• Title/Summary/Keyword: Network Architecture

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A Design and Implementation of a Digital Television commerce System Downloading Multimedia Contents using a Mobile (이동단말기를 이용하여 멀티미디어 콘텐츠를 다운로드하는 디지털 TV 상거래 시스템의 설계 및 구현)

  • Hwang, Junho;Choi, Inhwang;Kim, Minkyung;Hwang, Jooyeon;Paik, Doowon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.1-7
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    • 2008
  • In this paper, we developed digital TV commerce system using mobile device for multimedia service. This system combines TV and mobile device, and enables a TV viewer to purchase and download the multimedia contents such as songs and video programs onto the mobile devices instantly when the viewer watches the contents. Our system is different from the conventional TV commerce system in the sense that it combines digital TV and mobile device for better service, and the contents such as songs, videos and games are downloaded directly to the devices. Furthermore, our system's data flow is designed for utilizing cheaper network to save costs. We implemented this new service system, and in this paper, we describe the service in detail, comparing with conventional TV commerce system, and we present the architecture and preliminary implementation of the proposed system.

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Design of an Algorithm for the Validation of SCL in Digital Substations

  • Jang, B.T.;Alidu, A.;Kim, N.D.
    • KEPCO Journal on Electric Power and Energy
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    • v.3 no.2
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    • pp.89-97
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    • 2017
  • The substation is a critical node in the power network where power is transformed in the power generation, transmission and distribution system. The IEC 61850 is a global standard which proposes efficient substation automation by defining interoperable communication and data modelling techniques. In order to achieve this level of interoperability and automation, the IEC 61850 (Part 6) defines System Configuration description Language (SCL). The SCL is an XML based file format for defining the abstract model of primary and secondary substation equipment, communications systems and also the relationship between them. It enables the interoperable exchange of data during substation engineering by standardizing the description of applications at different stages of the engineering process. To achieve the seamless interoperability, multi-vendor devices are required to adhere completely to the IEC 61850. This paper proposes an efficient algorithm required for verifying the interoperability of multi-vendor devices by checking the adherence of the SCL file to specifications of the standard. Our proposed SCL validation algorithm consists of schema validation and other functionalities including information model validation using UML data model, the Vendor Defined Extension model validation, the User Defined Rule validation and the IED Engineering Table (IET) consistency validation. It also integrates the standard UCAIUG (Utility Communication Architecture International Users Group) Procedure validation for quality assurance testing. Our proposed algorithm is not only flexible and efficient in terms of ensuring interoperable functionality of tested devices, it is also convenient for use by system integrators and test engineers.

Distribution Pattern and Functional Characteristics of Shop-house in the 2nd Class General Residential Zone in Seoul - A Case Study of Seokchon, Yangjae, Dunchon, and Sagajeong Districts - (서울시 제2종일반주거지역 내 상업기능주택의 배치와 기능적 특성 - 석촌, 양재, 둔촌, 사가정 사례 분석 -)

  • Yang, Woohyun;Kim, Sung-Eun
    • Journal of the Korean housing association
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    • v.24 no.5
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    • pp.57-67
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    • 2013
  • The purpose of this study is to find out distributional principles of the shop-houses in residential district through physical composition of residential area. Through the research that are based on literature and field survey, it analysed the relation between physical composition of residential area and the shop-houses of selected four sites under similar urban condition where land readjustment project were held. The consequences of this study are summarized as follows; 1) A road that is not penetrating the inside a residential area is seemed to have low occupancy of shops comparing to other roads with similar hierarchy. And the shops functions as convenience facilities. It can be inferred from the statement above that even a road with higher hierarchy is not easy to form commercial area if without penetrating the residential area. 2) According to the size and the arranged method of Inner blocks of residential area towards major roads, distribution of shop-houses appear to be different. In other words, when shop-houses are located along the roads, the proportion of shop was higher than when located perpendicular to the roads. 3) When the number of average lots are little and the size of block is small, usually, street ratio and the number of corners gets higher, which eventually increases the number of shop-houses.

