• Title/Summary/Keyword: History Network

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Determining the shortest paths by using the history of IP network traffic records (IP 네트워크에서 트래픽 레코드를 이용한 최단 거리 결정 기법)

  • Hong, Sung-Hyuck
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.223-228
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    • 2012
  • There are many algorithms to improve the network traffic and to avoid losing packets in the network. This paper proposed determining the shortest paths for hops, which are in the middle of the source and destination. The shortest path in this paper means the fastest path between them. Recently, dynamic routing algorithm is currently used now but this paper suggests the fastest paths between the source and the destination is by using the record of the network traffic history. People are using the networking and the network traffic is always corresponding to how many people use the networking in specific time. Therefore, I can predict the network condition by referring to the history of network traffic record, and then the shortest path can be produced without using RIP too much. It will be helpful to improve the network traffic.

CNN-based Gesture Recognition using Motion History Image

  • Koh, Youjin;Kim, Taewon;Hong, Min;Choi, Yoo-Joo
    • Journal of Internet Computing and Services
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    • v.21 no.5
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    • pp.67-73
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    • 2020
  • In this paper, we present a CNN-based gesture recognition approach which reduces the memory burden of input data. Most of the neural network-based gesture recognition methods have used a sequence of frame images as input data, which cause a memory burden problem. We use a motion history image in order to define a meaningful gesture. The motion history image is a grayscale image into which the temporal motion information is collapsed by synthesizing silhouette images of a user during the period of one meaningful gesture. In this paper, we first summarize the previous traditional approaches and neural network-based approaches for gesture recognition. Then we explain the data preprocessing procedure for making the motion history image and the neural network architecture with three convolution layers for recognizing the meaningful gestures. In the experiments, we trained five types of gestures, namely those for charging power, shooting left, shooting right, kicking left, and kicking right. The accuracy of gesture recognition was measured by adjusting the number of filters in each layer in the proposed network. We use a grayscale image with 240 × 320 resolution which defines one meaningful gesture and achieved a gesture recognition accuracy of 98.24%.

Design of An Effective Resource Allocation System in the Satellite Network using MF-TDMA DAMA Method (MF-TDMA DAMA 방식 위성 망에서 효율적인 자원할당 시스템 설계)

  • Heo, Jun;Choi, Yong-Hoon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.3
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    • pp.85-93
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    • 2012
  • In this paper, I designed the satellite system, using the MF-TDMA (Multi Frequency-Time Division Multiple Access) DAMA (Demand-Assigned Multiple Access) method, that allocates the satellite resources more effectively to prevent a large quantity data discard when Earth Terminals (ETs) request their satellite network resource to Network Controller (NC) by using their history information, such as traffic pattern or traffic class which have been receiving, and the network controller allocates the satellite network resource and send to earth terminals by using his history information that earth terminals have been requested already. The U.S. Military Warfighter Information Network-Tactical (WIN-T) community has selected the L-3 Linkabit MF-TDMA DAMA Network Centric Waveform (NCW) as the networking standard for full-mesh IP over SHF satellite communications. In the MF-TDMA DAMA satellite network, network controller allocates the satellite network resources and enables maximum 255 earth terminals to communicate each other for periodic satellite network resource requests of earth terminals.

A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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Analysis of Foundation Procedure for Chosun Dynasty Based on Network (네트워크 기반 조선왕조 건국과정 분석)

  • Kim, Hak Yong
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.582-591
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    • 2015
  • Late-Koryeo people networks were constructed from four different history books that were written by various historic aspects in the period from king Kongmin to the final king of the Koryeo, Kongyang. All networks constructed in this study show scale free network properties as if most social networks do. Tajo-sillok preface is one of subjectively written history book that described personal history of the Lee Seong-gye and his ancestors. It is confirmed that the book is one of the most biased-written history books through network study. Jeong Do-jeon known as a Chosun dynasty projector is not greatly contributed for founding of a Chosun dynasty in network study and various historical documents as well. In this network study, we provide objective historical information in the historical situations of the late-Koryeo and during establishment procedure of Chosun dynasty. Hub nodes in network is denoted highly linked nodes, called degree. Stress centrality is a unit to measure positional importancy in the network. If we employ two factors, degree and stress centrality to determine hub node, it represents high connectivity and importancy as well. As comparing values of the degree and stress centrality, we elucidate more objective historical facts from late-Koryeo situations in this study. If we further develop and employ a new algorithm that is considered both degree and stress centrality, it is a very useful tool for determining hub node.

