• Title/Summary/Keyword: Simulation Server

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Video Data Management based on Time Constraint Multiple Access Technique in Video Proxy Server (비디오 프록시 서버에서의 시간 제약 다중 요청 기법 기반 동영상 데이터 관리)

  • Lee, Jun-Pyo;Cho, Chul-Young;Kwon, Cheol-Hee;Lee, Jong-Soon;Kim, Tae-Yeong
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.113-120
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    • 2010
  • Video proxy server which is located near clients can store the frequently requested video data in storage space in order to minimize initial latency and network traffic significantly. However, due to the limited storage space in video proxy server, an appropriate video selection method is needed to store the videos which are frequently requested by users. Thus, we present a time constraint multiple access technique to efficiently store the video in video proxy server. If the video is requested by user, it is temporarily stored during the predefined interval and then, delivered to the user. A video which is stored is deleted or moved into the storage space of video proxy server depending on the request condition. In addition, we propose a video deletion method in video proxy server for newly stored video data. The simulation results show that the proposed method performs better than other methods in terms of the block hit rate and the number of block deletion.

A Selective Video Data Deletion Algorithm to Free Up Storage Space in Video Proxy Server (비디오 프록시 서버에서의 저장 공간 확보를 위한 선택적 동영상 데이터 삭제 알고리즘)

  • Lee, Jun-Pyo;Park, Sung-Han
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.4
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    • pp.121-126
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    • 2009
  • Video poxy server which is located near clients can store the frequently requested video data in storage space in order to minimize initial latency and network traffic significantly. However, due to the limited storage space in video proxy server, an appropriate deletion algorithm is needed to remove the old video data which is not serviced for a long time. Thus, we propose an efficient video data deletion algorithm for video proxy server. The proposed deletion algorithm removes the video which has the lowest request possibility based on the user access patterns. In our algorithm, we arrange the videos which are stored in video proxy server according to the requested time sequence and then, select the video which has the oldest requested time. The selected video is partially removed in order to free up storage space in video poky server. The simulation results show that the proposed algorithm performs better than other algorithms in terms of the block hit rate and the number of block deletion.

Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Design of a Request Pattern based Video Proxy Server Management Technique for an Internet Streaming Service (인터넷 스트리밍 서비스를 위한 요청 기반 비디오 프록시 서버 관리 기법의 설계)

  • Lee, Jun-Pyo;Cho, Chul-Young;Lee, Jong-Soon;Kim, Tae-Yeong;Kwon, Cheol-Hee
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.57-64
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    • 2010
  • Due to the limited storage space in video proxy server, it is often required to replace the old video data which is not serviced for long time with the newly requested video. This replacement causes the service delay and increase of network traffic. To circumvent this problem, we propose the an efficient replacement scheme in a video proxy server. In addition, we present a video data management technique for decreasing the number of replacement in video proxy server. For this purpose, we employ a memory in video proxy server. If the video segment which is loaded in memory is requested once again by a different user, this segment is resided in memory. The video in the memory is stored in the video proxy server depending on the consuming pattern by users. The simulation results show that the proposed algorithm performs better than other algorithms in terms of packet hit rate and number of packet replacement.

A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw (원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw)

  • 서현곤;사공봉;김기형
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1080-1091
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    • 2003
  • Recently, the distance education has been rapidly proliferated with the rapid growth of the Internet and high speed networks. There has been relatively much research with regard to online lecture (teaching and studying) tools for the distance education, compared to the virtual laboratory tools (for self-study and experiments). In this paper, we design and implement a web-based simulation tool, named as SimDraw, for the virtual laboratory in the distance education. To apply the web-based simulation technology into the distance education, some requirements should be met; firstly, the user interface of the simulation should be very easy for students. Secondly, the simulation should be very portable to be run on various computer systems of remote students. Finally, the simulation program on remote computers should be very thin so that students can easily install the program onto their computers. To meet these requirements, SimDraw adopts the client/server architecture; the client program contains only model development and animation functions so that no installation of a client program onto student's system is required, and it can be implemented by a Java applet in Web browsers. The server program supports client programs by offering the functions such as remote compiling, model storing, library management, and user management. For the evaluation of SimDraw, we show the simulation process using the example experimentation of the RIP(Routing Information Protocol) Internet routing protocol.

