• Title/Summary/Keyword: Client and Server

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A Study on the Design of a Secure Client-Sever System (Secure 클라이언트-서버 시스템 설계에 관한 연구)

  • 이상렬
    • Journal of the Korea Society of Computer and Information
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    • v.3 no.4
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    • pp.91-96
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    • 1998
  • In this paper we designed a secure client-server system to be able to protect messages between client and server using cryptography We authenticated each other using a asymmetric encryption algorithm on the logon procedure and minimized the time to encrypt and decrypt messages using a symmetric encryption algorithm on exchanging messages. We proved that it is possible to make a digital signature on our secure client-server system. And we suggested the efficient key management method to generate and distribute cryptograpic key securely.

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Enhanced Client Polling with Multilevel Pre-Fetching Algorithm for Wireless Networks

  • Ahmad Nazrul Muhaimin;Geok Tan Kim
    • Journal of Communications and Networks
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    • v.9 no.1
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    • pp.43-49
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    • 2007
  • The implementation of client polling as a weak cache coherence mechanism has two major drawbacks: Firstly, the cache may return a stale copy if the object is changed in the origin server while the cached copy is considered valid. Secondly, the cache can invalidate a cached copy that is still valid in the server. Therefore, we propose a multilevel pre-fetching (MLP) in conjunction with the client polling to refine these drawbacks. MLP is introduced to improve the level of freshness among the cached objects. The simulation results presented in this paper show that the proposed MLP significantly minimizes the number of stale objects and reduces the invalidation messages sent out to the server, i.e., increase the cache HIT rate.

Design of Elevation Data Transmission Method for Mobile Vector GIS

  • Choi, Jin-Oh
    • Journal of information and communication convergence engineering
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    • v.7 no.1
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    • pp.41-45
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    • 2009
  • In mobile GIS environments, a client needs to receive the isogram data with a topographical map from a server, if the mobile client wants to display map with elevation information. Because the elevation data size is normally quite large, the client will suffer some problems to receive the elevation data from server. The main reason is a resource limitation of the mobile devices. To overcome these problems, this paper proposes new data structures and algorithms. They are designed for efficient transmission of contour data to a client. Because of the contour data are generated as a vector style from elevation information stored at a server, the proposed algorithms are focused to minimize the transmission data volume and time.

A Study on the Distributed Real-time Mobile Robot System using TCP/IP and Linux (Linux와 TCP/IP를 이용한 분산 실시간 이동로봇 시스템 구현에 관한 연구)

  • 김주민;김홍렬;양광웅;김대원
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.10
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    • pp.789-797
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    • 2003
  • An implementation scheme and some improvements are proposed to adopt public-licensed operating system, Linux and de-facto world-wide network standard, TCP/IP into the field of behavior-based autonomous mobile robots. To demonstrate the needs of scheme and the improvement, an analysis is performed on a server/client communication problem with real time Linux previously proposed, and another analysis is also performed on interactions among TCP/IP communications and the performance of Linux system using them. Implementation of behavior-based control architecture on real time Linux is proposed firstly. Revised task-scheduling schemes are proposed that can enhance the performance of server/client communication among local tasks on a Linux platform. A new method of TCP/IP packet flow handling is proposed that prioritizes TCP/IP software interrupts with aperiodic server mechanism as well. To evaluate the implementation scheme and the proposed improvements, performance enhancements are shown through some simulations.

A Study On The Development Of a Home Networking System Using An Embedded Linux Board (임베디드 리눅스 보드를 이용한 홈 네트워킹 시스템 구현에 관한 연구)

  • Lee, Heon-Joo;Lee, Jong-Su;Choi, Kyung-Sam
    • Proceedings of the KIEE Conference
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    • 2003.11c
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    • pp.592-595
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    • 2003
  • In this paper, we have designed a Home Networking System using an embedded linux board. The system based on the World-Wide-Web is composed of three parts - a Server, a Client and a Simulator. The Home Networking Server is built in an embedded board using an embedded linux kernel. A web-server and Home Networking Server Seryice Demon programming with a Jaya-Language is included in the board. Clients can connect to the server board using a web-browser in the desktop computer, PDA or any other machines which include a web-browser. For this purpose, we made the client program using a Java-Applet. So, the clients who connect to the server for the control of the applications, download the class-file and execute the client-program in the web-browser. So, the clients don't need any other programs to control the applications from a remote place. The size of server board is very small (86.3$\times$74mm), which makes it very useful not only for the Home-Networking-System but also in many other fields, e.g., embedded robot control system, etc. Using an embedded board instead of a desktop computer is good for a simple network environment and it occupies only a small space to make the system.

