• Title/Summary/Keyword: Provisioning server

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NCS Learning Module Providing System Using CORS Based on Filter (CORS 기반 필터를 이용한 NCS 학습모듈 제공 시스템)

  • Kim, Dae-Kyeong;Na, Seung-Cheul;Kim, Chang-Bok
    • Journal of Advanced Navigation Technology
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    • v.19 no.2
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    • pp.161-167
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    • 2015
  • This paper proposed system for providing the national competency standards learning module, which has changed and updated from time to time. The provisioning server of the proposed system provides learning module, and the management server carry out fault management, billing, request management, statistics and aggregate, etc, and the target server requests the learning module in the provisioning server through the domain. The proposed system determines provide of the learning module by CORS based on filter, which is to determine whether matches or not with domain of the provisioning server and the target server. The proposed system can be patch and maintenance remotely about NCS based learning module to be new update and removed. Also, the proposed system may provide contents in conjunction with existing educational systems, and may be extended in the future to enable the management for domain of the target server.

Mechanism for Effective Server Virtualization with Provisioning (프로비저닝을 통한 효율적인 서버 가상화 메커니즘)

  • Kim, Dongwook;Jung, Kaphyeon;Kim, Kangseok;Shon, Taeshik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.183-186
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    • 2012
  • IT 기술의 급격한 발달로 인해 개인의 생활뿐만 아니라 국내 기업들의 업무 환경까지도 많은 변화가 일어나고 있다. 이러한 변화 중 가상화 기술을 이용하여 업무의 효율성 증대와 경제적이며 관리 능률의 향상을 기대하며 가상화 환경을 도입하려는 기관이 많이 생겨나고 있다. 하지만 가상화 기술은 안정적인 서버의 운영이 뒷받침 되지 않는다면 막대한 피해를 줄 수 있다. 따라서 본 논문에서는 데스크탑 가상화 환경에서 프로비저닝(Provisioning) 과정을 이용하여 가상 서버의 시스템 자원을 최적화시키고, 최적화된 가상 서버에 사용자VM(Virtual Machine)을 할당하는 부하 분산 방안을 제안한다.

Adaptive Service Configuration based on Service Collision Awareness (서비스 충돌인지 기반 적응형 서비스 구성 방식)

  • Yoon, Won-Sik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.185-191
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    • 2010
  • We present the system architecture for service collision avoidance and propose the modified service session table and service collision avoidance scheme. The simulation results show that the proposed scheme reduces the number of unnecessary service request messages and service provisioning delivery time. Therefore Personal Server (PS) uses the battery efficiently and can use the service rapidly.

ANALYSIS OF AN M/G/1 QUEUEING SYSTEM WITH DISGRUNTLED JOBS AND DIFFERENT TYPES OF SERVICE RATE

  • M. KANNAN;V. POONGOTHAI;P. GODHANDARAMAN
    • Journal of applied mathematics & informatics
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    • v.41 no.6
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    • pp.1155-1171
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    • 2023
  • This paper investigates a non Markovian M/G/1 queue with retrial policy, different kind of service rates as well as unsatisfied clients which is inspired by an example of a transmission medium access control in wireless communications. The server tends to work continuously until it finds at least one client in the system. The server will begin its maintenance tasks after serving all of the clients and if the system becomes empty. Provisioning periods in regular working periods and maintenance service periods should be evenly divided. Using supplementary variable technique, the amount of clients in the system as well as in the orbit were found. Further few performance measures of the system were demonstrated numerically.

A Study of Fast Virtual Machine Provisioning using VMOSPOOL (가상 머신 풀을 이용한 가상 머신 Provisioning 연구)

  • Lee, Ji-Hyoung;Koh, Kwang-Won;Woo, Young-Choon;Bae, Seoung-Jo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.335-339
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    • 2007
  • 가상화는 요즘 각광받는 기술 중 하나이다. 가상화의 개념이 처음 소개된 것은 20년 전의 일이다. 최근에 가상화가 다시 주목 받는 이유는 인터넷 사용자의 증가로 인해 서버의 수가 급증하였고 그에 반해 서버들의 활용률은 $20{\sim}30%$에 그치기 때문이다. 가상화론 채택하는 분야 중 하나는 바로 인터넷 데이터 센터(Internet Data Center, IDC)이다. IDC에서는 하나의 고성능 서버 위에 여러 개의 가상 머신을 구동함으로써 서버가 차지하는 공간을 줄이고 관리 비용을 절감하는 서버통할(server consolidation)에 주로 사용된다. 가상화를 통해 서비스를 제공하기 위한 첫 번째 단계는 가상 머신을 생성하는 것이다. 일반적으로 가상 머신의 생성은 물리적 노드 (비 가상 머신)에 운영체제를 설치하는 것과 동일하다. 본 논문에서는 서비스 제공을 위해 선행되어야 할 가상 머신을 생성함에 있어 가상 머신 풀(Virtual Machine OS Pool, VMOSPOOL)을 사용하여 빠르게 동적으로 가상 머신을 생성하는 방법에 대해 논의한다. 특히 가상 머신풀의 사용은 고가의 공용 스토리지가 없는 상황에서 부하 분산 클러스터를 구축하는데 유용함을 보인다.

