• Title/Summary/Keyword: 이동 Ad-Hoc 망

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Design of a Power-Efficient Routing Protocol for Wireless Sensor Network Based on AODV (AODV 기반의 무선 센서 네트워크용 저전력 라우팅 프로토콜 설계)

  • Han, Jae-Byeong;Lee, In-Hwan
    • Annual Conference of KIPS
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    • 2005.11a
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    • pp.1323-1326
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    • 2005
  • 무선 센서 네트워크의 설계에 있어서 전력 소모는 중요 요소이다. 본 논문은 AODV (Ad-hoc On-demand Distance Vector) 라우팅 프로토콜을 센서 네트워크에 적용하여 망 전체의 전력 소모를 최소화하고 수명 시간을 연장하려 한다. 이를 위해 전송 경로 탐색시 필요한 경로 요구 메시지(RREQ:Route Request)에 불응답 필드(No Reply Field)와 데이터 필드(Data Field)를 추가, 확장하여 전송 경로 탐색과 데이터 전송이 동시에 수행되어져 각종 제어 메시지(경로 응답, 경로 에러, 헬로 메시지)를 감소시키는 것을 제안한다. 이는 싱크 노드에 최종 데이터가 전송되는 시간이 기존 대비 20% 연장되고 노드 이동성에 따른 망의 토폴로지의 변화에도 강한 경향을 나타낸다.

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Fan-shaped Search Zone Routing Protocol for Ship Ad Hoc Networks (선박 애드 혹 네트워크를 위한 부채꼴 탐색구역 경로배정 프로토콜)

  • Son, Joo-Young
    • Journal of KIISE:Information Networking
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    • v.35 no.6
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    • pp.521-528
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    • 2008
  • Such conventional maritime communication technologies as radio have short some comings in their transmission quality. It can be overcome by wireless channels provided by satellites such as INMARSAT, which nevertheless suffer from the high costs. In this paper, we propose a novel technology resolving the above problems, featuring in the establishment of maritime communication networks with multi-hop structures. The inter vessel and ship-to- shore networks previously modeled after MANET are remodeled by SANET (Ship Ad Hoc Networks) in the present work. Fan-shaped Search Zone Routing (FSR) protocol also is presented, which utilizes not only static geographical information including the locations of ports and the navigations of courses but also the unique characteristics of ships in terms of mobile nodes. The FSR finds the fan-shaped search zone on which the shortest path is located. The performance of LAR protocol is compared with that of FSR in several ways. First, FSR does not make use of a type of control packets as beaconing data, resulting in a full utilization of the bandwidth of the wireless channels. Second, the delivery rate by the FSR is 100% for the fan-shaped search zone includes at least one route between source and destination nodes on its border line, where as that of LAR has been turned out to be 64%. Third, the optimality of routes searched by the FSR is on a 97% level. Of all, the FSR shows a better performance than LAR by about 50%.

Heterogeneous Network Gateway Architecture and Simulation for Tactical MANET (전술 에드혹 환경에서 이종망 게이트웨이 구조 및 시뮬레이션 연구)

  • Roh, Bong Soo;Han, Myoung Hun;Kwon, Dae Hoon;Ham, Jae Hyun;Yun, Seon Hui;Ha, Jae Kyoung;Kim, Ki Il
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.97-105
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    • 2019
  • The tactical mobile ad-hoc network(MANET) consists of distributed autonomous networks between individual ground nodes, which is effective in terms of network survivability and flexibility. However, due to constraints such as limited power, terrain, and mobility, frequent link disconnection and shadow area may occur in communication. On the other hand, the satellite network has the advantage of providing a wide-area wireless link overcoming terrain and mobility, but has limited bandwidth and high-latency characteristic. In the future battlefield, an integrated network architecture for interworking multi-layer networks through a heterogeneous network gateway (HNG) is required to overcome the limitations of the existing individual networks and increase reliability and efficiency of communication. In this paper, we propose a new HNG architecture and detailed algorithm that integrates satellite network and the tactical MANET and enables reliable data transfer based on flow characteristics of traffic. The simulations validated the proposed architecture using Riverbed Modeler, a network-level simulator.

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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An Efficient Multicast Routing Protocol for Ad-Hoc Networks with Mobility (이동성이 큰 에드-혹 네트워크를 위한 효율적인 멀티캐스트 라우팅 프로토콜)

  • Kim, Ye-Gyeong;Lee, Mi-Jeong
    • Journal of KIISE:Information Networking
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    • v.28 no.1
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    • pp.143-153
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    • 2001
  • 본 논문에서는 에드-혹 망의 멀티캐스트 라우팅 프로토콜인 ODMRP(On-Demand Multicast Routing Protocol)를 확장한 PatchODMRP를 제안한다. ODMRP는 네트워크 상에서 멀티캐스트그룹의 송신원으로부터 수신원에 이르는 경로 상에 있는 노드들을 FG(Forwarding Group) 노드로 선출하여 이들이 해당 멀티캐스트그룹에 속하는 패킷을 모두 플러딩하도록 함으로써 멀티캐스트 그룹데이타 전송을 담당하는 메쉬를 구성하도록 하는 방안이다. 그런데 ODMRP는 주기적으로 이 메쉬를 구성하는 FG 노드들을 재 선정하기 때문에 이 주기가 길어지면 메쉬 구성이 네트워크 노드들의 이동성을 따라가지 못해 메쉬분리가 발생하고 데이터가 손실될수 있다. 반면에 이 주기를 짧게 하면 오버헤드가 지나치게 커질수 있다. 특히 송신원의 수가 적은 경우 ODMRP의 메쉬는 매우 성기게 형성되는데 이때 호스트들의 이동성이 크면 메쉬 연결을 유지하기 위하여 이 주기를 짧게 잡아주거나 높은 데이터 손실율을 감수해야한다. 본 논문에서는 이 문제점을 해결하고자 각 FG 노드들이 BEACON 신호를 이용해 자신에 인접한 메쉬에 손실이 발생한 것을 인지하고 이를 국부적인 플러딩을 통하여 빠르게 복구하는 메커니즘을 ODMRP에 추가한 PatchODMRP 방식을 제안한다. 시뮬레이션을 통하여 기존의 ODMRP와 제안하는 PatchODMRP의 성능을 비교한 결과 PatchODMRP가 호스트의 이동성에 훨씬 강하며 ODMRP에 비하여 낮은 오버헤드로 높은 데이터 전송률을 제공할 수 있음을 보여주었다.

