• Title/Summary/Keyword: 초고속통신망

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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%.

The study of Data Logging Model Development for ICT Instruction in elementary school (초등학교 ICT 활용 교육을 위한 데이터 로깅 모델 개발에 관한 연구)

  • Lee, Gil-Kyung;Hong, Myung-Hui
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.1410-1413
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    • 2007
  • 현재 초등학교에서 실시되고 있는 ICT(Information & Communication Technology) 교육은 ICT 소양교육과 ICT 활용교육으로 구분되어 실시되고 있다. ICT 소양교육은 컴퓨터 과학을 기반으로 하여 정보기술과 통신 기술에 대한 기본적인 소양교육으로 그 내용을 구성하고 있다. 현재 초고속 통신망의 발달과 컴퓨터 사용으로 인하여 소양교육에 대한 학업 성취도는 매우 향상되어 가고 있는 실정이다. 따라서 앞으로의 ICT 교육은 활용 교육에 더 많은 노력을 기울여 전 교과에 걸쳐 정보 통신 기술을 활용하여 교육의 내용뿐만 아니라 교육의 방법 등에서 많은 변화의 필요성이 증대되고 있다. ICT 활용교육에서 컴퓨터를 활용하기 위해서는 실생활에서 습득하거나 측정된 데이터를 컴퓨터에 입력하는 과정, 데이터 로깅(data logging), 으로부터 시작 한다. 최근의 유비쿼터스 컴퓨팅 환경에서 데이터가 발생한 곳에서 즉시 받아들이고 또한 결과가 필요한 곳에서 즉시 정보를 제공하여 주는 컴퓨팅 환경을 구성하는 것이 매우 중요 하다고 본다. 이에 본 연구에서는 유비쿼터스 컴퓨팅의 기본 개념 중 하나인 실시간 데이터 로깅 기법을 응용하여 초등학교에서 ICT 활용 학습 활동 시 발생되는 각종 원시 데이터들을 컴퓨터로 가져오는 데이터로깅 모델을 제안하고, 초등학교 과학과를 중심으로 교육과정의 실험 요소들을 분석하여 이를 개발된 모델에 적용하였다. 데이터 로깅 모델 적용 결과, 손쉽게 해당 원시 데이터를 수집할 수 있었고 데이터의 처리 및 분석을 간편하게 수행하여 정확한 실험 데이터를 바탕으로 실험 결과에 대한 토의, 토론에 더욱 많은 시간을 할애할 수 있었으며 학교에서의 ICT 활용 교육의 새로운 모델을 제시하였다.다.ovoids에서도 각각의 점들에 대한 선량을 측정하였다. SAS와 SSAS의 직장에 미치는 선량차이는 실제 임상에서의 관심 점들과 가장 가까운 25 mm(R2)와 30 mm(R3)거리에서 각각 8.0% 6.0%였고 SAS와 FWAS의 직장에 미치는 선량차이는 25 mm(R2) 와 30 mm(R3)거리에서 각각 25.0% 23.0%로 나타났다. SAS와 SSAS의 방광에 미치는 선량차이는 20 m(Bl)와 30 mm(B2)거리에서 각각 8.0% 3.0%였고 SAS와 FWAS의 방광에 미치는 선량차이는 20 mm(Bl)와 30 mm(B2)거리에서 각각 23.0%, 17.0%로 나타났다. SAS를 SSAS나 FWAS로 대체하였을 때 직장에 미치는 선량은 SSAS는 최대 8.0 %, FWAS는 최대 26.0 %까지 감소되고 방광에 미치는 선량은 SSAS는 최대 8.0 % FWAS는 최대 23.0%까지 감소됨을 알 수 있었고 FWAS가 SSAS 보다 차폐효과가 더 좋은 것으로 나타났으며 이 두 종류의 shielded applicator set는 부인암의 근접치료시 직장과 방광으로 가는 선량을 감소시켜 환자치료의 최적화를 이룰 수 있을 것으로 생각된다.)한 항균(抗菌) 효과(效果)를 나타내었다. 이상(以上)의 결과(結果)로 보아 선방활명음(仙方活命飮)의 항균(抗菌) 효능(效能)은 군약(君藥)인 대황(大黃)의 성분(成分) 중(中)의 하나인 stilbene 계열(系列)의 화합물(化合物)인 Rhapontigenin과 Rhaponticin의 작용(作用)에 의(依)한 것이며, 이는 한의학(韓醫學) 방제(方劑) 원리(原理)인 군신좌사(君臣佐使) 이론(理論)에서 군약(君藥)이 주증(主症)에 주(主)로 작용(作用)하는 약물(藥物)이라는 것을 밝혀주는 것

