• Title/Summary/Keyword: Shared Bandwidth

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Mobile Interactive Broadcasting Learning Solution Study on Development of Education (모바일 양방향 화상 교육시스템 개발에 관한 연구)

  • Kim, Tai-Dal;Lee, Byung-Kwon
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.57-63
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    • 2012
  • Recently, Development of high-speed internet networks can be a real-time video conference system. SD-quality still images using the software codec system exists, and two-way system with mobile systems, but in most video only send and receive video system. In this study, HD web-cam using the two-way live broadcasts simultaneously in the education system and the mobile system has developed an audible system. In the study using the H.264 standard video compression techniques were applied to high-bandwidth compression technology, smart phones, to develop a streaming server for broadcasting were applied. Video sharing, document, web-sharing was made possible in real time. In addition, the private IP for WiFi zone, available anytime, anywhere that can be converted to a public IP technology, IP tunneling technology applied.

Design of Multicast Cut-through Switch using Shared Bus (공유 버스를 사용한 멀티캐스트 Cut-through 스위치의 설계)

  • Baek, Jung-Min;Kim, Sung-Chun
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.3
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    • pp.277-286
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    • 2000
  • Switch-based network is suitable for the environment of demanding high performance network. Traditional shared-medium Local Area Networks(LANs) do not provide sufficient throughput and latency. Specially, communication performance is more important with multimedia application. In these environments, switch-based network results in high performance. A kind of switch-based network provides higher bandwidth and low latency. Thus high-speed switch is essential to build switch-based LANs. An effective switch design is the most important factor of the switch-based network performance, and is required for the multicast message processing. In the previous cut-through switching technique, switch element reconfiguration has the capability of multicasting and deadlock-free. However, it has problems of low throughput as well as large scale of switch. Therfore, effective multicating can be implemented by using divided hardware unicast and multicast. The objective of this thesis is to suggest switch configuration with these features.

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Weighted Competitive Update Protocol for DSM Systems (DSM 시스템에서 통신 부하의 가중치를 고려한 경쟁적인 갱신 프로토콜)

  • Im, Seong-Hwa;Baek, Sang-Hyeon;Kim, Jae-Hun;Kim, Seong-Su
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.8
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    • pp.2245-2252
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    • 1999
  • Since DSM provides a user a simple shared memory abstraction, the user does not have to be concerned with data movement between hosts. Each node in DSM systems has processor, memory, and connection to a network. Memory is divided into pages, and a page can have multiple copies in different nodes. To maintain data consistency between nodes, two conventional protocols are used : write-update protocol and invalidate protocol. The performance of these protocols depends on the system parameters and the memory access patterns. for adapting to memory access patterns, competitive update protocol updates those copies of a page that are expected to be used in the near future, while selectively invalidating other copies. We present weighted competitive update protocols that consider different communication bandwidth for each connection a of two nodes. Test result by simulation show that the weighted competitive update protocol improves performance.

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Providing survivability for virtual networks against substrate network failure

  • Wang, Ying;Chen, Qingyun;Li, Wenjing;Qiu, Xuesong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4023-4043
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    • 2016
  • Network virtualization has been regarded as a core attribute of the Future Internet. In a network virtualization environment (NVE), multiple heterogeneous virtual networks can coexist on a shared substrate network. Thus, a substrate network failure may affect multiple virtual networks. In this case, it is increasingly critical to provide survivability for the virtual networks against the substrate network failures. Previous research focused on mechanisms that ensure the resilience of the virtual network. However, the resource efficiency is still important to make the mapping scheme practical. In this paper, we study the survivable virtual network embedding mechanisms against substrate link and node failure from the perspective of improving the resource efficiency. For substrate link survivability, we propose a load-balancing and re-configuration strategy to improve the acceptance ratio and bandwidth utilization ratio. For substrate node survivability, we develop a minimum cost heuristic based on a divided network model and a backup resource cost model, which can both satisfy the location constraints of virtual node and increase the sharing degree of the backup resources. Simulations are conducted to evaluate the performance of the solutions. The proposed load balancing and re-configuration strategy for substrate link survivability outperforms other approaches in terms of acceptance ratio and bandwidth utilization ratio. And the proposed minimum cost heuristic for substrate node survivability gets a good performance in term of acceptance ratio.

A Power Saving Routing Scheme in Wireless Networks (무선망에서 소비 전력을 절약하는 라우팅 기법)

  • 최종무;김재훈;고영배
    • Journal of KIISE:Information Networking
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    • v.30 no.2
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    • pp.179-188
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    • 2003
  • Advances in wireless networking technology has engendered a new paradigm of computing, called mobile computing, in which users carrying portable devices have access to a shared infrastructure independent of their physical locations. Wireless communication has some restraints such as disconnection, low bandwidth, a variation of available bandwidth, network heterogeneity, security risk, small storage, and low power. Power adaptation routing scheme overcome the shortage of power by adjusting the output power, was proposed. Existing power saving routing algorithm has some minor effect such as seceding from shortest path to minimize the power consumption, and number of nodes that Participate in routing than optimal because it select a next node with considering only consuming power. This paper supplements the weak point in the existing power saving routing algorithm as considering the gradual approach to final destination and the number of optimal nodes that participate in routing.

