• Title/Summary/Keyword: Client-Server Communications

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A Study on Implementation of Roaming Function in Digital Mobile Communications System using a Client-Server Model (클라이언트-서버 모델을 사용한 디지틀 이동통신 시스템의 로우밍 기능 구현에 관한 연구)

  • 임선배;박진우
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.17 no.12
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    • pp.1371-1379
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    • 1992
  • In this paper, we describe the general concept of digital mobile communications system and present a client-server model for the implementation of roaming function, which is on of the most important functions in digital mobile communications system. And finally we also describe our simulation test and analysis for the presented client-server model.

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A Study on the Data Retrieval By Using a Cache Forward/Backward Technique (캐쉬 Forward/Backward기법을 이용한 데이터 검색에 관한 연구)

  • Kim Soo-Jang
    • 한국정보통신설비학회:학술대회논문집
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    • 2003.08a
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    • pp.229-233
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    • 2003
  • 최근, 인터넷 사용자가 급증하면서 빠른 서비스에 대한 문제가 큰 관심이 되고있다. 특히 데이터베이스 시스템에서 저장 삭세 수정 등은 사용자에게 긴 대기시간을 요구할 수도 있기 때문에 사용자의 불평을 야기할 수 있다. 이 논문에서는 3-티어 방식에서 요즘 많이 사용되는 application server의 cache에 대해서 말하고자 한다. 기존 application server는 데이터를 application server cache에 저장하여 같은 데이터를 서비스할 경우 server의 cache를 사용하지만 이 논문에서 제안하는 것은 접속된 client를 관리하여 각각의 client에 cache를 만들고 application server나 또는 데이터베이스 server가 서비스를 하지 못할 경우는 가장 최근의 데이터를 가지고 있는 client를 찾아 client cache에 있는 데이터를 서비스 하자는 것이다.

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A Study on Network Game based on Client/Server (클라이언트/서버 기반의 네트워크 게임에 관한 연구)

  • Baek Hyun-Ok;Lee Seung-Hyuk;Byun Young-Ki;Lee Han-Kwon;Park Byoung-Soo;Cho Tae-Kyung
    • Proceedings of the KAIS Fall Conference
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    • 2005.05a
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    • pp.246-249
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    • 2005
  • 본 논문에서는 네트워크 게임을 통하여 Client/Server 환경의 전반에 대해 알아볼 것이며, 네트워크 게임의 한 예로 사다리 게임을 구현하였다. 사다리 게임은 JAVA를 이용하였으며 이를 통해 네트워크 게임의 실행 원리를 분석하고 이를 통하여 Client/Server의 분산 환경에 대해 고찰한다.

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Security Vulnerabilities of Client-Server Communications of Password Managers (패스워드 매니저의 클라이언트-서버 통신 취약점 분석)

  • Hong, Seunghui;So, Jaewoo;Jeong, Hyera
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.1
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    • pp.17-27
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    • 2020
  • Many users are using password managers in order to conveniently manage several usernames and passwords needed to access the web sites. The password manager encrypts and stores several passwords on the server, and the user accesses the server to receive the password information. Thus, if an attacker can sniff a message between the password manager and the server and decrypt the message content, or if an attacker can steal the computer's memory and decrypt the message content, then all the passwords will be exposed to the attacker. In this paper, we analyze the client-server communications and encryption process of password mangers and show there is a serious vulnerability in memory attack.

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.

Implementation of Speech Recognition System Using JAVA Applet

  • Park, Seungho;Park, Kwangkook;Kim, Kyungnam;Kim, Jingyoung;Kim, Kijung
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.257-259
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    • 2000
  • In this paper, a word-unit recognition is performed to implement a speech recognition system over the web, using JAVA Applet and continuous distributed HMM. The system based on Client/server model is designed. A client computer processes speech with Applet, and then transmits feature parameters to the server computer though the Internet. The speech recognition system in the server computer transmits the result applied by the forward algorithm to the client computer and the result is displayed in the client computer by text.

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Development of a Gateway System for Social Network Services

  • Kwon, Dongwoo;Jung, Insik;Lee, Shinho;Kim, Hyeonwoo;Ju, Hongtaek
    • Journal of Communications and Networks
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    • v.17 no.2
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    • pp.118-125
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    • 2015
  • In this paper, we propose a method to reduce mobile social network services (SNSs) traffic using a mobile integrated SNS gateway (MISG) to improve network communication performance between the mobile client and SNS servers. The gateway connects the client and SNS servers using the contents adapter and the web service adapter and helps to improve communication performance using its cache engine. An integrated SNS application, the user's client, communicates with the gateway server using integrated SNS protocol. In addition, the gateway can alert the client to new SNS contents because of the broker server implemented by the message queuing telemetry transport protocol. We design and develop the modules of the gateway server and the integrated SNS application. We then measure the performance of MISG in terms of content response time and describe the result of the experiment.

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.

Multi Server Password Authenticated Key Exchange Using Attribute-Based Encryption (속성 기반 암호화 방식을 이용한 다중 서버 패스워드 인증 키 교환)

  • Park, Minkyung;Cho, Eunsang;Kwon, Ted Taekyoung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.8
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    • pp.1597-1605
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    • 2015
  • Password authenticated key exchange (PAKE) is a protocol that a client stores its password to a server, authenticates itself using its password and shares a session key with the server. In multi-server PAKE, a client splits its password and stores them to several servers separately. Unless all the servers are compromised, client's password will not be disclosed in the multi-server setting. In attribute-based encryption (ABE), a sender encrypts a message M using a set of attributes and then a receiver decrypts it using the same set of attributes. In this paper, we introduce multi-server PAKE protocol that utilizes a set of attributes of ABE as a client's password. In the protocol, the client and servers do not need to create additional public/private key pairs because the password is used as a set of public keys. Also, the client and the servers exchange only one round-trip message per server. The protocol is secure against dictionary attacks. We prove our system is secure in a proposed threat model. Finally we show feasibility through evaluating the execution time of the protocol.

A Study on Design of a Distributed Game Server System (분산 게임 서버 시스템 설계에 관한 연구)

  • 배재환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.12B
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    • pp.1060-1065
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    • 2003
  • As the Internet continues to grow, network games are widely spreaded. For most network games, many users' meet on a server causes a heavy load to the sewer, which in turn brings inconvenience to the user. Moreover, it demands increased expense to the service provider for deploying additional servers. In this paper, we propose a hybrid distributed system for network games. In our proposed system, a client is independents of the server and exchanges information directly with other clients. The client depends on servers only for the update information. The proposed methodology classifies messages according to the characteristics of information that the message handles and applies either client-to-server and pear-to-pear communication for processing messages which increases the efficiency of systems.