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A Design & Implementation of Remote Access Function for A Multimedia Database of The Tele-medical System Based on ATM/B-ISDN (ATM/B-ISDN 기반의 원격 의료정보 시스템을 위한 멀티미디어 데이터베이스 원격 접속기능 설계 및 구현)

  • 김호철;김영탁
    • Journal of Korea Multimedia Society
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    • v.1 no.1
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    • pp.98-108
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    • 1998
  • In the multimedia tele-medical system the medical informations are stored and managed in multimedia database. Also, multimedia DBMS is essential in order to manage large scale medical informations, and the remote access function is necessary for the distributed processing at all around the hospital. For the multimedia tele-medical information that is composed of image/picture, data, video, and audio, a high-speed telecommunication network is necessary that can provide separated connections for each medical information type with different QoS. The commercial DBMSs are based on the TCP/IP socket API(Application Programming Interface) that does not provide multiple QoS. Also, each commercial DBMS has its own API that is incompatible with other DBMS. In this paper, we propose a multimedia DBMS agent for the remote access of the multimedia database in the tele-medical system. The proposed multimedia DBMS agent is based on the ATM API that can provide high-speed data transfer capability and multiple QoS connections. Also, the proposed multimedia DBMS agent is independent of the commercial DBMS. We explain the functional architecture of the multimedia DBMS agent, implementation technology on the ATM network environment, and the result of performance analysis.

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Framework for Automatic Generation of Network Management Program (네트워크 관리 프로그램 자동 생성 프레임워크)

  • Lee, Myung-Jin;Kim, Eun-Hee;Shin, Moon-Sun;Lee, Eung-Jae;Ryu, Keun-Ho
    • The KIPS Transactions:PartC
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    • v.12C no.6 s.102
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    • pp.933-940
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    • 2005
  • As the appearance of very high speed telecommunication network, volume of network, is enlarged and complicated, management of the various network equipments and hosting systems become more complicated and significant. Recently, there have been various researches on network management system that is capable of managing and operating the network environment based on SNMP (Simple Network Management Protocol). SNMP has many advantages, which is easy to implement and has a simple structure. However, as the network structure has become more complicated, it has caused a number of problems like the increase of network load and limit of the network management scope in terms of the network expansion and efficiency. Especially, it needs expensive cost and time for developing a network because many network developers are almost depended manually for developing it till now. In this paper, we propose a framework for network management program that automates the generation of information for network management. The Proposed framework is able to automatically generate a network management program by using information related with equipments which were provided along with the network equipments and SNMP library Thus, we ill make not only the SNMP network structure expansion become easier but also errors maintaining and development time of the network management program were dramatically reduced by using generated network program through our proposed framework.

