• Title/Summary/Keyword: Simulation Server

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Development of the Marine Engine Room Simulator

  • Jung, Byung-Gun;So, Myung-Ok;Eum, Pil-Yong;Paek, Se-Hwon;Kim, Chang-Hwa
    • Journal of Advanced Marine Engineering and Technology
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    • v.31 no.7
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    • pp.872-880
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    • 2007
  • The development of a Marine Engine Room Simulator system for training and research is described. Development objectives of the system are for both student training, research and development work. The system includes a distributed server/client architecture for 1 to 1, or 1 to many client simulation operation through OPC server, complete separation of visual elements from the controlling routines and the ability to work on the mathematical model independent of the controller and visual systems. A graphical user interface for the man-machine interface has been developed and the mathematical model has been updated. Various engine room operational situations can be simulated. The use of marine engine room simulator for training of sea going engineers and its competency for STCW-95 is discussed.

Improvement of Upload Traffic through Negotiation in UCC Broadcasting System (P2P 기반의 UCC 방송에서 협상을 통한 업로드 트래픽의 개선)

  • Kim, Ji Hoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.171-179
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    • 2014
  • Among the P2P based multimedia streaming architecture, multiple chain architecture has advantage in adapting to dynamically changing network topology simply and rapidly, so this architecture is used for UCC broadcasting system. In UCC broadcasting system, general peer involved in DSLAM becomes UCC server rather than broadcasting system that transfers data from ISP servers. Therefore UCC data generated from UCC server peers is transmitted to peers through DSLAM, and this transmission uses uplink bandwidth of DSLAM. In this paper, I propose an efficient management method of DSLAM uplink bandwidths through negotiating tracker and UCC server peer or head peers of DSLAM. I propose the method that tracker restricts a bitrate of uplink stream of UCC servers when used uplink bandwidth of DSLAM exceeds a certain point of maximum uplink bandwidths. I will show the improved performance of proposed scheme rather than general method with respect to the uplink bandwidth of DSLAM by numerical analysis and simulation.

Enhanced Client Polling with Multilevel Pre-Fetching Algorithm for Wireless Networks

  • Ahmad Nazrul Muhaimin;Geok Tan Kim
    • Journal of Communications and Networks
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    • v.9 no.1
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    • pp.43-49
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    • 2007
  • The implementation of client polling as a weak cache coherence mechanism has two major drawbacks: Firstly, the cache may return a stale copy if the object is changed in the origin server while the cached copy is considered valid. Secondly, the cache can invalidate a cached copy that is still valid in the server. Therefore, we propose a multilevel pre-fetching (MLP) in conjunction with the client polling to refine these drawbacks. MLP is introduced to improve the level of freshness among the cached objects. The simulation results presented in this paper show that the proposed MLP significantly minimizes the number of stale objects and reduces the invalidation messages sent out to the server, i.e., increase the cache HIT rate.

Developing Dynamic Scheduling Algorithm of VoD Server Server System Performance (시스템 성능 향상을 위한 VoD서버의 능동 스케줄링 알고리즘 개발)

  • 김정택;고인선
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.65-65
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    • 2000
  • For Video on Demand(VoD) servers, a design of an efficient scheduler is important to the support a large number of clients having various playback speeds and receiving rates. In this paper, we propose the scheduling algorithm to handle establishing deadlines and selection using the earliest deadline first. To establish deadlines and selections, the period of the receiving rates for each client is located between the over-max receiving rate and the over-playback rate. To avoid video starvation and the buffer overflow of each client, the proposed algorithm guarantees providing the admission control. Because of establishing deadlines and selection, period of each client receiving is between one over max receiving rate and one over play back rate. Using Virtual Buffer in server, scheduling load is reduced. The efficiency of the proposed algorithm is verified using a Petri Net_Based simulation tool, Exspect.

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ASIC design of high speed CAM for connectionless server of ATM network (ATM망의 비연결형 서버를 위한 고속 CAM ASIC 설계)

  • 백덕수;김형균;이완범
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.7
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    • pp.1403-1410
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    • 1997
  • Because streaming mode connection server suitable to wide area ATM networks performs transmission, reception and lookup with time restriction for the transmission time of a cell, it has demerits of large cell loss incase that burst traffic occurs. Therefore, in this paper to decrease cell loss we propose a high speed CAM (Content Addressable Memory) which is capable of processing data of streaming mode connections server at a high speed. the proposed CAM is applied to forwarding table VPC map which performs function to output connection numbers about input VPI(Virtual Path Identifier)/VCI(Virtual Channel Identifier). The designed high speed CAM consist of DBL(Dual Bit Line) CAM structure performed independently write operation and match operation and two-port SRAM structure. Also, its simulation verification and full-custom layout is performed by Hspice and Composs tools in 0.8 .$\mu$m design rule.

