• Title/Summary/Keyword: Network Computer

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FENC: Fast and Efficient Opportunistic Network Coding in wireless networks

  • Pahlavani, Peyman;Derhami, Vali;Bidoki, Ali Mohammad Zareh
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.1
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    • pp.52-67
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    • 2011
  • Network coding is a newly developed technology that can cause considerable improvements in network throughput. COPE is the first network coding approach for wireless mesh networks and it is based on opportunistic Wireless Network Coding (WNC). It significantly improves throughput of multi-hop wireless networks utilizing network coding and broadcast features of wireless medium. In this paper we propose a new method, called FENC, for opportunistic WNC that improves the network throughput. In addition, its complexity is lower than other opportunistic WNC approaches. FENC utilizes division and conquer method to find an optimal network coding. The numerical results show that the proposed opportunistic algorithm improves the overall throughput as well as network coding approach.

JXTA Based P2P Services for Mobile Devices

  • Park, Hae-Woo;Jung, Hun;Seo, Yeung-Su;Yu, Chun-Gun;Lee, Jun-Hyuk;Kang, Byung-Wook
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.195-198
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    • 2008
  • The JXTA was made in order to solve the problem of being generated with the computer platform suggested with the P2P(Peer-to-peer) method in the distributed computing. JXTA makes a communication between the various network and the devices is connected to a network which possible. It was designed to the client having the minimum computing ability could attend in the peer-to-peer network. However, for smoothly applying JXTA in the wireless environment, there is a limit with the limited resource of the Mobile Device. By using the Relay of the JXTA based for the Mobile Device, this paper implemented the P2P service which is flexibly effective in the wireless network environment.

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Implementation of VR Multi-games using Photon Network, 'Arcade VR Battle' (포톤 네트워크를 이용한 VR 멀티게임 구현, 'Arcade VR Battle')

  • Han-Moi Shim;Jun-Han Shin;Geon Namgung;Min-Woong Lee;Yong-Sik Kwak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.467-468
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    • 2023
  • 현재 게임 시장에서 VR 게임이 가지는 영향력은 점차 증가하는 추세이다. 기존의 VR게임들은 대부분 Multi-Play를 지원하지 않는다. 이에 따라 본 논문에서는 Photon Network와 XR Plugin을 사용하여 2명의 플레이어가 함께 즐길 수 있는 Arcade 장르의 VR 경쟁 Multi-Game을 구현하였다. 이에 필요한 서버는 리슨 서버 방식으로 Master Client가 게임을 시작하면, Game에 참가한 다른 Client Player는 Photon Network의 RPC 기능을 사용하고 Player의 동작, Game 진행 상황 등을 실시간으로 Server에 동기화하여 Multi-Play게임을 할 수 있다.

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Implementation of Multi-games using Photon Server (Hide and Escape) (포톤 서버를 사용한 멀티게임 구현(Hide & Escape))

  • Shim, Han-Moi;Bang, Jin-Wook;Kim, In-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.69-70
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    • 2022
  • 본 논문에서는 Photon Network를 사용하여 경찰과 도둑 컨셉으로 5명이 함께 즐길 수 있는 Multi Game을 구현하였다. 서버는 리슨 서버 방식으로 Master Client가 게임을 시작하면 Game에 참가한 모든 Player는 Photon Network의 RPC 기능을 사용하여 Player의 동작, Game 진행 상황 등을 실시간으로 Server에 동기화한다.

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A Network Storage LSI Suitable for Home Network

  • Lim, Han-Kyu;Han, Ji-Ho;Jeong, Deog-Kyoon
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.4 no.4
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    • pp.258-262
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    • 2004
  • Storage over Ethernet (SoE) is a network storage architecture that allows direct attachment of existing ATA/ATAPI devices to Ethernet without a separate server. Unlike SAN, no server computer intervenes between the storage and the client hosts. We propose a SoE disk controller (SoEDC) amenable to low-cost, single-chip implementation that processes a simplified L3/L4 protocol and converts commands between Ethernet and ATA/ATAPI, while the rest of the complex tasks are performed by the remote hosts. Thanks to simple architecture and protocol, the SoEDC implemented on a single $4mm{\times}4mm$ chip in 0.18um CMOS technology achieves maximum throughput of 55MB/s on Gigabit Ethernet, which is comparable to that of a high-performance disk storage locally attached to a host computer.

A Direction Entropy-Based Forwarding Scheme in an Opportunistic Network

  • Jeon, MinSeok;Kim, Sun-Kyum;Yoon, Ji-Hyeun;Lee, JunYeop;Yang, Sung-Bong
    • Journal of Computing Science and Engineering
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    • v.8 no.3
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    • pp.173-179
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    • 2014
  • In an opportunistic network, one of the most challenging issues is the equilibrium of the network traffic and transmission delay for forwarding messages. To resolve this problem, we propose a new forwarding scheme, called the direction entropy-based forwarding scheme (DEFS), using the main direction and direction entropy based on the information collected about the directions of the nodes in the network. Since each node sends a message to another node with a different location and less direction entropy, DEFS utilizes those nodes that are more likely to travel to various locations to forward the messages to the destination nodes. Experiments were performed on the network simulator NS-2. The results show that DEFS provides better balance than the typical forwarding schemes, such as Epidemic, PRoPHET, and WAIT.