An Energy Control Model of Smart Video Devices for the Internet of Things (사물 인터넷 환경을 위한 스마트 비디오 디바이스의 에너지 제어 모델)

  • Jeong, Jae-Won;Lee, Myeong-Jin
    • Journal of Advanced Navigation Technology
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    • v.19 no.1
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    • pp.66-73
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    • 2015
  • In this paper, an architecture of a perpetual smart video device and its energy control model for the internet of things (IoT) are proposed. The smart video device consists of a processor, an image sensor, a video codec, and a network controller. In the proposed energy control model, energy consumed by image sensing, video encoding, and transmission and energy harvested by solar panels are defined as an input and an output of a battery, an energy buffer. Frame rate, quantization parameter, and operating frequency of processor are defined as the energy control parameters, and these parameters control the input and the output energy of the energy buffer, finally control the energy left in the battery. The proposed energy control model is validated by the energy consumption measurement of the smart phone based platform for various combinations of energy control parameters, and can be used for the design of perpetual smart video device.

Performance Analysis of Mobile Internet System in Inter-cell Interference Environment (인접 셀 간섭 환경에서 모바일 인터넷 시스템의 성능 분석)

  • Roh, Jae-Sung;Kim, Young-Chul
    • Journal of Advanced Navigation Technology
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    • v.16 no.1
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    • pp.96-102
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    • 2012
  • The goal of mobile internet system is to provide a high-data-rate, low-latency and optimized packet radio access technology supporting flexible bandwidth deployments. Therefore, network architecture is designed with the goal to support packet-switched traffic with seamless mobility, quality of service and minimal latency. An important requirement for the mobile internet system is improved cell-edge BER performance and data throughput. This is to provide some level of service consistency in terms of geographical coverage as well as in terms of available data throughput within the communication coverage area. In a cellular system, however, the signal to interference plus noise power ratio gap between cell-center and cell-edge users can be of the order of 20 [dB]. The disparity can be even higher in a communication coverage limited cellular system. This leads to vastly lower data throughputs for the cell-edge users relative to cell-center users creating a large QoS gap. This paper proposes a analytical approach that tries to reduce inter-cell interference, and shows the SIR and BER performance according to the OFDM system parameters in mobile Internet environment.

Knowledge- Evolutionary Intelligent Machine-Tools - Part 1 : Design of Dialogue Agent based on Standard Platform

  • Kim, Dong-Hoon;Song, Jun-Yeob
    • Journal of Mechanical Science and Technology
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    • v.20 no.11
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    • pp.1863-1872
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    • 2006
  • In FMS (Flexible Manufacturing System) and CIM (Computer Integrated Manufacturing), machine-tools have been the target of integration in the last three decades. The conventional concept of integration is being changed into the autonomous manufacturing device based on the knowledge evolution by applying advanced information technology in which an open architecture controller, high-speed network and internet technology are included. In the advanced environment, the machine-tools is not the target of integration anymore, but has been the key subject of cooperation. In the near future, machine-tools will be more improved in the form of a knowledge-evolutionary intelligent device. The final goal of this study is to develop an intelligent machine having knowledge-evolution capability and a management system based on internet operability. The knowledge-evolutionary intelligent machine-tools is expected to gather knowledge autonomically, by producing knowledge, understanding knowledge, reasoning knowledge, making a new decision, dialoguing with other machines, etc. The concept of the knowledge-evolutionary intelligent machine is originated from the machine control being operated by human experts' sense, dialogue and decision. The structure of knowledge evolution in M2M (Machine to Machine) and the scheme for a dialogue agent among agent-based modules such as a sensory agent, a dialogue agent and an expert system (decision support agent) are presented in this paper, with intent to develop the knowledge-evolutionary machine-tools. The dialogue agent functions as an interface for inter-machine cooperation. To design the dialogue agent module in an M2M environment, FIPA (Foundation of Intelligent Physical Agent) standard platform and the ping agent based on FIPA are analyzed in this study. In addition, the dialogue agent is designed and applied to recommend cutting conditions and thermal error compensation in a tapping machine. The knowledge-evolutionary machine-tools are expected easily implemented on the basis of this study and shows a good assistance to sensory and decision support agents.

