• Title/Summary/Keyword: 초고속 네트워크

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A architecture and control method of Streaming Packet Scheduler at 100bps for Guaranteed QoS of Internet and Broadcasting Services (인터넷 및 방송서비스의 QoS 보장을 위한 10Gbps급 스트리밍 패킷 스케줄러 구조 및 제어방법)

  • Kim Kwang-Ok;Park Wan-Ki;Choi Byeoun-Chul;Kwak Dong-Yong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.1
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    • pp.23-34
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    • 2004
  • This paper presents architecture and control method of packet scheduler to guarantee QoS of high quality streaming services in high-speed packet-switched networks. Since streaming services need far more stringent QoS requirements than the typical sort of burst data applications, they should be guaranteed minimum bandwidth and end-to-end delay bound to each flow, regardless of the behavior of other flows. To meet these requirements, a packet scheduler isolate a flow from the undesirable effects of other flows and provides end-to-end delay guarantees for individual flow and divides stringently the available link bandwidth among flows sharing the link. Until now, many vendors are developing traffic management chips running at 10Gbps, but most of chips have drawbacks to support high quality streaming services. In this paper, we investigate the drawbacks of commercial TM chips and traffic characteristic of streaming services and present implementation frameworks of the proposed packet scheduler. Finally, we analyze the simulation results of the proposed scheduler.

Information Appliance Control MultiAgentsystem (정보가전 제어 멀티에이전트시스템)

  • 김일연;송준현;김일곤
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2002.11a
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    • pp.363-369
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    • 2002
  • 가정 내에서의 초고속망 이용이 활성화되면서 가정 내에서의 활동은 매우 다양하고 복잡하며 그에 따른 서비스도 여러 가지 형태가 존재한다. 외부 인터넷망과 연동되는 홈 네트워크의 개념이 생기기 전부터 흠 오토메이션, 홈시큐리티 등의 서비스를 제공하기 위한 고립적인 형태의 망과 서비스 제공 시스템이 있었다. 월드 와이드 웹 서비스를 기본으로 한 인터넷의 폭발적인 활성화와 고속 인터넷망의 확산에 따라 가정 내에서 제공되는 서비스를 인터넷과 연계시키려는 시도가 보편화되었고 가정 내에서 사용되는 독립적인 기기들을 인터넷에 연결하여, 외부의 정보를 이용해서 활용하거나, 가전내의 기기들을 외부에서 액세스할 수 있게 되었다. 이렇게 하여 보다 풍부한 서비스를 제공하고, 사용상의 시간적인 제약을 완화할 수 있다. 예들 들어 인터넷상에서 조리법을 전송받아 전자레인지를 작동할 수 있으며, 외부에서 잘못 켜둔 가스밸브를 잠글 수도 있다. 가정 내에서 wrhd되던 이러한 서비스들은 서로 다른 하드웨어와 통신방법을 사용하고 있어, 이러한 서비스를 통합하여 운영, 관리할 수 있도록 하는 흠 서버의 개념이 대두되었다. 외부 인터넷 망과 연계된 흠 오토메이션, 홈 시큐리티등을 제공할 수 있는 기반이 마련되었고, 가정 내에서 독립적으로 제공되던 서비스들을 단일 홈 서버를 통해서 관리하려는 시도가 진행되었다. 그러나 홈 서버는 개발하는 업체의 보유기술에 따라 중심기능은 약간씩 차이를 보이고 있다. 홈 서버 응용 영역은 전문 지식을 소유한 인력과의 연계가 필요하고, 다양한 서비스 영역 행위가 아주 복잡하기 때문에 이들을 연결해 주는 자치 시스템을 필요로 한다. 또한 홈 서버 서비스 영역에서 정보는 각 영역 전문가가 가진 지식의 전달을 필요로 하기 때문에, 지식을 주고받는 멀티 에이전트의 시스템의 활용 영역으로 적당하다. 멀티 에이전트 시스템은 분산된 환경에서 에이전트간에 에이전트 통신 언어를 사용해서 대화를 하기도 하고, 상호 협력하는 에이전트들로 구성된 시스템을 뜻하며 흠 서버처럼 동적이고 고도의 자치성을 요구하는 영역에 적당하다. 멀티 에이전트 플랫폼으로는 FIPA(Foundation for Intelligent Physical Agents)가 제시한 에이전트 표준 플랫폼이 1997년부터 2000년에 이르기까지, 계속적으로 변화, 발전하고 있다. 본 연구는 FIPA에서 제시하는 플랫폼을 기반으로 홈 서버에 정보가전을 제어하는 에이전트를 두고 외부에서 다른 에이전트가 홈 서버에 위치하는 에이전트와의 통신을 통하기 정보가전을 지능적으로 제어하도록 하였다. 정보가전 에이전트는 가정 내 가전제품을 외부에서 제어하기 위한 에이전트이다. 단순한 관리가 아닌 에이전트로 하여금 지능적으로 가전제품 관리를 하게 한다. 정보가전 에이전트는 홈 서버에서 작동하는 에이전트와 PDA에서 작동하는 에이전트로 구성된다. 정보가전 에이전트는 전력량, 수도 사용량 제어와 가전제품 제어 기능과 보안 관련 서비스를 제공한다. 두 에이전트는 FIPA에서 정의된 규격에 맞게 만들어지기 때문에 FIPA명세서를 따르는 다른 에이전트와 자유로운 통신이 가능하다.

