• Title/Summary/Keyword: Simulation Client

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Content_based Load Balancing Technique In Web Server Cluster (웹 서버 클러스터에서 내용 기반으로한 부하 분산 기법)

  • Myung, Won-Shig;Jang, Tea-Mu
    • The KIPS Transactions:PartA
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    • v.10A no.6
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    • pp.729-736
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    • 2003
  • With the rapid growth of the Internet, popular Web sites are visited so frequently that these cannot be constructed with a single server or mirror site of high performance. The rapid increase of Internet uses and uses raised the problems of overweighted transmission traffic and difficult load balancing. To solve these, various schemes of server clustering have been surveyed. Especially, in order to fully utilize the performance of computer systems in a cluster, a good scheduling method that distributes user requests evenly to servers in required. In this paper, we propose a new method for reducing the service latency. In our method, each Web server in the cluster has different content. This helps to reduce the complexity of load balancing algorithm and the service latency The Web server that received a request from the load balancer responds to the client directly without passing through the load balancer. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 16%, 14% respectively.

Bandwidth Allocation and Real-time Transmission Scheduling Methods for Transporting MPEG-4 Video in Wireless LANs (무선 LAN에서 MPEG-4 비디오 전송을 위한 대역폭 할당과 실시간 통신 스케쥴링 기법)

  • Kim, Jin-Hwan
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.413-420
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    • 2008
  • Network bandwidth is one of the major factors that impact the cost of a video service. In this paper we propose approaches to reducing the bandwidth requirement for transporting MPEG-4 video traffic over wireless LANs while guaranteeing a required level of quality of service(QoS). To support high quality video playbacks, video frames must be transported to the client prior to their playback times. A real-time transmission scheduling is used for this purpose, which transmits each frame assigned with a priority according to its importance. It addresses the challenge for a scheduling algorithm that efficiently handles the changing workloads of MPEG-4 video traffic. The goal of our research is to maximize the number of frames that are transported within their deadlines while minimizing the tardiness of frames that missed their deadlines. The performance of the proposed method is compared with that of similar service mechanisms through extensive simulation experiments.

Intelligent Multi-Agent Distributed Platform based on Dynamic Object Group Management using Fk-means (Fk means를 이용한 동적객체그룹관리기반 지능형 멀티 에이전트 분산플랫폼)

  • Lee, Jae-wan;Na, Hye-Young;Mateo, Romeo Mark A.
    • Journal of Internet Computing and Services
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    • v.10 no.1
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    • pp.101-110
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    • 2009
  • Multi-agent systems are mostly used to integrate the intelligent and distributed approaches to various systems for effective sharing of resources and dynamic system reconfigurations. Object replication is usually used to implement fault tolerance and solve the problem of unexpected failures to the system. This paper presents the intelligent multi-agent distributed platform based on the dynamic object group management and proposes an object search technique based on the proposed filtered k-means (Fk-means). We propose Fk-means for the search mechanism to find alternative objects in the event of object failures and transparently reconnect client to the object. The filtering range of Fk-means value is set only to include relevant objects within the group to perform the search method efficiently. The simulation result shows that the proposed mechanism provides fast and accurate search for the distributed object groups.

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A Cyber Educational Environment on the Web using WMT (WMT를 이용한 웹 기반 가상교육 환경)

  • 심종채;박재흥;서영건
    • Journal of Korea Multimedia Society
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    • v.4 no.5
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    • pp.446-454
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    • 2001
  • A long-distance education method using the computational environment has been developed and implemented for quite some time. However, there has been some difficulty in the simulation of face-to-face instruction due to limitations in performance of the computers and the networks. Continued development of multimedia technologies has now made it possible to simulate face-to-face instruction, recording the teachers' instructions in the form of a screen dump. In this paper, we propose a system that allows the teacher to make loaming materials available on the Web using Window Media Technology(WMT). This technology also allows remote site users to view the contents at their convenience. A media encoder acquires the lessons and stores them as moving pictures. The lessons are displayed on the screen as the teacher explains them. The learning materials are stored in a Windows media file format, the file is stored on a lecture server and provided to the user using a streaming method in real time. The users can view the contents on the Web without requiring a special player. The proposed system consists of a lecture writer module, a lecture server module and a lecture client module.