Software Development Education through Developing a usable Multiplayer Online Game (다중 사용자 온라인 게임 개발을 통한 소프트웨어 개발 교육)

  • Yoon, Ilmi;Ng, Gary;Kwon, Oh Young
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.2
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    • pp.38-45
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    • 2012
  • Building a game has been used as effective and attractive way of teaching computer science. Building a usable Multi-player Game is requires important aspects of technology, teamwork and software engineering principles. The whole class was structured in to several teams and students needed to join one or two teams. Each team presented their progress, discussed future milestones and troubleshoots, updated documents for clearer communication and utilized SVN(Subversion) throughout the semester. Unlike usual class setting, all students worked collaboratively together like one company to achieve the goal. In one semester, students started from concept design and completed a working Multiplayer Online Game called "deBugger" (Fall 2009), and "World of Balance" (Fall 2011), while learning game design, 3D graphics, Game Engine, Server-client architecture, Game Protocol, network programming, database, Software Engineering principles, and large application development as a team project.

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A Study On The Wearable Embedded System Platform (입을 수 있는 내장형 시스템 플랫품에 관한 연구)

  • Yoo, Jin-Ho;Jeong, Hyun-Tae;Cho, Il-Yeon;Lee, Sang-Ho;Han, Dong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.12B
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    • pp.831-837
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    • 2005
  • Personal general purpose computer(PC) has been evolved from desktop to portable mobile device such as tablet PC and PDA. Technology innovation on semiconductor have made it possible to package a reasonably Powerful Processor and memory subsystem with advanced input/output devices. At last these subsystems are miniaturized into wearable system. Wearable computer has recently gained attention as the post PC in the ubiquitous environment. Wearable computing becomes more and more feasible and receives growing attention throughout industry and the consumer marketplaces. This paper proposed and developed WPS that has multimedia features and network features as a wearable embedded platform. We explain the form, overall architecture, functions and user applications of this WPS. This paper also discusses the form of next generation computer platform with intuitive user interfaces and well designed applications in the future.

Analysis of TCP/IP Protocol for Implementing a High-Performance Hybrid TCP/IP Offload Engine (고성능 Hybrid TCP/IP Offload Engine 구현을 위한 TCP/IP 프로토콜 분석)

  • Jang Hankook;Oh Soo-Cheol;Chung Sang-Hwa;Kim Dong Kyue
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.6
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    • pp.296-305
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    • 2005
  • TCP/IP, the most popular communication protocol, is processed on a host CPU in traditional computer systems and this imposes enormous loads on the host CPU. Recently TCP/IP Offload Engine (TOE) technology, which processes TCP/IP on a network adapter instead of the host CPU, becomes an important way to solve the problem. In this paper we analysed the structure of a TCP/IP protocol stack in the Linux operating system and important factors, which cause a lot of loads on the host CPU, by measuring the time spent on processing each function in the protocol stack. Based on these analyses, we propose a Hybrid TOE architecture, in which functions imposing much loads on the host CPU are implemented using hardware and other functions are implemented using software.

Low-Latency Programmable Look-Up Table Routing Engine for Parallel Computers (병렬 컴퓨터를 위한 저지연 프로그램형 조견표 경로지정 엔진)

  • Chang, Nae-Hyuck
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.2
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    • pp.244-253
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    • 2000
  • Since no single routing-switching combination performs the best under various different types of applications, a flexible network is required to support a range of polices. This paper introduces an implementation of a look-up table routing engine offering flexible routing and switching polices without performance degradation unlike those based on microprocessors. By deciding contents of look-up tables, the engine can implement wormhole routing, virtual cut-through routing, and packet switching, as well as hybrid switching, under a variety of routing algorithms. Since the routing engine has a piplelined look-up table architecture, the routing delay is as small as one flit, and thus it can overlap multiple routing actions without performance degradation in comparison with hardwired routers dedicated to a specific policy. Because four pipeline stages do not induce a hazard, expensive forwarding logic is not required. The routing engine can accommodate four physical links with a time shared cut-through bus or single link with a cross-bar switch. It is implemented using Xilinx 4000 series FPGA.

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