• 제목/요약/키워드: Mobile-Network

검색결과 5,521건 처리시간 0.031초

GPS-Based Shortest-Path Routing Scheme in Mobile Ad Hoc Network

  • Park, Hae-Woong;Won, Soo-Seob;Kim, So-Jung;Song, Joo-Seok
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2004년도 춘계학술발표대회
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    • pp.1529-1532
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    • 2004
  • A Mobile Ad Hoc NETwork (MANET) is a collection of wireless mobile nodes that forms a temporary network without the need for any existing network infrastructure or centralized administration. Therefore, such a network is designed to operate in a highly dynamic environment due to node mobility. In mobile ad hoc network, frequent topological changes cause routing a challenging problem and without the complete view of the network topology, establishing the shortest path from the source node to the destination node is difficult. In this paper, we suggest a routing approach which utilizes location information to setup the shortest possible path between the source node and the destination node. Location information is obtained through Global Positioning System (GPS) and this geographical coordinate information of the destination node is used by the source node and intermediate nodes receiving route request messages to determine the shortest path to the destination from current node.

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Consistent Distributed Lookup Service Architecture for Mobile Ad-hoc Networks

  • Malik Muhammad Ali;Kim Jai-Hoon
    • International Journal of Contents
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    • 제2권2호
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    • pp.29-31
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    • 2006
  • Mobile Ad hoc network is a self configuring network of mobile nodes. It allows mobile nodes to configure network spontaneously and share their services. In these networks, service discovery is very important because all nodes do not have same resources in term of memory and computing power. Nodes need to use different services offered by different servers. Some service discovery protocols have been proposed in last couple of years but they include significant traffic overhead and for small scale MANETS. In this paper, we present extensible lookup service scheme based on distributed mechanism. In our scheme neighboring nodes of service provider monitor service provider and send notification to lookup server when the service provider terminates its services unexpectedly. Lookup server can find other service provider or other alternative services in advance because of advance notification method and can provide consistent lookup services. In our scheme neighboring nodes also monitor lookup server and send notification to network when lookup server terminates unexpectedly. Simulation results show that our scheme can reduce up to 70% and 30% lookup failure as compare to centralize and simple distributed mechanism respectively.

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네트워크 기반 이동로봇에 대한 이득 스케줄러 제어 (Gain Scheduler Control for Networked Mobile Robot)

  • 윤상석;박기환
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2005년도 학술대회 논문집 정보 및 제어부문
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    • pp.315-318
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    • 2005
  • This paper characterizes the performance for a remote path tracking control of the mobile robot in IP network viamiddleware. The middleware is used to alleviate the effect of the delay time on a mobile robot path tracking in Network-Based Control environment. The middleware also can be implemented in a modular structure. Thus, a controller upgrade or modification for other types of network protocols or different control objectives can be achieved easily. A case study on a mobile robot path-tracking with IP network delays is described. The effectiveness of the proposed approach is verified by experimental results.

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휴대폰과 ZigBee 모듈을 이용한 유비쿼터스 홈 네트워크 서비스의 구현 (Ubiquitous Home Network Service Using Mobile Handset and ZigBee)

  • 배성한
    • 전기학회논문지
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    • 제57권2호
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    • pp.303-306
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    • 2008
  • In this paper, we propose a home-networking service using mobile phone and ZigBee module. Recently, ZigBee is widely used for various applications due to its characteristics. Especially, it is generally adopted for home network services. We propose a new home network service model using mobile phones. In the proposed architecture, the mobile phones are connected to conventional home network appliances using ZigBee dongle. Also, several servers are implemented for service management. We implement the whole components of the proposed architecture and show the validity of the proposed method. With the proposed service structure, it is expected to provide various ubiquitous services for the user.

퍼지-신경망 제어기법을 이용한 Mobile Robot의 지능제어 (Intelligent Control of Mobile robot Using Fuzzy Neural Network Control Method)

  • 정동연;김용태;한성현
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2002년도 추계학술대회 논문집
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    • pp.235-240
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    • 2002
  • This paper presents a new approach to the design of cruise control system of a mobile robot with two drive wheel. The proposed control scheme uses a Gaussian function as a unit function in the fuzzy neural network, and back propagation algorithm to train the fuzzy neural network controller in the framework of the specialized learning architecture. It is proposed a learning controller consisting of two neural network-fuzzy based on independent reasoning and a connection net with fixed weights to simply the neural networks-fuzzy. The performance of the proposed controller is shown by performing the computer simulation for trajectory tracking of the speed and azimuth of a mobile robot driven by two independent wheels.

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Development of Mobile Social Network Game by using Web Service

  • An, Syoungog;Kang, ManJe;Kim, Soo Kyun
    • 한국컴퓨터정보학회논문지
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    • 제23권10호
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    • pp.81-86
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    • 2018
  • In the field of mobile games, social network games are steadily increasing in market scale and public interest every year. This paper proposes a method to design a social network game, which is one of the most successful genres in mobile games. The method uses Unity3D, the most commonly used engine for mobile game development. NGUI, a versatile developmental tool of Unity3D, is used to create shops and battle UIs. This paper particularly focuses on how to use the web hosting service to search and operate the necessary data from the database in the server. In addition, the proposed social network game is easy to implement real-time battle using Animator and Raycast, and is characterized by efficient battle implementation through time delay using Coroutine function.

