• Title/Summary/Keyword: Bandwidth Requirement

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A BANDWIDTH VARIABLE DIGITAL GENERATOR FOR RADAR ALTIMETER

  • Lin, Ying;Liu, Heguang;Liu, Zhiqlang;Xu, Ke;Zhang, Xuabgjyb
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.484-489
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    • 2002
  • This paper concerns the design and implementation of a Bandwidth Variable Digital Chirp Generator (DCG) for the radar altimeter. A double SRAM parallel structure is used to breakthrough the upper DCG bandwidth limited by the highest clock frequency of the digital chips. An experimental system working in the waveform storage method has been implemented. We show that the bandwidth changed according to the radar altimeter's requirement and the design released the stringent speed requirement of the chips fur making a variable wide bandwidth DCG.

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Bandwidth Requirement Estimation Method for Future Wireless Railway Communication Systems (차세대 철도통합무선망을 위한 주파수 소요량 계산방법)

  • Jeong, Minwoo;Yoon, Hyungoo;Park, Duk-Kyu;Kim, Kyung-Hee;Lee, Sukjin
    • Journal of the Korean Society for Railway
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    • v.16 no.6
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    • pp.540-550
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    • 2013
  • The Future Wireless Railway Communication System(FWRCS) has attracted attention for the various advantages of such a system like efficient management, precise periodicity of operation and speedy travel. Related to it, the area of bandwidth requirement estimation for the FWRCS is being researched actively because there is a great need for accurate bandwidth distribution. In this paper, sophisticated bandwidth requirement estimation method for FWRCS is proposed by modifying ITU-R M.1390. With this method, the expected frequency requirements for the present, for five years from now, and for 10 years from now can be calculated by applying the data gathered from the actual field.

Bandwidth Requirement and Priority-based Synchronization Methods in Hybrid Client-Server Architecture for Mobile Multiplayer Games (모바일 멀티플레이어 게임을 위한 하이브리드 클라이언트-서버 구조의 대역폭 요건과 우선순위 기반 동기화 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.526-534
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    • 2014
  • Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than peer-to-peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-peer architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a peer-to-peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.

Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Measurement of Short Reverberation Times at Low Frequencies Using Wavelet Filter Bank

  • Lee, Sang-Kwon
    • Journal of Mechanical Science and Technology
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    • v.17 no.4
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    • pp.511-520
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    • 2003
  • In room acoustics, reverberation time is an important acoustic parameter. However it is often difficult to measure short reverberation times at low frequencies with a traditional band pass filter bank if the product of filter bandwidth (B) and reverberation time (T) is small. It it well known that the minimum permissible product of bandwidth and reverberation time of the traditional band pass filter is at least 16. This strict requirement makes it difficult to measure short reverberation times of an acoustic room at low frequencies exactly. In order to reduce this strict requirement, in the previous paper, the wavelet filter bank was developed and the minimum permissible product of bandwidth and reverberation time was replaced with 4. In the present paper it is demonstrated how the short reverberation times of an practical room at low frequencies are successfully measured by using the wavelet filter bank and the results are compared with the traditional method using a band past filer bank.

Measurement of Short Reverberation Times of an Acoustic Room at Low Frequencies Using Wavelet Transform (웨이브렛 변환을 이용한 저주파에서 짧은 잔향 시간을 갖는 실음향에서의 잔향시간 측정에 관한 연구)

  • 이상권
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2002.05a
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    • pp.1077-1080
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    • 2002
  • In building acoustics, reverberation time is an important acoustic parameter. However, it is often difficult to measure short reverberation times at low frequencies using the traditional band pass filter bank if the product of bandwidth (B) and reverberation time (T) is small. It is well known that the minimum permissible product of bandwidth and reverberation time of the traditional band pass filter is at least 16 [F. Jacobsen, J. Sound Vib. 115, 163-170 (1987)]. This strict requirement makes it difficult to measure short reverberation times of an acoustic room at low frequencies exactly. In order to reduce this strict requirement, recently, the wavelet filter bank is developed and the minimum permissible product of bandwidth and reverberation time is replaced with 4 [S. K. Lee, J, Sound Vib. 252, 141-153 (2002)]. In the present paper, it is demonstrated how the short reverberation times at low frequencies are successfully measured by using the wavelet filter bank. In order to present this job, two synthetic signals and one measured signal are used for impulse responses of an acoustic room.

