• Title/Summary/Keyword: P2P architecture

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Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

Conferencing Service Interworking in Peer-to-Peer and IMS Networks

  • Sim, Jinsub;Kim, Younghan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.9
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    • pp.2136-2152
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    • 2012
  • The growth of Internet technologies and the widespread use of mobile devices have been paving the way for the increasing use of conferencing services. Two types of systems have been designed to provide conferencing services: 1) a conferencing system using session control over a peer-to-peer (P2P) network and 2) an IP Multimedia Subsystem (IMS) conferencing system. The IMS conferencing system was developed to adapt to a server-based centralized system, whereas the benefits of the P2P operational model in providing such conference services are widely acknowledged. However, each system provides conferencing services only to its own users. Therefore, in this paper, we propose an interworking model to support multimedia conferencing service between the P2P environment and IMS networks. We also introduce protocol architecture and some service scenarios. To verify this system model and the design architecture, we perform an actual implementation and show experienced test results.

Effect of pH and Temperature on the Adsorption of Heavy Metals in Acid Mine Drainage (AMD) Onto Coal Mine Drainage Sludge (CMDS) (탄광슬러지를 이용한 금속광산 산성배수 처리 시 pH및 온도의 영향)

  • Cui, Ming-Can;Lim, Jung-Hyun;Kweon, Bo-Youn;Jang, Min;Shim, Yon-Sik;Khim, Jee-Hyeong
    • Journal of Soil and Groundwater Environment
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    • v.14 no.1
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    • pp.29-35
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    • 2009
  • In this study, the effect of pH and temperature on the adsorption behavior of acid mine drainage (AMD) on coal mine drainage sludge (CMDS) has been investigated during the treatment of coal mine drainage (CMD) by electrical purification method. The pH$_{zero\;point\;charge}$ (pH$_{zpc}$) of CMDS was 5. The removal ratio of copper, zinc, cadmium, iron were increased according to the increase of pH value. The adsorption amount of copper showed 0.64 mg g$^{-1}$ sludge. It was independent of pH value. The adsorption amount of the other metals showed l.l times when pH was 3. The adsorption amount of chromium was a little bit increased at the pH value higher than 7 due to a small amount of the chromium was eluted as $Cr(OH)_6^{3-}$. The amount of metals' absorption were decreased according to temperature was increase at pH value was 3. The selectivity order was Cd>Fe > Zn > Cu. The amount of absorption showed q$_{max}$ Cu 2.747 mg g$^{-1}$ andZn 2.525 mg g$^{-1}$ when pH value higher than 5. It was independent of temperature.

Improvement of Upload Traffic through Negotiation in UCC Broadcasting System (P2P 기반의 UCC 방송에서 협상을 통한 업로드 트래픽의 개선)

  • Kim, Ji Hoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.171-179
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    • 2014
  • Among the P2P based multimedia streaming architecture, multiple chain architecture has advantage in adapting to dynamically changing network topology simply and rapidly, so this architecture is used for UCC broadcasting system. In UCC broadcasting system, general peer involved in DSLAM becomes UCC server rather than broadcasting system that transfers data from ISP servers. Therefore UCC data generated from UCC server peers is transmitted to peers through DSLAM, and this transmission uses uplink bandwidth of DSLAM. In this paper, I propose an efficient management method of DSLAM uplink bandwidths through negotiating tracker and UCC server peer or head peers of DSLAM. I propose the method that tracker restricts a bitrate of uplink stream of UCC servers when used uplink bandwidth of DSLAM exceeds a certain point of maximum uplink bandwidths. I will show the improved performance of proposed scheme rather than general method with respect to the uplink bandwidth of DSLAM by numerical analysis and simulation.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Change of the Moisture and Temperature in Planting Ground as Effected by Different Soil Thickness, Soil Mixture Ratios and Ground Cover Plants in the Green Roof System (옥상녹화에서 토심, 토양배합비 및 지피식물에 따른 식재지반 수분 및 온도변화)

