• Title/Summary/Keyword: Access Network Design

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Energy Efficient Distributed Intrusion Detection Architecture using mHEED on Sensor Networks (센서 네트워크에서 mHEED를 이용한 에너지 효율적인 분산 침입탐지 구조)

  • Kim, Mi-Hui;Kim, Ji-Sun;Chae, Ki-Joon
    • The KIPS Transactions:PartC
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    • v.16C no.2
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    • pp.151-164
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    • 2009
  • The importance of sensor networks as a base of ubiquitous computing realization is being highlighted, and espicially the security is recognized as an important research isuue, because of their characteristics.Several efforts are underway to provide security services in sensor networks, but most of them are preventive approaches based on cryptography. However, sensor nodes are extremely vulnerable to capture or key compromise. To ensure the security of the network, it is critical to develop security Intrusion Detection System (IDS) that can survive malicious attacks from "insiders" who have access to keying materials or the full control of some nodes, taking their charateristics into consideration. In this perper, we design a distributed and adaptive IDS architecture on sensor networks, respecting both of energy efficiency and IDS efficiency. Utilizing a modified HEED algorithm, a clustering algorithm, distributed IDS nodes (dIDS) are selected according to node's residual energy and degree. Then the monitoring results of dIDSswith detection codes are transferred to dIDSs in next round, in order to perform consecutive and integrated IDS process and urgent report are sent through high priority messages. With the simulation we show that the superiorities of our architecture in the the efficiency, overhead, and detection capability view, in comparison with a recent existent research, adaptive IDS.

An Efficient ECU Analysis Technology through Non-Random CAN Fuzzing (Non-Random CAN Fuzzing을 통한 효율적인 ECU 분석 기술)

  • Kim, Hyunghoon;Jeong, Yeonseon;Choi, Wonsuk;Jo, Hyo Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.6
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    • pp.1115-1130
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    • 2020
  • Modern vehicles are equipped with a number of ECUs(Electronic Control Units), and ECUs can control vehicles efficiently by communicating each other through CAN(Controller Area Network). However, CAN bus is known to be vulnerable to cyber attacks because of the lack of message authentication and message encryption, and access control. To find these security issues related to vehicle hacking, CAN Fuzzing methods, that analyze the vulnerabilities of ECUs, have been studied. In the existing CAN Fuzzing methods, fuzzing inputs are randomly generated without considering the structure of CAN messages transmitted by ECUs, which results in the non-negligible fuzzing time. In addition, the existing fuzzing solutions have limitations in how to monitor fuzzing results. To deal with the limitations of CAN Fuzzing, in this paper, we propose a Non-Random CAN Fuzzing, which consider the structure of CAN messages and systematically generates fuzzing input values that can cause malfunctions to ECUs. The proposed Non-Random CAN Fuzzing takes less time than the existing CAN Fuzzing solutions, so it can quickly find CAN messages related to malfunctions of ECUs that could be originated from SW implementation errors or CAN DBC(Database CAN) design errors. We evaluated the performance of Non-Random CAN Fuzzing by conducting an experiment in a real vehicle, and proved that the proposed method can find CAN messages related to malfunctions faster than the existing fuzzing solutions.

Design of Integrated Management System for Electronic Library Based on SaaS and Web Standard

  • Lee, Jong-Hoon;Min, Byung-Won;Oh, Yong-Sun
    • International Journal of Contents
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    • v.11 no.1
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    • pp.41-51
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    • 2015
  • Management systems for electronic library have been developed on the basis of Client/Server or ASP framework in domestic market for a long time. Therefore, both service provider and user suffer from their high cost and effort in management, maintenance, and repairing of software as well as hardware. Recently in addition, mobile devices like smartphone and tablet PC are frequently used as terminal devices to access computers through the Internet or other networks, sophisticatedly customized or personalized interface for n-screen service became more important issue these days. In this paper, we propose a new scheme of integrated management system for electronic library based on SaaS and Web Standard. We design and implement the proposed scheme applying Electronic Cabinet Guidelines for Web Standard and Universal Code System. Hosted application management style and software on demand style service models based on SaaS are basically applied to develop the management system. Moreover, a newly improved concept of duplication check algorithm in a hierarchical evaluation process is presented and a personalized interface based on web standard is applied to implement the system. Algorithms of duplication check for journal, volume/number, and paper are hierarchically presented with their logic flows. Total framework of our development obeys the standard feature of Electronic Cabinet Guidelines offered by Korea government so that we can accomplish standard of application software, quality improvement of total software, and reusability extension. Scope of our development includes core services of library automation system such as acquisition, list-up, loan-and-return, and their related services. We focus on interoperation compatibility between elementary sub-systems throughout complex network and structural features. Reanalyzing and standardizing each part of the system under the concept on the cloud of service, we construct an integrated development environment for generating, test, operation, and maintenance. Finally, performance analyses are performed about resource usability of server, memory amount used, and response time of server etc. As a result of measurements fulfilled over 5 times at different test points and using different data, the average response time is about 62.9 seconds for 100 clients, which takes about 0.629 seconds per client on the average. We can expect this result makes it possible to operate the system in real-time level proof. Resource usability and memory occupation are also good and moderate comparing to the conventional systems. As total verification tests, we present a simple proof to obey Electronic Cabinet Guidelines and a record of TTA authentication test for topics about SaaS maturity, performance, and application program features.

