• Title/Summary/Keyword: User Mobility Support

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User Mobility Support and Performance Evaluation in Wireless Sensor Networks (무선 센서 망에서의 사용자 이동성 지원 라우팅 프로토콜 제안 및 성능분석)

  • Choi, Young-Hwan;Yu, Fu-Cai;Park, Soo-Chang;Jin, Min-Sook;Kim, Sang-Ha
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10d
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    • pp.171-175
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    • 2007
  • 무선 센서 망에서 기존에 제안된 이동성 모델에 대한 연구는 크게 4가지로 구분된다: 싱크 이동성, 사용자 이동성, 센서 이동성, 그리고 이벤트 이동성. 기존의 연구들 중에 일부는 싱크 역할에 사용자를 포함된다. 하지만 최초 정보요구 및 최종 정보획득의 주체로 사용자는 싱크의 역할에서 독립된 개체로 존재할 수 있다. 이를 통해, 싱크는 기존 연구된 정적 측은 동적 기반 정보 군집 프로토콜을 모두 수용할 수 있으며, 이동 중인 사용자에게 수집된 정보를 전달하면 된다. 본 논문은 이러한 사용자 이동성 보장 프로토콜을 제안하고 컴퓨터 모의실험을 통해 그의 성능을 평가한다.

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MAC Protocol for Reliable Multicast over Multi-Hop Wireless Ad Hoc Networks

  • Kim, Sung-Won;Kim, Byung-Seo;Lee, In-Kyu
    • Journal of Communications and Networks
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    • v.14 no.1
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    • pp.63-74
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    • 2012
  • Multicast data communication is an efficient communication scheme, especially inmulti-hop ad hoc networks where the media access control (MAC) layer is based on one-hop broadcast from one source to multiple receivers. Compared to unicast, multicast over a wireless channel should be able to deal with varying channel conditions of multiple users and user mobility to provide good quality to all users. IEEE 802.11 does not support reliable multicast owing to its inability to exchange request-to-send/clear-to-send and acknowledgement packets with multiple recipients. Thus, several MAC layer protocols have been proposed to provide reliable multicast. However, additional overhead is introduced, as a result, which degrades the system performance. In this paper, we propose an efficient wireless multicast MAC protocol with small control overhead required for reliable multicast in multi-hop wireless ad hoc networks. We present analytical formulations of the system throughput and delay associated with the overhead.

Performance Trade-Off Analysis of Handover Schemes in OFDMA-based Cellular Systems (OFDMA 기반 셀룰러 시스템에서 핸드오버 기법의 성능 Trade-Off 분석)

  • Wang, Hanho
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.62 no.4
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    • pp.216-222
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    • 2013
  • Handover is a technical methodology to support mobility of wireless communication users, which mainly affects the capacity of wireless communication systems and the quality of service (QoS) of link level signal. However, in OFDMA-based cellular systems, there are few published technical reports investigating handovers with respect to diversity gains and resource consumption depending on what handover technique is adopted. In this paper, we propose handover schemes exploiting transmit diversity and macro-diversity in order to increase capacity of OFDMA-based wireless communication systems, and analyze their performance. In cellular environments, depending on what handover scheme is selected, average signal-to-interference-and-noise ratio is calculated first for a handover user in order to evaluate the link level QoS. Through this technical evaluation for handover schemes, we conclude what handover scheme is suitable for OFDMA-based cellular systems.

A Study on the Direction of Ubiquitous Office with a Focus on Work Services (업무유형에 따른 유비쿼터스 오피스 계획 방향에 관한 연구)

  • Cho, Myung Eun;Chae, Hee Hwa;Lee, Ju Hyun;Kim, Mi Jeong
    • Korean Institute of Interior Design Journal
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    • v.21 no.2
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    • pp.186-196
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    • 2012
  • Information technology has changed the human life as well as the societal and economic paradigm. New office environments have been proposed to cope with emerging changes and to support working performances by reducing costs of office operation and business. Recently, office environments have adopted ubiquitous computing with a focus on collaboration to promote real-time enterprises. They become equipped with various mobile devices and pervasive technologies in wireless networks. This study aims to propose a direction for the adoption of mobile and pervasive computing on the new office environment. We investigate relate works and analyze new office types including mobile offices, telework centers and home offices. Using a customized questionnaire, the current conditions of the office environments and officers' demands were investigated and analyzed. In the end, we propose the direction for a ubiquitous office environment with a focus on two attributes, ubiquity and mobility. This research will be a basis for the development of ubiquitous offices that support the professionalism of works in practices.

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A Seamless Lawful Interception Architecture for Mobile Users in IEEE 802.16e Networks

  • Lee, Myoung-Rak;Lee, Taek;Yoon, Byung-Sik;Kim, Hyo-Gon;In, Hoh Peter
    • Journal of Communications and Networks
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    • v.11 no.6
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    • pp.626-633
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    • 2009
  • Lawful interception (LI) involves legally accessing private communication such as telephone calls or email messages. Numerous countries have been drafting and enacting laws concerning the LI procedures. With the proliferation of portable Internet services such as the IEEE 802.16e wireless mobile networks, surveillance over illegal users is an emerging technical issue in LI. The evermigrating users and their changing IP's make it harder to provide support for seamless LI procedures on 802.16e networks. Few studies, however, on seamless LI support have been conducted on the 802.16e mobile networks environments. Proposed in this paper are a seamless LI architecture and algorithms for the 802.16e networks. The simulation results demonstrate that the proposed architecture improves recall rates in intercepting mobile user, when compared to the existing LI architectures.

