• Title/Summary/Keyword: Multi-server architecture

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Cryptanalysis and improvement of a Multi-server Authentication protocol by Lu et al.

  • Irshad, Azeem;Sher, Muhammad;Alzahrani, Bander A.;Albeshri, Aiiad;Chaudhry, Shehzad Ashraf;Kumari, Saru
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.523-549
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    • 2018
  • The increasing number of subscribers and demand of multiplicity of services has turned Multi-Server Authentication (MSA) into an integral part of remote authentication paradigm. MSA not only offers an efficient mode to register the users by engaging a trusted third party (Registration Centre), but also a cost-effective architecture for service procurement, onwards. Recently, Lu et al.'s scheme demonstrated that Mishra et al.'s scheme is unguarded to perfect forward secrecy compromise, server masquerading, and forgery attacks, and presented a better scheme. However, we discovered that Lu et al.'s scheme is still susceptible to malicious insider attack and non-compliant to perfect forward secrecy. This study presents a critical review on Lu et al.'s scheme and then proposes a secure multi-server authentication scheme. The security properties of contributed work are validated with automated Proverif tool and proved under formal security analysis.

Multi-tier Database System for Wireless LAN Environment (무선 근거리 통신망 환경을 위한 다단계 데이터베이스 시스템)

  • 박제호
    • Journal of the Semiconductor & Display Technology
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    • v.3 no.4
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    • pp.13-17
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    • 2004
  • As the usage of wireless LAN becomes common in working environment, the number of database systems that support both wired and wireless users increases rapidly. The characteristics of wireless LAN that its speed is slow relatively comparing to wired network and the users in its environment connects to different communication points as they moves creates another challenge to be resolved in database systems. In the environment of hybrid communication systems, wired and wireless for voluminous data amount and a number of users, the two layer architecture of the conventional client-server database systems has limitation in the system performance. This is due to that server is the only point of data service in client-server database systems. In this paper, we discuss a new extended database system architecture that data services are distributed among servers and clients based on user database access patterns in order to improve system performance. We analyze the expected system performance by using simulation technique and prove the practical utilization of the system by demonstrating experimental results.

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Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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Design of an Architecture for Massively Multiplayer Online Game Server using Multimedia Storage Server (Multimedia Storage Server를 응용한 MMO 게임 서버 구조에 대한 설계)

  • 황요한;김동균;장인걸;신동일;김동현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.211-213
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    • 2002
  • 온라인 게임(online game)은 초고속 통신망의 보급과 기존의 1인용 게임(Single-player game)의 인공지능에서 느낄 수 없었던 즐거움을 제공함으로써 급속도로 보급되었다. 또한 최근의 온라인 게임 시장은 그래픽 기술을 비롯한 하드웨어의 발달로 2D에서 3D로 옮겨가고 있다. 따라서 이러한 추세에 따라 온라인 게임은 보다 많은 멀티미디어 데이터를 필요로 하게 되었다. 이에 Multimedia Storage Sever를 멀티플레이어 온라인 게임(Multi-player online game)에 적용함으로써 보다 효율적인 멀티플레이어 온라인 게임 서버를 구성하고자 한다.

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Development of Management Information System Based on Distributed Object Middleware (분산 객체 미들웨어 기반의 경영정보시스템 개발)

  • Gwon, Yeong-Do;Jo, Yu-Seop
    • 연구논문집
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    • s.28
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    • pp.239-246
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    • 1998
  • Today’s information technology departments face a dilemma to create a competitive advantage for the organization by developing. deploying, and managing distributed applications that scale across the LAN, WAN, and Internet, while preserving investments in systems. Applications, information. IT organizations are today being asked to build the future, without breaking systems that maintain the current business. A possible answer to this dilemma is the implementation of a multi-tier distributed computing architecture. Multi-tier architecture has the potential to provide better, more timely information across the enterprise at a lower cost than the current combination of PC LAN, two-tier client/server, or mainframe applications that have been developed in most organizations. In this paper, we implement management information system based on distributed object middleware using multi-tier distributed computing architecture. This system uses Microsoft's implementation of DCOM/ActiveX and provides easily accessible web interface to the system users.

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Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Web based control modules Using LonWorks/Ethernet Server for Control a large Scale Renewable Energy System in Building (빌딩용 신.재생에너지시스템 제어를 위한 LonWorks기반 원격 제어모듈 개발)

  • Hong, Wonl-Pyo
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1706-1711
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    • 2008
  • This paper proposes a new Web based-control concept & design method and implementation of LonWorks network system for a large scale renewable energy energy control and monitoring system in building. The Experimental LonWorks network system using LonWorks/Ethernet(Web) server is designed and fabricated. This article addresses issues in architecture of LonWorks/Ethernet sever, embedded processors architecture for converting LonTalks protocol to Modbus protocol and software, and Internet technologies. It is also verified that the multi-induction motor control and monitoring system using LonWorks/Ethernet server have available, interoperable, reliable performance characteristics from the experimental results, Especially, The seamless integration of TCP/IP networks with control networks allows access to any control point from anywhere. Thus, the results provide a available technical data for remote distributed control system of industrial and buildings field.

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Internal Teleoperation of an Autonomous Mobile Robot (인터넷을 이용한 자율운행로봇의 원격운용)

  • 박태현;강근택;이원창
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.45-45
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    • 2000
  • This paper proposes a remote control system that combines computer network and an autonomous mobile robot. We control remotely an autonomous mobile robot with vision via the internet to guide it under unknown environments in the real time. The main feature of this system is that local operators need a World Wide Web browser and a computer connected to the internet communication network and so they can command the robot in a remote location through our Home Page. The hardware architecture of this system consists of an autonomous mobile robot, workstation, and local computers. The software architecture of this system includes the server part for communication between user and robot and the client part for the user interface and a robot control system. The server and client parts are developed using Java language which is suitable to internet application and supports multi-platform. Furthermore, this system offers an image compression method using motion JPEG concept which reduces large time delay that occurs in network during image transmission.

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Multi Event Server Architecture for Hierarchical Event Service under Ubiquitous Network Environment (유비쿼터스 네트웍 환경에서 계층적 이벤트 서비스를 위한 다중 이벤트 서버 아키텍처)

  • 신준헌;박준호;강순주;최준용
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4B
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    • pp.424-434
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    • 2004
  • Ubiquitous network consists of various devices using several heterogeneous protocols and requires seamless communication between devices. This paper proposes a new hierarchical event service and multiple event server architecture to implement the service under ubiquitous environment. The proposed event service classifies devices by logical and physical location to abstract the idiosyncrasy of used protocols, and reduces network load. Due to the design consideration, the proposed architecture removes transfer of duplicated event data effectively. As a result, we can guarantee the reliable event delivery. The prototype multiple event server architecture was implemented according to the proposed idea and evaluated its performance under a home network test bed.