Design of a Service Broker for Large Scale Connections to Support Pubsub QoS between TOS and Mobile Devices (TOS와 Mobile device 간의 펍섭 QoS를 지원하는 대량 커넥션 서비스 브로커 설계)

  • Jeon, Young-Jun;Hwang, Hee-Joung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.5
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    • pp.137-142
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    • 2016
  • A two-step open system(TOS) was proposed to relay between a healing platform and a repository of personal health documents. TOS was designed by taking into consideration the pubsub service based on large scale connections to monitor a provider's access/request process for health documents in real time. TOS, however, uses WebSocket as a communication protocol in case of pubsub. Given the operational environment of low quality wireless networks for mobile devices that are user terminals in a healing platform, there is a need to add a messaging protocol to support QoS as well as a transmission protocol. As a light messaging protocol optimized for mobile devices, MQTT defines reliable messaging QoS to consider a wireless network situation of low speed/low quality. This study designed an MQTT protocol-based message broker to support QoS in case of large scale connections and pubsub by taking into consideration mobile devices that are user terminals in a healing platform. After designing a model between TOS and MQTT message broker, the study implemented a prototype based on the proposed design and compared it with its counterparts from previous studies based on the performance indicators in a load-test with the MQTT client tool.

Performance Analysis of the Gated Service Scheduling for Ethernet PON (Ethernet PON을 위한 Gated Service 스케줄링의 성능분석)

  • 신지혜;이재용;김병철
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.7
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    • pp.31-40
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    • 2004
  • In this paper, we analyze mathematically the performance of the gated service scheduling in the Interleaved Polling with Adaptive Cycle Time(IPACT) was proposed to control upstream traffic for Gigabit Ethernet-PONs. In the analysis, we model EPON MAC protocol as a polling system and use mean value analysis. We divide arrival rate λ into three regions and analyze each region accordingly In the first region in which λ value is very small, there are very few ONUs' data to be transmitted. In the second region in which λ has reasonably large value, ONUs have enough data for continuous transmission. In the third region, ONUs' buffers are always saturated with data since λ value is very large. We obtain average packet delay, average Queue size, average cycle time of the gated service. We compare analysis results with simulation to verify the accuracy of the mathematical analysis. Simulation requires much time and effort to evaluate the performance of EPONs. On the other hand, mathematical analysis can be widely used in the design of EPON systems because system designers can obtain various performance results rapidly. We can design appropriate EPON systems for varioustraffic property by adjusting control parameters.

Toward a Social Sciences Methodology for Electronic Survey Research on the Internet or Personal Computer check (사회과학 연구에 있어 인터넷 및 상업용 통신망을 이용한 전자설문 조사방법의 활용)

  • Hong Yong-Gee;Lee Hong-Gee;Chae Su-Kyung
    • Management & Information Systems Review
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    • v.3
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    • pp.287-316
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    • 1999
  • Cyberspace permits us to more beyond traditional face-to-face, mail and telephone surveys, yet still to examine basic issues regarding the quality of data collection: sampling, questionnaire design, survey distribution, means of response, and database creation. This article address each of these issues by contrasting and comparing traditional survey methods(Paper-and-Pencil) with Internet or Personal Computer networks-mediated (Screen-and-Keyboard) survey methods also introduces researchers to this revolutionary and innovative tool and outlines a variety of practical methods for using the Internet or Personal Computer Networks. The revolution in telecommunications technology has fostered the rapid growth of the Internet all over the world. The Internet is a massive global network and comprising many national and international networks of interconnected computers. The Internet or Personal Computer Networks could be the comprehensive interactive tool that will facilitate the development of the skills. The Internet or Personal Computer Networks provides a virtual frontier to expand our access to information and to increase our knowledge and understanding of public opinion, political behavior, social trends and lifestyles through survey research. Comparable to other technological advancements, the Internet or Personal Computer Networks presents opportunities that will impact significantly on the process and quality of survey research now and in the twenty-first century. There are trade-offs between traditional and the Internet or Personal Computer Networks survey. The Internet or Personal Computer Networks is an important channel for obtaining information for target participants. The cost savings in time, efforts, and material were substantial. The use of the Internet or Personal Computer Networks survey tool will increase the quality of research environment. There are several limitations to the Internet or Personal Computer Network survey approach. It requires the researcher to be familiar with Internet navigation and E-mail, it is essential for this process. The use of Listserv and Newsgroup result in a biased sample of the population of corporate trainers. However, it is this group that participates in technology and is in the fore front of shaping the new organizations of interest, and therefore it consists of appropriate participants. If this survey method becomes popular and is too frequently used, potential respondents may become as annoyed with E-mail as the sometimes are with mail survey and junk mail. Being a member of the Listserv of Newsgroup may moderate that reaction. There is a need to determine efficient, effective ways for the researcher to strip identifiers from E-mail, so that respondents remain anonymous, while simultaneously blocking a respondent from responding to a particular survey instrument more than once. The optimum process would be on that is initiated by the researcher : simple, fast and inexpensive to administer and has credibility with respondents. This would protect the legitimacy of the sample and anonymity. Creating attractive Internet or Personal Computer Networks survey formats that build on the strengths of standardized structures but also capitalize on the dynamic and interactive capability of the medium. Without such innovations in survey design, it is difficult to imagine why potential survey respondents would use their time to answer questions. More must be done to create diverse and exciting ways of building an credibility between respondents and researchers on the Internet or Personal Computer Networks. We believe that the future of much exciting research is based in the Electronic survey research. The ability to communicate across distance, time, and national boundaries offers great possibilities for studying the ways in which technology and technological discourse are shaped. used, and disseminated ; the many recent doctoral dissertations that treat some aspect of electronic survey research testify to the increase focus on the Internet or Personal Computer Networks. Thus, scholars should begin a serious conversation about the methodological issues of conducting research In cyberspace. Of all the disciplines, Internet or Personal Computer Networks, emphasis on the relationship between technology and human communication, should take the lead in considering research in the cyberspace.