Mobile Game Control using Gesture Recognition (제스처 인식을 활용한 모바일 게임 제어)

  • Lee, Yong-Cheol;Oh, Chi-Min;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.629-638
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    • 2011
  • Mobile game have an advantage of mobility, portability, and simple interface. These advantages are useful for gesture recognition based game which should not have much content quantity and complex interface. This paper suggests gesture recognition based mobile game content with user movement could be applied directly to the mobile game wherever recognition system is equipped. Gesture is recognized by obtaining user area in image from the depth image of TOF camera and going through SVM(Support Vectorn Machine) using EOH(Edge Of Histogram) features of user area. And we confirmed that gesture recognition can be utilized to user input of mobile game content. Proposed technique can be applied to a variety of content, but this paper shows a simple way of game contents which is consisted of moving and jumping newly.

A Handover Scheme based on Partial Encrypton Method to Support Security and Rapidity of Mobile WiMAX (Mobile WiMAX에서 부분암호화 방식을 적용한 안전하고 신속한 핸드오버 기법)

  • Kim, Ki-Su;Kim, Yon-Cheol;Lee, Sang-Ho
    • Journal of Convergence Society for SMB
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    • v.1 no.1
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    • pp.67-73
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    • 2011
  • Handover in high speed mobile communication service, in particulary mobile WiMAX is supported efficiency mobility to 120km/h speed. But, in order to accommodate number of user increment in a cell, wireless network is increment to microcell and picocell by allocate bandwidth and by decrease cell size. handover is occurrent and increment connection failure ratio In this result. IEEE 802.16 standard is support seamless connection through handover optimization scheme. But because authentication process is abbreviate, network weakness is exposure. In this paper, we propose handover scheme for support realtime service as VoIP, Picure communication, Streaming Data Service in order to support partially encryption method. In experiment, proposed scheme is proof which process time is increment 20% more than previous scheme.

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Cache Replacement Strategies considering Location and Region Properties of Data in Mobile Database Systems (이동 데이타베이스 시스템에서 데이타의 위치와 영역 특성을 고려한 캐쉬 교체 기법)

  • Kim, Ho-Sook;Yong, Hwan-Seung
    • Journal of KIISE:Databases
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    • v.27 no.1
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    • pp.53-63
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    • 2000
  • The mobile computing service market is increasing rapidly due to the development of low-cost wireless network technology and the high-performance mobile computing devices. In recent years, several methods have been proposed to effectively deal with restrictions of the mobile computing environment such as limited bandwidth, frequent disconnection and short-lived batteries. Amongst those methods, much study is being done on the caching method - among the data transmitted from a mobile support station, it selects those that are likely to be accessed in the near future and stores them in the local cache of a mobile host. Existing cache replacement methods have some limitations in efficiency because they do not take into consideration the characteristics of user mobility and spatial attributes of geographical data. In this paper, we show that the value and the semantic of the data, which are stored in the cache of a mobile host, changes according to the movement of the mobile host. We argue it is because data that are geographically near are better suited to provide an answer to a users query in the mobile environment. Also, we define spatial location of geographical data has effect on, using the spatial attributes of data. Finally, we propose two new cache replacement methods that efficiently support user mobility and spatial attributes of data. One is based on the location of data and the other on the meaningful region of data. From the comparative analysis of the previous methods and that they improve the cache hit ratio. Also we show that performance varies according to data density using this, we argue different cache replacement methods are required for regions with varying density of data.

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uPC player : An OS Virtualization-based Technique to Support Stateless Computing Execution Environment on Windows (uPC player : 윈도우 운영체제에서의 OS가상화 기반 무상태 컴퓨팅 실행환경 지원 기술)

  • Sung, Baek-Jae;Park, Chan-Ik
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.1
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    • pp.125-129
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    • 2010
  • Stateless computing supports a mobility of computing environment easily. It is becoming a major technology for securing personal user's information on shared computing environment. With the advance of virtualization technology and cloud computing, stateless computing is an essential part of personal computing environment connectivity (user's setting and data is stored in remote server or some storage, and it can be restored at any computing environment) In this paper, we propose uPC player that supports stateless computing execution environment on Windows. uPC player provides Windows operating system to user by using an uPC OS virtualization module. In this paper, we leverage how uPC player is designed and implemented for supporting a stateless computing execution environment. uPC player provides a desktop switch between host-system execution environment and uPC virtual execution environment. And it needs just one second for loading uPC virtual execution environment by using OS virtualization-based technique.

The Design, Implementation, and Evaluation of a User-Level Mobile Ad Hoc Network Routing with COTS Devices (사용자 계층 모바일 애드혹 라우팅 네트워크 설계와 실제 환경에서의 성능 검증)

  • Kim, Joon-Gyum;Gong, Taesik;Lee, Sung-Ju
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.7
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    • pp.845-851
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    • 2019
  • We design, implement, and evaluate a user-level ad hoc network routing protocol on the COTS (commercial off-the-shelf) mobile devices. In situations such as disaster recovery, emergency communication between mobile devices is necessary. For wide deployability and usability of such a system, we design and implement the networking protocols on the user level instead of modifying the kernel of mobile devices. In order to support reliable data transfer in high mobility scenarios, we selected to implement AODV (Ad Hoc On-Demand Distance Vector) as the routing protocol and TCP as the transport layer protocol. With our implementation of ad hoc networking stack on COTS smartphones, we conducted experiments in various networking environments. Our experimental results show that ad hoc networking is possible in up to 12 hops in a line topology and 5 concurrent devices in a star topology.