Region-based Tree Multicasting Protocol in Wireless Ad-Hoc Networks (무선 에드혹 네트워크에서 지역 기반 트리를 이용한 멀티캐스팅 프로토콜)

  • Lim Jung-Eun;Yoo Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.11B
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    • pp.772-783
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    • 2005
  • In this paper, we propose an effective multicasting protocol in wireless ad-hoc networks. Conventional wired and wireless network multicast protocols do not perform well in wireless ad hoc networks because they were designed without consideration of ad hoc environments such as node mobility, limited bandwidth, high error probability. To solve this problem, some multicasting protocols for ad hoc network have been proposed in the literature. However, these protocols can not provide high packet delivery ratio, low control packet overhead and low expended bandwidth at the same time. Therefore, in this paper, we propose RTMA that improves multicasting performance in wireless ad hoc networks. RTMA calculates its current region from its position information by using GPS in order to make tree among the multicast group nodes in the same region. The proposed region-based tree method is for high packet delivery ratio, low control packet overhead when many senders send data packets. RTMA makes a reliable tree by using speed information to fill a gap of the weak points of the tree structure. When searching the routing path, RTMA selects the reliable path excluding high speed nodes.

SoC Network Architecture for Efficient Multi-Channel On-Chip-Bus (효율적인 다중 채널 On-Chip-Bus를 위한 SoC Network Architecture)

  • Lee Sanghun;Lee Chanho;Lee Hyuk-Jae
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.42 no.2 s.332
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    • pp.65-72
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    • 2005
  • We can integrate more IP blocks on a silicon die as the development of fabrication technologies and EDA tools. Consequently, we can design complicated SoC architecture including multi-processors. However, most of existing SoC buses have bottleneck in on-chip communication because of shared bus architectures, which result in the performance degradation of systems. In most cases, the performance of a multi-processor system is determined by efficient on-chip communication and the well-balanced distribution of computation rather than the performance of the processors. We propose an efficient SoC Network Architecture(SNA) using crossbar routers which provide a solution to ensure enough communication bandwidth. The SNA can significantly reduce the bottleneck of on-chip communication by providing multi-channels for multi-masters. According to the proposed architecture, we design a model system for the SNA. The proposed architecture has a better efficiency by $40\%$ than the AMBA AHB according to a simulation result.

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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A Study on the Performance of Multicast Transmission Protocol using FEC Method and Local Recovery Method based on Receiver in Mobile Host (이동 호스트에서 FEC기법과 수신자 기반 지역복극 방식의 멀티캐스트 전송 프로토콜 연구)

  • 김회옥;위승정;이웅기
    • Journal of Korea Multimedia Society
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    • v.5 no.1
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    • pp.68-76
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    • 2002
  • Multicast in mobile host has the problem of hast mobility, multicast decision, triangle routing, tunnel convergence, implosion of retransmission, and bandwidth waste. In particular, the bandwidth waste in radio is a definite factor that decreases transmission rate. To solve the problems, this paper proposes a new multicast transmission protocol called FIM(Forward Error Correction Integrated Multicast), which supports reliable packet recovery mechanism by integrating If Mobility Support for the host mobility, IGMP(Interned Group Management Protocol) for the group management, and DVMRP(Distance Vector Multicast Routing Protocol) for the multicast routing, and it also uses FEC and the local recovery method based on receiver. The performance measurement is performed by dividing the losses into the homogeneous independent loss, the heterogeneous independent loss, and the shared source link loss model.. The result shows that the performances improves in proportion to the size of local areal group when the size of transmission group exceeds designated size. This indicates FIM is effective in the environment where there are much of data and many receivers in the mobile host.

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A Software VIA based PC Cluster System on SCI Network (SCI 네트워크 상의 소프트웨어 VIA기반 PC글러스터 시스템)

  • Shin, Jeong-Hee;Chung, Sang-Hwa;Park, Se-Jin
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.4
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    • pp.192-200
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    • 2002
  • The performance of a PC cluster system is limited by the use of traditional communication protocols, such as TCP/IP because these protocols are accompanied with significant software overheads. To overcome the problem, systems based on user-level interface for message passing without intervention of kernel have been developed. The VIA(Virtual Interface Architecture) is one of the representative user-level interfaces which provide low latency and high bandwidth. In this paper, a VIA system is implemented on an SCI(Scalable Coherent Interface) network based PC cluster. The system provides both message-passing and shared-memory programming environments and shows the maximum bandwidth of 84MB/s and the latency of $8{\mu}s$. The system also shows better performance in comparison with other comparable computer systems in carrying out parallel benchmark programs.