xDSL 표준화동향

  • 김기호
    • Information and Communications Magazine
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    • v.14 no.12
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    • pp.77-85
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    • 1997
  • 지금까지 access network에서의 xDSL의 위치를 살펴보고 DSL, HDSL, ADSL 및 VDSL을 중심으로 기술 및 최근의 표준화동향을 살펴보았다. ITU의 조사에 따르면 97년 기준으로 전세계 약 8억가구에 copper access line이 연결되어 있고 그중의 70%이상이 가정에 연결되어 있는데 증가추세도 북미의 경우 년3.5%, 서유럽과 태평양연안의 경우 년4.5%의 성장율을 보이고 있어 2000년경에는 10억가구에 다다를 전망이다. 미국은 97년기준 약 1억가구에 1억6000만 copper access line이 연결되어 있는데 Yankee Group이 조사한 바에 따르면 2000년을 기준으로 3백만가구에 ADSL/RADSL/SDSL이 연결되고 관련 revenue는 10억달러에 이를것으로 추산하고 있다. 전세계 xDSL 시장규모를 미국의 5배정도로 보면 2000년경에는 전세계 twist pair의 2%정도에 xDSL이 연결되어 ADSL/RADSL/SDSL 관련 세계시장규모가 50억달러에 이르고 시장성장률은 30%에 이를 것으로 보고 있다. 현재 이러한 xDSL의 표준화작업은 3장에서 언급한 바와 같이 ANSI T1, ETSI에서 주로 주도되고 있으나 ITU-T, IEEE, ADSL Forum, ATM Forum, DAVIC 등 다른 group과 활발한 liasion meeting 을 통해서도 협력안을 마련하려 노력하고 있다. 예를 들어 DAVIC은 long range(1.5Km이상) PMD규격으로 ADSL을, mid range($300m\sim1.5km$) PMD규격으로 VDSL을, short range(300m이하) PMD규격으로 CAP방식의 FTTC를 각각구정하여 xDSL을 수용하고 있다. Microsoft의 CEO인 Bill Gates가 'Bandwidth bottleneck. No question. that's the biggest obstacle.'이라고 천명한 바와 같이 정보사회로의 진전에 있어 bandwidth는 시급히 해결되어야 할 문제이다. 정보사회의 꿈을 실현하고자 1993년부터 시작된 In-formation Infrastructure의 구축노력이 그동안 다양하게 시도되어왔으나 숱한 우여곡절과 실패를 겪은 telco등의 서비스업자들이 이제는 너무 큰 꿈을 쫓기보다는 internet이라는 현실적인 시장에서 xDSL과 cablemodem을 바탕으로 차근차근 새로 시작하고 있다고 생각된다. 그동안 ADSL, Forum을 중심으로한 일부 technology evangelist들은 전세계 8억가구에 깔려있는 copper twist pair를 경제적인 'the last mile solution'으로 활용할 것을 줄기차게 주장해왔다. 그동안 xDSL은 VDSL이라는 차세대 대안을 제시하여 interim solution이라는 울타리를 벗어나는데 성공하였을 뿐만 아니라 IDSL, SDSL, RADSL등의 새로운 고객지향적 xDSL을 개발하여 선택의 폭을 넓혀주었다. xDSL vendor들간의 치열한 경쟁속에서 값싼 xDSL 시스템들이 속속 등장하고 있으며, DSLAM[8]과 같은 switch solution도 제시되어 기존의 copper twist pair를 이용해 값싸게 다양한서비스를 제공해 줄 수 있는 기틀을 마련한 것이 오늘날의 xDSL의 성공요인이라고 생각된다. 일찌기 Bell Atlantic의 CEO Ray Smith가 'Yes. ADSL is an interim solution that will be with us for forty years.'라고 간파한대로 xDSL은 fiber가 좀 더 값싼 해결책이 될 때까지 당분간 access network에서 확고한 자리를 구축할 것으로 보인다. 최근들어 우리나라의 초고속정보통신망도 ADSL 과 VDSL을 바탕으로 FTTH으로 진화하는 전략을 수립한것은 우리의 현실과 세계적인 추세를 반영한 일이라 여겨진다.

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A construction method for IP-based Fixed and Personalized A/V Mosaic EPG service (IP 기반 고정형 및 맞춤형 동영상 모자익 EPG 서비스 구축방법)

  • Song, Chee-Yang;Choi, Lark-Kwon
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.5 s.43
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    • pp.39-52
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    • 2006
  • As accelerates the technical evolution of high-speed network and progresses the digitalization of broadcasting network, TV channel service through satellite/cable/terrestrial networks becomes more stable and mature. However, TV channel service using IP network such as IPTV is recently emerging. Especially, when it comes to current mosaic EPG(Electronic Program Guide) as a channel guide, the implementation of EPG via IP network is under developing. Furthermore, the personal target mosaic EPG is not provided at all in the IPTV. This paper proposes a construction method of mosaic system which can support fixed and personalized mosaic EPG using IP network for viewers. The fixed mosaic EPG is made several steps as follows ; First, H/E generates several mosaic A/V streams. Then, which are transmitted to the STB in terms of multicasting via IP network. Finally, mosaic EPG is displayed on TV through STB. In addition, this paper describes a construction model of the personalized A/V mosaic EPG that represents each person's favorite channels according to their tastes and interests. As for the contributions. The TV channel guide using IP network enable viewer to select channel more easily with practical adaptation of multi-channel expansibility and sufficient usability. In addition, through personal mosaic EPG, a number of viewers can compose their own mosaic EPG and enjoy a variety of channel easily in accordance with their preferences. Finally, the personal mosaic EPG can prohibit non-adult users from connecting adult-only contents more efficiently.

