• 제목/요약/키워드: Heterogeneous Server

검색결과 184건 처리시간 0.028초

엣지 디바이스에서의 병렬 프로그래밍 모델 성능 비교 연구 (A Performance Comparison of Parallel Programming Models on Edge Devices)

  • 남덕윤
    • 대한임베디드공학회논문지
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    • 제18권4호
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    • pp.165-172
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    • 2023
  • Heterogeneous computing is a technology that utilizes different types of processors to perform parallel processing. It maximizes task processing and energy efficiency by leveraging various computing resources such as CPUs, GPUs, and FPGAs. On the other hand, edge computing has developed with IoT and 5G technologies. It is a distributed computing that utilizes computing resources close to clients, thereby offloading the central server. It has evolved to intelligent edge computing combined with artificial intelligence. Intelligent edge computing enables total data processing, such as context awareness, prediction, control, and simple processing for the data collected on the edge. If heterogeneous computing can be successfully applied in the edge, it is expected to maximize job processing efficiency while minimizing dependence on the central server. In this paper, experiments were conducted to verify the feasibility of various parallel programming models on high-end and low-end edge devices by using benchmark applications. We analyzed the performance of five parallel programming models on the Raspberry Pi 4 and Jetson Orin Nano as low-end and high-end devices, respectively. In the experiment, OpenACC showed the best performance on the low-end edge device and OpenSYCL on the high-end device due to the stability and optimization of system libraries.

A Novel Smart Contract based Optimized Cloud Selection Framework for Efficient Multi-Party Computation

  • Haotian Chen;Abir EL Azzaoui;Sekione Reward Jeremiah;Jong Hyuk Park
    • Journal of Information Processing Systems
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    • 제19권2호
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    • pp.240-257
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    • 2023
  • The industrial Internet of Things (IIoT) is characterized by intelligent connection, real-time data processing, collaborative monitoring, and automatic information processing. The heterogeneous IIoT devices require a high data rate, high reliability, high coverage, and low delay, thus posing a significant challenge to information security. High-performance edge and cloud servers are a good backup solution for IIoT devices with limited capabilities. However, privacy leakage and network attack cases may occur in heterogeneous IIoT environments. Cloud-based multi-party computing is a reliable privacy-protecting technology that encourages multiparty participation in joint computing without privacy disclosure. However, the default cloud selection method does not meet the heterogeneous IIoT requirements. The server can be dishonest, significantly increasing the probability of multi-party computation failure or inefficiency. This paper proposes a blockchain and smart contract-based optimized cloud node selection framework. Different participants choose the best server that meets their performance demands, considering the communication delay. Smart contracts provide a progressive request mechanism to increase participation. The simulation results show that our framework improves overall multi-party computing efficiency by up to 44.73%.

이기종환경을 지원하는 분산디버거의 설계 및 구현 (Design and Implementation of Distributed Debugger Supporting Heterogeneous Environment)

  • 서영애
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1998년도 추계종합학술대회 논문집
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    • pp.523-526
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    • 1998
  • In an ongoing project at ETRI-CSTL, A debugger for distributed programs that run on a varied collection of machines is being built. To build such debugger, a clientserver model is incorporated. This strategy enables us to provide a unified user interface and isolate debugger core from the user interface. Several debugging servers running on a diverse set of platforms permit the implementation of a distributed debugger for heterogeneous environment, and the single debugging client provides unified debugging concept and graphical user interface over various servers. Also, the precise specification of the interaction protocol between the client and server facilitates client to be paired with a variety of server implementantations. This paper describes the design and implementation of our debugger, concentrating on the system architecture.

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클라이언트/서버 기반의 네트워크 게임 연구 (A Study on Network Game Based on Client/Server)

  • 변영기;이한권;김종겸;조태경
    • 전기학회논문지P
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    • 제55권2호
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    • pp.73-77
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    • 2006
  • A server is simply a computer that is running software that enables it to serve specific requests from other computers, called 'clients.' Distributed systems are considered by some to be the 'next wave' of computing. A collection of probably heterogeneous distribution systems is transparent to the user so that the system appears as one local machine. This paper is going to search about whole of Client/Server distributed systems environment through network game. This paper presents game by one example of network game. The ladder game uses JAVA and embody to do random every time using Random function and remainder operation repeatedly. Analyze execution principle of network game through this tame and investigate about Client/Server's distributed environment through this.

