• Title/Summary/Keyword: Distributed Server System

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Distributed FTP Server for Log Mining System on ACE (분산 FTP 서버의 ACE 기반 로그 마이닝 시스템)

  • Min, Su-Hong;Cho, Dong-Sub
    • Proceedings of the KIEE Conference
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    • 2002.11c
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    • pp.465-468
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    • 2002
  • Today large corporations are constructing distributed server environment. Many corporations are respectively operating Web server, FTP server, Mail server and DB server on heterogeneous operation. However, there is the problem that a manager must manage each server individually. In this paper, we present distributed FTP server for log mining system on ACE. Proposed log mining system is based upon ACE (Adaptive Communication Environment) framework and data mining techniques. This system provides a united operation with distributed FTP server.

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Data Resource Management under Distributed Computing Environment (분산 컴퓨팅 환경하에서의 데이타 자원 관리)

  • 조희경;안중호
    • Proceedings of the Korea Database Society Conference
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    • 1994.09a
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    • pp.105-129
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    • 1994
  • The information system of corporations are facing a new environment expressed by miniaturization, decentralization and Open System. It is therefore of utmost importance for corporations to adapt flexibly th such new environment by providing for corresponding changes to their existing information systems. The objectives of this study are to identify this new environment faced by today′s information system and develop effective methods for data resource management under this new environment. In this study, it is assumed that the new environment faced by information systems can be specified as Distributed Computing Environment, and in order to achieve such system, presents Client/server architecture as its representative computing structure, This study defines Client/server architecture as a computing architecture which specialize the fuctionality of the client system and the server system in order to have an application distribute and perform cooperative processing at the best platform. Furthermore, from among the five structures utilized in Client/server architecture for distribution and cooperative processing of application between server and client this study presents two different data management methods under the Client/server environment; one is "Remote Data Management Method" which uses file server or database server and. the other is "Distributed Data Management Method" using distributed database management system. The result of this study leads to the conclusion that in the client/server environment although distributed application is assumed, the data could become centralized (in the case of file server or database server) or decentralized (in the case of distributed database system) and the data management method through a distributed database system where complete responsibility and powers with respect to control of data used by the user are given not only is it more adaptable to modern flexible corporate environment, but in terms of system operation, it presents a more efficient data management alternative compared to existing data management methods in terms of cutting costs.

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Resiliency Design of a Loosely-Coupled Database System

  • Park, Jae-Hwa;Kim, Sung-Eon
    • The Journal of Information Systems
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    • v.4
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    • pp.85-104
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    • 1995
  • In a loosely-coupled distributed database server system, a server failure and/or a communication failure can be masked by a resiliency mechanism. Recognizing that a distributed transaction executes at several servers during its lifetime, we propose a resiliency mechanism which allows continuous transaction processing in distributed database server systems in the presence of a server failure. The resiliency mechanism for transaction processing is achieved by keeping redundant information using a primary/backup approach. The purpose of this paper is to analyze the performance improvement opportunities with the resiliency mechanism and to present the design of the proposed system.

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Design and Implementation of a Distributed Rendering Management System for Special Purpose Renderer (특정 목적 렌더러에 특화된 분산 렌더링 관리 시스템의 설계 및 구현)

  • Lee, In;Kang, Kyung-Kyu;Jung, Yu-Gu;Lee, Jae-Woon;Kim, Dong-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.60-68
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    • 2012
  • This paper describes design and implementation of a distributed rendering management system using existing rendering module. Currently, most of 3D commercial software provide modeling, rendering and distributed environment in the whole package. So, the server and client should use the given renderer as is, without the required features. In this paper, we propose a distributed rendering management system that consist of rendering module and distributed rendering client-server. The rendering module can be executed independently and managed by the distributed rendering client. The server requests rendering for each connected client. After the execution, the server gathers rendering result from each client. After gathering, the server provides the rendering result to the user.