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Design of Retrieval API to Analyze Web based Simulation Execution Data (웹기반 시뮬레이션 수행 데이터 검색 API 설계)

  • Jung, Young Jin;Seo, Jerry Hyeon;Yu, Jung-Lok;Jin, Du-Seok;Lee, Jun-Hyung;Lee, JongSuk Ruth;Cho, Kumwon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.708-710
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    • 2013
  • Web based simulation service is utilized to computationally analyze various phenomena in real world according to the progress of network and computing technology. To provide suitable simulation service, web based simulation service will be improved by analyzing execution data. Especially, an API for data retrieval is designed, because every analyst needs different data. In this paper, we design the retrieval API for a user to analyze the web based simulation execution data, which is used on CFD (Cumputational Fluid Dynamics) and Chemistry. The designed retrieval API provides an simulation execution data depending on an user requirement such as a user type, an execution period, and an affiliation, which is based on the core information such as an user, a simulation program, and a cyberlab. Besides, a developer can provides a suitable information for a user to execute a simulation well such as a simulation statistics, an execution trend, and a frequent error.

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Development of Transmission Algorithm of VLBI Observation Data and Transmission Experiment Between Server and RVDB (VLBI 관측 데이터의 전송 알고리즘 개발과 서버와 RVDB 사이의 전송 시험)

  • Yeom, Jae-Hwan;Oh, Se-Jin;Roh, Duk-Gyoo;Jung, Dong-Kyu;Oh, Chung-Sik;Yun, Youngjoo;Kim, Hyo-Ryoung
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.4
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    • pp.183-191
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    • 2014
  • This paper describes the development of the observational data transmission algorithm for high-speed network in radio astronomy. For the preprocessing of VLBI data observed by radio telescope, data transmission algorithm uses the VDIF specification, VDIFCP, and UDP protocol by transferring VLBI data stored in a massive storage server with one-to-one correspondence between the server and the RVDB of Daejeon correlator. A transmission method is proposed, which reads the recorded data in Mark5B VSI format and trnasmits 2048 Mbps VLBI data by software through UDP packet transmission, while RVDB system is waiting for the transmitting data from the server. In order to check the effectiveness of the proposed method, the data transmission between the massive storage server and RVDB is conducted and the transmitted data is correlated by Daejeon correlator for the accurate comparison concerning the data before and after. The transmitted data is shown to be completely the same as the original data without any data transmission loss. Henceforth, the developed data transmission algorithm in this research is expected to be applied effectively as e-VLBI for KaVA network.

A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw (원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw)

  • 서현곤;사공봉;김기형
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1080-1091
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    • 2003
  • Recently, the distance education has been rapidly proliferated with the rapid growth of the Internet and high speed networks. There has been relatively much research with regard to online lecture (teaching and studying) tools for the distance education, compared to the virtual laboratory tools (for self-study and experiments). In this paper, we design and implement a web-based simulation tool, named as SimDraw, for the virtual laboratory in the distance education. To apply the web-based simulation technology into the distance education, some requirements should be met; firstly, the user interface of the simulation should be very easy for students. Secondly, the simulation should be very portable to be run on various computer systems of remote students. Finally, the simulation program on remote computers should be very thin so that students can easily install the program onto their computers. To meet these requirements, SimDraw adopts the client/server architecture; the client program contains only model development and animation functions so that no installation of a client program onto student's system is required, and it can be implemented by a Java applet in Web browsers. The server program supports client programs by offering the functions such as remote compiling, model storing, library management, and user management. For the evaluation of SimDraw, we show the simulation process using the example experimentation of the RIP(Routing Information Protocol) Internet routing protocol.

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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