• Title/Summary/Keyword: Simulation Client

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Modeling and Analysis of a Reordering-based Optimistic Cache Consistency Protocol (재배열 기반의 낙관적 캐쉬 일관성 유지 기법의 모델링과 분석)

  • Cho, Sung-Ho;Hwang, Jeong-Hyon
    • Journal of KIISE:Databases
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    • v.28 no.3
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    • pp.458-467
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    • 2001
  • Optimistic Two-Phase Locking(O2PL) performs as well as or better than the other approaches because it exploits client caching well and also has relatively lower network bandwidth requirements. However, O2PL leads to unnecessary waits, because, it can not be commit a transaction until the transaction obtains all requested locks. In addition, Optimistic Concurrency Control(OCC) tends to make needless aborts. This paper suggests an efficient optimistic cache consistency protocol that overcomes such shortcomings. Our scheme decides whether to commit or abort a transaction without wait and it adopts transaction re-ordering in order to minimize the abort rate. Our scheme needs only one version for each data item in spite of the re-ordering mechanism used. Finally, this paper presents a simulation-based analysis that shows superiority in performance of out scheme to O2PL and OCC.

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Web-Cached Multicast Technique for on-Demand Video Distribution (주문형 비디오 분배를 위한 웹-캐슁 멀티캐스트 전송 기법)

  • Kim, Back-Hyun;Hwang, Tae-June;Kim, Ik-Soo
    • The KIPS Transactions:PartB
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    • v.12B no.7 s.103
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    • pp.775-782
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    • 2005
  • In this paper, we propose multicast technique in order to reduce the required network bandwidth by n times, by merging the adjacent multicasts depending on the number of HENs (Head-End-Nodes) n that request the same video. Allowing new clients to immediately join an existing multicast through patching improves the efficiency of the multicast and offers services without any initial latency. A client might have to download data through two channels simultaneously, one for multicast and the other for patching. The more the frequency of requesting the video is, the higher the probability of caching it among HENs increases. Therefore, the requests for the cached video data can be served by HENs. Multicast from server is generated when the playback time exceeds the amount of cached video data. Since the interval of multicast can be dynamically expanded according to the popularity of videos, it can be reduced the server's workload and the network bandwidth. We perform simulations to compare its performance with that of conventional multicast. From simulation results, we confirm that the Proposed multicast technique offers substantially better performance.

Traffic-based Caching Algorithm and Performance Evaluation for QoS-adaptive Streaming Proxy Server in Wireless Networks (무선 환경에서 QoS 적응적인 스트리밍 프락시 서버를 위한 트래픽 기반 캐싱 알고리즘 및 성능 분석)

  • Kim, HwaSung;Kim, YongSul;Hong, JungPyo
    • Journal of Broadcast Engineering
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    • v.10 no.3
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    • pp.313-320
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    • 2005
  • The increasing popularity of multimedia streaming services introduces new challenges in content distribution. Especially, it is important to provide the QoS guarantees as they are increasingly expected to support the multimedia applications. Multimedia streams typically experience the high start-up delay due to the large protocol overhead, the delay, and the loss properties of the wireless networks. The service providers can improve the performance of multimedia streaming by caching the initial segment (prefix) of the popular streams at proxies near the requesting clients. The proxy can initiate transmission to the client while requesting the remainder of the stream from the server. In this paper, we propose the traffic based caching algorithm (TSLRU) to improve the performance of caching proxy. TSLRU classifies the traffic into three types, and improve the performance of caching proxy by reflecting the several elements such as traffic types, recency, frequency, object size when performing the replacement decision. In simulation, TSLRU performs better than the existing schemes in terms of byte hit rate, hit rate, startup latency, and throughput.

Design of Low-Power and High-Speed Receiver for a Mobile Display Digital Interface (모바일 디스플레이 디지털 인터페이스용 저전력 고속 수신기 회로의 설계)

  • Lee, Cheon-Hyo;Kim, Jeong-Hoon;Lee, Jae-Hyung;Jin, Liyan;Yin, Yong-Hu;Jang, Ji-Hye;Kang, Min-Cheol;Li, Long-Zhen;Ha, Pan-Bong;Kim, Young-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.7
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    • pp.1379-1385
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    • 2009
  • We propose a low-power and high-speed client receiver for a mobile display digital interface (MDDI) newly in this paper. The low-power receiver is designed such that bias currents, sink and source currents, are insensitive to variations of power supply, process, temperature, and common-mode input voltage (VCM) and is able to operate at a rate of 450Mbps or above under the conditions of a power supply range of 3.0 to 3.6Vand a temperature range of -40 to 85$^{\circ}$C. And it is confirmed by a simulation result that the current dissipation is less than 500${\mu}$A. A test chip is manufactured with the Magna chip 0.35${\mu}$m CMOS process. When a test was done, the data receiver and data recovery circuits are functioning normally.

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.

