• Title/Summary/Keyword: Server-side simulation

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Server selection system model and algorithm for resolving replicated server using downstream measurement on server-side (서버측에서의 Downstream 측정을 이용한 중첩서버 선택 시스템의 모델 및 알고리즘)

  • Yu Ki-Sung;Lee Won-Hyuk;Ahn Seong-Jin;Chung Jin-Wook
    • Journal of the Korea Society for Simulation
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    • v.14 no.2
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    • pp.1-13
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    • 2005
  • In distributed replicating server model, providing replicated services is able to improve the performance of providing a service and efficiency for several clients. And, the composition of the server selection algorithm is efficiently able to decrease the retrieval time for replicated data. In this paper, we define the system model that selects and connects the replicated server that provides optimal service using server-side downstream measurement and proposes an applicable algorithm.

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Design and Implementation of Web-based Virtual Makeup Simulation System (웹 상에서의 가상 메이크업 시뮬레이션 시스템 설계 및 구현)

  • Shon, Hyung-Do;Lee, Jae-Hyub
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.2
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    • pp.167-173
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    • 2002
  • The VMSS(Virtual Makeup Simulation System) is a virtual simulation system which can apply makeup, hair style, accessory to user's own face image through internee connection. The simulation result can be stored to server side DB and also can be printed out on client side printer. It is implemented using Java so, clients don't need any other client program to run the VMSS except Web browser and Java Plug-in installed on browser. IIS (Internet Information Server) Web server of Window 2000 and MS-SQL 7 are used to develop the overall system. Commercial JDBC Driver Type 4 is used to connect the applet and DB. It suggests a new direction of Web-based contents service development and can be applied to many other areas.

Balanced MVC Architecture for High Efficiency Mobile Applications

  • La, Hyun-Jung;Kim, Soo-Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.5
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    • pp.1421-1444
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    • 2012
  • Mobile devices such as Android devices are emerging as a convenient client computing device with mobility and context-sensing capability. However, the computing power and hardware resource of the devices are limited due to their small form-factor. Consequently, large-scaled applications could not be deployed on these devices. Nonetheless, if the large-scaled applications are deployed and executed on the devices, high performance of the applications cannot be guaranteed. To remedy the limitation in terms of performance, it is inevitable to let some heavy-weight functionality executed on the server side and let a client application invoke the functionality in the server. To realize this kind of mobile applications, we adopt well-defined architecture design principles; being thin-client, being layered with Model-View-Controller (MVC), and being balanced between client side and server side. By adopting the principles, we propose a unique, ideal and practical architecture for mobile applications, called balanced MVC architecture. By considering the principles, key design considerations of realizing balanced MVC architecture lie in functionality partitioning. Hence, we define key criteria of determining the degree of performance. And, we define a method to design a balanced MVC architecture which embodies functionality partitioning for high performance, and a simulation-based evaluation method of balanced MVC architectures.

Bandwidth Requirement and Priority-based Synchronization Methods in Hybrid Client-Server Architecture for Mobile Multiplayer Games (모바일 멀티플레이어 게임을 위한 하이브리드 클라이언트-서버 구조의 대역폭 요건과 우선순위 기반 동기화 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.526-534
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    • 2014
  • Most of the multiplayer games available online are based on a client-server architecture because this architecture gives better administration control to the game providers than peer-to-peer architecture. In this architecture, the server is responsible for all the communication between the connected clients. The weakness of this architecture is its bandwidth requirement and scalability. Peer-to-peer architectures have then been proposed to solve these issues. In this paper, we propose a hybrid client-server architecture in which the game state is partially shared by the mobile terminal to achieve consistency among different players. Like a peer-to-peer architecture, this architecture uses client-side capacities to reduce bandwidth requirements for the server and improves consistency in wireless networks. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In the proposed architecture, either the server or the client applies consistency mechanism according to the priority level. Simulation experiments show that the bandwidth of the server in this architecture is smaller than that of the client-server architecture. As a result, the server in the proposed architecture can accommodate more clients with enhancing the scalability.