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Performance of VoIP Traffics over MANETs under DDoS Intrusions (DDoS 침해가 있는 MANET에서 VoIP 트래픽의 성능)

  • Kim, Young-Dong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.4
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    • pp.493-498
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    • 2011
  • In this paper, Transmission performance over MANET(Mobile Ad-hoc Networks) under DDoS Intrusions is evaluated. Intrusion counterplan requirement, which have to be used for MANET under DDoS intrusions, is suggested through this evaluation. VoIP simulator based on NS-2 network simulator is used for performance measurement. MOS, network delay, packet loss rate and call connection rate is measured with this simulation. Finally, requirement of intrusion continuing time shorter then 10 seconds is suggested for VoIP service over MANETs under DDoS intrusions.

The Enhancement of a Power Control MAC Protocol for Ad Hoc Networks (에드혹 네트웍에서의 전력제어 MAC 프로토콜 향상)

  • 심은숙;김동균
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.220-222
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    • 2004
  • 이동 애드 혹 망을 구성하는 노드들은 일반적으로 배터리 전력을 사용하기 때문에 이들의 에너지 소모량을 줄이는 연구들이 각 계층에 대해 이루어져 왔다. 몇몇 연구들은 매체 접근 제어 프로토콜로 많이 이용되는 IEEE 802.11 DCF의 전력 소비량을 줄이기 위한 전력 제어 기법을 제시하였다. 기본 전력 제어기법(BASIC Power Control Protocol)은 RTS-CTS와 DATA-ACK 에 대해서 각각 다른 전력을 적용하는 것이다. RTS-CTS는 최대 전력으로 전송되고, DATA-ACK는 불필요한 에너지 낭비를 줄이기 위해 최소한 의 필요한 전력으로 전송하였다. 그러므로 DATA-ACK의 전송범위(transmission range)와 전송파 감지영역(carrier sensing range)은 RTS-CTS의 영역보다 작아진다. 전송파 감지영역에서 RTS-CTS를 감지한 노드들은 신호를 올바로 해석할 수 없으므로 NAV 값을 EIFS로 설정한다. 이 EIFS 구간은 충돌을 막기에는 너무나 짧기 때문에. EIFS 구간이 지난 후에 채널이 비어있는 상태로 간주하고 전송을 시도하게 된다. 이에 따라 DATA-ACK 수신에 있어서 충돌율이 증가하게 되고 네트웍 전체 처리량이 감소하게 된다. 본 논문에서는 기본 전력제어 기법이 가지는 문제점을 해결하고 전체 네트웍 처리량을 향상 시킬수 있는 새로운 전력제어(Power Control) MAC 프로토콜을 제안하였다.

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Fast Neighbor Discovery for IEEE 802.11s based Mobile Mesh Node (IEEE 802.11s 기반 이동형 메쉬 노드를 위한 빠른 이웃노드탐색 기법)

  • Song, Byeong-Gu;Kim, Jong-Deok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.9
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    • pp.1873-1882
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    • 2009
  • In the ad-hoc mode of IEEE 802.11 standard, beacon is used for power control and network alarming between each node, and also it is for the synchronization in controlling network as PCF. However beacon is also used to inform the neighbor nodes of itself except for original purpose in the environment of IEEE 802.11s. For this, the existing beacon's transmission mechanism can't perform a function in full. In this paper, we suggest much faster neighbor discovery reducing network congestion caused by beacon through modification of beacon transmission mechanism. And we will show that suggesting algorithm more faster full neighbor discovery than traditional neighbor discovery using for IEEE 802.11 through simulation and test in real ad-hoc network.

Outdoor Experiments on video streaming over a Raspberry Pi-based MANETs (Raspberry Pi 기반 MANETs 환경에서 야외 Video Streaming 실험)

  • Lee, Yeong-mi;Kim, Byeong-jeong;Song, Seong-Ho;Park, Seop Hyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.147-151
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    • 2014
  • With the advent of tiny and inexpensive computer systems like Raspberry Pi, it has become possible to construct an experimental environment of MANETs (Mobile Ad hoc Networks) at a relatively low cost. In this paper, we implement a node of MANETs with a Raspberry Pi equipped with two 802.11 wireless LAN cards and dynamic routing software running on it. In an outdoor MANETs environment with moving mobile nodes automatically rebuilding broken routes, we conducted a real-time video streaming experiment over the MANET. The video stream is transmitted from a node with a video camera installed on it to another node through the route established dynamically. Each node is equipped with a display device, with which the current status of the node can be checked out. We also implemented software that automatically collects data stored in each node and analyzes the performance of the MANETs. Through this experiment, we could evaluate the performance of realistic video streaming service in a MANETs environment.

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