• 제목/요약/키워드: Simulation Server

검색결과 549건 처리시간 0.028초

Consistent Distributed Lookup Service Architecture for Mobile Ad-hoc Networks

  • Malik Muhammad Ali;Kim Jai-Hoon
    • International Journal of Contents
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    • 제2권2호
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    • pp.29-31
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    • 2006
  • Mobile Ad hoc network is a self configuring network of mobile nodes. It allows mobile nodes to configure network spontaneously and share their services. In these networks, service discovery is very important because all nodes do not have same resources in term of memory and computing power. Nodes need to use different services offered by different servers. Some service discovery protocols have been proposed in last couple of years but they include significant traffic overhead and for small scale MANETS. In this paper, we present extensible lookup service scheme based on distributed mechanism. In our scheme neighboring nodes of service provider monitor service provider and send notification to lookup server when the service provider terminates its services unexpectedly. Lookup server can find other service provider or other alternative services in advance because of advance notification method and can provide consistent lookup services. In our scheme neighboring nodes also monitor lookup server and send notification to network when lookup server terminates unexpectedly. Simulation results show that our scheme can reduce up to 70% and 30% lookup failure as compare to centralize and simple distributed mechanism respectively.

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A Stream based Patching for True VoD

  • Oh, Sun Jin
    • International Journal of Advanced Culture Technology
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    • 제2권1호
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    • pp.14-19
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    • 2014
  • In this paper, we propose a stream based patching technique in order to reduce demands of network output bandwidth required to provide the true video-on-demand (VoD) service in a Multimedia server. The proposed scheme calculates required streams to clients accurately by analyzing temporal relationships between already arrived requests in a multimedia server and still progressing streams, and then transmits streams freshly. Since our stream based patching technique induces new linking stream which is playing a link role between long and short patching streams, it reduces demand of network output bandwidth required to provide the true VoD service in a multimedia server. Accordingly, we know that the proposed scheme improves service latency and defection rate than those of existing patching technique by a simulation study.

온라인 게임에서의 적응형 Al 구현을 위한 NPC 서버의 설계 (Implementation of NPC server for adaptive Al in online game)

  • 문성원;한성호
    • 한국게임학회 논문지
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    • 제5권4호
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    • pp.23-32
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    • 2005
  • 게임 속의 인공 지능을 높일 수 있는 지형 분석의 방안에 대하여 소개한다. 지형 분석의 방법을 온라인 게임 서버의 AI 방식에 사용함에 의해서 정해진 패턴이 아닌 좀 더 현실적인 AI의 수행이 가능하다. 본 논문에서는 지형 분석을 통하여 NPC들의 행동패턴을 다양화 할 수 있는 방안을 제시하고 이를 구현하기 위한 온라인 게임서버에서의 NPC 서버의 구조를 설계하고 이를 토대로 적응형 AI구현을 위한 NPC 서버의 실험 테스트을 통하여 실제로 적용 할 수 있는 방안을 제시 한다.

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무선 근거리 통신망 환경을 위한 다단계 데이터베이스 시스템 (Multi-tier Database System for Wireless LAN Environment)

  • 박제호
    • 반도체디스플레이기술학회지
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    • 제3권4호
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    • pp.13-17
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    • 2004
  • As the usage of wireless LAN becomes common in working environment, the number of database systems that support both wired and wireless users increases rapidly. The characteristics of wireless LAN that its speed is slow relatively comparing to wired network and the users in its environment connects to different communication points as they moves creates another challenge to be resolved in database systems. In the environment of hybrid communication systems, wired and wireless for voluminous data amount and a number of users, the two layer architecture of the conventional client-server database systems has limitation in the system performance. This is due to that server is the only point of data service in client-server database systems. In this paper, we discuss a new extended database system architecture that data services are distributed among servers and clients based on user database access patterns in order to improve system performance. We analyze the expected system performance by using simulation technique and prove the practical utilization of the system by demonstrating experimental results.

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Design Approach with Higher Levels of Abstraction: Implementing Heterogeneous Multiplication Server Farms

  • Moon, Sangook
    • Journal of information and communication convergence engineering
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    • 제11권2호
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    • pp.112-117
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    • 2013
  • In order to reuse a register transfer level (RTL)-based IP block, it takes another architectural exploration in which the RTL will be put, and it also takes virtual platforms to develop the driver and applications software. Due to the increasing demands of new technology, the hardware and software complexity of organizing embedded systems is growing rapidly. Accordingly, the traditional design methodology cannot stand up forever to designing complex devices. In this paper, I introduce an electronic system level (ESL)-based approach to designing complex hardware with a derivative of SystemVerilog. I adopted the concept of reuse with higher levels of abstraction of the ESL language than traditional HDLs to design multiplication server farms. Using the concept of ESL, I successfully implemented server farms as well as a test bench in one simulation environment. It would have cost a number of Verilog/C simulations if I had followed the traditional way, which would have required much more time and effort.

Virtual Device를 이용한 효성 통합 I/O Server 개발 (A Study on the Development of Hyosung integrated I/O Server with virtual Device)

  • 이준철;최대희;김명회;홍정기
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2007년도 제38회 하계학술대회
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    • pp.648-649
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    • 2007
  • 변전소의 설비 관리/진단 및 보호, 감시, 제어 등의 자동화 시스템인 SAS(Substation Automation System)의 운영에 있어서 가장 중요한 요인은 System의 신뢰성 확보라 할 수 있다. 즉, Real-time Data에 대한 정확하고 빠른 취득능력은 SAS의 평가 잣대가 될 수 있다. 따라서 SAS 운영의 신뢰성을 증대시키기 위해 상위 HMI(Human Machine Interface)와 하위 Device간의 통신 중계 역할을 하는 I/O Server의 Virtual Simulation Environment인 Hyosung 통합 I/O Server Toolkit(Virtual Device 포함)을 개발하였다.