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A Study on Cooperation between Kerberos system and Credit-Control Server

  • Choi, Bae-Young;Lim, Hyung-Jin;Chung, Tai-Myoung
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2005.11a
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    • pp.281-284
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    • 2005
  • Kerberos is system that offer authorization in internet and authentication service. Can speak that put each server between client and user in distributed environment and is security system of symmetry height encryption base that offer authentication base mutually. Kerberos authentication is based entirely on the knowledge of passwords that are stored on the Kerberos Server. A user proves her identity to the Kerberos Server by demonstrating Knowledge of the key. The fact that the Kerberos Server has access to the user's decrypted password is a rwsult of the fact that Kerberos does not use public key cryptogrphy. It is a serious disadvantage of the Kerbercs System. The Server must be physically secure to prevent an attacker from stealing the Kerberos Server and learning all of the user passwords. Kerberos was designend so that the server can be stateless. The Kerberos Server simply answers requests from users and issues tickets. This study focused on designing a SIP procy for interworking with AAA server with respect to user authentication and Kerberos System. Kerberos is security system of encryption base that offer certification function mutually between client application element and server application element in distributed network environment. Kerberos provides service necessary to control whether is going to approve also so that certain client may access to certain server. This paper does Credit-Control Server's function in AAA system of Diameter base so that can include Accounting information that is connected to Rating inside certification information message in Rating process with Kerberos system.

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Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.55-60
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    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

Web-Based Nonlinear Earthquake Analysis of SDOF Systems (웹기반 단자유도 시스템 비선형 지진해석)

  • Park, Hun-Sung;Shin, Soo-Bong
    • Proceedings of the Earthquake Engineering Society of Korea Conference
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    • 2005.03a
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    • pp.269-276
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    • 2005
  • A web-based platform for nonlinear earthquake analysis on SDOF systems has been developed in the research. The proposed web-based platform is a 2-tier system composed of client and server sides. Smart Client is applied for the client side to improve the handling speed and UI compatible to the stand alone systems. For the server side, MSSQL is used as a storage for the web. XML WebService is adpoted for the networking between client and server. To examine the efficiency of the developed web-based platform, a trial study on a SDOF nonlinear structural system under earthquake excitation has been carried out.

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Server and Client Simulator for Web-based 3D Image Communication

  • Ko, Jung-Hwan;Lee, Sang-Tae;Kim, Eun-Soo
    • Journal of Information Display
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    • v.5 no.4
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    • pp.38-44
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    • 2004
  • In this paper, a server and client simulator for the web-based multi-view 3D image communication system is implemented by using the IEEE 1394 digital cameras, Intel Xeon server computer and Microsoft's DirectShow programming library. In the proposed system, two-view image is initially captured by using the IEEE 1394 stereo camera and then, this data is compressed through extraction of its disparity information in the Intel Xeon server computer and transmitted to the client system, in which multi-view images are generated through the intermediate views reconstruction method and finally display on the 3D display monitor. Through some experiments it is found that the proposed system can display 8-view image having a grey level of 8 bits with a frame rate of 15 fps.

Multi-tier Database System for Wireless LAN Environment (무선 근거리 통신망 환경을 위한 다단계 데이터베이스 시스템)

  • 박제호
    • Journal of the Semiconductor & Display Technology
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    • v.3 no.4
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    • pp.13-17
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    • 2004
  • As the usage of wireless LAN becomes common in working environment, the number of database systems that support both wired and wireless users increases rapidly. The characteristics of wireless LAN that its speed is slow relatively comparing to wired network and the users in its environment connects to different communication points as they moves creates another challenge to be resolved in database systems. In the environment of hybrid communication systems, wired and wireless for voluminous data amount and a number of users, the two layer architecture of the conventional client-server database systems has limitation in the system performance. This is due to that server is the only point of data service in client-server database systems. In this paper, we discuss a new extended database system architecture that data services are distributed among servers and clients based on user database access patterns in order to improve system performance. We analyze the expected system performance by using simulation technique and prove the practical utilization of the system by demonstrating experimental results.

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