• Title/Summary/Keyword: Bandwidth Requirements

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A Design of Ferrite Electromagnetic Wave Absorber Three Layered Type with Wide-Band Characteristics. (광대역 특성을 갖는 3층형 페라이트 전파흡수체의 설계)

  • 이창우;김동일
    • Journal of the Korean Institute of Navigation
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    • v.22 no.4
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    • pp.51-57
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    • 1998
  • According to the rapid development of the electric industry, the demand of the frequency allocation and the usage of electromagnetic wave are increased due to automation of modem society. Electromagnetic wave absorbers for anechoic chamber are needed to broaden the effective frequency bandwidth, reduce the thickness, and decrease the weight. There are various absorbers proposed for the above conditions, but they could not decisively solve the above requirements. The Electromagnetic wave absorber made by a conventional ferrite tile has, for example, broadened the effective frequency bandwidth by the way of forming air layer(practically in urethane foam, etc.) on the ferrite tile. Therefore, an air layer is formed between a reflection plate and a sintered Ni-Zn ferrite tile of 7 mm in thickness, which has reflectivity less than -20 dB from 30 MHz to 400 MHz in bandwidth. In this paper, a broadband electromagnetic wave absorber are designed, which has the reflection characteristics less than -20 dB from 30 MHz to 8,000 MHz in the bandwidth. A super broadband electromagnetic wave absorber is achieved by inserting square Ferrite Cylinders Type with the thickness less than 23.5 mm and with the frequency band from 30 MHz to 8,000 MHz under the above tolerance limits. The purpose of this research is on the development of a universal anechoic chamber for measuring radiated electromagnetic wave or immunity of electronic equipments, GTEM-cell and also a wall material for preventing TV ghost, etc.

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Design of Ferrite Electromagnetic Wave Absorber for Anechoic Chamber (전파무향실용 페라이트 전파흡수체의 설계)

  • 김동일;이창우;김하근;전상엽;정세모
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.3 no.1
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    • pp.43-50
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    • 1999
  • Electromagnetic wave absorbers for anechoic chamber are needed to broaden the useful frequency bandwidth, reduce the thickness, and decrease the weight. There are various absorbers proposed for the above conditions, but they could not decisively solve the above requirements. The Electromagnetic wave absorber made by a conventional ferrite tile has, for example, broadened the useful frequency bandwidth by the way of forming air layer. Therefore, an air layer is formed absorber between a reflection plate and a sintered Ni-Zn ferrite tile of 7 mm in thickness, which has reflectivity less than -20 dB from 30 MHz to 450 MHz in frequency band, far narrower than the aimed bandwidth. The purpose of this paper is on the development of a universal anechoic chamber for measuring radiated electromagnetic wave or immunity of electronic equipments, GTEM-cell, wall material for prevention of TV ghost, etc. Accordingly, in this paper, a broadened electromagnetic wave absorber is designed, which has the reflection characteristics less than -20 dB from 30 MHz to 5,430 or 8,000 MHz in the bandwidth. Then we will design a super broadband electromagnetic wave absorber by inserting square Ferrite Cylinders Type with the thickness less than 23.5 m in three-layed type and with the frequency band from 30 MHz to 5,430-8,000 MHz under the above tolerance limits.

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Minimum Variable Bandwidth Allocation over Group of Pictures for MPEG Video Transmission (MPEG 동영상 전송을 위한 GOP 단위의 최소 변경 대역폭 할당 기법)

  • Kwak, Joon-Won;Lee, Myoung-Jae;Song, Ha-Yoon;Park, Do-Soon
    • The KIPS Transactions:PartC
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    • v.9C no.5
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    • pp.679-686
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    • 2002
  • The transmission of prerecorded and compressed video data without degradation of picture quality requires video servers to cope with large fluctuations in bandwidth requirement. Bandwidth smoothing techniques can reduce the burst of a variable-bit rate stream by prefetching data at a series of fixed rates and simplifying the allocation of resources in the video servers and the network. In this paper, the proposed smoothing algorithm results in the optimal transmission plans for (1) the smallest bandwidth requirements, (2) the minimum number of changes in transmission rate, and (3) the minimum amount of the server process overhead. The advantages of the proposed smoothing algorithm have been verified through the comparison with the existing smoothing algorithms in diverse environments.

A Pixel Pipeline Architecture with Effective Visibility Test for 3D Graphics Accelerators (향상된 가시성 검사를 수행하는 3차원 그래픽 가속기의 픽셀 파이프라인 구조)

  • Kim, Il-San;Park, Woo-Chan;Park, Jin-Hong;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.31-38
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    • 2007
  • In this paper, we proposed an effective visibility test architecture with improving the mid-texturing architecture. The proposed architecture uses the property of fragments that the visibility of adjacent fragments is identical, and performs only a single visibility test per fragment. To compare with the mid-texturing architecture, simulation results show that the bandwidth requirements and the cell area of the depth cache in the proposed architecture are reduce by 25% and 34%, respectively, in exchange for less than 5% performance decline.