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동적 네트워크 상태정보 교환 오버헤드를 제거한 중앙 집중적 QoS 라우팅 구조 (A Centralized QoS Routing Architecture with No Dynamic Network State Information Exchange Overhead)

  • 김성하;이미정
    • 한국정보과학회논문지:정보통신
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    • 제29권5호
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    • pp.573-582
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    • 2002
  • 본 논문에서는 라우팅 도메인 내의 모든 라우터들을 대신하여 라우트 서버가 QoS 경로 결정을 담당하도록 하는 중앙 집중적인 QoS 라우팅 구조를 제안한다. 라우트 서버는 QoS 경로를 할당하고 반환 받는 작업을 통해 스스로 QoS 경로 계산에 필요한 동적인 링크 QoS 상태 정보를 파악하고 유지한다. 따라서, 제안하는 QoS 라우팅 구조에서는 동적 네트워크 상태 정보 교환으로 인한 프로토콜 오버헤드를 제거하였다. 또한, 이와 같은 방식으로 네트워크 상태 정보를 유지함으로써 정확한 네트워크 상태 정보를 이용하여 경로 계산을 수행할 수 있기 때문에 라우팅 성능 또한 크게 향상시킬 수 있다. 본 논문에서는 라우트 서버의 경로 계산 오버헤드를 감소시키기 위한 경로 캐슁 스킴들을 제안하고, 시뮬레이션을 통해 그 성능을 평가하였다. 시뮬레이션 결과, 제안하는 캐슁 스킴을 통해 라우트 서버의 오버헤드가 크게 줄어드는 것을 확인할 수 있었다. 뿐만 아니라 기존에 제안된 다양한 분산 QoS 라우팅 스킴들과도 성능을 비교하였는데, 그 결과 제안하는 서버 기반 QoS 라우팅 스킴이 라우팅 성능을 크게 향상시킬 뿐 아니라, 라우팅 오버헤드 측면에서도 우수함을 볼 수 있었다.

Defending HTTP Web Servers against DDoS Attacks through Busy Period-based Attack Flow Detection

  • Nam, Seung Yeob;Djuraev, Sirojiddin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제8권7호
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    • pp.2512-2531
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    • 2014
  • We propose a new Distributed Denial of Service (DDoS) defense mechanism that protects http web servers from application-level DDoS attacks based on the two methodologies: whitelist-based admission control and busy period-based attack flow detection. The attack flow detection mechanism detects attach flows based on the symptom or stress at the server, since it is getting more difficult to identify bad flows only based on the incoming traffic patterns. The stress is measured by the time interval during which a given client makes the server busy, referred to as a client-induced server busy period (CSBP). We also need to protect the servers from a sudden surge of attack flows even before the malicious flows are identified by the attack flow detection mechanism. Thus, we use whitelist-based admission control mechanism additionally to control the load on the servers. We evaluate the performance of the proposed scheme via simulation and experiment. The simulation results show that our defense system can mitigate DDoS attacks effectively even under a large number of attack flows, on the order of thousands, and the experiment results show that our defense system deployed on a linux machine is sufficiently lightweight to handle packets arriving at a rate close to the link rate.

금융계정계 원장보정시스템 설계구축에 관한 연구 및 시뮬레이션 분석 (A Construction Design and Simulation Model Analysis of Electronic Banking Account Ledger Calibration System)

  • 송재문;정병수
    • 한국통신학회논문지
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    • 제38C권7호
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    • pp.563-572
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    • 2013
  • 본 논문에서는, 00:00~00:30까지 온라인 영업일자변경 작업 등으로, 일시적으로 중단되는 금융권 온라인 계정계 업무에 대하여, 고객원장의 복제보정 적용으로 서비스가 가능토록하며, 배치작업은 별도의 배치서버에서 수행하고, 원장 업데이트는 Center Cut 또는 온라인 서버로 전송해서 처리된다. 따라서, 온라인 업무를 포함한 모든 금융전산업무의 시뮬레이션 결과, 단 1초도 중단 없이, 각 계정 과목별 온라인 원장의 중요한 시점정보인 00:00분 (전영업일자 원장)에 대하여 배치원장과 백업원장을 안전하게 확보하였다.

Strategy for Task Offloading of Multi-user and Multi-server Based on Cost Optimization in Mobile Edge Computing Environment

  • He, Yanfei;Tang, Zhenhua
    • Journal of Information Processing Systems
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    • 제17권3호
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    • pp.615-629
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    • 2021
  • With the development of mobile edge computing, how to utilize the computing power of edge computing to effectively and efficiently offload data and to compute offloading is of great research value. This paper studies the computation offloading problem of multi-user and multi-server in mobile edge computing. Firstly, in order to minimize system energy consumption, the problem is modeled by considering the joint optimization of the offloading strategy and the wireless and computing resource allocation in a multi-user and multi-server scenario. Additionally, this paper explores the computation offloading scheme to optimize the overall cost. As the centralized optimization method is an NP problem, the game method is used to achieve effective computation offloading in a distributed manner. The decision problem of distributed computation offloading between the mobile equipment is modeled as a multi-user computation offloading game. There is a Nash equilibrium in this game, and it can be achieved by a limited number of iterations. Then, we propose a distributed computation offloading algorithm, which first calculates offloading weights, and then distributedly iterates by the time slot to update the computation offloading decision. Finally, the algorithm is verified by simulation experiments. Simulation results show that our proposed algorithm can achieve the balance by a limited number of iterations. At the same time, the algorithm outperforms several other advanced computation offloading algorithms in terms of the number of users and overall overheads for beneficial decision-making.