• Title/Summary/Keyword: Server network bandwidth

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A SAN Optimization Scheme for High-Performance Storage System (고성능 저장장치를 위한 SAN최적화기법)

  • Lee, In-Seon
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.379-388
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    • 2014
  • We noted that substituting hard disk with high-performance storage device on SAN did not immediately result in getting high performance. Investigating the reason behind this leaded us to propose optimization schemes for high-performance storage system. We first got rid of the latency in the I/O process which is unsuitable for the high-performance storage device, added parallelism on the storage server, and applied temporal merge to Superhigh speed network protocol for improving the performance with small random I/O. The proposed scheme was implemented on the SAN with high-performance storage device and we verified that there were about 30% reduction on the I/O delay latency and 200% improvement on the storage bandwidth.

Fast Channel Changing Technique to Deliver Enhanced IPTV User Experience (IPTV 사용자를 위한 빠른 채널 변경 기법)

  • Song, Young-Ho;Kwon, Taeck-Geun
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1201-1209
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    • 2009
  • Recently, the convergence of the telecommunications industry through the development of network media has brought along interactive data services in addition to the traditional broadcast services by providing direct connections between the users and the broadcasters. This can be easily achieved by the combination of existing network technology and multimedia technology, but in reality, as seen in the actual implementation of IPVT, it's difficult to provide satisfactory levels of service to users due to issues of network bandwidth and problems of streaming system. In particular, a network which is able to fully support Qos/QoE, and also a fast enough channel changing technology that is satisfactory to the user, are prerequisites for IPTV success. Therefore this thesis proposes a fast channel changing technique to delivery enhanced IPTV user experience. Recent IP set-top-boxes use only a small portion of the CPU to feed Ethernet packets to the hardware decoder and play them. Thus, by making IP set-top-boxes share cached channel information and content with each other, reducing the load on the server and enhancing the channel changing time is made possible.

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Batching delivery for VCR-like functions in video-on-demand service system (주문형 비디오 서비스 시스템에서 VCR 기능을 위한 Batching 전송)

  • 박호균;유황빈
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.12
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    • pp.2852-2859
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    • 1997
  • Video-On-Demand system provides electronic video rental services from remote video servers on a broadband communication networks. Most of proposed VOD systems are typically designed for one-to-one conncetion between a user and video server. Therefore, video server stream services to customers individually by allocating a dedicated transmission channel and a set of video server resources for each customer. However, it is inefficiency and wxpensive way when server support multiple users who access the same video stream with a dedicated video channel. Therefore, to achieve cost-effectiveness, batching have studied method that uses multicast communication to simultaneously service all users requesting the same video with a single video with a single video stream. However, the application of the multicast communication by batching detract from the VCR-like function and on-demand nature of the system. In this paepr, we propose a scheme that can support an interactive VCR for all user requesting the same video stream with batching. To reduce a server I/O and network bandwidth requirement, dynamic buffer is allocated to access node which has variable playout poit. Consequently, it makes possible interactive VCR operation as if customer uses true VOD system. Also, this scheme can just deliver a multicast stream without delay after an initial request or VCR action occurred. The policy can guarantee acceptable services to number of users at minimum cost.

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Design of Smart OTT Platform based on the Analysis of Adaptive Buffering (적응 버퍼링 성능분석 기반의 스마트 OTT 플랫폼 설계☆)

  • Kim, Inki;Kang, Mingoo
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.19-26
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    • 2016
  • In this paper, the dynamic buffering based smart OTT platform was proposed, and analyzed for adaptive bit-rate video delivery with the optimization of HLS (HTTP Live Streaming). This platform consists of the software platform between sever and client which detects the bandwidth capacity, and adjusts the quality of the streaming for multiple bit-rates resolutions. In order to apply adaptive buffering, two buffers are added to the basic HLS player, and each buffer is responsible for constantly buffering a previous and the next channels relative to the current channel. This adaptive transmitting with smart OTT platform is superior to delivering a static video file at a single buffering, because the video stream of adaptive double buffers can be switched streaming according to client's available network speed. As a result, this proposed smart OTT can be cooperated to the application of HLS server with segmented H.265 MPEG-2 TS video & m3u8 files with its information based on the optimized transmission channel state of live and VOD, and applied to PLC transmission, too.

Concurrency Control Method Based on Scalable on Prediction for Multi-platform Games (멀티플랫폼 게임을 위한 예측기반 동시성 제어방식)

  • Lee, Sung-Ug
    • Journal of Korea Multimedia Society
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    • v.9 no.10
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    • pp.1322-1331
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    • 2006
  • Concurrency control is one of the important factors to maintain consistent conditions of a game because most participants of the game should be shared information to play the game through a distributed network system. replay delay times should establish in every event and the received event should be saved and performed simultaneously for Concurrency Control. However, it is not easy to practice the event with same speed in environment having various moving speed. Therefore, expansion have to be provided. In other words, one of the most important factors of a game's efficiency is the process of bandwidth and delay. the process of concurrency control method based on scalable prediction for Multi-platform games would minimize the loss rate of a event and then would improve the interaction capacity of a game. It also might get reliability between clients. This paper analyzes some problems in terms of a layout of a game that integrates a cable and a wireless system. In addition, this paper provides methods to expand bandwidth and delay that might be an obstacle of a On-line game and to ensure reliability between a server and a client.

