• 제목/요약/키워드: Simulation Client

검색결과 221건 처리시간 0.03초

축대칭 디프드로잉 공정의 웹 기반 해석시스템 개발 (Development of A Web-based Simulation System for Axi-Symmetric Deep Drawing)

  • 정완진
    • 소성∙가공
    • /
    • 제12권6호
    • /
    • pp.550-557
    • /
    • 2003
  • In this study, a web-based system was developed by utilizing finite element method and virtual system designed using Virtual Reality Modeling Language (VRML). The simulation program for axi-symetric sheet forming is developed using finite flement method. The developed system consists of two modules, client module and server module. The client module was developed by using Active-X control. The input data for FEM calculation is transferred to the server module by using communication protocol. Then sever module performs several successive processes: input data generation, forming simulation, conversion of results to VRML format. After that, the results from the simulation can be visualized on the web browser in client computer. Besides, client module offers the capability to control and navigate on virtual forming machine and calculated result. By using this system simulation result can be investigated more realistically in virtual environment including forming machine.

분산 환경하에서의 웹기반 시뮬레이션에 관한 연구 (Web-Based Simulation under Distributed Environment)

  • 이영해
    • 한국시뮬레이션학회논문지
    • /
    • 제7권2호
    • /
    • pp.79-90
    • /
    • 1998
  • This paper introduces the concept of web-based simulation and suggests the structure of web-based simulation which reduces the simulation run time and performs simulations in efficient way under distributed environments. Since its introducing in 1996, web-based simulation has been studied only with a tool of applet, but in this paper a method of server applications for client applets will be used. In server application, server transfers objects requested by clients such as simulation engines, reports, files. After each client connects to web-server, and then server allocates simulation modules to connected clients. These work magnify the transferring applets from server and simulation models which were made by clients. This paper also processes a structure for managing efficiently web-based simulation under distributed environment and steps in which clients connect, model, simulate with distributed structure, and programs of proposed structure.

  • PDF

원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw (A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw)

  • 서현곤;사공봉;김기형
    • 한국정보과학회논문지:소프트웨어및응용
    • /
    • 제30권11호
    • /
    • pp.1080-1091
    • /
    • 2003
  • 최근 인터넷 및 초고속네트워크의 발전과 더불어 원격교육도 활발히 이용되고 있다. 온라인 강의(교수-학습)툴에 대한 상대적으로 많은 연구와는 비교되게 가상실험 툴에 대한 연구는 미진하다고 할수 있다. 본 논문에서는 원격교육용 가상실험실로 사용될 수 있는 웹 기반 시뮬레이션 툴, SimDraw를 설계 및 구현한다. 웹 기반 시뮬레이션기술을 원격교육에 적용시키기 위해서는 다음과 같은 몇 가지 요구사항이 만족되어야 한다. 첫째, 시뮬레이션 툴의 사용자 인터페이스가 간단해서 학생들이 쉽게 사용할 수 있어야 한다. 둘째, 원격 학생들의 다양한 컴퓨터 환경에서도 일관되게 실행될 수 있을 정도로 이식성이 있어야 한다. 마지막으로 셋째, 시뮬레이션 프로그램이 충분히 가벼워서 학생들이 설치 없이 사용이 가능하거나 혹은 설치가 매우 간결하고 쉽게 이루어질 수 있어야 한다. 이러한 요구조건을 만족시키기 위해 SimDraw는 클라이언트/서버구조에 기반하고 있다. 클라이언트프로그램은 모델작성 및 애니메이션 기능만을 가지고 있으므로 자바 애플릿으로 구현이 가능하고 웹 브라우져 내에서 실행될 수 있다. 즉 설치가 전혀 필요 없다. 서버프로그램은 원격컴파일, 모델저장, 라이브러리관리, 사용자관리 등의 기능을 클라이언트 측에 제공한다. SimDraw의 기능을 평가하기 위해 RIP(Routing Information Protocol) 라우팅 프로토콜의 가상 실험을 예로 들어서 시뮬레이션 과정을 보였다.

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

  • 김진환
    • 한국멀티미디어학회논문지
    • /
    • 제17권4호
    • /
    • pp.526-534
    • /
    • 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.

클라이언트-서버 모델을 사용한 디지틀 이동통신 시스템의 로우밍 기능 구현에 관한 연구 (A Study on Implementation of Roaming Function in Digital Mobile Communications System using a Client-Server Model)

  • 임선배;박진우
    • 한국통신학회논문지
    • /
    • 제17권12호
    • /
    • pp.1371-1379
    • /
    • 1992
  • 본 논문에서는 디지털 이동통신 시스템에 대하여 전반적으로 소개하고 가장 중요한 기능의 하나인 로우밍 기능 구현을 위한 클라이언트-서버 모델을 제안하고 이에 대한 실험 및 고찰에 대하여 기술한다.

