• Title/Summary/Keyword: 서버 구조

Search Result 1,591, Processing Time 0.033 seconds

Simulation of Parallel and Scalable VoD Server (병렬 확장 VoD 서버에 대한 성능 분석)

  • 홍석래;심재홍;최경희;김재훈
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 1999.10c
    • /
    • pp.105-107
    • /
    • 1999
  • 최근 컴퓨터와 제반 기술들의 눈부신 발달로 인해 대용량의 멀티미디어 데이터를 다루는 서비스들이 많이 등장하고 있다. 주문형 비디오 서비스(Video on Demand)가 가장 대표적인 예라고 할 수 있으며, 이를 구현하기 위한 많은 방법들이 제안되고 있다. 본 논문에서는 현재까지 개발되어 있는 VoD 시스템에 관하여 살펴보고, 이를 기반으로 PASS(Parallel and Scalable Server) VoD 시스템을 제안한다. PASS VoD 시스템은 병렬 비디오 서버로서 SAN(System Area Network)로 연결된 independent proxy 구조와 비슷한 구조를 가지는 시스템이다. 본 논문에서는 PASS VoD 시스템에 대하여 설명하고 PASS VoD 시스템이 scalable 함을 시뮬레이션을 통하여 확인하였다.

  • PDF

Web-based Control System for Existing Applications (기존 어플리케이션의 웹 기반 제어 시스템)

  • 홍상현;황선태;정갑주;이지수
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.10c
    • /
    • pp.382-384
    • /
    • 2002
  • 기존에 작성된 어플리케이션은 독립적이거나 클라이언트-서버 모델을 기초로 하고 있다. 하지만 인터넷의 대중화와 더불어 원격지에 있는 정보를 웹을 통해 접속하여 처리하는 기술이 보편화됨에 따라 기존 어플리케이션도 하나의 서비스 개념으로 발전해 나가고 있다. 본 논문에서는 이러한 웹기반 기술을 이용하여 기존의 어플리케이션을 웹 브라우져를 통해 원격에서 제어할 수 있는 구조를 제안한다. 이 구조는 클라이언트, 웹서버, 미들웨어의 세 부분으로 구성되어 있으며 각 요소별로 원격 호스트에 존재하기 때문 다양한 응용이 가능하다.

  • PDF

A Study on the Implementation of the Web-Camera System for Realtime Monitoring (실시간 영상 감시를 위한 웹 카메라 시스템의 구현에 관한 연구)

  • Ahn, Young-Min;Jin, Hyun-Joon;Park, Nho-Kyung
    • Journal of IKEEE
    • /
    • v.5 no.2 s.9
    • /
    • pp.174-181
    • /
    • 2001
  • In this study, the architecture of the Web Camera System for realtime monitoring on Internet is proposed and implemented in two different structures. In the one architecture, a Web-server and a Camera-server are implemented on the same system, and the system transfers motion pictures compressed to JPEG file to users on the WWW(World Wide Web). In the other architecture, the Web-server and the Camera-server are implemented on different systems, and the motion pictures are transferred from the Camera-server to the Web-server, and finally to users. For JPEG image transferring in the Web Camera system, the Java Applet and the Java Script are used to maximize flexibility of the system from the Operating system and the Web browsers. In order to compare system performance between two architectures, data traffic is measured and simulated in the unit of byte per second.

  • PDF

An Adaptive Server Clustering for Terminal Service in a Thin-Client Environment (썬-클라이언트 환경에서의 터미널 서비스를 위한 적응적 서버 클러스터링)

  • Jung Yunjae;Kwak Hukeun;Chung Kyusik
    • Journal of KIISE:Information Networking
    • /
    • v.31 no.6
    • /
    • pp.582-594
    • /
    • 2004
  • In school PC labs or other educational purpose PC labs with a few dozens of PCs, computers are configured in a distributed architecture so that they are set up, maintained and upgraded separately. As an alternative to the distributed architecture, we can consider a thin-client computing environment. In a thin-client computing environment, client side devices provide mainly I/O functions with user friendly GUI and multimedia processing support whereas remote servers called terminal server provide computing power. In order to support many clients in the environment, a cluster of terminal servers can be configured. In this architecture, it is difficult due to the characteristics of terminal session persistence and different pattern of computing usage of users so that the utilization of terminal server resources becomes low. To overcome this disadvantage, we propose an adaptive terminal cluster where terminal servers ,ire partitioned into groups and a terminal server in a light-loaded group can be dynamically reassigned to a heavy-loaded group at run time. The proposed adaptive scheme is compared with a generic terminal service cluster and a group based non-adaptive terminal server cluster. Experimental results show the effectiveness of the proposed scheme.