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Implementation of an open API-based virtual network provisioning automation platform for large-scale data transfer (대용량 데이터 전송을 위한 오픈 API 기반 가상 네트워크 프로비저닝 자동화 플랫폼 구현)

  • Kim, Yong-hwan;Park, Seongjin;Kim, Dongkyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.9
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    • pp.1320-1329
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    • 2022
  • Currently, advanced national research network groups are continuously conducting R&D for the requirement to provide SDN/NFV-based network automation and intelligence technology for R&E users. In addition, the requirement for providing large-scale data transmission with the high performance networking facility, compared to general network environments, is gradually increasing in the advanced national research networks. Accordingly, in this paper, we propose an open API-based virtual network provisioning automation platform for large data transmission researched and developed to respond to the networking requirements of the national research network and present the implementation results. The platform includes the KREONET-S VDN system that provides SDN-based network virtualization technology, and the Kubernetes system that provides container-oriented server virtualization technology, and the Globus Online, a high-performance data transmission system. In this paper, the environment configurations, the system implemetation results for the interworking between the heterogeneous systems, and the automated virtual network provisioning implementation results are presented.

SELFCON: An Architecture for Self-Configuration of Networks

  • Boutaba, Raouf;Omari, Salima;Singh Virk, Ajay Pal
    • Journal of Communications and Networks
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    • v.3 no.4
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    • pp.317-323
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    • 2001
  • Traditional configuration management involves complex labor-intensive processes performed by experts. The configuration tasks such as installing or reconfiguring a system, provisioning network services and allocating resources typically involve a large number of activities involving multiple network elements. The network elements may be associated with proprietary configuration management instrumentation and may also be spread across heterogeneous network domains thereby increasing the complexity of configuration management. This paper introduces an architecture for the self-configuration of networks (SELFCON). The proposed architecture involves a directory server, which is uses to maintain configuration information. The configuration information stared in the directory server is modeled using the standard DEN specification thereby allowing effective exchange of network, system and configuration management data among heterogeneous management domains. SELFCON associates configuration intelligence with the components of the network, rather than limit it to a centralized management station. The network elements are notified about related changes in configuration policies, based upon which, they perform self-configuration. SELFCON is able to provide automation of configuration management and also an effective unifying framework for enterprise management.

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The Efficient IP Paging Provisioning Scheme Based on DNS (DNS를 이용한 효율적인 IP 페이징 제공 방안)

  • 김기일;서정현;김상하
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10c
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    • pp.256-258
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    • 2001
  • 이동 환경에서의 서비스가 대중화 되면서 문제가 되고 있는 것이 바로 이동 호스트의 전력 제어 문제이다. 이동 호스트는 충분한 전력을 얻기 힘들기 때문에 데이터 전송을 받지 않는 경우에는 최소한의 정보만을 교환하는 상태로의 전의가 필수적이다. 현재 IETF의 Seamoby Working Group에서 논의되고 있는 IP 페이징 프로토콜의 경우에는 요구사항과 논리적인 구조만이 정의되어 있다. 현재 정의되어 있는 구조의 문제점은 유휴 (formant) 모드에 있는 이동 호스트에 데이터를 전송하기 위해서는 Dormant Monitoring Agent(DMA)로 전송된 데이터에 대하여 버퍼링이 수행되어야만 한다. 버퍼링의 목적은 이동 호스트의 유휴 모드에서 활성 (active) 모드로 전의 되는 시간 동안의 데이터의 손실을 방지하기 위함이다. 따라서, 하나의 DMA해서 관리해야 하는 이동 호스트가 많은 경우에는 대회의 양이 문제가 된다. 즉, 확장성 문제점이 존재하게 된다. 본 논문은 이러한 문제점을 줄이기 위하여 Domain Name Server(DNS)를 이용한 IP 페이징 제공 방안을 제안한다. 본 메커니즘은 송신자가 DNS에 호스트의 IP주소를 얻고자 하는 경우 IP 페이징 프로토콜을 먼저 이동 호스트의 페이징 에이전트에 전송함으로써 미리 이동 호스트를 활성 모드로 변경하게 함으로써 이전 메커니즘에서 적용되어야 하는 버퍼의 크기를 줄일 수 있는 메커니즘이다.

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Simulation Analysis of User Grouping Algorithms for Massive Smart TV Services (시뮬레이션을 이용한 대규모 스마트 TV 서비스 제공을 위한 사용자 그룹핑 알고리즘 성능 분석)

  • Jeon, Cheol;Lee, Kwan-Seob;Jou, Wou-Seok;Jeong, Tai-Kyeong Ted.;Han, Seung-Chul
    • Journal of the Korea Society for Simulation
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    • v.20 no.1
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    • pp.61-67
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    • 2011
  • Smart TV System will lead to drastic change of communication and media industries as one of the emerging next generation network services. However, when the number of concurrent users increases rapidly, the issue of service quality degradation occurs because providing services to many users simultaneously stresses both the server and the network. The server limitation can be circumvented by deploying server clusters. but the network limitation is far less easy to cope with, due to the difficulty in determining the cause and location of congestion and in provisioning extra resources. In order to alleviate these problems, a number of schemes have been developed. Prior works mostly focus on reducing user-centric performance metrics of individual connection, such as the round-trip time(RTT), downloading time or packet loss rate, but tend to ignore the network loads caused by the concurrent connections or global network load balance. In this work, we make an in-depth investigation on the issue of user grouping for massive Smart TV services through simulations on actual Internet test-bed, PlanetLab.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud 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.