• Title/Summary/Keyword: Real-time Distributed Architecture

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Development of Realtime Multimedia Streaming Service using Mobile Smart Devices (모바일 스마트 단말을 활용한 실시간 멀티미디어 스트리밍 서비스 개발)

  • Park, Mi-Ryong;Sim, Han-Eug
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.51-56
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    • 2014
  • Thesedays, there are many smart device applications developed, especially on the using various sensors included in the smart device. Smart devices have several sensors which are camera, GPS, mike, and communication module for collecting ubiquitous environment, and many applications are developed by using such sensors. In this paper, we developed the multimedia stream architecture and examined the smart device applications based on open source with front and back-end server clouds for developing the conceptual architecture. Also, we examined the back-end distributed servers, realtime multimedia stream transferring, multi-media store, and media relay for other server and smart devices. We test the examined architecture on the real target environment to collect the SIP initial setup time, media stream delay, and end-to-end play time. The test results show that there have good network operation environment to provide realtime multimedia services, and we need to improve the end-to-end play time by minimizing the initial setup time.

A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.

An Edge Enabled Region-oriented DAG-based Distributed Ledger System for Secure V2X Communication

  • S. Thangam;S. Sibi Chakkaravarthy
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2253-2280
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    • 2024
  • In the upcoming era of transportation, a groundbreaking technology, known as vehicle-to-everything (V2X) communication, is poised to redefine our driving experience and revolutionize traffic management. Real-time and secure communication plays a pivotal role in V2X networks, with the decision-making process being a key factor in establishing communication and determining malicious nodes. The proposed framework utilizes a directed acyclic graph (DAG) to facilitate real-time processing and expedite decision-making. This innovative approach ensures seamless connectivity among vehicles, the surrounding infrastructure, and various entities. To enhance communication efficiency, the entire roadside unit (RSU) region can be subdivided into various sub-regions, allowing RSUs to monitor and govern each sub-region. This strategic approach significantly reduces transaction approval time, thereby improving real-time communication. The framework incorporates a consensus mechanism to ensure robust security, even in the presence of malicious nodes. Recognizing the dynamic nature of V2X networks, the addition and removal of nodes are aligned. Communication latency is minimized through the deployment of computational resources near the data source and leveraging edge computing. This feature provides invaluable recommendations during critical situations that demand swift decision-making. The proposed architecture is further validated using the "veins" simulation tool. Simulation results demonstrate a remarkable success rate exceeding 95%, coupled with a significantly reduced consensus time compared to prevailing methodologies. This comprehensive approach not only addresses the evolving requirements of secure V2X communication but also substantiates practical success through simulation, laying the foundation for a transformative era in transportation.

A SCADA Testbed Implementation Architecture for Security Assessment (SCADA 시스템의 보안성 평가를 위한 테스트베드 구성)

  • Lee, Jong-Joo;Kim, Seog-Joo;Kang, Dong-Joo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.24 no.4
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    • pp.50-56
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    • 2010
  • Supervisory Control and Data Acquisition Systems (SCADAs) is real-time monitor and control systems. SCADA systems are used to monitor or control chemical and transportation processes, in municipal water supply systems, electric power generation, transmission and distribution, gas and oil pipelines, and other distributed processes. SCADA refers to a large-scale distributed system. The supervisory control system is placed on top of a real time control system to control external processes. Emerging security technologies and security devices are decreasing the vulnerability of the power system against cyber threats. Dealing with these threats and analyzing vulnerabilities is an important task for equipment such as RTU, IED and FEP. To reduce such risks, we develop such a SCADA testbed. This paper presents the development of a testbed designed to assess the vulnerabilities SCADA networks(including serial communication).

An Object-Oriented, Client-Server Architecture for a Generalized Multimedia a Processing Model in a Distributed Multimedia System (분산 멀티미디어 시스템을 위한 범용 멀티미디어 처리 모델의 객체지향, 클라이언트 -서버 구조)

  • Kim, Doo-Hyun;Lim, Young-Hwan
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.1
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    • pp.9-32
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    • 1996
  • In this paper, we describe a multimedia data processing model that supports wide variety of applications based on multimedia production model. This model supports network-transparent access to stored multimedia data, real-time mult media input devices, and multimedia processing. The model addresses real-time dato a switching and delivery, as well as acquisition, processing, and output. Most translation, compression, and synchronization services are integrated. This model consists of three layers: (1) stream, (2) multimedia presentation, (3) hyperpresentaion. This paper describes the data abstractions associated with each layer. These data abstractions provide a framework for defining the services provided by each layer, and describe the object-oriented mechanisms that provide those services. A sample scenario is presentated to illustrate the use of this model. A server-client architecture and implementation issues, and future directions are also discussed. sed.

