• Title/Summary/Keyword: UDP hole punching

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A Remote SNMP Connection Request Mechanism for NATed Devices using UDP Hole Punching and Heuristic Hole Binding Time Search (UDP 홀 펀칭과 경험적 홀 유지시간 탐색을 이용한 NAT 환경단말의 SNMP 원격 접속요청 메커니즘)

  • Park, Choon-Gul;Kim, Seong-Il;Jeong, Ki-Tae;Lee, Young-Seok
    • Journal of KIISE:Information Networking
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    • v.35 no.5
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    • pp.367-373
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    • 2008
  • Recently, the NAT middlebox widely deployed in the home network environment prohibits DM operations from reaching user devices behind NAT. In this article, we focus on NAT issues to manage home network devices. Particularly, we discuss standardization efforts, and present our proposal to deploy DM services for VoIP and IPTV devices under NAT. By slightly changing behaviors of Simple Network Management Protocol (SNMP) Manager and Agent, and defining additional Management Objects (MOs) to gather NAT binding information, we could solve the NAT traversal problem under symmetric NAT. Moreover, we propose an enhanced method to search the UDP hole binding time of the NAT box. We applied our method to randomly selected 22 VoIP devices out of 194 NATed hosts in the real broadband network and have achieved 99% of the success ratio for exchanging SNMP request messages and 26% of enhancement for searching the UDP hole binding time.

A Design of Smart Home IoT Device Remote Control Policy Management System based on CEP (CEP 기반의 스마트 홈 IoT 디바이스 원격 제어 정책 관리 시스템 설계)

  • Kim, KyeYoung;Moon, Daejin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.576-578
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    • 2016
  • Various smart home IoT devices and services while the Internet of things is the development has been provided. The core of the smart home IoT service is that user control the device via the Internet communication. Communication of IoT devices, because most with an IP address within the private network, there is a difficulty in the remote control to control access from outside the network. Any of the methods for remote control, to determine the IP address of each other, there is a UDP hole punching for communication. To ensure the data communication success rate closed to 100%, the UDP hole punching must undergo a process of three stages in some cases. In this paper, to provide a system for managing the remote control policy based on the CEP in order to omit the unnecessary steps on the remote control of IoT devices using UDP hole punching.

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Development of Remote Management and Control System for VoIP Terminal (인터넷전화 단말기 원격관리 및 제어시스템 개발)

  • Song, Han-Chun;Ban, Ku-Ik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.73-80
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    • 2011
  • In this paper, we design and implementation of effective remote management system for VoIP(Voice over IP) terminal. Ordinary VoIP terminal is connected inside of NAT(Network Address Translation) assigned private IP address. NAT provides address mapping between outside public IP address and inside private IP address, for outside system telephone call is connected to inside VoIP terminal. In this paper, we also design and implementation of UDP hole punching function that the outside calls pass through the NAT, for outside management system call is connected to internal VoIP terminal, and gathered to management information of the VoIP terminal. Also, we evaluated and analysed of developed system in the test environment. As a result of test, It showed that it was well performed without any data error and data loss in the connectivity, and It showed that it was well gathered management information of the VoIP terminal.

Real-time wireless Audio/video Transmission Technique for Handheld Devices (휴대용 단말기를 위한 실시간 무선 영상 음성 전송 기술)

  • Yoon, Kyung-Seob
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.111-117
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    • 2009
  • Improvement of Wireless internet and handheld devices makes it possible that users can use various multimedia services. But, access point devices are needed while using handheld devices, and those devices use virtual network address for networking. For that reason, end-users hardly use the 1:1 voice or video chat, and messenger service that require direct communications between devices. Also, service providers need central server for relaying packets from terminals to others, the traffic and costs of relaying go high, so real-time massive data transmission services are restrictively provided. In this study, we apply TCP/UDP hole punching technique to those applications. And we implement service that supports real-time multimedia direct transmission between equipments that use virtual network addresses.

Data Send-Receive Structure for Online Game Synchronization (온라인 게임 동기화를 위한 데이터 송수신 구조)

  • Ju, Woo-Suk
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.147-155
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    • 2010
  • On this paper, suggests a communication structure making possible to fast data send-receive for the gaming process synchronization. For these things, first of all, analyze the data send-receive speed effecting on the online game by the game genre. Moreover, we suggested a proper data communication structure like real-time online action game genre which gaming synchronization effects on the gaming process. Communication structure suggested on this paper is being used with TCP/UDP protocol, and it is applied to the network system and verify improved data send-receive speed. These data send-receive structure can be applied to the various online games.