Design of Interactive Operations using Prefetching in VoD System (VoD 시스템에서 선반입 기법을 이용한 대화식 동작의 설계)

  • Kim, Soon-Cheol
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.31-39
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    • 2010
  • VoD(Video-on-Demand) servers have to provide timely processing guarantees for continuous media and reduce the storage and bandwidth requirements for continuous media. The compression techniques make the bit rates of compressed video data significantly variable from frame to frame. A VoD system should be able to provide the client with interactive operations such as fast forward and fast rewind in addition to normal playback of movie. However, interactive operations require additional resources such as storage space, disk bandwidth, memory and network bandwidth. In a stored video application such as VoD system, it is possible that a priori disk access patterns can be used to reserve the system resources in advance. In addition, clients of VoD server spend most of their time in playback mode and the period of time spent in interactive mode is relatively small. In this paper, I present the new buffer management scheme that provides efficient support for interactive operations in a VoD server using variable bit rate continuous media. Simulation results show that our strategy achieves 34% increase of the number of accepted clients over the LRU strategy.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Two Level Bin-Packing Algorithm for Data Allocation on Multiple Broadcast Channels (다중 방송 채널에 데이터 할당을 위한 두 단계 저장소-적재 알고리즘)

  • Kwon, Hyeok-Min
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1165-1174
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    • 2011
  • In data broadcasting systems, servers continuously disseminate data items through broadcast channels, and mobile client only needs to wait for the data of interest to present on a broadcast channel. However, because broadcast channels are shared by a large set of data items, the expected delay of receiving a desired data item may increase. This paper explores the issue of designing proper data allocation on multiple broadcast channels to minimize the average expected delay time of all data items, and proposes a new data allocation scheme named two level bin-packing(TLBP). This paper first introduces the theoretical lower-bound of the average expected delay, and determines the bin capacity based on this value. TLBP partitions all data items into a number of groups using bin-packing algorithm and allocates each group of data items on an individual channel. By employing bin-packing algorithm in two step, TLBP can reflect a variation of access probabilities among data items allocated on the same channel to the broadcast schedule, and thus enhance the performance. Simulation is performed to compare the performance of TLBP with three existing approaches. The simulation results show that TLBP outperforms others in terms of the average expected delay time at a reasonable execution overhead.

Feasibility study of the beating cancellation during the satellite vibration test

  • Bettacchioli, Alain
    • Advances in aircraft and spacecraft science
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    • v.5 no.2
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    • pp.225-237
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    • 2018
  • The difficulties of satellite vibration testing are due to the commonly expressed qualification requirements being incompatible with the limited performance of the entire controlled system (satellite + interface + shaker + controller). Two features cause the problem: firstly, the main satellite modes (i.e., the first structural mode and the high and low tank modes) are very weakly damped; secondly, the controller is just too basic to achieve the expected performance in such cases. The combination of these two issues results in oscillations around the notching levels and high amplitude beating immediately after the mode. The beating overshoots are a major risk source because they can result in the test being aborted if the qualification upper limit is exceeded. Although the abort is, in itself, a safety measure protecting the tested satellite, it increases the risk of structural fatigue, firstly because the abort threshold has been already reached, and secondly, because the test must restart at the same close-resonance frequency and remain there until the qualification level is reached and the sweep frequency can continue. The beat minimum relates only to small successive frequency ranges in which the qualification level is not reached. Although they are less problematic because they do not cause an inadvertent test shutdown, such situations inevitably result in waiver requests from the client. A controlled-system analysis indicates an operating principle that cannot provide sufficient stability: the drive calculation (which controls the process) simply multiplies the frequency reference (usually called cola) and a function of the following setpoint, the ratio between the amplitude already reached and the previous setpoint, and the compression factor. This function value changes at each cola interval, but it never takes into account the sensor signal phase. Because of these limitations, we firstly examined whether it was possible to empirically determine, using a series of tests with a very simple dummy, a controller setting process that significantly improves the results. As the attempt failed, we have performed simulations seeking an optimum adjustment by finding the Least Mean Square of the difference between the reference and response signal. The simulations showed a significant improvement during the notch beat and a small reduction in the beat amplitude. However, the small improvement in this process was not useful because it highlighted the need to change the reference at each cola interval, sometimes with instructions almost twice the qualification level. Another uncertainty regarding the consequences of such an approach involves the impact of differences between the estimated model (used in the simulation) and the actual system. As limitations in the current controller were identified in different approaches, we considered the feasibility of a new controller that takes into account an estimated single-input multi-output (SIMO) model. Its parameters were estimated from a very low-level throughput. Against this backdrop, we analyzed the feasibility of an LQG control in cancelling beating, and this article highlights the relevance of such an approach.

A Proxy based QoS Provisioning Mechanism for Streaming Service in Wireless Networks (무선이동통신망에서 스트리밍 서비스를 위한 프락시 기반Qos 보장 방안)

  • Kim Yong-Sul;Hong Jung-Pyo;Kim Hwa-Sung;Yoo Ji-Sang;Kim Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.7B
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    • pp.608-618
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    • 2006
  • The increasing popularity of multimedia streaming services introduces new challenges in content distribution. Especially, it is important to provide the QoS guarantees as they are increasingly expected to support the multimedia applications. The service providers can improve the performance of multimedia streaming by caching the initial segment (prefix) of the popular streams at proxies near the requesting clients. The proxy can initiate transmission to the client while requesting the remainder of the stream from the server. In this paper, in order to apply the prefix caching service based on IETF's RTSP environment to the wireless networks, we propose the effective RTSP handling scheme that can adapt to the radio situation in wireless network and reduce the cutting phenomenon. Also, we propose the traffic based caching algorithm (TSLRU) to improve the performance of caching proxy. TSLRU classifies the traffic into three types, and improve the performance of caching proxy by reflecting the several elements such as traffic types, recency, frequency, object size when performing the replacement decision. In simulation, TSLRU and RTSP handling scheme performs better than the existing schemes in terms of byte hit rate, hit rate, startup latency, and throughput.