Mobile Ad-hoc Network 상의 분산된 서비스에 대한 신뢰도 평가 기법 설계 및 구현 (Design and Implementation about Trust Evaluation Mechanism of Distributed Services In Mobile Ad-hoc Network)

  • 장종덕;유황빈;윤창표
    • 융합보안논문지
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    • 제9권4호
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    • pp.29-34
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    • 2009
  • 이동 애드혹 네트워크 환경에서 신뢰할 수 없는 서비스들로 인해 과도한 트랜잭션이 발생되고 있다. 본 논문은 이러한 문제점을 극복하기 위한 방안으로, 이동 애드혹 네트워크 내에서 발생하는 기본적인 트랜잭션 메시지와 추가적인 트랜잭션 메시지에 의미를 부여하여 보다 나은 서비스를 제공하는 노드 선택의 기준이 될 수 있는 신뢰도 평가 기법을 제안한다. 제안한 신뢰도 기법을 구현하고 시뮬레이션을 통해서 평가된 신뢰도 값을 확인한다.

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Fast Handoff를 위한 SNMP 기반의 라우팅 프로세스 (SNMP Based Routing Process for Hand Handoff)

  • 유상훈;박수현;백두권
    • 한국시뮬레이션학회:학술대회논문집
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    • 한국시뮬레이션학회 2003년도 추계학술대회 및 정기총회
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    • pp.139-144
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    • 2003
  • Mobile Node has to maintain communication as they move form place to place, so it doesn't guarantee Quality of Service(QoS). Fast Handoff is important to provide multimedia and real-time applications services in mobile, and it is closely related to handoff delay. Therefore, handoff delay problem is actively studied to quarantee QoS as a main issue in mobile IP research area. Next generation Mobile IPv6 resolve this problem somewhat, triangle problem for first packet and handoff delay still remain. In this paper, we suggest SNMP Information-based routing that adds keyword management method to Information-based routing in active network in order to resolve such a problem, and then suggest QoS controlled handoff based on SNMP Information-Based routing. After modeling of suggested method and existing handoff method, simulations are carried out with NS-2 for performance evaluation. The results of simulations show the some improvement on handoff delay, and therefore on QoS improvement.

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소규모 이동 애드혹 네트워크에서의 자동 노드 설정 프로토콜 (Automatic Node Configuration Protocol for Small Sized Mobile Ad-Hoc Networks)

  • 이혜원;문영성
    • 한국정보과학회논문지:정보통신
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    • 제32권1호
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    • pp.100-109
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    • 2005
  • 이동 애드혹 네트워크(Mobile Ad-Hoc Network)는 기지국에 의존하지 않으면서 다중 홉 기반의 무선 통신을 제공한다. 또, 현재 동적인 주소할당을 위해 주로 사용되는 DHCP나 메시지를 전달을 위해 라우터를 사용하지 않고 통신에 참가하는 노드가 라우터 역할을 제공함으로써 네트워크를 구성한다. 이동 애드혹 네트워크를 위해서 현재 여러 라우팅 프로토콜이 제안되었지만, 이들은 모두 근원지에서 목적지까지의 최적화 또는 최단 경로를 찾기 위한 라우팅 프로토콜만을 기술하고 있으며 네트워크 형성 이전에 노드의 설정이 되어 있다고 가정하고 있다. 이를 보완하기 위해서 MANETConf[1] 및 예언 주소 할당 알고리즘[2] 등이 제안되고 있다. 특히 [1]에서는 단일 계층 구조에서의 노드 주소 할당 및 중복성 회피를 위한 방안을 제시하고 있다. 본 논문에서는 [1]에서 제안하는 방안을 수정 및 보완함으로써 이동 애드혹 네트워크에 참가하는 노드가 보다 효율적으로 주소를 설정할 수 있는 노드 설정 프로토콜을 제안한다. 특히, 새로이 제안되는 방안은 새로운 노드가 네트워크에 진입했을 때 교환하는 메시지 수를 줄임으로써 네트워크 내의 오버헤드를 현저하게 줄였다. 또, 2 계층 네트워크 구조를 기반으로 하기 때문에 주소 중복성 문제를 용이하게 해결한다.

모바일 증강현실 서비스 구현을 위한 5G 무선 액세스 네트워크 구조 (5G Radio Access Network Architecture for Mobile Augmented Reality Service)

  • 조형준;정종문
    • 인터넷정보학회논문지
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    • 제18권4호
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    • pp.27-34
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    • 2017
  • 본 논문에서는 5G 네트워크를 활용하여 모바일 증강현실을 구현하기 위한 조건들을 제시한다. 이를 위하여 모바일 증강현실 서비스 개요와 요구 성능, 그리고 5G 네트워크의 현재 상황과 성능, 구조 등에 대해 소개하고, 모바일 증강현실 서비스 구현을 위한 5G 액세스 네트워크 추가 엔티티 및 기능들을 제안한다. 실제 디바이스와 네트워크 파라미터들을 활용하여 기존의 LTE 시스템과 제안된 5G 모바일 증강현실 시스템에서의 서비스 지연 시간을 분석한다.