Distributed Server Configuration Scheme for Internet Online Game (인터넷 온라인 게임을 위한 서버의 분산구성 기법)

  • Lee, Nam-Jae;Seo, Duck-Won;Kwak, Hoon-Sung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.31-36
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    • 2001
  • Generally, the internet online game systems are divided into two parts, clients and servers. The clients provide a connection with game server to each user and communicate between them. And, the server controls all clients by the game rules fairly and manages database systems to maintain the user information. In this paper, we propose a configuration method for internet online game servers using distributed scheme. To apply this method, we divide game server into three sub-level parts again. First part of game server is login server to establish the connection between communication server and clients. Second part is communication server to connect between clients and main game server during playing the game. And last part is DBMS that performs database independently. Our proposed scheme suggests that the game server operates very stable because of decreasing of processing load by distributed scheme. So, our proposed server configuration applies to similar online game easily.

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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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A Session-based Instant Message System by Distributed Architecture (분산 구조에 의한 세션 기반 인스턴트 메시지 시스템)

  • Jang, Choonseo;Lee, Ki-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2169-2175
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    • 2014
  • In this paper we have proposed a new distributed architecture of session-based instant message system, in which multiple servers can distribute loads effectively to improve system extendability. The server of session-based instant message system should manage SIP sessions to transfer instant message with multimedia data to each users, and it should process large amount of presence informations from each users. Therefore load of the server should be distributed as the number of users increases. In our system, when server load increases according to large user numbers, the load are distributed by selecting a server with the lowest load value, or new server is created to allocate the message processing. Therefore the overall load of instant message system can be dynamically distributed. A new presence information data format with added elements for controlling server load has been designed for this purpose, and SIP messages exchanging procedure between servers and users has been also suggested. The performance of our proposed system has been analysed by simulation, and showed improvement of performance.

DOC: A Distributed Object Caching System for Information Infrastructure (분산 환경에서의 객체 캐슁)

  • 이태희;심준호;이상구
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.249-254
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    • 2003
  • Object caching is a desirable feature to improve the both scalability and performance of distributed application systems for information infrastructure, the information management system leveraging the power of network computing. However, in order to exploit such benefits, we claim that the following problems: cache server placement, cache replacement, and cache synchronization, should be considered when designing any object cache system. We are under developing DOC: a Distributed Object Caching, as a part of building our information infrastructures. In this paper, we show how each problem is inter-related, and focus to highlight how we handle cache server deployment problem

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Enhanced distributed streaming system based on RTP/RTSP in resurgent ability (RTP/RTSP 기반 재생기능이 향상된 분산 스트리밍 시스템)

  • Lee, Joo-Yoen;Kim, Jung-Hak;Jung, Jae-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.213-216
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    • 2005
  • In this paper, we propose the redirect streaming service model to enhance resurgent ability. The system consists of a redirect server, local streaming servers and clients. A redirect server searches the best streaming server. And streaming servers starts a requested service or resumes it when in a trouble. RTSP/RTP is one of the effective solutions to improve QOS in VOD, however a service can be broken off by an overloaded server or network especially in live. We designed and implemented not only a distributed streaming system that solves the broken-off service to enhance a resurgent system, but also DSSP, distributed streaming service protocol, which is adopted to implement this model. Those will improve the performance of streaming service using RTP/RTSP and be contributed to a real time streaming research to solve a service trouble.

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Data Server Mining applied Neural Networks in Distributed Environment (분산 환경에서 신경망을 응용한 데이터 서버 마이닝)

  • 박민기;김귀태;이재완
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2003.05a
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    • pp.473-476
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    • 2003
  • Nowaday, Internet is doing the role of a large distributed information service tenter and various information and database servers managing it are in distributed network environment. However, the we have several difficulties in deciding the server to disposal input data depending on data properties. In this paper, we designed server mining mechanism and Intellectual data mining system architecture for the best efficiently dealing with input data pattern by using neural network among the various data in distributed environment. As a result, the new input data pattern could be operated after deciding the destination server according to dynamic binding method implemented by neural network. This mechanism can be applied Datawarehous, telecommunication and load pattern analysis, population census analysis and medical data analysis.

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