• Title/Summary/Keyword: Client-Server Application

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Cross-Layer Reduction of Wireless Network Card Idle Time to Optimize Energy Consumption of Pull Thin Client Protocols

  • Simoens, Pieter;Ali, Farhan Azmat;Vankeirsbilck, Bert;Deboosere, Lien;Turck, Filip De;Dhoedt, Bart;Demeester, Piet;Torrea-Duran, Rodolfo;Perre, Liesbet Van der;Dejonghe, Antoine
    • Journal of Communications and Networks
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    • v.14 no.1
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    • pp.75-90
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    • 2012
  • Thin client computing trades local processing for network bandwidth consumption by offloading application logic to remote servers. User input and display updates are exchanged between client and server through a thin client protocol. On wireless devices, the thin client protocol traffic can lead to a significantly higher power consumption of the radio interface. In this article, a cross-layer framework is presented that transitions the wireless network interface card (WNIC) to the energy-conserving sleep mode when no traffic from the server is expected. The approach is validated for different wireless channel conditions, such as path loss and available bandwidth, as well as for different network roundtrip time values. Using this cross-layer algorithm for sample scenario with a remote text editor, and through experiments based on actual user traces, a reduction of the WNIC energy consumption of up to 36.82% is obtained, without degrading the application's reactivity.

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 Simulation under Distributed Environment (분산 환경하에서의 웹기반 시뮬레이션에 관한 연구)

  • 이영해
    • Journal of the Korea Society for Simulation
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    • v.7 no.2
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    • pp.79-90
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    • 1998
  • This paper introduces the concept of web-based simulation and suggests the structure of web-based simulation which reduces the simulation run time and performs simulations in efficient way under distributed environments. Since its introducing in 1996, web-based simulation has been studied only with a tool of applet, but in this paper a method of server applications for client applets will be used. In server application, server transfers objects requested by clients such as simulation engines, reports, files. After each client connects to web-server, and then server allocates simulation modules to connected clients. These work magnify the transferring applets from server and simulation models which were made by clients. This paper also processes a structure for managing efficiently web-based simulation under distributed environment and steps in which clients connect, model, simulate with distributed structure, and programs of proposed structure.

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The Remote Access Algorithm by Object Replication (객체 복제 기법에 의한 원격 접근 알고리즘)

  • Yun, Dong-Sik;Lee, Byeong-Gwan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.3
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    • pp.799-807
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    • 2000
  • In this paper, object replication Client/server under distributed computing system is design and implementation. Today many end-users have a computer communication by using internet in the distributed system of client/server. If many users request services to a specific remote server, the server should have got a overhead for hat service processing, delayed the speed for replay, and bring a bottleneck in communication network. Therefore object replication method was proposed to solve this problems. The growth of internet works and distributed applications has increased the need for large scale replicated systems. However, existing replication protocols do not address scale and autonomy issues adequately. Further, current application protocol require consistency of different levels, and therefore should be the selection function of consistency in them, in order to have particular semantics of each level. In this paper, server overhead and bottleneck happening in remote procedure call be using server object replication. Therefore access transparency can be improved by sharing object duplicately. So it will Keep up with the consistency within the replicated objects.

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Proposal and Design of a Novel SNA Protocol for the Power Control System (전력제어 시스템을 위한 SNA 프로토콜 제안 및 설계)

  • Park, Min-Ji;Lee, Dong-Min;Min, Sang-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.8B
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    • pp.1122-1128
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    • 2010
  • In this paper, we proposed and designed a novel SNA protocol which operates in the way of a server and a client in the power control system. The proposed SNA protocol includes the information about the mode switching, the saving position of context information, the user trigger, and so forth, which are needed in the power management devices. We consider the application of the SNA protocol to the home network, where message flows between the SNA server and the SNA client. To verify the operation of the SNA protocol, the state transition diagrams of the server in the home gateway and the client in the network device are shown. Hence, we can conclude the SNA can operate without malfuction.

