• Title/Summary/Keyword: Server network bandwidth

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Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

P2Prefix : Efficient Broadcasting Streaming Scheme Based on P2P Caching (P2Prefix : P2P 캐싱 기반의 효율적인 브로드캐스트 스트리밍 기법)

  • Lee, Chi-Hun;Choi, Young;Choi, Hwang-Kyu
    • Journal of Internet Computing and Services
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    • v.8 no.2
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    • pp.77-87
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    • 2007
  • A typical VOD service allows that a number of remote clients playback a desired video from a large collection of videos stored in one or more video servers. The main bottleneck for a VOD service is the network bandwidth connecting to the VOD server to the client due to the high bandwidth requirements. Many previous researches have shown that VOD server can be greatly improved through the use of multicast, broadcast, or P2P scheme. Broadcast is one of the most efficient techniques because it can transmit a stream to many users without additional network bandwidth. But the broadcast has long latency time. In order to overcome the drawback, in this paper, we propose P2Prefix broadcast scheme that can solve the service latency time, which is the problem of broadcast scheme, by using P2P caching as well as minimizing the client buffer requirement.

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Study on Wireless Acquisition of Vibration Signals (진동신호 무선 수집에 대한 연구)

  • Lee, Sunpyo
    • Journal of Sensor Science and Technology
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    • v.27 no.4
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    • pp.254-258
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    • 2018
  • A Wi-Fi signal network (WSN) system is introduced in this paper. This system consists of several data-transmitting sensor modules and a data-receiving server. Each sensor module and the server contain a unique intranet IP address. A piezoelectric accelerometer with a bandwidth of 12 kHz, a 24-bit analog-digital converter with a sampling rate of 15.625 kS/s, a 32-bit microprocessor unit, and a 1-Mbps Wi-Fi module are used in the data-transmitting sensor module. A 300-Mbps router and a PC are used in the server. The system is verified using an accelerometer calibrator. The voltage output from the sensor is converted into 24-bit digital data and transmitted via the Wi-Fi module. These data are received by a Wi-Fi router connected to a PC. The input frequencies of the accelerometer calibrator (320 Hz, 640 Hz, and 1280 Hz) are used in the data transfer verification. The received data are compared to the data retrieved directly from the analog-to-digital converter used in the sensor module. The comparison shows that the developed system represents the original data considerably well. Theoretically, the system can acquire vibration signals from 600 sensor modules at an accelerometer bandwidth of 15.625 kHz. However, delay exists owing to software processes, multiplexing between sensor modules, and the use of non-real time operating system. Hence, it is recommended that this system may be used to acquire vibration signals with up to 10 kHz, which is approximately 70% of the theoretical maximum speed of the system. The system can be upgraded using parts with higher performance

A Performance Analysis of Mobile P2P Streaming Service on Wireless LAN Environments (무선랜 환경에서 모바일 P2P 스트리밍 서비스의 성능 분석)

  • Choi, Hun-Hoi;Kim, Geun-Hyung
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.25-33
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    • 2013
  • P2P(Peer-to-Peer) architecture can reduce the network bandwidth and resource on the server since peers exchange data chunks with each other, while server-client architecture causes a lot of traffic on the server. Peers receive a data more reliably when the number of participating peer increases. Currently, P2P traffic has accounted for about 65% of the world's Internet traffic and diverse P2P streaming services have launched combining to video streaming technology. However, the requirements and data chunk delivery algorithms for mobile P2P streaming service should be investigated, since the existing P2P technologies have been developed and designed for the wired network. In particular, the bandwidth fluctuation caused by user mobility, wireless packet collisions, and packet losses brings about different problems on the mobile P2P streaming service compared to existing P2P streaming service. In this paper, we analyzed the problem of mobile P2P streaming services in the 802.11n wireless LAN environment through experiments.

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

  • MyounJae Lee
    • Journal of Internet of Things and Convergence
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    • v.9 no.2
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    • pp.11-17
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    • 2023
  • Smoothing is to creating a transmission plan consisting of sections of frames that can be sent at the same transmission rate for compressed and stored video data. Various algorithms have been studied for the smoothing to minimize the number of transmission rate changes, the number of transmission rate changes, and the amount of transmission rate increase. This study evaluates the performance of a smoothing algorithm that minimizes the increase in transmission rates and maximizes the increase in transmission rates when the transmission rate is required to maximize the excess bandwidth to be secured by the server in an environment with limited server bandwidth. The available transmission rates and buffer sizes available in the server are set in various ways and evaluated by the number of fps changes, the minimum fps, the average fps, and fps variability. As a result of the comparison, the proposed algorithm showed excellent average fps and fps variability.

Multi-level detection method for DRDoS attack (DRDoS 공격에 대한 다단계 탐지 기법)

  • Baik, Nam-Kyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1670-1675
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    • 2020
  • In this study, to provide the basis for establishing effective network based countermeasures against DRDoS(Distributed Reflection Denial of Service) attacks, we propose a new 'DRDoS attack multi-level detection method' that identifies the network based characteristics of DRDoS and applies probability and statistical techniques. The proposed method removes the limit to which normal traffic can be indiscriminately blocked by unlimited competition in network bandwidth by amplification of reflectors, which is characteristic of DRDoS. This means that by comparing 'Server to Server' and 'Outbound Session Incremental' for it, accurate DRDoS identification and detection is possible and only statistical and probabilistic thresholds are applied to traffic. Thus, network-based information security systems can take advantage of this to completely eliminate DRDoS attack frames. Therefore, it is expected that this study will contribute greatly to identifying and responding to DRDoS attacks.

