• Title/Summary/Keyword: Simulation Client

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Feasibility Study of Developing Ship Engineering Control System based on DDS Middle-ware (DDS 미들웨어 기반의 선박 통합기관감시제어체계 개발 가능성 연구)

  • Seongwon Oh
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.29 no.6
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    • pp.653-658
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    • 2023
  • In systems like the combat management system of a naval ship or smart city of civilians, where many sensors and actuators are connected, the middle-ware DDS (Data Distribution Service) is mainly used to transmit large amounts of data. It is scalable and can effectively respond to the increase in sensors or equipment connected to the system in the future. The engineering control system (ECS), which plays an important role similar to the combat management system of a naval ship, still uses Server-Client model with industrial protocols such as Modbus and CAN (Controller Area Network) bus, to transmit data, which is unfavorable in terms of scalability. However, as automation and unmanned systems advance, more sensors and actuators are expected to be added, necessitating substantial program modification. DDS can effectively address such situations. The purpose of this study is to confirm the development possibility of an integrated monitoring and control system of a ship by using OpenDDS, which follows the OMG (Object Management Group) standard among the middle-ware DDS used in the combat management system. To achieve this goal, field equipment simulators and an ECS server were configured to perform field equipment data input/output and simulation using DDS was performed. The ECS prototype successfully handled data transmission, confirming that DDS is capable of serving as the middle-ware for the ECS of a ship.

Building Low Delay Application Layer Multicasting Trees for Streaming Services (스트리밍 서비스를 위한 적은 지연의 응용계층 멀티캐스트 트리 구축)

  • Kim, Jong-Gyung
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.20-26
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    • 2008
  • The quality of stream remaking is decided the load of a server and Jitter through the traffic of the transmission path between end to end. In order to improve these problems in this paper, I propose tree construction method of low-delay-level-multicast. In this case which the network congestion will be occurred by streaming quality, I also propose the technique which dynamically changes the transmission path. This technique first constructs the overlay structure for relaxing the overload of server. Secondly, in order to decrease Jitter of client, it makes upload bandwidth and low latency balanced. In the evaluation of the performance, this paper showed better enhancement of about $15%{\sim}24%$ than P2CAST[4] in the simulation about node average join count, average bandwidth, service request refusal ratio, RTT measurement of nodes, and node average join count by defect ratio.

Video Transcoding Scheme for N-Screen Service Based on Cloud Computing (클라우드 컴퓨팅에서 N-스크린 서비스를 위한 동영상 트랜스 코딩 기법)

  • Lim, Heon-Yong;Lee, Won-Joo;Jeon, Chang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.9
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    • pp.11-19
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    • 2014
  • In this paper, we propose a real-time video transcoding scheme for N-Screen service based on cloud computing. This scheme creates an intro-block and several playback blocks by splitting the original video. And there is the first service request, after transmitting the intro-block, transmits the playback blocks that converting the blocks on real-time. In order to completing trans-coding within playback time of each block, we split and allocate the block to node according to performance of each node. Also, in order to provide real-time video playback service, the previous scheme convert original video into all format and resolution. However we show that the proposed scheme can reduce storage usage by converting original video into format with proper resolution suitable to device and platform of client. Through simulation, we show that it is more effective to real-time video playback for N-screen service than the previous method. We also show that the proposed scheme uses less storage usage than previous method.

Loadbalancing for WDM Network using Dynamic Watermarks (WDM 네트워크에서 동적 워터마크 결정을 이용한 로드벨런싱)

  • Nahm, Jung-Joo;Kim, Sung-Chun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.44 no.2
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    • pp.1-5
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    • 2007
  • Wavelength-division multiplexed (WDM) networks are emerging to be the right choice for the future transport networks. In WDM networks, the optical layer provides circuit-switched lightpath services to the client layer such as IP, SONET and ATM. The set of lightpaths in the optical layer defines the virtual topology. Since the optical switches are reconfigurable, the virtual topology can be reconfigured in accordance with the changing traffic demand pattern at theclient layer in order to optimize the network performance. We present a new approach to the virtual topology reconfiguration and loadbalancing problem for wavelength-routed, optical wide-area networks under dynamic traffic demand. By utilizing the measured Internet backbone traffic characteristics, our approach follows the changes in traffic without assuming that the future traffic pattern is known. For the simulation traffic modeling, we collected the data from real backbone traffic. Experiments show that the standard deviation compared to previous technique is reduced.

