• Title/Summary/Keyword: Multimedia Servers

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Transcoding Load Estimation Method for Load Balance on Distributed Transcoding Environments (분산 트랜스코딩 환경에서 부하 균형을 위한 트랜스코딩 부하 예측 기법)

  • Seo, Dong-Mahn;Heo, Nan-Sok;Kim, Jong-Woo;Jung, In-Bum
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.9_10
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    • pp.466-475
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    • 2008
  • Owing to the improved wireless communication technologies, it is possible to provide streaming service of multimedia with PDAs and mobile phones in addition to desktop PCs. Since mobile client devices have low computing power and low network bandwidth due to wireless network, the transcoding technology to adapt media for mobile client devices considering their characteristics is necessary. Transcoding servers transcode the source media to the target media within corresponding grades and provide QoS in real-time. In particular, an effective load balancing policy for transcoding servers is inevitable to support QoS for large scale mobile users. In this paper, the transcoding load estimation algorithm is proposed for load balance on the distributed transcoding environments. The proposed algorithm estimates transcoding time from transcoding server information, movie information and target transcoding bit-rate. The estimated transcoding time is proved based on experiments.

Addressing Mobile Agent Security through Agent Collaboration

  • Jean, Evens;Jiao, Yu;Hurson, Ali-R.
    • Journal of Information Processing Systems
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    • v.3 no.2
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    • pp.43-53
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    • 2007
  • The use of agent paradigm in today's applications is hampered by the security concerns of agents and hosts alike. The agents require the presence of a secure and trusted execution environment; while hosts aim at preventing the execution of potentially malicious code. In general, hosts support the migration of agents through the provision of an agent server and managing the activities of arriving agents on the host. Numerous studies have been conducted to address the security concerns present in the mobile agent paradigm with a strong focus on the theoretical aspect of the problem. Various proposals in Intrusion Detection Systems aim at securing hosts in traditional client-server execution environments. The use of such proposals to address the security of agent hosts is not desirable since migrating agents typically execute on hosts as a separate thread of the agent server process. Agent servers are open to the execution of virtually any migrating agent; thus the intent or tasks of such agents cannot be known a priori. It is also conceivable that migrating agents may wish to hide their intentions from agent servers. In light of these observations, this work attempts to bridge the gap from theory to practice by analyzing the security mechanisms available in Aglet. We lay the foundation for implementation of application specific protocols dotted with access control, secured communication and ability to detect tampering of agent data. As agents exists in a distributed environment, our proposal also introduces a novel security framework to address the security concerns of hosts through collaboration and pattern matching even in the presence of differing views of the system. The introduced framework has been implemented on the Aglet platform and evaluated in terms of accuracy, false positive, and false negative rates along with its performance strain on the system.

m-Health System for Processing of Clinical Biosignals based Android Platform (안드로이드 플랫폼 기반의 임상 바이오신호 처리를 위한 모바일 헬스 시스템)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.7
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    • pp.97-106
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    • 2012
  • Management of biosignal data in mobile devices causes many problems in real-time transmission of large volume of multimedia data or storage devices. Therefore, this research paper intends to suggest an m-Health system, a clinical data processing system using mobile in order to provide quick medical service. This system deployed health system on IP network, compounded outputs from many bio sensing in remote sites and performed integrated data processing electronically on various bio sensors. The m-health system measures and monitors various biosignals and sends them to data servers of remote hospitals. It is an Android-based mobile application which patients and their family and medical staff can use anywhere anytime. Medical staff access patient data from hospital data servers and provide feedback on medical diagnosis and prescription to patients or users. Video stream for patient monitoring uses a scalable transcoding technique to decides data size appropriate for network traffic and sends video stream, remarkably reducing loads of mobile systems and networks.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

A Session-based Instant Message System by Distributed Architecture (분산 구조에 의한 세션 기반 인스턴트 메시지 시스템)

  • Jang, Choonseo;Lee, Ki-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2169-2175
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    • 2014
  • In this paper we have proposed a new distributed architecture of session-based instant message system, in which multiple servers can distribute loads effectively to improve system extendability. The server of session-based instant message system should manage SIP sessions to transfer instant message with multimedia data to each users, and it should process large amount of presence informations from each users. Therefore load of the server should be distributed as the number of users increases. In our system, when server load increases according to large user numbers, the load are distributed by selecting a server with the lowest load value, or new server is created to allocate the message processing. Therefore the overall load of instant message system can be dynamically distributed. A new presence information data format with added elements for controlling server load has been designed for this purpose, and SIP messages exchanging procedure between servers and users has been also suggested. The performance of our proposed system has been analysed by simulation, and showed improvement of performance.