A Large Scale Distributed Presence Service System by SIP Message Control Session (SIP 메시지 제어 세션에 의한 대용량 분산 프레즌스 서비스 시스템)

  • Jang, Choonseo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.11 no.5
    • /
    • pp.514-520
    • /
    • 2018
  • Presence service provides various information about users such as locations, status of on/offline and network access methods, and number of presence resources required by each users increases largely in mobile environment. Therefore an effective method which can reduce load of presence servers is needed. In this paper, a large scale distributed presence service system which can distribute effectively total presence system load of presence servers using message control session has been presented. This large scale distributed presence service system provides various presence information for massive volumes of users. In this study, a new message control session architecture which can dynamically distribute loads of the presence servers to multiple servers has been presented, and a new presence information data architecture for controlling load of the presence servers has been designed. In this architecture, each presence server can exchange current load level in real time to get variance of the total system load change according to user numbers, and can distribute system load to maintain load level of each server evenly. The performance of the proposed large scale distributed presence service system has been analysed by experiments. The results has been showed that average presence resource subscription processing time reduced from 42.6% to 73.6%, and average presence notification processing time reduced from 37.6% to 64.8%.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.9 no.5
    • /
    • pp.199-203
    • /
    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

  • PDF

The Role and Function of Tool server in MPEG-21 (MPEG-21 환경에서 툴 서버의 역할과 기능)

  • Kim Kwang-Yong;Hong Jin-Woo;Kim Jin-Woong
    • 한국정보통신설비학회:학술대회논문집
    • /
    • 2003.08a
    • /
    • pp.208-210
    • /
    • 2003
  • 이 논문에서는 MPEG-21 환경에서의 툴 서버의 역할과 기능을 제안한다. MPEG-21의 목적은 멀티미디어 콘텐츠의 전자적 생성, 배포, 거래를 투명하게 이용할 수 있게 하여 상호 운용 가능한 멀티미디어 프레임워크를 제공하는 데에 그 목적이 있다. MPEG-21을 구성하는 주 요소로서 DIP(Digital Item Processing)과 DIA(Digital Item Adaptation)이 있다. DIP는 디지털 리소스에 메타 데이터 정보를 구조화하여 표현할 수 있는 DI(Digital Item)를 생성하고 소비하는 기능을 가진다. DIA는 사용자가 터미널 또는 네트워크 특성에 맞게 고유의 DI를 적응시켜서 보내주는 기능을 한다. 툴 서버(Tool server)는 DIP 또는 DIA로부터 필요로 하는 소프트웨어 툴을 검색하여 적합한 툴을 제공해 주는 기능을 한다. DIA가 DI 자체를 사용자 요구에 맞게 적응시켜 소비시켜 주는 일을 한다면 툴 서버는 터미널 환경에 맞추어 DI를 소비하는데 적합한 툴을 찾아서 구동시켜 주는 기능을 한다. 본 논문에서는 DIP와 DIA에서 사용되는 툴 서버에 대한 역할과 기능을 제안한다. 이 논문은 다음과 같이 구성된다. 1장에서 MPEG-21 환경에서 툴 서버의 필요성과 역할을 알아본다. 그리고 2장에서는 툴 서버의 구조와 각 모듈별 기능을 살펴본다. 3장에서는 툴 서버를 DIP와 연동했을 때 시나리오를 설명한다. 마지막 4장에서 결론을 맺는다.

  • PDF

A Study on the Server Framework for Multi-platform Simulation Network Game (멀티 플랫폼 시뮬레이션 네트워크 게임을 위한 서버 프레임워크 연구)

  • Kwon, Soon-Jung
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.165-172
    • /
    • 2017
  • Some duplicate processes are happen in developing games under the diverse platforms. Implementing functions. like processing and managing data, in every platforms have an influence on game development. In this paper, we propose a multi-platform server framework that can simulate combat games such as one server on any platform. It was designed to be easy to debug using a protocol consisting of attribute-value pairs by the JSON data format. Since it is independent of the programming language, it has the advantage of being able to communicate with various languages. The server proposes a model that can easily upgrade the structure or the specification using the Amazon web server.

Multiple Conference Servers Architecture using Extended Control Channel Framework (확장 제어 채널 프레임워크를 사용한 다중 컨퍼런스 서버 구조)

  • Jang, Choonseo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.7
    • /
    • pp.1335-1341
    • /
    • 2017
  • In this paper, a new architecture of multiple conference servers which use extended control channel framework in SIP(session initiation protocol) session has been presented. For this purpose, in this study, a new extended control channel framework architecture which can distribute total conference system loads to multiple servers effectively has been presented. In the implementation, extended control channels have been connected by using SIP sessions that was established between each conference servers, and extended control channel messages which can be transferred through control channels have been designed in this study. These extended control channel messages can distribute system load effectively between multiple conference servers, and conference information data format that can represent extended control channel framework has also been designed. Furthermore, exchange procedures of extended control channel messages have also been presented. The performance of the proposed system has been analysed by simulation. The analysis results show that average SIP messages delay time and average media stream delay time have improved.

A Distributed Instant Message System Architecture using Media Control Channel (미디어 제어 채널을 사용한 분산 인스턴트 메시지 시스템 구조)

  • Kim, Byung Chul;Jang, Choonseo
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.5
    • /
    • pp.979-985
    • /
    • 2016
  • In this paper, a distributed instant message system with multiple servers architecture which can distribute system load effectively using an extended media control channel has been presented. A media control channel provides establishing a reliable control channel and also keeping a reliable control channel between SIP server and client in the field of real-time media transport area. In this study, a new instant message system architecture which can distribute massive instant message including multimedia data to multiple servers has been presented. The presented instant message system architecture can distribute system load by extending media control channel. For this purpose, media control channel messages, which distribute system load to multiple servers dynamically according to increasing number of users, have been designed in our presented system. And, in our research, an exchanging procedures of media control channel messages between servers have also been presented. The performance of the proposed system has been analysed by simulation.