-level communication protocol that reduces the overhead of the TCP/IP protocol in cluster systems, minimizes the time spent in communicating. We increase the bandwidth of the interconnection network using the channel bonding technique with MThe channel bonding technique expands the bandwidth by sending data concurrently through multiple network cards. Second, the interval cache reduces traffic on the interconnection network by caching the video data transferred from the remote disks in main memory Experiments using the distributed VOD server of this paper showed a maximum performance improvement of $30\%$ compared with a distributed VOD server without channel bonding-based MVIA and the interval cache, when used with a four-node PC cluster.

Performance Evaluation of Interconnection Network in Microservers (마이크로서버의 내부 연결망 성능평가)

  • Oh, Myeong-Hoon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.6
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    • pp.91-97
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    • 2021
  • A microserver is a type of a computing server, in which two or more CPU nodes are implemented on a separate computing board, and a plurality of computing boards are integrated on a main board. In building a cluster system, the microserver has advantages in several points such as energy efficiency, area occupied, and ease of management compared to the existing method of mounting legacy servers in multiple racks. In addition, since the microserver uses a fast interconnection network between CPU nodes, performance improvement for data transfers is expected. The proposed microserver can mount a total of 16 computing boards with 4 CPU nodes on the main board, and uses Serial-RapidIO (SRIO) as an interconnection network. In order to analyze the performance of the proposed microserver in terms of the interconnection network which is a core performance issue of the microserver, we compare and quantify the performance of commercial microservers. As a result of the test, it showed up to about 7 times higher bandwidth improvement when transmitting data using the interconnection network. In addition, with CloudSuite benchmark programs used in actual cloud computing, maximum 60% reduction in execution time was obtained compared to commercial microservers with similar CPU performance specification.

Design And Performance Analysis of a Scalable Layer 3 VLAN (확장성 있는 3계층 가상랜 구조 설계 및 성능분석)

  • 서주연;이미정
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10c
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    • pp.499-501
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    • 2000
  • 가상랜은 물리적 위치에 관계없이 마치 하나의 LAN에 연결되어 있는 것처럼 통신할 수 있는 구조로 브로드캐스트 도메인을 제한하여 대역폭 낭비를 감소시키고 전체 네트워크의 효율을 증가시킨다. Newbridge사는 IP서브넷의 주소를 가상랜과 매핑하여 ATM-LAN 스위치 망에서 3계층 가상랜을 구성하는 VIVID 시스템을 개발하였다. 이 시스템에서는 하나의 라우트 서버에서 주소 해석과 가상랜 구성 및 브로드캐스트 데이터 전송을 모두 담당하기 때문에 망의 규모가 커지게 되면 라우트 서버가 병목 지점이 될 수 있다. 이와 같은 문제점을 해결하기 위해 택할 수 있는 방법 중 한 가지는 다중의 라우트 서버를 두는 것이다. 본 논문은 VIVID 시스템에 여러개의 라우트 서버를 두는 구조로서 평면적인 구조와 계층적인 구조 두 가지를 제시하고 시뮬레이션을 통하여 각 구조의 특성을 비교 분석하였다. 시뮬레이션 결과, 브로드캐스트 세션의 길이와 브로드캐스트 세션 내에서의 브로드캐스트 데이터 프레임 발생 간격 등에 의해 제시한 두 가지 모델의 성능이 변하게 되며, 확장성과 데이터 전송의 효율성간에 서로 상쇄 효과가 있음을 볼 수 있었다.

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High Speed WWW Access Using a Wireless-Adaptive Proxy (무선망 적응 프록시 서버를 이용한 웹 엑세스 고속화)

  • 정성신;함경선;양서민;이혁준
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10c
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    • pp.540-542
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    • 1999
  • 최근의 인터넷과 무선통신 기술의 발달은 이동 호스트에서 무선 데이터 서비스를 이용한 웹으로의 접근을 가능하게 하고 있으나 무선망의 높은 에러율과 높은 대역폭 등 제한적인 물리적 특성으로 인하여 데이터 전송 시 만족할 만한 수준의 응답속도를 제공하지 못하고 있다. 본 논문에서는 웹 프록시 서버를 이용하여 기존의 응용프로그램이나 인터넷 기반구조에 대한 수정 없이 무선망을 통한 웹 서비스 속도를 향상시킬 수 있는 방법을 소개한다. 웹 프록시 서버에서 사용자 단말장치, 웹 브라우저 및 사용자의 요구에 의해 각기 다른 웹 에디터 종류에 따라 무손실, 손실압축기법을 적용하여 데이터량을 감소시키고 미리불러오기 기능을 사용하여 웹 데이터에 대한 전송지연을 감소시킨다. 또한, 현재 상용화되어 있는 CDMA 셀룰라망을 사용하여 프록시 서버를 통한 웹 접근 실험을 통해 이러한 데이터 처리 방법에 의한 전송 데이터량의 감소와 이에 따른 응답시간의 향상을 확인한다.

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Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

A Split Synchronizable Mobile Transaction Processing Model for e-Business Applications in Ubiquitous Computing Environment (편재형 컴퓨팅 환경에서의 e-비즈니스 응용을 위한 분할 동기화 이동 트랜잭션 처리 모델)

  • Choi, Mi-Seon;Kim, Young-Kuk
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.783-798
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    • 2004
  • An e-business client application in ubiquitous mobile computing environment may become disconnected from the enterprise server due to broken communication connections caused by the limitation of mobile computing environments(limited battery life of the mobile device, low bandwidth communication, incomplete wireless communication infrastructure, etc). It Is even Possible that mobile client application Intentionally operates in disconnected mode to reduce communication cost and the power consumption of the mobile device. We use “data hoarding” as a means of providing local autonomy to allow transactions to be processed and committed on the mobile host despite of disconnection. The key problem to this approach is the synchronization problem that serialize potentially conflicting updates from disconnected clients on master objects of the server database. In this paper, we present a new transaction synchronizing method that splits a transaction into a set of independent component transactions and give the synchronization priority on each component taking the possibility of use and conflicts in the server into consideration. Synchronization is performed component by component based un synchronization priority. After the Preferred component of a no bile transaction succeeds in synchronization with the server, the mobile transaction can pre-commit at server. A pre-committed transaction's updated value is made visible at server before the final commit of the transaction. The synchronization of the component with low synchronization priority can be delayed in adaption to wireless bandwidth and computing resources. As a result, the availability of important data updated by mobile client is increased and it can maximize the utilization of the limited wireless bandwidth and computing resources.