• Title/Summary/Keyword: Simulation Server

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Design and Implementation of Web-based Virtual Makeup Simulation System (웹 상에서의 가상 메이크업 시뮬레이션 시스템 설계 및 구현)

  • Shon, Hyung-Do;Lee, Jae-Hyub
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.2
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    • pp.167-173
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    • 2002
  • The VMSS(Virtual Makeup Simulation System) is a virtual simulation system which can apply makeup, hair style, accessory to user's own face image through internee connection. The simulation result can be stored to server side DB and also can be printed out on client side printer. It is implemented using Java so, clients don't need any other client program to run the VMSS except Web browser and Java Plug-in installed on browser. IIS (Internet Information Server) Web server of Window 2000 and MS-SQL 7 are used to develop the overall system. Commercial JDBC Driver Type 4 is used to connect the applet and DB. It suggests a new direction of Web-based contents service development and can be applied to many other areas.

Privacy Preserving Top-k Location-Based Service with Fully Homomorphic Encryption (완전동형암호기반 프라이버시 보호 Top-k 위치정보서비스)

  • Hur, Miyoung;Lee, Younho
    • Journal of the Korea Society for Simulation
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    • v.24 no.4
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    • pp.153-161
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    • 2015
  • We propose a privacy-preserving location-based service (LBS) which supports top-k search service. The previous schemes hurt the privacy of either the user and the location of the objects because they are sent to the LBS server in a plaintext form. In the proposed method, by encrypting them with the fully-homomorphic encryption, we achieved the top-k search is possible while the information on them is not given to the LBS server. We performed a simulation on the proposed scheme with 16 locations where k is 3. The required time is 270 hours in a conventional desktop machine, which seems infeasible to be used in practice. However, as the progress of the hardware, the performance will be improved.

Performance Analysis of an Improved Channel Allocation Scheme in MCVoD System (MCVoD system의 향상된 성능평가 - Server Channel 할당 기법 개선)

  • Kang, Seok-Hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.2
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    • pp.260-268
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    • 2008
  • This raper discusses improvement of MCVoD System by changing the channel allocation of VoD Server. And we analyzed performance of MCVoD System. Using simulation, we compare MCVoD with another VoD server using same channel allocation. In case of average channel allocation, MCVoD System using interchange agent, represents three times better than previous VoD server.

A Simulation Model of Object Movement for Evaluating the Communication Load in Networked Virtual Environments

  • Lim, Mingyu;Lee, Yunjin
    • Journal of Information Processing Systems
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    • v.9 no.3
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    • pp.489-498
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    • 2013
  • In this paper, we propose a common simulation model that can be reused for different performance evaluations of networked virtual environments. To this end, we analyzed the common features of NVEs, in which multiple regions compose a shared space, and where a user has his/her own interest area. Communication architecture can be client-server or peer-server models. In usual simulations, users move around the world while the number of users varies with the system. Our model provides various simulation parameters to customize the region configuration and user movement pattern. Furthermore, our model introduces a way to mimic a lot of users in a minimal experiment environment. The proposed model is integrated with our network framework, which supports various scalability approaches. We specifically applied our model to the interest management and load distribution schemes to evaluate communication overhead. With the proposed simulation model, a new simulation can be easily designed in a large-scale environment.

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

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.17 no.4
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    • pp.526-534
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    • 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.

Application of Group Master Cache for the Integrated Environment of SAN and NAS (Group Master Cache를 활용한 SAN과 NAS의 통합 방안)

  • Lee, Won-Bok;Park, Jin-Won
    • Journal of the Korea Society for Simulation
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    • v.16 no.2
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    • pp.9-15
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    • 2007
  • As the Internet grows and the mass multimedia data become popular, the storage system migrates from DAS, where the storage and the server are directly connected, to SAN and NAS. SAN connects the storages with a separate network, and NAS provides only file services, connects the storages with IP network. However, SAN and NAS can not fulfill the needs for companies if used separately, thus are asked to be integrated. In this research, we propose an efficient data sharing method which employees the concept of GMC, Croup Master Cache for the integrated environment of SAN and NAS. GMC is based on MCI, Metadata server and Cluster system Integration, but tries to solve the high expansion cost problem with MCI. We introduce the basic concept of GMC, compare the performance of GMC with that of MCI using computer simulation.

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Operational Scheme for Large Scale Web Server Cluster Systems (대규모 웹서버 클러스터 시스템의 운영방안 연구)

  • Park, Jin-Won
    • Journal of the Korea Society for Simulation
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    • v.22 no.3
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    • pp.71-79
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    • 2013
  • Web server cluster systems are widely used, where a large number of PC level servers are interconnected via network. This paper focuses on forecasting an appropriate number of web servers which can serve four different classes of user requests, simple web page viewing, knowledge query, motion picture viewing and motion picture uploading. Two ways of serving different classes of web service requests are considered, commonly used web servers and service dedicated web servers. Computer simulation experiments are performed in order to find a good way of allocating web servers among different classes of web service requests, maintaining certain levels of resource utilization and response time.

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

  • Yoon E. Y.;Kim J.;Kang B. S.
    • Proceedings of the Korean Society for Technology of Plasticity Conference
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    • 2005.10a
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    • pp.384-388
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    • 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.

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

  • 정완진
    • Transactions of Materials Processing
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    • v.12 no.6
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    • pp.550-557
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    • 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.

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

  • 임선배;박진우
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.17 no.12
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    • pp.1371-1379
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    • 1992
  • In this paper, we describe the general concept of digital mobile communications system and present a client-server model for the implementation of roaming function, which is on of the most important functions in digital mobile communications system. And finally we also describe our simulation test and analysis for the presented client-server model.

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