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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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Design of CPW-Fed Printed Monopole Antenna for CDMA/WLAN (CDMA/WLAN 겸용 CPW 급전 인쇄형 모노폴 안테나 설계)

  • Nam, Ju-Yeol;Song, Won-Ho;Lee, Young-soon
    • Journal of Advanced Navigation Technology
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    • v.19 no.6
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    • pp.623-629
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    • 2015
  • In the present study, a coplanar waveguide (CPW)-fed printed monopole antenna with an inverted n-shaped slot is newly proposed for dual band operations which cover bandwidths of CDMA (1.85~2.025 GHz) and WLAN (2.4~2.484 GHz) as well as implementation of omnidirectional radiation pattern. For enhancement of impedance bandwidth ($S11{\leq}10dB$) in 2.4 GHz WLAN frequency band, an inverted n-shaped slot instead of the previous n-shaped slot is etched on the printed radiating monopole. The proposed antenna is designed and fabricated on one side of FR4 substrate with dielectric constant of 4.4, thickness of 1.6 mm, and size of $50{\times}25mm^2$. It has been observed that the measured impedance bandwidths are 280 MHz (1.84~2.12 GHz) in frequency band of CDMA and 420 MHz (2.38~2.8 GHz) in WLAN frequency band respectively. It is noticeable that impedance bandwidth in 2.4 GHz frequency band of WLAN is enlarged to three times due to use of inverted L-shaped slot in comparison with impedance bandwidth 140 MHz (2.39~2.53 GHz) obtained by use of the previous n-shaped slot. In addition, good omnidirectional radiation patterns have been observed over the entire frequency band of interest.

Implementation of Control Point, Digital TV, and Light Controller Emulator on Embedded System Using UPnP Home Networking Control Middleware (홈 네트워킹 제어 미들웨어인 UPnP를 이용한 Control Point 및 내장형 시스템 상에서의 DTV와 전등 제어기 에뮬레이터 구현)

  • Jeon Ho-In
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.1 no.1
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    • pp.6-25
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    • 2002
  • In this paper, we have implemented UPnP Devices which emulate a Control Point, a Light Controller, and a Digital TV. The Control Point has been developed on Linux host system by using C language. The UPnP Devices emulating the Digital TV and Light Controller are running on embedded linux developer board. For the development of UPnP Devices, UPnP SDK API Vl.04 made by Intel Co. Ltd. has been ported on Assabet Linux Reference board to implement the UPnP protocol. After we analyze and design some services of Digital TV device, we have applied UPnP Device program to those devices. UPnP SDK vl .04 consists of APIs which support HTTP, SSDP, SOAP, GENA and XML DOM Level-1 that are cores of UPnP protocol. The C program written for the UPnP Control Point has been compiled and executed on Linux-based PC. The embedded system running on Embedded Linux OS has been connected all together through Ethernet which allows IP-based communications. Under this environment, the UPnP programs are being executed on each device. Control Point, when in operational mode, discovers UPnP Devices on the network and displays the device list on the consol. By selecting one of the functionalities of the device services that are displayed on the Control Point, the controllability has been accomplished. The experiment that we performed in this thesis have revealed that the Control Point and UPnP Devices have supported the protocols including SSDP, SOAP, GENA, and DHCP.

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Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.293-304
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    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.