Development of an Extended EDS Algorithm for CAN-based Real-Time System (CAN기반 실시간 시스템을 위한 확장된 EDS 알고리즘 개발)

  • Lee, Byong-Hoon;Kim, Dae-Won;Kim, Hong-Ryeol
    • Proceedings of the KIEE Conference
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    • 2001.07d
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    • pp.2369-2373
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    • 2001
  • Usually the static scheduling algorithms such as DMS (Deadline Monotonic Scheduling) or RMS(Rate Monotonic Scheduling) are used for CAN scheduling due to its ease with implementation. However, due to their inherently low utilization of network media, some dynamic scheduling approaches have been studied to enhance the utilization. In case of dynamic scheduling algorithms, two considerations are needed. The one is a priority inversion due to rough deadline encoding into stricted arbitration fields of CAN. The other is an arbitration delay due to the non-preemptive feature of CAN. In this paper, an extended algorithm is proposed from an existing EDS(Earliest Deadline Scheduling) approach of CAN scheduling algorithm haying a solution to the priority inversion. In the proposed algorithm, the available bandwidth of network media can be checked dynamically by all nodes. Through the algorithm, arbitration delay causing the miss of their deadline can be avoided in advance. Also non real-time messages can be processed with their bandwidth allocation. The proposed algorithm can achieve full network utilization and enhance aperiodic responsiveness, still guaranteeing the transmission of periodic messages.

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An Efficient Overlay Multi-cast Scheduling for Next Generation Internet VOD Service (차세대 인터넷 VOD 서비스를 위한 효율적인 오버레이 멀티캐스트 스케줄링)

  • Choi, Sung-Wook
    • Journal of the Korea Computer Industry Society
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    • v.9 no.2
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    • pp.53-62
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    • 2008
  • Intensive studies have been made in the area of IPTV VOD server. The basic goal of the study is to find an efficient mechanism to allow maximum number of users under the limited resources such as Buffer utilization, disk performance and network bandwidth. The overlay multicast that has been recently presented as an alternative for the IP multicast has been getting much persuasion by the system resource and the network bandwidth and the advancement of the network cost. we propose a efficient overlay multi_casting network policy for multimedia services with multi media partition storage. Simulation results show that the rate of service number and service time of proposed scheme are about 23% performance improved than that of traditional methods. This implies that our method can allow much more users for given resources.

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Online Games Traffic Multiplexing: Analysis and Effect in Access Networks

  • Saldana, Jose;Fernandez-Navajas, Julian;Ruiz-Mas, Jose;Casadesus, Luis
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2920-2939
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    • 2012
  • Enterprises that develop online games have to deploy supporting infrastructures, including hardware and bandwidth resources, in order to provide a good service to users. First Person Shooter games generate high rates of small UDP packets from the client to the server, so the overhead is significant. This work analyzes a method that saves bandwidth, by the addition of a local agent which queues packets, compresses headers and uses a tunnel to send a number of packets within a multiplexed packet. The behavior of the system has been studied, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage increases to 54% for IPv6, as this protocol has a bigger overhead. The cost of these bandwidth savings is the addition of a new delay, which has an upper bound that can be modified. So there is a tradeoff: the greater the added delays, the greater the bandwidth savings. Significant reductions in the amounts of packets per second generated can also be obtained. Tests have been deployed in an emulated scenario matching an access network, showing that if the number of players is big enough, the added delays can be acceptable in terms of user experience.

A New Bandwidth Smoothing Technique for On-Line Video Services based on Multicasting (멀티캐스팅 방식의 온라인 비디오 서비스를 위한 새로운 대역폭 완화기법)

  • Jin, Seong-Gi;Kim, Jin-Seok;Gang, Seok-Ryeol;Yun, Hyeon-Su
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.8
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    • pp.939-948
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    • 1999
  • 주문형 비디오나 원격 회의 그리고 원격 강의와 같은 멀티미디어 애플리케이션들은 비디오나 오디오와 같은 멀티미디어 트래픽을 유발한다. 이러한 멀티미디어 트래픽의 가장 큰 특성은 폭주성이다. 폭주성은 통신망의 효율을 떨어뜨리는 매우 중요한 요인이며, 따라서 폭주성에 대처할 수 있는 효율적인 대역폭 할당 정책이 통신망 관리에서 매우 중요하다. 본 논문에서는 멀티캐스팅 방식의 온라인 비디오 애플리케이션에 대해서 대역폭 완화 작업이라고 불리우는 효율적이고 유용한 대역폭 할당 방안을 설계하였다. 본 논문에서 제시하는 새로운 대역폭 완화 기법은 비디오 서버에서 이미 전송된 데이타의 특성을 이용하여 대역폭 완화창의 크기를 조절하는 동적인 기법이다. 몇 가지 MPEG 트레이스들로 실험했을 때 기존의 온라인 대역폭 완화 기법과 비슷한 성능을 보이고, 특히 멀티캐스팅 방식의 온라인 비디오 서비스에 대해서는 서버의 자원 효율성을 향상시킴을 알 수 있었다. Abstract All of the multimedia applications such as VOD, teleconferencing, and tele-lecturing invoke multimedia traffic like video or audio traffic. The most important characteristic of these multimedia traffic is the burstiness property. So, bandwidth management is becoming the major part of network management. In this paper, we propose a new and efficient bandwidth management technique called bandwidth smoothing for the multicasting on-line video applications. Our bandwidth smoothing technique reduces as much of the network bandwidth required to transmit on-line video traffic as previously proposed methods, and improves the server's resource utilization especially for the multicast on-line video services.