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Efficient Virtual Network Mapping Method (효율적인 가상 네트워크 대응 방안)

  • Woo, Miae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1793-1800
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    • 2016
  • Network virtualization is considered as an enabling technology to accomodate recently introduced new services such as cloud services and data center networks on top of the existing network environment. In this paper, an efficient virtual network mapping method is proposed which takes account of the location and resource requirements of virtual nodes and the bandwidth requirements of virtual links. The proposed method sets bandwidth as the priority metric for network mapping, and searches for a set of substrate nodes and paths that houses the virtual nodes and virtual links. Through the simulation experiments, it is verified that the proposed method provides better cost to revenue ratio and fast experiment time without degrading success rate of virtual network mapping.

A Fast Dynamic Broadcasting Scheme For Video-On-Demand Systems (주문형 비디오 시스템을 위한 빠른 동적 방송 기법)

  • Kwon, Hyeok-Min
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.9
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    • pp.433-444
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    • 2005
  • In video-on-demand(VOD) systems, a broadcast-based scheduling mechanism is known to be a very efficient technique for disseminating popular videos to very large client populations. The main motivations of broadcasting scheduling mechanisms are that they scale up extremely well and they have very modest bandwidth requirements. This paper proposes a new dynamic broadcasting scheduling mechanism, named FDBS (fast dynamic broadcasting scheme), and proves its correctness. This paper also evaluates the performance of FDBS on the basis of a simulation approach. The simulation results indicate that FDBS shows a superior performance over UD, CBHD, and NPB in terms of the average response time with very reasonable bandwidth requirements.

A Reservation-based QoS Routing Protocol for Mobile Ad-Hoc Networks (이동 애드혹 네트워크를 위한 예약 기반의 QoS 라우팅 프로토콜)

  • Joe, In-Whee
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.12B
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    • pp.805-810
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    • 2005
  • According to the user requirements for continuous and real-time multimedia information, the concept of Quality of Service (QoS) has emerged as a main issue in mobile ad-hoc networks. QoS routing is to find the route that meets the QoS requirements of the users. In this paper, we propose a routing protocol that is based on AODV over TDMA, one of the typical routing protocols for mobile ad-hoc networks, by making a bandwidth reservation for QoS guarantee. While the existing schemes calculate the maximum available bandwidth for each candidate path, our scheme is to check only if the bandwidth of a given path satisfies the end-to-end QoS requirement and then to make a reservation by allocating time slots efficiently in the wireless environment. In order to evaluate the performance of the proposed QoS routing protocol, some simulations are carried out in the ad-hoc environment.

An Efficient QoS-Aware Bandwidth Re-Provisioning Scheme in a Next Generation Wireless Packet Transport Network (차세대 이동통신 패킷 수송망에서 서비스 품질을 고려한 효율적인 대역폭 재할당 기법)

  • Park, Jae-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.1A
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    • pp.30-37
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    • 2006
  • In this paper, we propose a QoS-aware efficient bandwidth re-provisioning scheme in a next generation wireless packet transport network. At the transport network layer, it classifies the traffic of the radio network layer into a real time class and a non-real time class. Using an auto-regressive time-series model and a given packet loss probability, our scheme predicts the needed bandwidth of the non-real time class at every re-provisioning interval. Our scheme increases the system capacity by releasing the unutilized bandwidth of the non-real time traffic class for the real-time traffic class while insuring a controllable upper bound on the packet loss probability of a non-real time traffic class. Through empirical evaluations using the real Internet traffic traces, our scheme is validated that it can increase the bandwidth efficiency while guaranteeing the quality of service requirements of the non-real time traffic class.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

System Architecture Design and Policy Implications on the e-Marketplace for Telecom Bandwidth Trading (Telecom Bandwidth Trading을 위한 시스템 아키텍처 설계와 거래시장 모형)

  • Kim, Do-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.257-267
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    • 2007
  • Bandwidth Trading(BT) represents a potential market with over 1 trillion USD across the world and high growth potential. BT is also likely to accelerate globalization of the telecommunications industry and massive restructuring driven by unbundling rush. However, systematic researches on BT remain at an infant stage. This study starts with structure analysis of the Internet industry, and discusses significance of Internet interconnection with respect to BT issues. We also describe the bandwidth commoditization trends and review technical requirements for effective Internet interconnection with BT capability. Taking a step further, this study explores the possibility of improving efficiency of network providers and increasing user convenience by developing an architectural prototype of Hub-&-Spoke interconnection model required to facilitate BT. The BT market provides an innovative base to ease rigidity of two-party contract and increase service efficiency. However, as fair, efficient operation by third party is required, this research finally proposes an exchanging hub named NIBX(New Internet Business eXchange).

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