Content Delivery Network Based on MST Algorithm (MST 알고리즘 기반 콘텐츠 전송 네트워크에 관한 연구)

  • Lee, Hyung-ok;Kang, Mi-young;Nam, Ji-seung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.2
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    • pp.178-188
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    • 2016
  • The traffic in the wired and wireless networks has increased exponentially because of increase of smart phone and improvement of PC performance. Multimedia services and file transmission such as Facebook, Youtube occupy a large part of the traffic. CDN is a technique that duplicates the contents on a remote web server of content provider to local CDN servers near clients and chooses the optimal CDN server for providing the content to the client in the event of a content request. In this paper, the content request message between CDN servers and the client used the SCRP algorithm utilizing the MST algorithm and the traffic throughput was optimized. The average response time for the content request is reduced by employing HC_LRU cache algorithm that improves the cache hit ratio. The proposed SCRP and HC_LRU algorithm may build a scalable content delivery network system that efficiently utilizes network resources, achieves traffic localization and prevents bottlenecks.

Efficient Load Balancing Scheme using Resource Information in Web Server System (웹 서버 시스템에서의 자원 정보를 이용한 효율적인 부하분산 기법)

  • Chang Tae-Mu;Myung Won-Shig;Han Jun-Tak
    • The KIPS Transactions:PartA
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    • v.12A no.2 s.92
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    • pp.151-160
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    • 2005
  • The exponential growth of Web users requires the web serves with high expandability and reliability. It leads to the excessive transmission traffic and system overload problems. To solve these problems, cluster systems are widely studied. In conventional cluster systems, when the request size is large owing to such types as multimedia and CGI, the particular server load and response time tend to increase even if the overall loads are distributed evenly. In this paper, a cluster system is proposed where each Web server in the system has different contents and loads are distributed efficiently using the Web server resource information such as CPU, memory and disk utilization. Web servers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Load unbalance among contents group owing to distribution of contents can be alleviated by reassignment of Web servers. Using a simulation method, we showed that our method shows up to $50\%$ about average throughput and processing time improvement comparing to systems using each LC method and RR method.

Efficient Support for Adaptive Bandwidth Scheduling in Video Servers (비디오 서버에서의 효율적인 대역폭 스케줄링 지원)

  • Lee, Won-Jun
    • The KIPS Transactions:PartC
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    • v.9C no.2
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    • pp.297-306
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    • 2002
  • Continuous multimedia applications require a guaranteed retricval and transfer rate of streaming data, which conventional file server mechanism generally does not provide. In this paper we describe a dynamic negotiated admission control and dick bandwidth scheduling framework for Continuous Media (CM : e.g., video) servers. The framework consists of two parts. One is a reserve-based admission control mechanism and the other part is a scheduler for continuous media streams with dynamic resource allocation to achieve higher utilization than non-dynamic scheduler by effectively sharing available resources among contending streams to improve overall QoS. Using our policy, we could increase the number of simultaneously running: clients that coo]d be supported and cot]d ensure a good response ratio and better resource utilization under heavy traffic requirements.

An Efficient Load Balancing Technique in Cluster Based VOD Servers using the Dynamic Buffer Partitioning (동적 버퍼 분할을 이용한 클러스터 VOD 서버의 효율적 부하 분산 방법)

  • Kwon, Chun-Ja;Kim, Young-Jin;Choi, Hwang-Kyu
    • The KIPS Transactions:PartC
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    • v.9C no.5
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    • pp.709-718
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    • 2002
  • Cluster based VOD systems require elaborate load balancing and buffer management techniques in order to ensure real-time display for multiuser concurrently. In this paper, we propose a new load balancing technique based on the dynamic buffer partitioning in cluster based VOD servers. The proposed technique evenly distribute the user requests into each service node according to its available buffer capacity and disk access rate. In each node, the dynamic buffer partitioning technique dynamically partitions the buffer to minimize the average waiting time for the requests that access the same continuous media. The simulation results show that our proposed technique decreases the average waiting time by evenly distributing the user requests compared with the exiting techniques and then increases the throughput in each node. Particularly under the overloaded condition in the cluster server, the simulation probes that the performance of the proposed technique is better two times than the Generalized Interval Caching based technique.