  • PDF

웹기반 유한요소해석 시스템 개발 (Development of web-based Simulation System for Finite Element Analysis)

  • 윤의열;김정;강범수
    • 한국소성가공학회:학술대회논문집
    • /
    • 한국소성가공학회 2005년도 추계학술대회 논문집
    • /
    • pp.384-388
    • /
    • 2005
  • The purpose of this paper is to develop web-based simulation system which can be used anytime, anywhere without expensive hardware and software. In this paper, a web-based simulation system was developed by utilizing finite element analysis and client/server system using visual C++ and ASP. The client/server system consist of two modules, post-processor, management system module. The input data for FEM calculation is transferred to the management system. After that, the result from the simulation can be visualized through the post-processor module. By using this system, small industries and individuals can considerably save the time and expense.

  • PDF

네트워크를 이용한 AM1 로봇의 원격 동적 제어 (Remote Dynamic Control of AMl Robot Using Network)

  • 김성일;배길호;김원일;한성현
    • 한국공작기계학회:학술대회논문집
    • /
    • 한국공작기계학회 2001년도 춘계학술대회 논문집(한국공작기계학회)
    • /
    • pp.229-233
    • /
    • 2001
  • In this paper, we propose a remote controller for robot manipulator using local area network(LAN) and internet. To do this, we develope a server-client system as used in the network field. The client system is in any computer in remote place for the user to log-in the server and manage the remote factory. the server system is a computer which controls the manipulator and waits for a access from client. The server system consists of several control algorithms which is needed to drive the manipulator and networking system to transfer images that shows states of the work place, and to receive a Tmp data to run the manipulator. The client system consists of 3D(dimension) graphic user interface for teaching and off-line task like simulation, external hardware interface which makes it easier for the user to teach. Using this server-client system, the user who is on remote place can edit the work schedule of manipulator, then run the machine after it is transferred and monitor the results of the task.

  • PDF

A Bandwidth Estimation Scheme to Improve the QoE of HTTP Adaptive Streaming in the Multiple Client Environment

  • Kim, Sangwook;Chung, Kwangsue
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제12권1호
    • /
    • pp.308-324
    • /
    • 2018
  • HTTP adaptive streaming (HAS) is a promising technology for delivering video content over the Internet. HAS-based video streaming solutions rely on bandwidth estimation to select the appropriate video bitrate. Video streaming solutions that consider network conditions provide users with seamless video playback. However, when multiple clients compete for a common bottleneck link, conventional bandwidth estimation schemes that consider only one client overestimate the network bandwidth due to the ON-OFF traffic pattern. The bandwidth overestimation can cause Quality of Experience (QoE) degradation, such as unnecessary changes in video quality, and unfairness of video quality. In this paper, we propose a client-side bandwidth estimation scheme to obtain a better QoE of HAS in the multiple-client environment. The proposed scheme differentiates the client buffer status according to the buffer occupancy, and then estimates the available network bandwidth based on the buffer status and segment throughput. We evaluate the performance of HAS implemented in the ns-3 network simulator. Simulation results show that compared with the conventional schemes, the proposed scheme can enhance the QoE.

Reducing Outgoing Traffic of Proxy Cache by Using Client-Cluster

  • Kim Kyung-Baek;Park Dae-Yeon
    • Journal of Communications and Networks
    • /
    • 제8권3호
    • /
    • pp.330-338
    • /
    • 2006
  • Many web cache systems and policies concerning them have been proposed. These studies, however, consider large objects less useful than small objects in terms of performance, and evict them as soon as possible. Even if this approach increases the hit rate, the byte hit rate decreases and the connections occurring over congested links to outside networks waste more bandwidth in obtaining large objects. This paper puts forth a client-cluster approach for improving the web cache system. The client-cluster is composed of the residual resources of clients and utilizes them as exclusive storage for large objects. This proposed system achieves not only a high hit rate but also a high byte hit rate, while reducing outgoing traffic. The distributed hash table (DHT) based peer-to-peer lookup protocol is utilized to manage the client-cluster. With the natural characteristics of this protocol, the proposed system with the client-cluster is self-organizing, fault-tolerant, well-balanced, and scalable. Additionally, the large objects are managed with an index based allocation method, which balances the loads of all clients well. The performance of the cache system is examined via a trace driven simulation and an effective enhancement of the proxy cache performance is demonstrated.