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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.

Performance Evaluation of Smoothing Algorithm Considering Network Bandwidth in IoT Environment (IoT 환경에서 네트워크 대역폭을 고려한 스무딩 알고리즘의 성능 평가)

  • Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.4
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    • pp.41-47
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    • 2022
  • Smoothing is a transmission plan that converts video data stored at a variable bit rate into a fixed bit rate. Algorithms for smoothing include CBA, which aims to minimize the number of transmission rate increases, MCBA, which minimizes the number of transmission rate changes, and MVBA algorithms that minimize the amount of transmission rate change. This paper compares the proposed algorithm with the CBA algorithm with various video data, buffer size, and performance evaluation factors as a follow-up to the proposed smoothing algorithm that minimizes (maximizes) the transmission rate increase (decrease) when the server requires more bandwidth The evaluation factors used were compared with the number of changes in the fps rate, the minimum fps, the average fps, fps variability, and the number of frames to be discarded. As a result of the comparison, the proposed algorithm showed superiority in comparing the number of fps rate changes and the number of frames discarded.

Design and Implementation of Object Reusing Methods for Mobile Vector Map Services (모바일 벡터 지도 서비스를 위한 객체 재사용 기법의 설계 및 구현)

  • Kim, Jin-Deog;Choi, Jin-Oh
    • The KIPS Transactions:PartD
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    • v.10D no.3
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    • pp.359-366
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    • 2003
  • Although the reuse of the cached data for scrolling the map reduces the amount of passed data between client and server, it needs the conversions of data coordinates, selective deletion of objects, cache compaction and object structuring step in the clients. The conversion is a time- intensive operation due to limited resources of mobile phones such as low computing power, small memory. Therefore, in order to control the map efficiently in the vector map service based mobile phones, it is necessary to study the methods which reuse cached objects for reducing wireless network bandwidth and overwhelming the limited resources of mobile phones as well. This paper proposes the methods of reusing pre-received spatial objects for map control in the mobile vector map service system based on client-server architecture. The experiments conducted on the Web GIS systems with real data show that the proposed method is appropriate to map services for mobile phone. We also analyze the advantages and drawbacks between the reuse of cached data and transmission of raw data respectively.

P2P-based Group Communication Management For Scalable P2P Live Video Streaming Communication (확장성 있는 P2P 실시간 비디오 스트리밍 통신을 위한 P2P 기반 그룹 서비스 관리 구조)

  • Chun, Seung-Man;Park, Jong-Tae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.12
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    • pp.81-88
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    • 2012
  • As the performance of the next-generation broadband wireless networks is dramatically enhanced, various services (i.e., education, Live video streaming, Live video conferencing, online games, etc.) have been provided to users through a smart mobile platform. Those services are usually provided by using the centralized communication server. However, since all multimedia traffic is exchanged through a communication server, it often has the scalability problem with regard to traffic management. Our main purpose is for group smart users to provide scalable live multimedia streaming service based on P2P network. To do this, we have designed an architecture of P2P-based service management for mobile group communication management and service management protocol. In order to verify the performance of the proposed scheme, we have mathematically analyzed the performance in terms of the average transmission delay and bandwid th utilization.

Improving the Availability of Scalable on-demand Streams by Dynamic Buffering on P2P Networks

  • Lin, Chow-Sing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.491-508
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    • 2010
  • In peer-to-peer (P2P) on-demand streaming networks, the alleviation of server load depends on reciprocal stream sharing among peers. In general, on-demand video services enable clients to watch videos from beginning to end. As long as clients are able to buffer the initial part of the video they are watching, on-demand service can provide access to the video to the next clients who request to watch it. Therefore, the key challenge is how to keep the initial part of a video in a peer's buffer for as long as possible, and thus maximize the availability of a video for stream relay. In addition, to address the issues of delivering data on lossy network and providing scalable quality of services for clients, the adoption of multiple description coding (MDC) has been proven as a feasible resolution by much research work. In this paper, we propose a novel caching scheme for P2P on-demand streaming, called Dynamic Buffering. The proposed Dynamic Buffering relies on the feature of MDC to gradually reduce the number of cached descriptions held in a client's buffers, once the buffer is full. Preserving as many initial parts of descriptions in the buffer as possible, instead of losing them all at one time, effectively extends peers’ service time. In addition, this study proposes a description distribution balancing scheme to further improve the use of resources. Simulation experiments show that Dynamic Buffering can make efficient use of cache space, reduce server bandwidth consumption, and increase the number of peers being served.