• Title/Summary/Keyword: Multiple Client

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A Dynamic Power Management System for Multiple Client in Cloud Computing Environment (클라우드 환경에서 다중 클라이언트를 위한 동적 전원관리 시스템)

  • Cha, Seung-Min;Lee, Bong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.2
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    • pp.213-221
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    • 2012
  • In this paper, a dynamic power management system is proposed to reduce energy consumption for multiple clients in cloud computing environments. The proposed system monitors both keyboard and mouse input from the user, available memory, and CPU usage in the virtual machine. If the system detects no keyboard and mouse input for a certain amount of time and both available memory and CPU usage reach predefined threshold value, the manager in the virtual machine orders the client to shutdown the client machine, which results in significant power save. The developed system is applied to the real university computer lab and the performance of the system is evaluated.

실시간 분산 응용을 위한 타스크 행위 명세 언어

  • 김정술
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 1998.10a
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    • pp.623-635
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    • 1998
  • 이 논문에서 우리는 분산 실시간 소프트웨어 설계방법인 CODARTS/DA(Concurrent Design Approach for Real-Time Systems/Distributed Application)를 위한 타스크 행위 명세방법을 제안한다. 각 타스크는 CODARTS/DA 모듈들, 즉, 다수 클라이언트/서버 모듈(Multiple Client/Sever Module), 단일 클라이언트/서버 모듈(Single Client/Server Module), 그룹 통신모듈(Group Comm. Module), 우선 순위 모듈등과 통신을 수행하는데, 분산환경의 동기, 비동기 문제들을 제안한 방법으로 설계 명세할 수 있다. 또한 제안된 명세방법은 C언어와 비슷한 문법구조를 제공하므로 쉽게 문서들이 구조적 프로그램으로 변환될 수있다.

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Multi-Rate TCP Video Streaming for Client Heterogeneity (이종 클라이언트들을 위한 멀티레이트 TCP 비디오 스트리밍에 관한 연구)

  • Jung, Young-H.;Choe, Yoon-Sik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.3B
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    • pp.144-151
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    • 2008
  • In this paper, we propose a video streaming server that guarantees a certain level of quality when a server should serve video streaming service to multiple heterogenous clients simultaneously with TCP transport. If each heterogeneous client requests video streaming service in according to its own requirement such as bitrate of content and these requests are accepted by a server, then TCP flows for each video streaming session fairly share limited uplink bandwidth of the server. At this time, because TCP's bandwidth fair-share characteristics can result in bandwidth shrinkage of higher bitrate video streaming session, the client of higher bitrate video may suffer sluggish playback which is related with streaming QoS degradation. To tackle this problem, our proposed server system uses multiple TCP connections adaptively for each video streaming session depending on the anticipated status of the client playout buffer. Simulation results show that our proposed algorithm can successfully reduce the occurrence of playout buffer underrun and enhance streaming quality for whole video clients.

A Novel Bit Rate Adaptation using Buffer Size Optimization for Video Streaming

  • Kang, Young-myoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.166-172
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    • 2020
  • Video streaming application such as YouTube is one of the most popular mobile applications. To adjust the quality of video for available network bandwidth, a streaming server provides multiple representations of video of which bit rate has different bandwidth requirements. A streaming client utilizes an adaptive bit rate scheme to select a proper video representation that the network can support. The download behavior of video streaming client player is governed by several parameters such as maximum buffer size. Especially, the size of the maximum playback buffer in the client player can greatly affect the user experience. To tackle this problem, in this paper, we propose the maximum buffer size optimization according to available network bandwidth and buffer status. Our simulation study shows that our proposed buffer size optimization scheme successfully mitigates playback stalls while preserving the similar quality of streaming video compared to existing ABR schemes.

Multi-stream Delivery Method of the Video Signal based on Wavelet (웨이브릿 기반 비디오 신호의 멀티 스트림 전송 기법)

  • 강경원;류권열;권기룡;문광석;김문수
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.101-104
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    • 2001
  • Over the last few years, streaming audio and video content on Internet sites has increased at unprecedented rates. The predominant method of delivering video over the current Internet is video streaming such as SureStream or Intelligent Stream. Since each method provides the client with only one data stream from one server, it often suffers from poor qualify of pictures in the case of network link congestion. In this paper, we propose a novel method of delivering video stream based on wavelet to a client by utilizing multi-threaded parallel connections from the client to multiple servers and to provides a better way to address the scalability functionalities. The experimental results show that the video quality delivered by the proposed multithreaded stream could significantly be improved over the conventional single video stream methods.

