• 제목/요약/키워드: Network Computer

검색결과 12,663건 처리시간 0.038초

Beyond Speed : Nine Dimensions of Computer Network Quality Perceived by Its Users

  • Sangjin Yoo;Lee, Choong-Kwon;Sean B.Eom
    • 한국산업정보학회논문지
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    • 제3권1호
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    • pp.49-65
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    • 1998
  • The trend toward globalization and competitive advantage is increasing the importance of international data communication . The more companies attempt to be globalized and competitive, the more critical the problems of the computer networks are. To improve computer networks in the business world, it is believed that the network shoud be approached from the viewpoint of service quality : we need to understand what network quality means to network users, those who use the network. The purpose of this study is to develop a dimension that captures the aspects of network quality that are important to network users. Many articles show that speed is very important factor in network systems. But the more important thing is that speed is just one of the factors contributing to network quality. It is suggested that a quality network meet nine dimensions : (1) speed (2) accessibility (3) connectivity (4) security (5) compatibility, (6) government restrictions (7) complexity (8) sustainability and (9) sharability.

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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    • 제5권1호
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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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    • 한국정보컨버전스학회 2008년도 International conference on information convergence
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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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포톤 네트워크를 이용한 VR 멀티게임 구현, 'Arcade VR Battle' (Implementation of VR Multi-games using Photon Network, 'Arcade VR Battle')

  • 심한뫼;신준한;남궁건;이민웅;곽용식
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2023년도 제67차 동계학술대회논문집 31권1호
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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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포톤 서버를 사용한 멀티게임 구현(Hide & Escape) (Implementation of Multi-games using Photon Server (Hide and Escape))

  • 심한뫼;방진욱;김인호
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2022년도 제65차 동계학술대회논문집 30권1호
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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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    • 제4권4호
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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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    • 제8권3호
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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.

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

  • 박호성;이동현;임민규;강요셉;오준석;서순신;;김지환
    • 한국정보과학회 언어공학연구회:학술대회논문집(한글 및 한국어 정보처리)
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    • 한국정보과학회언어공학연구회 2018년도 제30회 한글 및 한국어 정보처리 학술대회
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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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    • 제10권8호
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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.

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

  • 은종관;이경근
    • 대한전자공학회논문지
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    • 제22권6호
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    • pp.103-113
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    • 1985
  • 본 론문은 packet 교환 방식의 computer 통신망인 KORNET 개발에 판한 4편의 논문중 제1부로서 KORNET의 전체적인 개요와 network management center(NMC)의 개발에 관하여 기술하였다. NMC는 operator dialogue를 통하여 network내 여러 소자의 상태를 감지 하고 가입자와 network의 운용을 담당하며 routing의 관리를 담당하는등 network의 중추적 기능을 구행한다 본 KORNET의 구현에 있어서 통신 protocol은 CCITT의 권고사항을 충실히 따랐으며 NMC의 응용 software인 operator interface, prinary/secondary부, session layer차 packet level adaptor는 자체적으로 개발하였고, packet, link 및 physical level protocol은 Data Goner각사에서 개발한 XODIAC X.25를 응용하여 개발하였다.

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