Peer-to-Peer Transfer Scheme for Multimedia Partial Stream using Client Initiated with Prefetching (멀티미디어 데이터를 위한 피어-투-피어 전송모델)

  • 신광식;윤완오;정진하;최상방
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.7B
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    • pp.598-612
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    • 2004
  • Client requests have increased with the improvement of network resources at client side, whereas network resources at server side could not keep pace with the increased client request. Therefore, it is primary factor of the Qos that efficiently utilize network resources at server side. In this paper, we proposed a new model that peer-to-peer transfer scheme for partial multimedia stream based on CIWP which it decrease server network bandwidth by utilizing client disk resources saves additional server network resources. Especially, adapting Threshold_Based Multicast scheme guarantees to do that data transfer within clients never exceed service time of previous peer by restriction of which data size transferring from previous peer less than data size transferring from server. Peer-to-peer transfer within clients is limited in same group classified as ISPs. Our analytical result shows that proposed scheme reduces appling network resources at server side as utilizing additional client disk resource. furthermore, we perform various simulation study demonstrating the performance gain through comparing delay time and proportion of waiting requesters. As a result, when we compared to Threshold_Based Multicast scheme, the proposed scheme reduces server network bandwidth by 35%.

A Simulation Design Decision Support System for Natural Gas Pipeline Network Operations

  • Uraikul, Varanon;Nimmanonda, Panote;Chan, Christime W.
    • Proceedings of the IEEK Conference
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    • 2002.07c
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    • pp.1646-1649
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    • 2002
  • This paper introduces a simulation design decision support system to support the development process of the pipeline network and provide decision support to the operations of the gas pipelines. The system has been implemented on Flash5, which has a multimedia capabilities environment for designing and delivering low- bandwidth animations, presentations, and web sites. It also offers scripting capabilities and server-side connectivity fur creating applications and web interfaces. Hence a user can interact with the system on the World Wide Web.

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Development of an Under-Voltage Relay Algorithm Module for a Network Based Protective Relay Simulator (네트워크 기반 보호계전기 시뮬레이터용 저전압 계전 알고리즘 모듈 구현)

  • Kim, Cheol-Hun;Min, Seung-Ki;Choi, Dong-Sung;Kang, Sang-Hee
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.370-371
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    • 2011
  • This paper proposed an under-voltage relay algorithm module for a network based protective relay simulator. The simulation system is based on the client-server paradigm. The relaying simulator which consists of server-side relay models and user interface provides network-based simulation environment for a variety of protective relaying algorithms. The performance of the relay algorithm was verified by comparing the results of under-voltage relay algorithm in the simulator with the results of the C language implementation.

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A Comparative Study and Analysis of LoRaWAN Performance in NS3

  • Arshad Farhad;Jae-Young Pyun
    • Smart Media Journal
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    • v.13 no.1
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    • pp.45-51
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    • 2024
  • Long Range Wide Area Network (LoRaWAN) is a widely adopted Internet of Things (IoT) protocol due to its high range and lower energy consumption. LoRaWAN utilizes Adaptive Data Rate (ADR) for efficient resource (e.g., spreading factor and transmission power) management. The ADR manages these two resource parameters on the network server side and end device side. This paper focuses on analyzing the ADR and Gaussian ADR performance of LoRaWAN. We have performed NS3 simulation under a static scenario by varying the antenna height. The simulation results showed that antenna height has a significant impact on the packet delivery ratio. Higher antenna height (e.g., 50 m) has shown an improved packet success ratio when compared with lower antenna height (e.g., 10 m) in static and mobility scenarios. Based on the results, it is suggested to use the antenna at higher allevation for successful packet delivery.

Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

Development of Distributed Interactive Stochastic Combat Simulation (DISCSIM) Model (확률적 전투모형과 분산 네트워크 적용)

  • Hong, Yoon-Gee;Kwon, Soon-Jong
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.210-216
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    • 1999
  • Todays computer communication technology let people to do many unrealistic things possible and the use of those technologies is becoming increasingly prevalent throughout the military operation. Both DIS and ADS are welled defined computer aided military simulations. This study discusses a simulation of stochastic combat network modeling through Internet. We have developed two separate simulation models, one for clients and another for server, and validated for conducting studies with these two models. The object-oriented design was necessary to define the system entities and their relationship, to partition functionality into system entities, and to transform functional metrics into realizations derived from system component behaviors. Heterogeneous forces for each side are assumed at any battle node. The time trajectories for mean number of survivors at each node, some important combat measures, and relative difference computations between models were made. We observe and may conclude that the differences exist and some fo these are significant based on a limited number of experiments.

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