A Study on The Implementation and Application of POP Systems Based on The Client/Server Architecture (Client/Server 기반하에서 POP 시스템의 구축과 적용에 관한 연구)

  • 문혁동;송수정;정영득;강경식
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.20 no.42
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    • pp.181-192
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    • 1997
  • Production Control System(PCS) can be used in controlling productivity effectively. The system provides the workers and managers and with the management information. The objective of PCS is to improve and optimize productivity in practice. To achieve this goal, PCS must be applied in many Industries. Information System at Point Of Production(POP) is the system that helps worker and managers to analyze the various information at production line in practice. In this paper, we propose a new developed Client/Server POP System using "Bar Code." The new system can be integrated and communicated with CIM. The developed system can be used by engineers, managers, to improve productivity in practice. practice.

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Implementation of MPEG-4 System for Video on Demand Services (Video on Demand 서비스를 위한 MPEG-4 시스템 구현)

  • 최승철;김남규;최석림
    • Proceedings of the IEEK Conference
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    • 2001.06a
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    • pp.225-228
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    • 2001
  • We describe the implementation of MPEG-4 Systems for Video on Demand services. We discuss the issues in implementint MPEG-4 Systems, specially Object Description and Elementary stream management(Buffer control, Synchronization). The file-server pump the multiplexed streams to the client through the DMIF. Interaction between server and client is done with User Command(play, pause, stop, fast foward, ...). Stream data are multiplexed off-line. In advance, the file-server read multiplexed streams and pumps it to MPEG-4 terminal(client). Our system can be used in various application not only Video on Demand services, but also Internet broadcasting, remote surveillance, mobile communication, remote education, etc.

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Internal Teleoperation of an Autonomous Mobile Robot (인터넷을 이용한 자율운행로봇의 원격운용)

  • 박태현;강근택;이원창
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.45-45
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    • 2000
  • This paper proposes a remote control system that combines computer network and an autonomous mobile robot. We control remotely an autonomous mobile robot with vision via the internet to guide it under unknown environments in the real time. The main feature of this system is that local operators need a World Wide Web browser and a computer connected to the internet communication network and so they can command the robot in a remote location through our Home Page. The hardware architecture of this system consists of an autonomous mobile robot, workstation, and local computers. The software architecture of this system includes the server part for communication between user and robot and the client part for the user interface and a robot control system. The server and client parts are developed using Java language which is suitable to internet application and supports multi-platform. Furthermore, this system offers an image compression method using motion JPEG concept which reduces large time delay that occurs in network during image transmission.

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Remote Material Handling Through Internet (인터넷을 통한 원격 자재취급에 관한 연구)

  • Kim, Seok-Ho;Han, Yeong-Geun;Park, Gang;Kang, Gyeong-Sik
    • Proceedings of the Safety Management and Science Conference
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    • 2002.11a
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    • pp.157-163
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    • 2002
  • Automated manufacturing systems are applied to shop floors as a tool for the increase of productivity and quality and the decrease of manufacturing lead times and industry accidents. One of the most important issue of the present day is the application of Internet. The development of Internet technologies makes manufacturing enterprises break spacial barriers between users and shop floors, and collect various field data in remote sites. In this research, an Internet-based remote control system for a small-sized automated storage and retrieval system is developed for the purpose of real-time monitoring and control of automatic production equipment. The developed system has a client-server architecture and transmits real-time images of the automated storage and retrieval system to a client by ar CCD camera connected to a server. Based on the transmitted images, the client sends commands to PLC of the server, and part storage and retrieval tasks are executed.

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MPEG-21 IPMP's Application and Implementation On Linux Server/Client Environments (Linux Server/client 구조에서 MPEG-21 IPMP의 용용 및 구현)

  • Choi, Yong-Soo;Kim, Ki-Seob;Kim, Hyoung-Joong;Han, Hyung-Seok
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.3 no.2
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    • pp.72-80
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    • 2004
  • This Paper is implementing IPMP system based on Server/client Structured Linux. We referenced OpenIPMP System, which is a reference software of IPMP (Intellectual Property Management and Protection) solution. Using this system, we developed multimedia contents service providing system using MPEG-21's REL(XML), which is applicable to new media service environment.

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