  • Ju, Jin Hee;Yoon, Young Han
    • KIEAE Journal
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    • v.10 no.3
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    • pp.11-16
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    • 2010
  • This paper has attempted to investigate the change in soil moisture volume and temperature of architecture by planting ground(soil thickness and soil mixture ratio) and ground cover plants(Sedum sarmentosum, Zoysia japonica, Chrysanthemum zawadskii) for middle region green roof system. For this, a test was conducted on the roof of Konkuk University building from April 2009 to October 2009. In terms of treatment, five types(SL, $P_7P_1L_2$, $P_6P_2L_2$, $P_5P_3L_2$, $P_4P_4L_2$) depending on soil mixture ratio and two types(15cm, 25cm) by soil depth were created. Results of soil moisture volume by soil mixture ratio in the 15cm soil thickness showed that the difference was significance between simple soil and mixture soil treatment, however, the statistical significance was not recognized according to soil mixture ratio. In case of 25cm soil thickness, soil moisture volume by soil mixture ratio was more higher 7Vol.%~10Vol.% in the mixture soil than simple soil treatment. In terms of districts planted ground cover plants, soil volume moisture differed among plants in the order Zoysia japonica 17.74 Vol.%$34.86^{\circ}C$, district non-planted $27.49^{\circ}C$, Sedum sarmentosum $25.11^{\circ}C$, Chrysanthemum zawadskii $23.08^{\circ}C$, Zoysia japonica $24.45^{\circ}C$ respectively So, concrete surface showed more higher $5^{\circ}C{\sim}15^{\circ}C$ than other things among the all the time. Result of inner temperature of the architecture and soil, it was measured inner of architecture $25.69^{\circ}C$, inner district non-planted $24.29^{\circ}C$, Chrysanthemum zawadskii $23.90^{\circ}C$, Zoysia japonica $24.02^{\circ}C$, Sedum sarmentosum $25.13^{\circ}C$, respectively.

An Autonomic -Interleaving Registry Overlay Network for Efficient Ubiquities Web Services Discovery Service

  • Ragab, Khaled
    • Journal of Information Processing Systems
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    • v.4 no.2
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    • pp.53-60
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    • 2008
  • The Web Services infrastructure is a distributed computing environment for service-sharing. Mechanisms for Web services Discovery proposed so far have assumed a centralized and peer-to-peer (P2P) registry. A discovery service with centralized architecture, such as UDDI, restricts the scalability of this environment, induces performance bottleneck and may result in single points of failure. A discovery service with P2P architecture enables a scalable and an efficient ubiquities web service discovery service that needs to be run in self-organized fashions. In this paper, we propose an autonomic -interleaving Registry Overlay Network (RgON) that enables web-services' providers/consumers to publish/discover services' advertisements, WSDL documents. The RgON, doubtless empowers consumers to discover web services associated with these advertisements within constant D logical hops over constant K physical hops with reasonable storage and bandwidth utilization as shown through simulation.

UPnP based Robot Middleware (UPnP 기반 로봇 미들웨어)

  • Ahn Sang-Chul;Lee Jung-Woo;Kim Hyoung-Gon
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.2 s.308
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    • pp.20-27
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    • 2006
  • This paper proposes to use the UPnP as a middleware for robots. It describes the advantages of the UPnP by comparing it with the TAO CORBA that was used in a few robot development projects. We select a sample robot architecture, and examine the possible use of the UPnP as a robot middleware. This paper shows how the UPnP architecture can be applied to building a robot in the view of software architecture, message mapping, realtime, priority, network selection, performance, memory footprint, and deployment issues.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

Reduction of pH of Recycled Fine Aggregate due to Natural and Artificial Treatment Method (자연 및 인위적 처리방법 변화에 따른 순환잔골재의 pH저감)

  • Han, Cheon-Goo;Han, Min-Cheol;Han, Sang-Yoon
    • Journal of the Korean Recycled Construction Resources Institute
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    • v.6 no.1
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    • pp.103-110
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    • 2011
  • This study is to comparatively analyze the characteristics of pH decrease in recycled fine aggregates for embankment and landfill produced from waste concrete by using natural process and artificial process. The result was as follows In case of recycled fine aggregates left outdoor, it was found that pH level was decreased if the thickness of embankment becomes thinner, or the materials left outdoors owing to high concentration of $CO_2$ in atmosphere caused by respirations of people. When the air was permeated, pH level was decreased more effectively. It was analyzed that this phenomenon was caused by efficient supply of $CO_2$ in the recycled fine aggregates owing to high-pressure ventilators. In case of water spraying treatment, sprayed water facilitated hydration of unhydrated cement to dissolve calcium hydroxides which neutralized $CO_2$ in the atmosphere during desiccation process and decrease pH level by a considerable margin. In case of Immersed treatment, decrease of pH was not sufficient. When facilitating the supply of $CO_2$, pH level of the recycled fine aggregates was decreased by the largest margin. It was analyzed that this phenomenon was caused by efficient supply of $CO_2$. From the above results, it was analyzed that the most effective method of reducing pH level of the recycled fine aggregates from the aspects of pH reduction performance, economic efficiency and workability was repeated wet-dry cycles of spraying water to the aggregates in the proportion of 1:0.5 by weight and then treating by forcefully blowing $CO_2$ gas into the aggregates.

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