• Title/Summary/Keyword: Information Server

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Server Virtualization-Based Integration (서버 가상화기반 통합)

  • Kim, Chang-Ho;Jang, Dai-Hyun;Rhee, Yang-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.205-206
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    • 2013
  • Virtualization-based is a technique that can be used share with each other by a number of information resources of a single server system. This technology use of energy efficiently and gives reducing carbon by improving utilization of the system. Thus, for low-carbon, green growth based on green IT infrastructure is one excellent example. In this paper, we build based integrated server virtualization is to share best practices. Virtualization should be divided into server and storage consolidation.

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Influence of User's Behavior about Delay on Media Server

  • Lee, Hoon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.8B
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    • pp.1150-1158
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    • 2010
  • At present multimedia service composed of voice, data, and video service is prevalent in the Internet. As such, wide-scale penetration of Internet service imposes tremendous pressure to the network infrastructure such as the media servers and links as well as the nodes. In addition, users from a large-scale population require broad bandwidth and high level of QoS. This requires a network with reliable and scalable services to customers, which also necessitates a realistic method for the design of the a media server. In this work, we explore the influence of user's behavior about delay on the performance of media server that takes into account the system and user attributes in a realistic manner. By incorporating user's behavior about the delay-sensitivity, we present an analytic framework for the evaluation of the performance of the media server, via which we illustrate a meaningful intuition in the provision of Internet multimedia service.

Design and Implementation of Fault Tolerant parallel server with double striping (이중 스트라이핑을 이용한 Fault Tolerant 병렬서버의 설계와 구현)

  • 이민홍;김경훈;김서균;남지승
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.75-78
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    • 2002
  • In this paper, we present the design and implementation of a Fault Tolerant VOD system. The system uses the double striping policy that a original file is sequentially striped to multiple streaming server with constant data block size and the data block of one streaming server is re-striped to the other streaming server. When a fault occurs in one streaming server, automatically the other streaming server will service.

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Web-server accelerator - CDA(Contents Delivery Accelerator) (웹 서버 성능 가속기)

  • 조준우;최현진;박규호
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.73-76
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    • 2003
  • Current web-server deals a multimedia data as well as text data. But dealing a multimedia data is high burden to web-server. So it can degrade web-server response. We introduce H/W feature CDA (Contents Delivery Accelerator). Main function of this H/W is transferring data between SCSI disk and NIC by direct path, and TCP offloading. These 2 functions can accelerate web-server performance. In this paper we will explain problem of current web-server and suggest our new architecture and say various implementation issues.

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A Design and Implementation of Two-Phase Server Login Authentication System based on XML-Signature Extension (XML-Signature 확장을 통한 2단계 서버 로그인 인증 시스템의 설계 및 구현)

  • Kim, Yong-Hwa;Kim, Jin-Sung;Kim, Yong-Sung
    • The KIPS Transactions:PartC
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    • v.14C no.4
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    • pp.321-330
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    • 2007
  • This paper proposes a two-phase server login authentication system by XML-Signature schema extension to protect server's information resources opened on network which offer various web contents. A proposed system requests and publishes XML-based certificate through on-line, registers certificate extension information provided by CA(Certification Authority) to XCMS(XML Certificate Management Server), and performs prior authentication using user's certificate password. Then, it requests certificate extension information added by user besides user's certificate password and certificate extension information registered in XCMS by using SOAP message, and performs posterior authentication by comparing these certificate extension information. As a result, a proposed system is a security reinforced system compared with existing systems.