Exploring a Researcher's Personal Research History through Self-Citation Network and Citation Identity (자기 인용 네트워크와 인용 정체성을 이용한 연구자의 연구 이력 분석에 관한 연구)

  • Lee, Jae-Yun
    • Journal of the Korean Society for information Management
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    • v.29 no.1
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    • pp.157-174
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    • 2012
  • This paper compares two recent methods for exploring a scientist's research history: citation identity and self-citation network. The former is proposed by White(2000), while the latter is suggested by Hellsten et al.(2007). An experimental citation analysis was carried out on the research output of Young Mee Chung, a renouned Korean information scientist. The result shows that the two methods divided the research period into two sub-periods in the same way. They also identified the major research themes very similarly. In the analysis of each method's performance in depth, the two methods revealed different functions to understand a researcher's history. Citation identity was useful to identify authors who have affected Chung's research in terms of research topics. whereas, self-citation network was successful to identify the core papers and leading papers of the research sub-periods. This study indicates the combination of two methods can provide rich information on a scientist's research history.

Low-power Routing Algorithm using Routing History Cache for Wireless Sensor Network (RHC(Routing History Cache)를 사용한 저전력 소모 라우팅 알고리즘)

  • Lee, Doo-Wan;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2441-2446
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    • 2009
  • Wireless Sensor Network collects a data from the specific area and the control is composed of small sensor nodes. Like this sensors to after that is established at the beginning are operated with the battery, the operational duration until several years must be continued from several months and will be able to apply the resources which is restricted in efficiently there must be. In this paper RHC (rounting history cache) applies in Directed Diffusion which apply a data central concept a reliability and an efficiency in data transfer course set. RHC algorithms which proposes each sensor node updated RHC of oneself with periodic and because storing the optimization course the course and, every event occurrence hour they reset the energy is wasted the fact that a reliability with minimization of duplication message improved.

Advanced On-Demand Multicast Routing Protocol For Multimedia Contents (멀티미디어 컨텐츠를 위하여 개선된 ODMRP)

  • Kim, Do-Yeon;Cho, Jin-Woong;Park, Sung-Kwon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.13-19
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    • 2008
  • A mobile ad-hoc network routing protocols for transmission of multimedia contents need to have low delay time and to maintain the established route because it should secure quality of service(QoS) of the network. In this paper, the proposed protocol, termed HODMRP (History-based On-Demand Multicast Routing Protocol), is enhanced On-Demand Multicast Routing Protocol (ODMRP) by adding the criterion which is the session history for establishing route. The characteristic of this protocol is that data can be transmitted using the redundant route which is already selected by session history, if it occurs that the route is broken, HODMRP have better Packet Delivery Ratio (PDR) value and lower delay time than ODMRP by the simulation results.

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments (유.무선 환경에서의 게임명령 히스토리 재전송 기법 기반 실시간 네트워크 게임 시스템)

  • Kim, Seong-Hoo;Kweon, Young-Do;Park, Kyoo-Seok
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.143-155
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    • 2006
  • In this paper, we suggest a network game system that can support video game based on multi-platform for multi-user video game, Latency occurring from the load fluctuation in realtime network game is overcomed by using an initial delay buffering scheme on client, when a real-fire game is played, and shows that stable play for a game is achieved as the result of the scheme. Also, We suggest a retransmission algorithm based on the history of game commands, and this Algorithm supplement shortcomings for packet loss and pocket error on UDP communication.

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