Simulation for Efficient Employment of JLBS (JLBS의 효율적인 운용을 위한 시뮬레이션)

  • 남동진;한영신;이칠기
    • Proceedings of the Korea Society for Simulation Conference
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    • 2002.05a
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    • pp.183-187
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    • 2002
  • JLBS는 multi-server multi-queue 방식을 채택하고 있으며, 각 tool별로 할당된 license 수에 비례하여 system을 할당한다. 그러나 이러한 방식의 문제점은 특정 tool에만 job이 집중될 경우 비효율적이다. 즉 특정 system은 모두 사용되고 있고, queue에는 많은 job이 대기하고, 여타 tool에 해당하는 queue에는 대기하는 job이 없어서 system이 그냥 놀고 있는 현상이 발생한다. 본 논문에서는 이러한 단점을 극복하기 위해 각 tool에 license수에 비례하여 할당되었던 system을 모든 tool들이 system을 공유할 수 있도록 하는 방법을 제안했다. 대신 system의 숫자는 줄이고, license의 숫자는 더 할당하는 방법으로, 기존의 방법보다 더 효율적으로 나타났다.

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Design of a Multi-Thread Architecture for an LLRP Server (LLRP(Low Level Reader Protocol) 서버를 위한 멀티쓰레드 구조의 설계)

  • Lee, Tae-Young;Kim, Yun-Ho;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • The KIPS Transactions:PartA
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    • v.19A no.2
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    • pp.93-100
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    • 2012
  • LLRP (Low-Level Reader Protocol) specifies an interface between RFID readers and RFID applications, also called LLRP servers and clients respectively. An LLRP server should concurrently execute various functions. This paper designs an LLRP server of a multi-threaded architecture. For that, (i) the operational procedure between LLRP servers and clients is investigated, (ii) the functional requirements of LLRP servers are presented, (iii) the operation of an LLRP server is decomposed into several threads to satisfy those functional requirements, and (iv) the operational procedure is further examined in thread-level. To validate the designed architecture, it is modeled and simulated by using the DEVS formalism which specifies discrete event systems in a hierarchical, modular manner. From the simulation result, we can conclude that the proposed architecture conforms the LLRP standard and satisfies all the given functional requirements.

An Inference Method of a Multi-server Queue using Arrival and Departure Times (도착 및 이탈시점을 이용한 다중서버 대기행렬 추론)

  • Park, Jinsoo
    • Journal of the Korea Society for Simulation
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    • v.25 no.3
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    • pp.117-123
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    • 2016
  • This paper presents inference methods for inner operations of a multi-server queue when historical data are limited or system observation is restricted. In a queueing system analysis, autocorrelated arrival and service processes increase the complexity of modeling. Accordingly, numerous analysis methods have been developed. In this paper, we introduce an inference method for specific situations when external observations exhibit autocorrelated structure and and observations of internal operations are difficult. We release an assumption of the previous method and provide lemma and theorem to guarantee the correctness of our proposed inference method. Using only external observations, our proposed method deduces the internal operation of a multi-server queue via non-parametric approach even when the service times are autocorrelated. The main internal inference measures are waiting times and service times of respective customers. We provide some numerical results to verify that our method performs as intended.

A Design of Dynamic Simulator of Articulated Robot (다관절 로봇의 동적 시뮬레이터 설계)

  • Park, In-Man;Jung, Seong-Won
    • Journal of the Korean Society of Industry Convergence
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    • v.18 no.2
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    • pp.75-81
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    • 2015
  • This study proposes an articulated robot control system using an on/off-line robot graphic simulator with multiple networks. The proposed robot control system consists of a robot simulator using OpenGL, a robot controller based on a DSP(TMS320) motion board, and the server/client communication by multiple networks. Each client can control the real robot through a server and can compare the real robot motion with the virtual robot motion in the simulation. Also, all clients can check and analyze the robot motion simultaneously through the motion image and data of the real robot. In order to show the validity of the presented system, we present an experimental result for a 6-axis vertical articulated robot. The proposed robot control system is useful, especially, in the industrial fields using remote robot control as well as industrial production automation with many clients.

Design and performance evaluation of the software RAID file system in the NOW environment (NOW(Network of Workstations) 환경에서 소프트웨어 RAID 파일 시스템의 설계 및 성능 평가)

  • 김종훈;노삼혁;원유헌
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.6
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    • pp.1266-1272
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    • 1997
  • Due to the price and performanceof uniprocessor workstations and off-the shelf networking, network of workstations(NOW) ae now a cost-effective parallel processing platform tht is competitive with supercomputers. Meanwhile, current network fiile system protocols rely heavily on a central server to coordinate file activity among client workstations. This central server can become a bottleneck that limits scalibility for environments with large numbers of clients. In this paper, we propsoe a highly reliable and effective software RAID file system on the network of workstation environment. We present results form a trace-driven simulation study that shows that the designed software RAID file system is more effective in the aspect of elapsed time when compared with client/server file systems.

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