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Implementation and Experimental Evaluation of Bandwidth Allocation Scheme on PROFIBUS (PROFIBUS에서 대역폭 할당 기법 구현 및 실험적 평가)

  • Hong, Seung-Ho;Kim, Yu-Chul;Kim, Ji-Yong
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.11
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    • pp.943-954
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    • 2000
  • Fieldbus is the lowest level industrial network in the communication hierarchy of factory automation and distributed process control systems. Data generated from field devices are largely divided into three categories : time-critical, periodic and time-available data. Because these data share one fieldbus medium, it needs a method that allocates these data to the bandwidth-limited fieldbus medium. This paper introduces an implementation method of bandwidth allocation scheme on PROFIBUS. In order to implement bandwidth allocation scheme on PROFIBUS, the following functions need to be supplemented on the FDL(Fieldbus Datalink Layer) protocol: (i) separation of medium bandwidth into periodic and non-periodic intervals, (ii) synchronization of node timers over a local link. In order to examine the validity of bandwidth allocation scheme on PROFIBUS, this paper develops an experimental model of a network system. The results obtained from the experimental model show that the bandwidth allocation scheme satisfies the performance requirement of time-critical, periodic and time-available data.

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A software-controlled bandwidth allocation scheme for multiple router on-chip-networks

  • Bui, Phan-Duy;Lee, Chanho
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1203-1207
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    • 2019
  • As the number of IP cores has been increasing in a System-on-Chip (SoC), multiple routers are included in on-chip-networks. Each router has its own arbitration policy and it is difficult to obtain a desired arbitration result by combining multiple routers. Allocating desired bandwidths to the ports across the routers is more difficult. In this paper, a guaranteed bandwidth allocation scheme using an IP-level QoS control is proposed to overcome the limitations of existing local arbitration policies. Each IP can control the priority of a packet depending on the data communication requirement within the allocated bandwidth. The experimental results show that the proposed mechanism guarantees for IPs to utilize the allocated bandwidth in multiple router on-chip-networks. The maximum error rate of bandwidth allocation of the proposed scheme is only 1.9%.

Adaptive Bandwidth Allocation for QoS Guaranteed VLC Based WPAN

  • Saha, Nirzhar;Mondal, Ratan Kumar;Jang, Yeong Min
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.8
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    • pp.719-724
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    • 2013
  • Visible light communication based wireless personal area network (WPAN) has recently remained in the center of attention, as it shows a lot of promise to a be a perfect replacement for the contemporary Radio frequency (RF) communication at least in the indoor environment. A commercially deployable VLC based WPAN must support diverse traffic requirement for different kinds of service. In this paper, we have proposed an innovative bandwidth allocation scheme for VLC based WPAN. We wish to allocate bandwidth adaptively for users in a network where bandwidth for each user is allocated scalably. Our aim is to allow maximum number of users in a VLC based WPAN where each user is guaranteed their required QoS. The simulation results justify that the proposed scheme is better than the conventional scheme.

Dynamic movable boundary mechanism for bandwidth alloc ation of ABR service in ATM networks (ATM 망에서 ABR 서비스 대역 할당을 위한 Dynamic MB 메카니즘)

  • 안윤영;이우섭;박홍식
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.2
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    • pp.268-279
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    • 1997
  • In this paper, we show the movable boundary (MB) method is the effective bandwidth allocation strategy for the ABR service among existing bandwidth allocation methods. The MB method can gurantee the QOS requirement according to the service priority and improve bandwidth utilization using the characteristics of the ABR service. The threshold values of the MB, which have an important effect upon connection blocking probability(CBP) performance of each service, are obtained by simulation. The MB method with the fixed thresholds, however, may not have good performance to variation of input traffic parameters. We suggest the dynamic MB method which changes the threshold values adaptively according to the required bandwidth of input traffic. We also show that the dynamic MB method can urantee the CBP performance according to the service priority regardless of variation of input traffic parameters.

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