Design Approach with Higher Levels of Abstraction: Implementing Heterogeneous Multiplication Server Farms

  • Moon, Sangook
    • Journal of information and communication convergence engineering
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    • 제11권2호
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    • pp.112-117
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    • 2013
  • In order to reuse a register transfer level (RTL)-based IP block, it takes another architectural exploration in which the RTL will be put, and it also takes virtual platforms to develop the driver and applications software. Due to the increasing demands of new technology, the hardware and software complexity of organizing embedded systems is growing rapidly. Accordingly, the traditional design methodology cannot stand up forever to designing complex devices. In this paper, I introduce an electronic system level (ESL)-based approach to designing complex hardware with a derivative of SystemVerilog. I adopted the concept of reuse with higher levels of abstraction of the ESL language than traditional HDLs to design multiplication server farms. Using the concept of ESL, I successfully implemented server farms as well as a test bench in one simulation environment. It would have cost a number of Verilog/C simulations if I had followed the traditional way, which would have required much more time and effort.

모바일 서버를 이용한 이기종간의 파일 공유 시스템 (File Sharing System Between Heterogeneous System Using Mobile Server)

  • 박성현;김아용;하의륜;저순;정회경
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.1041-1043
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    • 2013
  • 현재 모바일 디바이스 보급이 증가하면서 1인 N 모바일 디바이스의 시대가 열리고 있다. 모바일 디바이스와 OS의 종류도 지속적으로 늘어나고 있으며, 시장점유율이 90%이상이 되는 Google의 Android나 Apple의 iOS뿐만 아니라 삼성과 인텔이 개발하고 있는 TIZEN, Linux의 UBUNTU를 모바일화 시킨 OS들이 출시를 앞두고 있다. 하지만 서로 다른 OS간의 파일을 공유 할 수 있는 시스템이나 기술은 없는 실정이다. Bluetooth나 WiFi Direct와 같은 기술들은 존재하지만 기기간의 호환성이 낮고, 전송 가능한 파일형식에 따른 제약이 존재한다. 이에 본 논문에서는 OS간의 파일공유 방법에 대해 연구하고, 모바일 디바이스뿐만 아니라 서로 다른 이기종간의 무선랜 환경에서 파일의 공유방법에 대해 연구한다. 향후 연구 과제로는 모바일 서버의 보급과 구축이 용이한 원터치 모바일 서버에서 구축, 관리, 유지, 보수 등의 서비스를 제공하는 모바일 통합 서버 시스템에 대해 연구한다.

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소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술 (A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game)

  • 장승은;탕지아메이;김상욱
    • 한국멀티미디어학회논문지
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    • 제17권8호
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

이기종 P2P 시스템 간의 자료 교환을 위한 XML 메세징 시스템 설계 (Design of XML Messaging System for Data Exchange of Heterogeneous P2P System)

  • 정헌;박종원
    • 한국정보통신학회논문지
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    • 제18권9호
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    • pp.2147-2154
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    • 2014
  • JXTA는 중앙서버를 통한 관리가 필요 없으며, 네트워크에 연결되어 있다면 어떤 장치든 다른 장치들과의 통신이 가능한 특성이 있다. 이 특성을 이용하면 이기종 P2P 시스템들 간의 통신에 적용할 수 있다. 본 논문에서는 이러한 특성을 최대한 활용하여 서로 상이한 프로토콜과 API를 사용하여 만들어진 P2P 시스템 간의 상호연동이 가능한 데이터 교환 시스템을 설계하였다.

Deep Reinforcement Learning-Based Edge Caching in Heterogeneous Networks

  • Yoonjeong, Choi; Yujin, Lim
    • Journal of Information Processing Systems
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    • 제18권6호
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    • pp.803-812
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    • 2022
  • With the increasing number of mobile device users worldwide, utilizing mobile edge computing (MEC) devices close to users for content caching can reduce transmission latency than receiving content from a server or cloud. However, because MEC has limited storage capacity, it is necessary to determine the content types and sizes to be cached. In this study, we investigate a caching strategy that increases the hit ratio from small base stations (SBSs) for mobile users in a heterogeneous network consisting of one macro base station (MBS) and multiple SBSs. If there are several SBSs that users can access, the hit ratio can be improved by reducing duplicate content and increasing the diversity of content in SBSs. We propose a Deep Q-Network (DQN)-based caching strategy that considers time-varying content popularity and content redundancy in multiple SBSs. Content is stored in the SBS in a divided form using maximum distance separable (MDS) codes to enhance the diversity of the content. Experiments in various environments show that the proposed caching strategy outperforms the other methods in terms of hit ratio.

웹 정보시스템의 서비스 성능 향상을 위한 부하균형 모델 제안 (A Load Balancing Model for Improving Performance of Web-Based Information System)

  • 김수정;백승구;김종근
    • 한국정보처리학회논문지
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    • 제6권11S호
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    • pp.3179-3189
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    • 1999
  • In this paper, different methods of integrating heterogeneous network information systems into the Web are observed by comparing a cliented Java CGI model with a server-oriented CGI model. In addition, a load balanced(LB, for short) CGI model is proposed, which combines two models and decides its course of action depending on the load state of the web server, and compared with the other two models. Performance evaluation models for three models are also presented. The results of computer simulations indicate that the LB CGI model performs consistently well irrespective of system load or server performance.

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