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Mechanism for Efficient Use of Server's Resource on the Web

  • Rhee, Yoon-Jung;Park, Nam-Sup;Kim, Tai-Yoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.04a
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    • pp.507-510
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    • 2001
  • HTTP/1.1 standard reduces latencies and overhead from closing and re-establishing connections by supporting persistent connections as a default, which encourage multiple transfers of objects over one connection. HTTP/1.1, however, does not define explicitly connection-closing time but specifies a certain fixed holding time model. This model may induce wasting server's resource when server maintains conn ection with the idle-state client that requests no data for a certain time. This paper proposes the mechanism of a heuristic connection management supported by the client-side under persistent HTTP, in addition to HTTP/1.1's fixed holding time model on server-side. The client exploits the tag information within transferred HTML page so that decides connection-closing time. As a result, the mechanism allows server to use server's resource more efficiently without server's efforts.

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A Broadcast Schedule Generation for Efficient Multiple Data Accesses (효율적인 다중 데이타 접근을 위한 방송 스케쥴 생성)

  • Lee, Sang-Don
    • Journal of KIISE:Databases
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    • v.29 no.4
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    • pp.285-296
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    • 2002
  • When a client requests a set of data items at once, it is crucial to reduce the total time elapsed till the client receives all data items requested. This paper describes a data broadcasting technique that reduces access time for multiple data accesses from clients. The impact of the relative position of each data item in a broadcast schedule is dependent on the degree of data replication between data requests from clients. The relative broadcast frequencies for data items are affected by the degree of access skewness from clients. This paper proposes a technique for generation of a hierarchical data broadcast schedule, which can support multiple data accesses effectively by considering the data sharing among client requests and data access skewness together. Simulation results show that the proposed technique consistently performs better than the previous research results in various environments.

The Effect of Organizational and Care Worker Related Factors on Client Violence Occurring at Nursing Homes (노인요양시설의 기관 및 종사자 관련 요인들은 클라이언트 폭력에 어떠한 영향을 미치는가?)

  • Lee, Yeokyung;Lee, Sunhae;Hwang, Hwan
    • Korean Journal of Social Welfare
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    • v.65 no.4
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    • pp.221-243
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    • 2013
  • The purpose of the study was to investigate the effect of organizational and care worker factors on client violence occurring at nursing homes in Korea, and to provide an empirical basis on which to draw strategies for prevention and reduction of client violence. A survey was conducted on 253 care workers from 23 nursing homes located in 16 regions nationwide, and multiple regression models were analyzed to examine the effect of worker demographic variables, education and experience, work related characteristics, working conditions, and organizational risk management system on client violence. The respondents reported their experience of violence from the most frequent to the least in the order of physical, verbal, others, property damage, and sexual in nature; only half of their employers were implementing an organizational risk management system. In the regression analysis on client violence of all types combined, risk management procedures and supervisor leadership were found statistically signifiant. Based on these results, implications were discussed for agency efforts in improving risk management procedures and leadership training of supervisors.

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Web-Based Distributed Visualization System for Large Scale Geographic Data (대용량 지형 데이터를 위한 웹 기반 분산 가시화 시스템)

  • Hwang, Gyu-Hyun;Yun, Seong-Min;Park, Sang-Hun
    • Journal of Korea Multimedia Society
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    • v.14 no.6
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    • pp.835-848
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    • 2011
  • In this paper, we propose a client server based distributed/parallel system to effectively visualize huge geographic data. The system consists of a web-based client GUI program and a distributed/parallel server program which runs on multiple PC clusters. To make the client program run on mobile devices as well as PCs, the graphical user interface has been designed by using JOGL, the java-based OpenGL graphics library, and sending the information about current available memory space and maximum display resolution the server can minimize the amount of tasks. PC clusters used to play the role of the server access requested geographic data from distributed disks, and properly re-sample them, then send the results back to the client. To minimize the latency happened in repeatedly access the distributed stored geography data, cache data structures have been maintained in both every nodes of the server and the client.