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A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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SANET-CC : Zone IP Allocation Protocol for Offshore Networks (SANET-CC : 해상 네트워크를 위한 구역 IP 할당 프로토콜)

  • Bae, Kyoung Yul;Cho, Moon Ki
    • Journal of Intelligence and Information Systems
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    • v.26 no.4
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    • pp.87-109
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    • 2020
  • Currently, thanks to the major stride made in developing wired and wireless communication technology, a variety of IT services are available on land. This trend is leading to an increasing demand for IT services to vessels on the water as well. And it is expected that the request for various IT services such as two-way digital data transmission, Web, APP, etc. is on the rise to the extent that they are available on land. However, while a high-speed information communication network is easily accessible on land because it is based upon a fixed infrastructure like an AP and a base station, it is not the case on the water. As a result, a radio communication network-based voice communication service is usually used at sea. To solve this problem, an additional frequency for digital data exchange was allocated, and a ship ad-hoc network (SANET) was proposed that can be utilized by using this frequency. Instead of satellite communication that costs a lot in installation and usage, SANET was developed to provide various IT services to ships based on IP in the sea. Connectivity between land base stations and ships is important in the SANET. To have this connection, a ship must be a member of the network with its IP address assigned. This paper proposes a SANET-CC protocol that allows ships to be assigned their own IP address. SANET-CC propagates several non-overlapping IP addresses through the entire network from land base stations to ships in the form of the tree. Ships allocate their own IP addresses through the exchange of simple requests and response messages with land base stations or M-ships that can allocate IP addresses. Therefore, SANET-CC can eliminate the IP collision prevention (Duplicate Address Detection) process and the process of network separation or integration caused by the movement of the ship. Various simulations were performed to verify the applicability of this protocol to SANET. The outcome of such simulations shows us the following. First, using SANET-CC, about 91% of the ships in the network were able to receive IP addresses under any circumstances. It is 6% higher than the existing studies. And it suggests that if variables are adjusted to each port's environment, it may show further improved results. Second, this work shows us that it takes all vessels an average of 10 seconds to receive IP addresses regardless of conditions. It represents a 50% decrease in time compared to the average of 20 seconds in the previous study. Also Besides, taking it into account that when existing studies were on 50 to 200 vessels, this study on 100 to 400 vessels, the efficiency can be much higher. Third, existing studies have not been able to derive optimal values according to variables. This is because it does not have a consistent pattern depending on the variable. This means that optimal variables values cannot be set for each port under diverse environments. This paper, however, shows us that the result values from the variables exhibit a consistent pattern. This is significant in that it can be applied to each port by adjusting the variable values. It was also confirmed that regardless of the number of ships, the IP allocation ratio was the most efficient at about 96 percent if the waiting time after the IP request was 75ms, and that the tree structure could maintain a stable network configuration when the number of IPs was over 30000. Fourth, this study can be used to design a network for supporting intelligent maritime control systems and services offshore, instead of satellite communication. And if LTE-M is set up, it is possible to use it for various intelligent services.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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RGB Channel Selection Technique for Efficient Image Segmentation (효율적인 이미지 분할을 위한 RGB 채널 선택 기법)

  • 김현종;박영배
    • Journal of KIISE:Software and Applications
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    • v.31 no.10
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    • pp.1332-1344
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    • 2004
  • Upon development of information super-highway and multimedia-related technoiogies in recent years, more efficient technologies to transmit, store and retrieve the multimedia data are required. Among such technologies, firstly, it is common that the semantic-based image retrieval is annotated separately in order to give certain meanings to the image data and the low-level property information that include information about color, texture, and shape Despite the fact that the semantic-based information retrieval has been made by utilizing such vocabulary dictionary as the key words that given, however it brings about a problem that has not yet freed from the limit of the existing keyword-based text information retrieval. The second problem is that it reveals a decreased retrieval performance in the content-based image retrieval system, and is difficult to separate the object from the image that has complex background, and also is difficult to extract an area due to excessive division of those regions. Further, it is difficult to separate the objects from the image that possesses multiple objects in complex scene. To solve the problems, in this paper, I established a content-based retrieval system that can be processed in 5 different steps. The most critical process of those 5 steps is that among RGB images, the one that has the largest and the smallest background are to be extracted. Particularly. I propose the method that extracts the subject as well as the background by using an Image, which has the largest background. Also, to solve the second problem, I propose the method in which multiple objects are separated using RGB channel selection techniques having optimized the excessive division of area by utilizing Watermerge's threshold value with the object separation using the method of RGB channels separation. The tests proved that the methods proposed by me were superior to the existing methods in terms of retrieval performances insomuch as to replace those methods that developed for the purpose of retrieving those complex objects that used to be difficult to retrieve up until now.