The Architecture of Tool server in MPEG-21

  • Kim, Kwang-Yong;Hong, Jin-Woo;Kim, Jin-Woong
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.272-275
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    • 2003
  • This paper presents the role and its function of Tool server. MPEG-21 means multimedia framework for delivery and consumption of multimedia which is being discussed in ISO/IEC 21000. A view of MPEC-21 aims to define multimedia framework to enable transparent use of multimedia resource across a wide range of networks and devices used by different communities. MPEG-21 will enable all-electronic creation delivery and trade of digital multimedia content and transparent usage of various content types on network device. Therefore, we can provide access to information and services from almost anywhere at anytime with various terminals and networks. In order to support multimedia delivery chain that contains content creation, production, delivery and consumption, we need many standards(elements) for identify, describe, manage and protect the content. Thus, we define Digital Item Player(DIP), Digital Item Adaptation(DIA) server and Tool server as primary objects of MPEG-21 multimedia framework. DIP provides a function which creates and consumes Digital Item(DI) as a kind of a digital object by user. A DI contains both media resources and metadata including rights information. DIA server deals with the usage environment description schema of the user characteristics, terminal and network characteristics and natural environments. DIA server adapts the original DI to the usage environment description sent from the terminal and transmits the adapted DI to the terminal. Tool server searches for a tool requested from DIP or DIA and downloads the best tool to DIP or DIA server. In this paper, we present how Tool sewer is organized and is used among 2 primary objects. The paper is structured as followings: Section 1 briefly describes why MPEG-21 is needed and what MPEG-21 wants. We see requirement that tool server must equip functionally in section 2. The proposed tool server,its structure and its functionality are presented in section 3. Section 4 explains a scenario that tool server transmits tool to DIP and shows the experimental result. The paper concludes in section 5.

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A Framework for Developing IFC Server for Supporting Construction Product Life Cycle Management(CPLM) (CPLM 지원을 위한 OR-IFC 서버 개발 기초 연구)

  • Kang, Hoon-Sig;Lee, Ghang;Kim, Seon-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.458-463
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    • 2008
  • An IFC Server is a database management system that stores data complying with a standard data format, called IFC, and keeps track of data transactions, modifications, and deletions. It plays a role as an information hub for storing and sharing information between various parties involved in construction projects. There have been several efforts to develop an IFC Server, however, they suffered from slow performance and long transaction time due to a complex mapping process between IFC files and relational database structures. In this study, we aim to develop an IFC Server using an object-relational database system. Since IFC has an object-flavored data structure, we expect to have a simpler and faster mapping process from IFC to the IFC Server. This paper reviews existing studies and describes the overall framework of the OR-IFC Server.

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A Design of General Communication Protocol for Online Game (온라인 게임을 위한 범용 통신 프로토콜 설계)

  • 두길수;정성종;안동언
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.233-236
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    • 2001
  • When we execute a online game in the network, a lots of game informations and user informations are transfered between game server and game clients. This information has deferent data structure and communication protocol. So, game developers will be design the communication protocols and packet structures after analyze the game. And, they will be design the database for user management. It will be lots of overload to the game developers. From a user point of view, they must be register to each game server to use several games. It is a undesible operation for the game users. This problems are solved by using the communication server which operates commonly with several game servers. Game providers can get the benefit of multiple access of users and get freedom from user management. Game users can access the several games which connected to communication server by register the communication server only. In this paper we design the communication packet and propose a communication protocol which operates on the communication server described previous.

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Implementation of Real-Time Wireless Web Server Load Monitoring System

  • Park, Hong-Jin;Kwon, Chang-Hee
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.211-219
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    • 2004
  • Due to rapid increases in Internet users, it becomes essential to provide well-established web services and monitor web server's load for the sake of reliable web server management. The existing web server load monitoring has been based on such cable methods as RPC, RMI, CORBA and etc. But it has the limitation in bringing information both anywhere and anytime over the Internet. This thesis is aimed to realize real-time wireless web server monitoring system based on Wireless Application Protocol (WAP). As any user can log on wirelessly to the Internet at any time through wireless terminals like PDA, the realization will make possible instant and real-time web server monitoring.

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Adaptable Online Game Server Design

  • Seo, Jintaek
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.82-87
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    • 2020
  • This paper discusses how to design a game server that is scalable, adaptable, and re-buildable with components. Furthermore, it explains how various implementation issues were resolved. To support adaptability, the server comprises three layers: network, user, and database. To ensure independence between the layers, each layer was designed to communicate with each other only via message queues. In this architecture, each layer can have an arbitrary number of threads; thus, scalability is guaranteed for each layer. The network layer uses input/output completion ports(IOCP), which shows the best performance on the Windows platform, it can handle up to 5,000 simultaneous connections on a typical entry-level computer, despite being built with a single-threaded user layer. To completely separate the database from the game server, the SQL code was not directly embedded in the database layer.