• Title/Summary/Keyword: Journal of Communication

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An Economic Ship Routing System Based on a Minimal Dynamic-cost Path Search Algorithm (최소동적비용 경로탐색 알고리즘 기반 선박경제운항시스템)

  • Joo, Sang-Yeon;Cho, Tae-Jeong;Cha, Jae-Mun;Yang, Jin-Ho;Kwon, Yung-Keun
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.2
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    • pp.79-86
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    • 2012
  • An economic ship routing means to sail a ship with a goal of minimizing the fuel consumption by utilizing weather forecast information, and various such systems have been recently studied. For a successful economic ship routing system, an efficient algorithm is needed to search an optimal geographical path, and most of the previous systems were approaching to that problem through a minimal static-cost path search algorithm based on the Dijkstra algorithm. To apply that kind of search algorithm, the cost of every edge assigned with the estimated fuel consumption should be constant. However, that assumption is not practical at all considering that the actual fuel consumption is determined by the weather condition when the ship will pass the edge. To overcome such a limitation, we propose a new optimal ship routing system based on a minimal dynamic-cost path search algorithm by properly modifying the Dijkstra algorithm. In addition, we propose a method which efficiently reduces the search space by using the $A^*$ algorithm to decrease the running time. We compared our system with the shortest path-based sailing method over ten testing routes and observed that the former reduced the estimated fuel consumption than the latter by 2.36% on average and the maximum 4.82% with little difference of estimated time of arrival.

Parallel Computation For The Edit Distance Based On The Four-Russians' Algorithm (4-러시안 알고리즘 기반의 편집거리 병렬계산)

  • Kim, Young Ho;Jeong, Ju-Hui;Kang, Dae Woong;Sim, Jeong Seop
    • KIPS Transactions on Computer and Communication Systems
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    • v.2 no.2
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    • pp.67-74
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    • 2013
  • Approximate string matching problems have been studied in diverse fields. Recently, fast approximate string matching algorithms are being used to reduce the time and costs for the next generation sequencing. To measure the amounts of errors between two strings, we use a distance function such as the edit distance. Given two strings X(|X| = m) and Y(|Y| = n) over an alphabet ${\Sigma}$, the edit distance between X and Y is the minimum number of edit operations to convert X into Y. The edit distance between X and Y can be computed using the well-known dynamic programming technique in O(mn) time and space. The edit distance also can be computed using the Four-Russians' algorithm whose preprocessing step runs in $O((3{\mid}{\Sigma}{\mid})^{2t}t^2)$ time and $O((3{\mid}{\Sigma}{\mid})^{2t}t)$ space and the computation step runs in O(mn/t) time and O(mn) space where t represents the size of the block. In this paper, we present a parallelized version of the computation step of the Four-Russians' algorithm. Our algorithm computes the edit distance between X and Y in O(m+n) time using m/t threads. Then we implemented both the sequential version and our parallelized version of the Four-Russians' algorithm using CUDA to compare the execution times. When t = 1 and t = 2, our algorithm runs about 10 times and 3 times faster than the sequential algorithm, respectively.

Active-Active Message Replica Scheme for Enhancing Performance of Distributed Message Broker (분산 브로커의 가용성 향상을 위한 메시지 레플리카 액티브-액티브 구조 기법)

  • Seo, Kyeonghee;Yeo, Sangho;Oh, Sangyoon
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.6
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    • pp.145-154
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    • 2018
  • A loosely coupled message broker system is a popular method for integrating distributed software components. Especially, a distributed broker structure with multiple brokers with active-standby or active-active message replicas are used to enhance availability as well as message processing performance. However, there are problems in both active-standby and active-active replica structure. The active-standby has relatively low processing performance and The active-active structure requires a high synchronization overhead. In this paper, we propose an active-active structure of replicas to increase the availability of the brokers without compromising its high fault-tolerancy. In the proposed structure, standby replicas process the requests of the active replicas so that load balancing is achieved without additional brokers, while the distributed coordinators are used for the synchronization process to decrease the overhead. We formulated the overhead incurred when synchronizing messages among replicas, and the formulation was used to support the experiment results. From the experiment, we observed that replicas of the active-active structure show better performance than the active stand-by structure with increasing number of users.

Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
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    • v.21 no.10
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    • pp.658-669
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    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.

Reliable Asynchronous Image Transfer Protocol In Wireless Multimedia Sensor Network (무선 멀티미디어 센서 네트워크에서의 신뢰성 있는 비동기적 이미지 전송 프로토콜)

  • Lee, Joa-Hyoung;Seon, Ju-Ho;Jung, In-Bum
    • The KIPS Transactions:PartC
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    • v.15C no.4
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    • pp.281-288
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    • 2008
  • Recently, the advance of multimedia hardware has fostered the development of wireless multimedia sensor network which is able to ubiquitously obtain multimedia content such as image or audio from the environment. The multimedia data which has several characteristics such as large size and correlation between the data requires reliability in transmission. However, the existing solution which take the focus on the efficiency of network mainly, is not appropriate to transmit the multimedia data. In the paper, we proposes a reliable asynchronous image transfer protocol, RAIT. RAIT applies double sliding window method in node-to-node image tansfer to prevent the packet loss caused by network congestion. The double sliding window consists of one sliding window for the receiving queue, which is used for prevention of packet loss caused by communication failure between nodes and the other sliding window for the sending queue which prevents the packet loss caused by network congestion. the routing node prevents the packet loss and guarantees the fairness between the nodes by scheduling the packets based on the image non-preemptively. The RAIT implements the double sliding window method by cross layer design between RAIT layer, routing layer, and queue layer. The experiment shows that RAIT guarantees the reliability of image transmission compared with the existing protocol.

Energy-efficient Set-associative Cache Using Bi-mode Way-selector (에너지 효율이 높은 이중웨이선택형 연관사상캐시)

  • Lee, Sungjae;Kang, Jinku;Lee, Juho;Youn, Jiyong;Lee, Inhwan
    • KIPS Transactions on Computer and Communication Systems
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    • v.1 no.1
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    • pp.1-10
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    • 2012
  • The way-lookup cache and the way-tracking cache are considered to be the most energy-efficient when used for level 1 and level 2 caches, respectively. This paper proposes an energy-efficient set-associative cache using the bi-mode way-selector that combines the way selecting techniques of the way-tracking cache and the way-lookup cache. The simulation results using an Alpha 21264-based system show that the bi-mode way-selecting L1 instruction cache consumes 27.57% of the energy consumed by the conventional set-associative cache and that it is as energy-efficient as the way-lookup cache when used for L1 instruction cache. The bi-mode way-selecting L1 data cache consumes 28.42% of the energy consumed by the conventional set-associative cache, which means that it is more energy-efficient than the way-lookup cache by 15.54% when used for L1 data cache. The bi-mode way-selecting L2 cache consumes 15.41% of the energy consumed by the conventional set-associative cache, which means that it is more energy-efficient than the way-tracking cache by 16.16% when used for unified L2 cache. These results show that the proposed cache can provide the best level of energy-efficiency regardless of the cache level.

Non-Disruptive Server Management for Sustainable Resource Service Based on On-Premise (온-프레미스 기반 지속적인 자원 서비스를 위한 서버 무중단 기법)

  • Kim, Hyun-Woo
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.12
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    • pp.295-300
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    • 2018
  • The rapid development of IT, many conventional passive jobs have been automated. This automation increases the leisure time of many people and various services are being developed for them. In addition, with the advent of smart devices that are compact and portable, it is possible to use various internet services without any time and place discretion. Various studies based on virtualization are under way to efficiently store and process large data generated by many devices and services. Desktop Storage Virtualization (DSV), which integrates and provides users with on-premise-based distributed desktop resources during these studies, uses virtualization to consolidate unused resources within distributed, legacy desktops. This DSV is very important for providing high reliability to users. In addition, research on hierarchical structure and resource integration for efficient data distribution storage processing in a distributed desktop-based resource integration environment is underway. However, there is a lack of research on efficient operation in case of server failure in on-premise resource integration environment. In this paper, we propose Non-disruptive Server Management (NSM) which can actively cope with the failure of desktop server in distributed desktop storage environment based on on-premise. NSM is easy to add and remove desktops in a desktop-based integrated environment. In addition, an alternative server is actively performed in response to a failure occurrence.