Hybrid CTC-Attention Based End-to-End Speech Recognition Using Korean Grapheme Unit (한국어 자소 기반 Hybrid CTC-Attention End-to-End 음성 인식)

  • Park, Hosung;Lee, Donghyun;Lim, Minkyu;Kang, Yoseb;Oh, Junseok;Seo, Soonshin;Rim, Daniel;Kim, Ji-Hwan
    • Annual Conference on Human and Language Technology
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    • 2018.10a
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    • pp.453-458
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    • 2018
  • 본 논문은 한국어 자소를 인식 단위로 사용한 hybrid CTC-Attention 모델 기반 end-to-end speech recognition을 제안한다. End-to-end speech recognition은 기존에 사용된 DNN-HMM 기반 음향 모델과 N-gram 기반 언어 모델, WFST를 이용한 decoding network라는 여러 개의 모듈로 이루어진 과정을 하나의 DNN network를 통해 처리하는 방법을 말한다. 본 논문에서는 end-to-end 모델의 출력을 추정하기 위해 자소 단위의 출력구조를 사용한다. 자소 기반으로 네트워크를 구성하는 경우, 추정해야 하는 출력 파라미터의 개수가 11,172개에서 49개로 줄어들어 보다 효율적인 학습이 가능하다. 이를 구현하기 위해, end-to-end 학습에 주로 사용되는 DNN 네트워크 구조인 CTC와 Attention network 모델을 조합하여 end-to-end 모델을 구성하였다. 실험 결과, 음절 오류율 기준 10.05%의 성능을 보였다.

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EBKCCA: A Novel Energy Balanced k-Coverage Control Algorithm Based on Probability Model in Wireless Sensor Networks

  • Sun, Zeyu;Zhang, Yongsheng;Xing, Xiaofei;Song, Houbing;Wang, Huihui;Cao, Yangjie
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3621-3640
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    • 2016
  • In the process of k-coverage of the target node, there will be a lot of data redundancy forcing the phenomenon of congestion which reduces network communication capability and coverage, and accelerates network energy consumption. Therefore, this paper proposes a novel energy balanced k-coverage control algorithm based on probability model (EBKCCA). The algorithm constructs the coverage network model by using the positional relationship between the nodes. By analyzing the network model, the coverage expected value of nodes and the minimum number of nodes in the monitoring area are given. In terms of energy consumption, this paper gives the proportion of energy conversion functions between working nodes and neighboring nodes. By using the function proportional to schedule low energy nodes, we achieve the energy balance of the whole network and optimizing network resources. The last simulation experiments indicate that this algorithm can not only improve the quality of network coverage, but also completely inhibit the rapid energy consumption of node, and extend the network lifetime.

Development of a Packet-Switched Public computer Communication Network -PART 1: KORNET Overview and Development of Network Management Center (Packet Switching에 의한 공중 Computer 통신망 개발 연구 -제1부: Kornet 개요 및 NMC 개발)

  • 은종관;이경근
    • Journal of the Korean Institute of Telematics and Electronics
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    • v.22 no.6
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    • pp.103-113
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    • 1985
  • This is the first part of the four-part paper describing the development of a packet-switched computer network named the KORNET In this paper, we present the overview of the KORNET, and discuss various aspects on the development of the netwo management center (NMC). The NMC acts as a nerve center of the network, performing such functions as network monitoring, subscriber and network management and routing manage-ment using operator dialogues. In the implementation of the NMC, we have developed various application softwares that include operator interface, primary/srcondary pan, session layer and packet level adaptor. As for packet, link and physical level protocols, we have modified the XODIAC X.25 originally developed by Data General, Inc. All the net-work protocols we have developed comply completely with the CCITT recommendations.

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Capacity Analysis of UWB Networks in Three-Dimensional Space

  • Cai, Lin X.;Cai, Lin;Shen, Xuemin;Mark, Jon W.
    • Journal of Communications and Networks
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    • v.11 no.3
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    • pp.287-296
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    • 2009
  • Although asymptotic bounds of wireless network capacity have been heavily pursued, the answers to the following questions are still critical for network planning, protocol and architecture design: Given a three-dimensional (3D) network space with the number of active users randomly located in the space and using the wireless communication technology, what are the expected per-flow throughput, network capacity, and network transport capacity? In addition, how can the protocol parameters be tuned to enhance network performance? In this paper, we focus on the ultra wideband (UWB) based wireless personal area networks (WPANs) and provide answers to these questions, considering the salient features of UWB communications, i.e., low transmission/interference power level, accurate ranging capability, etc. Specifically, we demonstrate how to explore the spatial multiplexing gain of UWB networks by allowing appropriate concurrent transmissions. Given 3D space and the number of active users, we derive the expected number of concurrent transmissions, network capacity and transport capacity of the UWB network. The results reveal the main factors affecting network (transport) capacity, and how to determine the best protocol parameters, e.g., exclusive region size, in order to maximize the capacity. Extensive simulation results are given to validate the analytical results.