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Derivation of Functional Architecture of Cooperative Engagement for a Theater Ballistic Missile Defense (TBMD를 위한 협동교전 기능아키텍처 도출)

  • Kwon, Yong-Soo;Eom, Jin-Wook;Jung, So-Yeon;Lee, Yong-Ook;Choi, Kwan-Seon
    • Journal of Information Technology and Architecture
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    • v.9 no.4
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    • pp.391-400
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    • 2012
  • This work describes a derivation of functional architecture of Cooperative Engagement (CE) for a Theater Ballistic Missile Defense (TBMD). The TBMD is composed of multi-layered defense systems as system of systems which includes network-based sensors, shooters and battle management. The Cooperative Engagement Capability (CEC) is a typical real-time battle management system, and the key function of the CEC is CE. The CE is a warfighting concept designed to defeat threats through the synergistic integration of distributed resources among two or more units. In this point of view, this paper proposed functional architecture through analyzing the CE concept, and was conducted as a pre-study to develop a CE based combat system of TBMD.

The Network Architecture and Protocol for Avatar Interaction in Distributed Virtual Environment (분산 가상공간내 분신간 상호작용을 위한 네트웍 구조 및 프로토콜 설계)

  • SUNG, ManKyu;PARK, ChanJong;KIM, DongHyun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.47-54
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    • 1998
  • The multi-user VR system can more enhance the sense of reality than existing single user VR system, but it also cause a significant problem about network structure and protocol, since the current Internet using TCP/IP can not afford to deliver such a massive information required to the real-time constraint of multi-user VR system. In this paper, we introduce new network structure and protocol for multiple user's virtual world navigation and interaction through their avatars. The virtual worlds are based on virtual building and managed by distributed servers. The avatars have 9 behaviors and recognize the state of each other by pre-defined network protocol.

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Functional Design of Manufacturing Quote Services for Collaboration between Designer and Manufacturer (설계와 제조간 협업을 위한 제조견적서비스의 기능설계)

  • Joo, Jaekoo;Jeong, Buhwan;Ko, Jee-Hoon
    • Journal of Korean Institute of Industrial Engineers
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    • v.34 no.2
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    • pp.255-269
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    • 2008
  • The increasing dynamic and distributed nature of a business and manufacturing environment makes it hard to collaborate between design and manufacturing parties. The seamless collaboration necessitates a manufacturing quote service (MQS) that delivers manufacturing quotes timely for designer's requests. After envisioning a SOA-inherited collaboration framework, the paper details MQS' functionalities, and syntax and semantics of collaboration messages (i.e., RFQ and manufacturing quote). The MQS is implemented as a Web Service so as to be accessible by designers. For each RFQ, the MQS adaptively generates a responding manufacturing quote by using the DPM library and real-time shop status information. The paper also presents an evolution process that shows the whole process of RQF generation from given product design data. The proposed framework enabled partners to exchange engineering data rapidly and adaptively during the dynamic collaboration, and also increased the benefits of distributed and global production.

The Configuration of Total Distribution Automatic System (종합배전자동화 시스템의 구성)

  • Jeong Mi Ae;Ha Bok Nam;Seol Leel Ho;Kang Moon Ho;Lee Heung Ho
    • Proceedings of the KIEE Conference
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    • summer
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    • pp.572-574
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    • 2004
  • The configuration of Distribution Automatic System(BAS) is dual servers and raid 5(redundant arrays of inexpensive disks) clustering dual HDD. The DAS has the distributed object-oriented architecture using middleware software(BASEstar), so the number of client nodes has no limitation. Because the DAS is scalable, it can be configured using various application programs and be upgraded easily. The DAS has competitive to export because there are system development and accumulation of technology that coincide in International Standard, using common 05 and DB. This paper describes the structure of DAS hardware and software separately and proposes to improve program to share real time DB efficiently at each node.

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A Cost-Effective Hardware Image Compositor for Sort-Last Parallel Visualization Clusters (후정렬 병렬 가시화 클러스터를 위한 저비용의 하드웨어 영상 합성기)

  • Taropa Emanuel;Lee Won-Jong;Srini Vason P.;Han Tack-Don
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.712-714
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    • 2005
  • Real-time 3D visualization of large datasets imposes a distributed architecture of the rendering system and dedicated hardware for image composition. Previous work on this domain has relied on prohibitively expensive cluster systems with hardware composition done by complicated schemes. In this paper we propose a low-cost hardware compositor fur a high performance visualization cluster. We show the system's design and the results obtained using Simulink [1] for our image composition scheme.

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