Time Synchronization Robust to Topology Change Through Reference Node Re-Election (기준노드의 재선정을 통한 토폴로지 변화에 강인한 시간 동기화)

  • Jeon, Young;Kim, Taehong;Kim, Taejoon;Lee, Jaeseang;Ham, Jae-Hyun
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.8
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    • pp.191-200
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    • 2019
  • In an Ad-hoc network, a method of time synchronizing all the nodes in a network centering on one reference node can be used. A representative algorithm based on a reference node is Flooding Time Synchronization Protocol (FTSP). In the process of sending and receiving messages, predictable and unpredictable delays occur, which should be removed because it hinders accurate time synchronization. In multi-hop communications, hop delays occur when a packet traverses a number of hops. These hop delays significantly degrade the synchronization performance among nodes. Therefore, we need to find a method to reduce these hop delays and increase synchronization performance. In the FTSP scheme, hop delays can be greatly increased depending on the position of a reference node. In addition, in FTSP, a node with the smallest node ID is elected as a reference node, hence, the position of a reference node is actually arbitrarily determined. In this paper, we propose an optimal reference node election algorithm to reduce hop delays, and compare the performance of the proposed scheme with FTSP using the network simulator OPNET. In addition, we verify that the proposed scheme has an improved synchronization performance, which is robust to topology changes.

High Quality Video Streaming System in Ultra-Low Latency over 5G-MEC (5G-MEC 기반 초저지연 고화질 영상 전송 시스템)

  • Kim, Jeongseok;Lee, Jaeho
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.2
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    • pp.29-38
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    • 2021
  • The Internet including mobile networks is developing to overcoming the limitation of physical distance and providing or acquiring information from remote locations. However, the systems that use video as primary information require higher bandwidth for recognizing the situation in remote places more accurately through high-quality video as well as lower latency for faster interaction between devices and users. The emergence of the 5th generation mobile network provides features such as high bandwidth and precise location recognition that were not experienced in previous-generation technologies. In addition, the Mobile Edge Computing that minimizes network latency in the mobile network requires a change in the traditional system architecture that was composed of the existing smart device and high availability server system. However, even with 5G and MEC, since there is a limit to overcome the mobile network state fluctuations only by enhancing the network infrastructure, this study proposes a high-definition video streaming system in ultra-low latency based on the SRT protocol that provides Forward Error Correction and Fast Retransmission. The proposed system shows how to deploy software components that are developed in consideration of the nature of 5G and MEC to achieve sub-1 second latency for 4K real-time video streaming. In the last of this paper, we analyze the most significant factor in the entire video transmission process to achieve the lowest possible latency.

A Study on the Design and Implementation of Multi-Disaster Drone System Using Deep Learning-Based Object Recognition and Optimal Path Planning (딥러닝 기반 객체 인식과 최적 경로 탐색을 통한 멀티 재난 드론 시스템 설계 및 구현에 대한 연구)

  • Kim, Jin-Hyeok;Lee, Tae-Hui;Han, Yamin;Byun, Heejung
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.4
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    • pp.117-122
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    • 2021
  • In recent years, human damage and loss of money due to various disasters such as typhoons, earthquakes, forest fires, landslides, and wars are steadily occurring, and a lot of manpower and funds are required to prevent and recover them. In this paper, we designed and developed a disaster drone system based on artificial intelligence in order to monitor these various disaster situations in advance and to quickly recognize and respond to disaster occurrence. In this study, multiple disaster drones are used in areas where it is difficult for humans to monitor, and each drone performs an efficient search with an optimal path by applying a deep learning-based optimal path algorithm. In addition, in order to solve the problem of insufficient battery capacity, which is a fundamental problem of drones, the optimal route of each drone is determined using Ant Colony Optimization (ACO) technology. In order to implement the proposed system, it was applied to a forest fire situation among various disaster situations, and a forest fire map was created based on the transmitted data, and a forest fire map was visually shown to the fire fighters dispatched by a drone equipped with a beam projector. In the proposed system, multiple drones can detect a disaster situation in a short time by simultaneously performing optimal path search and object recognition. Based on this research, it can be used to build disaster drone infrastructure, search for victims (sea, mountain, jungle), self-extinguishing fire using drones, and security drones.