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Adaptive Rate Control for Improving the QoE of Streaming Service in Broadband Wireless Network (광대역 무선네트워크에서 스트리밍 서비스의 QoE 향상을 위한 적응적 전송률 제어기법)

  • Koo, Ja-Hon;Chung, Kwang-Sue
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.35 no.2B
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    • pp.334-344
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    • 2010
  • Recently, due to the prevalence of various mobile devices and broadband wireless networks, a significant interests and demands for multimedia streaming services over the Internet have been increasing. However, it is difficult to transmit continuous multimedia stream when mobile terminals are moving. Therefore, in order to deploy mobile IPTV service in the broadband wireless network, efficient wireless resource utilization and seamless QoE (Quality of Experience) offers to the users are an important issue. In this paper, we propose a network based adaptive streaming scheme, called MARC (Mobile Adaptive Rate Control), which controls the quality of the video and rate of the video based on the status of the wireless channel. The proposed scheme uses awareness information of the wireless channel status and controls transmitting streaming video which is suitable for the wireless channel status and mobile station location, in order to provide a seamless video playback for mobile environment in addition to improving the quality of a streaming service. The proposed MARC scheme alleviates the discontinuity of video playback and allocates suitable client buffer in broadband wireless network. Simulation results demonstrate the effectiveness of our proposed scheme.

PCISS Scheme for Minimize Prove Delay in Wireless Mesh Networks (무선 메쉬 네트워크 환경에서 프로브 지연을 최소화한 PCISS 기법)

  • Cho, Young-Bok;Lee, Sang-Ho
    • Journal of Convergence Society for SMB
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    • v.2 no.1
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    • pp.25-31
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    • 2012
  • Recently Wireless Communication technologies are widely used in Small And Medium Business fields. Wireless mesh networks have been studied as the next generation technology to solve problem of conventional wireless networks. Wireless mesh network uses a 802.11 when make up of network. mesh clients occurs Hard handover moving between ones. This increases the handover latency of the network mobility is a very great issues. Consequently, this paper propose a channel information previously methods to reduce the handover latency selective channels. Proposed scheme accounts for more than 90% of the probe delay to minimize the client had to move the mesh based on the old channel to retrieve information. Through simulation, the proposed scheme had shorter handover delay time than transitional full scan and selective scan. Through results of evaluation, the suggest PCISS scheme more fast 6.5% than transitional scheme.

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A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

Design and Implementation of XML Encryption and Digital signature API for Mobile Environment (모바일 환경에서 XML 암호화 및 전자서명 API 설계 및 구현)

  • Cho, Tae-Beom;Ryu, Hwang;Park, Jeong-Yong;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.6
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    • pp.1416-1422
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    • 2010
  • Various other platforms have appeared due to the abolishment of WIPI requirement and increased problems related with hacking and security. Since levels consisting of these platforms are composed of various APIs (Application Programming Interfaces) which are not standardized, other ways must be considered to protect data which are transferred using XML formats. Therefore, XML encryption API and XML digital signature API for data protection and certification, which are both responsible to define mark-up languages for XML encryption and digital signature respectively, were designed in this paper. The simulation system which played the role of the server and client between two terminal units was realized to validate the APIs.

Caching Framework for Multimedia (멀티미디어를 위한 캐슁 기술)

  • Kim, Baek-Hyeon;U, Yo-Seop;Kim, Ik-Su
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.507-514
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    • 2001
  • In VOD(Video-on-Demand) system, the real-time interactive service is one of the most important factor to determine the degree of QoS(Quality of Service). In this paper, we propose the head-end system consisted of switching agent and head-end node, which needs to receive the only video stream for multiple users which have requested the same video, to serve the unlimited interactive service which has no service delay and block. The unlimited VCR services can be served by storing the video stream with buffer at client and head-end node. And the proposed algorithm presents the method to enhance the efficiency by buffer, offer the true interactive VOD services to users because all of service requested by clients are processed immediately. In this paper, we implemented the VOD system which has the VCR functions without service delay and block. Simulation results indicate that the proposed algorithm has better performance in the number of service request and time interval.

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Design of a Modbile Agent-based Workflow System (이동에이전트 기반 워크플로우 시스템의 설계)

  • Seo, Young-Ho;Yoo, Jeong-Joon;Lee, Dong-Ik
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.8
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    • pp.2370-2387
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    • 2000
  • This paper proposes a new design strategy that can overcome limitations of two existing approaches, focusing on performance and scalability issues among various architectural issues which must be considered in designing workflow systems. In the proposed approach, we suggest to introduce 'delegation model' which corresponds to the high-level strategy utilizing the fundamental characteristics of mobile agents, after establishing a mobile agent-based workflow system architecture focused on performance and scalability. We point out three major issues that should be considered in this approach and propose a 3-tier mobile agent-based workflow system architecture that effectively reflects these considerations. Also, we show that the new approach can provide better performance and scalability than existing ones - approaches based on the client-server paradigm and other approaches based on mobile agent paradigm represented by DartFlow system - by evaluating performance of the proposed architecture through the GSPN simulation.

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