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.91-99
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    • 2014
  • The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.

Consumer Oriented Pricing According to the New Game Product Launching (게임 신제품 출시에 따른 소비자 지향적인 가격결정)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.29-36
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    • 2005
  • Determining the price of a newly developed game product is a substantial matter affecting many aspects of corporate management. An appropriate pricing based on the proper data encourages consumers to purchase products repeatedly Yet presently most game companies prefer to set a price according to the cost including developing expense, advertising expense and law materials. As a result that price does not reveal the rue value of the product, many corporations face the demerits in the corporate management including the low sales, the loss of client and the poor promotion. This study has emphasis on the evaluating the price according to the consumer view rather than either corporate or industrial view. The price preference research analysis shows that Korean gamers prefer the price ranging around 30 thousand won in the simulation game, RPG game, and arcade game. In the online game, around 20 thousand won is the preferred price. This difference explains well the features of each game categories.

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A Routing Protocol supporting QoS in WiMAX based Wireless Mesh Networks (WiMAX 기반의 무선 메쉬 네트워크에서 QoS를 지원하는 라우팅 프로토콜)

  • Kim, Min;Kim, Hwa-Sung
    • Journal of KIISE:Information Networking
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    • v.36 no.1
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    • pp.1-11
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    • 2009
  • In this paper, we propose a QoS routing protocol for WiMAX based wireless mesh networks. The proposed routing protocol is a proactive hop-by-hop QoS routing protocol. It can find an optimal route that satisfies QoS requirements using bandwidth and delay as QoS parameters. In this paper, we first present a network model for WIMAX based wireless mesh networks and explain why QoS routing protocol is the most appropriate for WiMAX based wireless mesh networks. Then, we propose a proactive hop-by-hop QoS routing protocol that meets QoS requirements of traffic flowing between mesh client and the gateway. The simulation results show that the proposed routing protocol outperforms QOLSR protocol in terms of end-to-end delay, packet delivery ratio and routing overhead.

A Buffer-based Video Quality Control Scheme for HTTP Adaptive Streaming in Long-Delay Networks (높은 지연을 갖는 네트워크에서 HTTP 적응적 스트리밍을 위한 버퍼 기반의 비디오 품질 조절 기법)

  • Park, Jiwoo;Kim, Dongchil;Chung, Kwangsue
    • Journal of KIISE
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    • v.41 no.10
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    • pp.824-831
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    • 2014
  • HTTP (Hypertext Transfer Protocol) Adaptive Streaming is gaining attention because it changes bitrates to adapt changing network conditions. Since HAS (HTTP Adaptive Streaming) client downloads the video data based on TCP (Transmission Control Protocol), it estimates incorrectly the available bandwidth and leads to an unnecessary video quality change in long-delay networks. In this paper, we propose a buffer-based quality control scheme in order to improve the service quality and smooth playback in the HAS. The proposed scheme estimates accurately the available bandwidth based on a modified streaming model that considers network delay. It also calculates the sustainability of the video quality to prevent an unnecessary quality change and determines the inter-request time on the basis of the buffer status. Through the simulation, we prove that our scheme improves the QoS (Quality of Service) of the HAS service and controls the video quality smoothly in long-delay networks.

A Distributed Instant Message System Architecture using Media Control Channel (미디어 제어 채널을 사용한 분산 인스턴트 메시지 시스템 구조)

  • Kim, Byung Chul;Jang, Choonseo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.5
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    • pp.979-985
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    • 2016
  • In this paper, a distributed instant message system with multiple servers architecture which can distribute system load effectively using an extended media control channel has been presented. A media control channel provides establishing a reliable control channel and also keeping a reliable control channel between SIP server and client in the field of real-time media transport area. In this study, a new instant message system architecture which can distribute massive instant message including multimedia data to multiple servers has been presented. The presented instant message system architecture can distribute system load by extending media control channel. For this purpose, media control channel messages, which distribute system load to multiple servers dynamically according to increasing number of users, have been designed in our presented system. And, in our research, an exchanging procedures of media control channel messages between servers have also been presented. The performance of the proposed system has been analysed by simulation.