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Location tracking using cache in distributed call processing architecture for PCS (PCS를 위한 분산 호 처리 구조(DCPA)에서 캐쉬를 이용한 위치 추적)

  • 박선영;이원열;한기준
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.34S no.8
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    • pp.27-36
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    • 1997
  • In this paper, we propose a locating strategy using a cache based on the distributed call processing stucture. In our stategy, each originating call server, withc is responsible for call setup, has a cache to memorize the service ratio of call server which serves the called terminal.We present performance comparison of the proposed strategy with the existing strategy via simulation. We can reduce the cost for call setup because the originating call server can simpley establish a call without tracing the location of the called terminal. The proposed strategy also reduceds network loads caused by signaling at call setup time and lessens the frequency of queries for the database systems which can be a bottleneck when it serves many subscriber.

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Bi-active Load Balancer for enhancing of scalability and fault-tolerance of Cluster System (확장성과 고장 감내를 위한 효율적인 부하 분산기)

  • Kim, Young-Hwan;Youn, Hee-Yong;Choo, Hyun-Seung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.381-384
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    • 2002
  • This paper describes the motivation, design and performance of bi-active Load balancer in Linux Virtual Server. The goal of bi-active Load balancer is to provide a framework to build highly scalable, fault-tolerant services using a large cluster of commodity servers. The TCP/IP stack of Linux Kernel is extended to support three IP load balancing techniques, which can make parallel services of different kinds of server clusters to appear as a service on a single IP address. Scalability is achieved by transparently adding or removing a node in the cluster. and high availability is provided by detecting node or daemon failures and reconfiguring the system appropriately. Extensive simulation reveals that the proposed approach improves the reply rate about 20% compared to earlier design.

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Design and Evaluation of an Adaptive Reservation-based Batching Polity for Popular Videos (인기 있는 비디오를 위한 적응적 예약기반 일괄처리 정책의 설계 및 평가)

  • Lee, Gyeong-Suk;Bae, In-Han
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.10
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    • pp.2790-2796
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    • 1999
  • In video-on-demand systems, the I.O bandwidth of video servers is the critical resource which contributes to increase in latency. Several approaches: bridging, piggybacking are used to reduce the I/O demand on the video server through sharing. Batching delays the requests for the different videos for a batching window so that more requests for the same video arriving during the current batching window may be served using the same stream. In this paper, we propose an adaptive reservation-based batching policy which dynamically reserves video server capacity for popoular videos according to video server loads. The performance of the proposed policy is evaluated through a simulation, and is compared with simple batching and static reservation-based batching policies. As the result, we know that the adaptive reservation-based batching policy more improves service ratio and average waiting time than simple batching and simple reservation-based batching policy more improves service ratio and average waiting time than simple batching and simple reservation-based batching polices.

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A Study of Mobile Edge Computing System Architecture for Connected Car Media Services on Highway

  • Lee, Sangyub;Lee, Jaekyu;Cho, Hyeonjoong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5669-5684
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    • 2018
  • The new mobile edge network architecture has been required for an increasing amount of traffic, quality requirements, advanced driver assistance system for autonomous driving and new cloud computing demands on highway. This article proposes a hierarchical cloud computing architecture to enhance performance by using adaptive data load distribution for buses that play the role of edge computing server. A vehicular dynamic cloud is based on wireless architecture including Wireless Local Area Network and Long Term Evolution Advanced communication is used for data transmission between moving buses and cars. The main advantages of the proposed architecture include both a reduction of data loading for top layer cloud server and effective data distribution on traffic jam highway where moving vehicles require video on demand (VOD) services from server. Through the description of real environment based on NS-2 network simulation, we conducted experiments to validate the proposed new architecture. Moreover, we show the feasibility and effectiveness for the connected car media service on highway.

Edge Computing Server Deployment Technique for Cloud VR-based Multi-User Metaverse Content (클라우드 VR 기반 다중 사용자 메타버스 콘텐츠를 위한 엣지 컴퓨팅 서버 배치 기법)

  • Kim, Won-Suk
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1090-1100
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    • 2021
  • Recently, as indoor activities increase due to the spread of infectious diseases, the metaverse is attracting attention. Metaverse refers to content in which the virtual world and the real world are closely related, and its representative platform technology is VR(Virtual Reality). However, since VR hardware is difficult to access in terms of cost, the concept of streaming-based cloud VR has emerged. This study proposes a server configuration and deployment method in an edge network when metaverse content involving multiple users operates based on cloud VR. The proposed algorithm deploys the edge server in consideration of the network and computing resources and client location for cloud VR, which requires a high level of computing resources while at the same time is very sensitive to latency. Based on simulation, it is confirmed that the proposed algorithm can effectively reduce the total network traffic load regardless of the number of applications or the number of users through comparison with the existing deployment method.