• Title/Summary/Keyword: Virtual LAN

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Control Strategy and Stability Analysis of Virtual Synchronous Generators Combined with Photovoltaic Dynamic Characteristics

  • Ding, Xiying;Lan, Tianxiang;Dong, Henan
    • Journal of Power Electronics
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    • v.19 no.5
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    • pp.1270-1277
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    • 2019
  • A problem with virtual synchronous generator (VSG) systems is that they are difficult to operate stably with photovoltaic (PV) power as the DC side. With this problem in mind, a PV-VSG control strategy considering the dynamic characteristics of the DC side is proposed after an in-depth analysis of the dynamic characteristics of photovoltaic power with a parallel energy-storage capacitor. The proposed PV-VSG automatically introduces DC side voltage control for the VSG when the PV enters into an unstable working interval, which avoids the phenomenon where an inverter fails to work due to a DC voltage sag. The stability of the original VSG and the proposed PV-VSG were compared by a root locus analysis. It is found that the stability of the PV-VSG is more sensitive to the inertia coefficient J than the VSG, and that a serious power oscillation may occur. According to this, a new rotor model is designed to make the inertial coefficient automatically change to adapt to the operating state. Experimental results show that the PV-VSG control strategy can achieve stable operation and maximum power output when the PV output power is insufficient.

A Virtual Grouping Scheme for Improving the Performance of IEEE 802.11 Distributed Coordination Function (IEEE 802.11 DCF의 성능 향상을 위한 가상 그룹 방법)

  • 김선명;조영종
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.8
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    • pp.9-18
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    • 2004
  • The IEEE 802.11 Distributed Coordination Function(DCF) protocol provides a contention-based distribution channel access mechanism for stations to share the wireless medium. However, the performance of the DCF drops dramatically in terms of throughput, delay and delay jitter as the number of active stations becomes large. In this paper, we propose a simple and effective scheme, called DCF/VG(Distributed Coordination Function with Virtual Group), for improving the performance of the IEEE 802.11 DCF mechanism. In this scheme, each station independently decides the virtual group cycle using the information provided by the carrier sensing mechanism. The virtual group cycle consists of one or more virtual groups and a virtual group includes an idle period and a busy period. Each station operates in only one out of several virtual groups of the virtual group cycle and does not operate in the others. In other words, each station decreases its backoff counter and tries to transmit a packet only in its virtual group like the IEEE 802.11 DCF. Performance of the proposed scheme is investigated by numerical analysis and simulation. Numerical and simulation results show that the proposed scheme is very effective and has high throughput and low delay and jitter under a wide range of contention level.

End-to-end Packet Statistics Analysis using OPNET Modeler Wireless Suite (OPNET Modeler Wireless Suite를 이용한 종단간 패킷 통계 분석)

  • Kim, Jeong-Su
    • The KIPS Transactions:PartC
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    • v.18C no.4
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    • pp.265-278
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    • 2011
  • The objective of this paper is to analyze and characterize end-to-end packet statistics after modeling and simulation of WiFi (IEEE 802.11g) and WiMAX (IEEE 802.16e) of a virtual wireless network using OPNET Modeler Wireless Suite. Wireless internal and external network simulators such as Remcom's Wireless InSite Real Time (RT) module, WinProp: W-LAN/Fixed WiMAX/Mobile WiMAX, and SMI system, are designed to consider data transfer rate based on wireless propagation signal strength. However, we approached our research in a different perspective without support for characteristic of these wireless network simulators. That is, we will discuss the purpose of a visual analysis for these packets, how to receive each point packets (e.g., wireless user, base station or access point, and http server) through end-to-end virtual network modeling based on integrated wired and wireless network without wireless propagation signal strength. Measuring packet statistics is important in QoS metric analysis among wireless network performance metrics. Clear packet statistics is an especially essential metric in guaranteeing QoS for WiMAX users. We have found some interesting results through modeling and simulation for virtual wireless network using OPNET Modeler Wireless Suite. We are also able to analyze multi-view efficiency through experiment/observation result.

An Efficient Authentication Protocol Using Single Bit Synchronization for Wireless LAN Environment (단일 Bit 동기화를 이용한 무선 LAN 환경에서의 효율적인 인증 프로토콜)

  • Jo Hea Suk;Youn Hee Yong
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.747-754
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    • 2004
  • Today, wireless LANs are widely deployed in various places such as corporate office conference rooms, industrial warehouses, Internet-ready classrooms, etc. However, new concerns have been raised regarding suity. Currently, both virtual private network(VPN) and WEP are used together as a strong authentication mechanism. While security is increased by using VPN and WEP together, unnecessary redundancy occurs causing power consumption increase and authentication speed decrease in the authentication process. In this paper a new synchronization protocol for authentication is proposed which allows simple authentication, minimal power consumption at the mobile station, and high utilization of authentication stream. This is achieved by using one bit per a frame authentication, while main authentication process including synchronization is handled by access points. Computer simulation reveals that the proposed scheme significantly improves the authentication efficiency in terms of the number of authenticated frames and authentication speed compared with an earlier protocol employing a similar authentication approach.

A Study on Evaluation System based on Characteristics of BcN (BcN 특성 관점의 평가체계 개발에 관한 연구)

  • Na, Yun-Ji;Ko, Il-Seok;Cho, Young-Suk
    • Convergence Security Journal
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    • v.6 no.3
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    • pp.49-58
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    • 2006
  • Currently there are many standards of network management. They are : SNMP (Simple Network Management Protocol-for Internet management), CMIP (Common Management Information Protocol-standardized by ITU-T and ISO), RMON (Remote network MONitoring-for distributed management of the LAN segment), and so on. Especially RMON has created the many concerns in order to manage subnetworks of a large network, but it has negative aspects. For instance, routers or hubs with RMON capability are expensive to a network manager because of adding heavy management cost. Moreover it imposes a heavier burden on network manager, because it must use a network management tool which will be additionally needed with RMON device. This paper proposes a model of PC based RMON Agent system. The RMON Agent system monitors the traffic on LAN segment through the use of a Virtual Device Driver (VxD), based on PC. In term of cost this model will replace the expensive RMON device, and eventually enable a network manager to manage LAN segment more efficiently, due to reduced cost.

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Design and Implementation of PC Management System using SNMP (SNMP를 이용한 PC 관리 시스템의 설계 및 구현)

  • Joe, Kyu-Oak;Ahn, Sung-Jin;Chung, Jin-Wook
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.86-93
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    • 1999
  • In this paper, we have designed and implemented that PC management system has the function of monitoring and controlling system management MIB defined for PC management using SNMP in PC room. System management MIB consists of monitoring MIB for system and processor information and controlling MIB for backup and restoration. For this, we have added new defined MIB variables to standard MIB and displayed system information, processor information, backup and restoration information of managed PC. And the structure between management system and managed system is shown and process of system information, processor information, backup and restoration of managed PC is illustrated. On real environmental, by monitoring window version, CPU type, system memory and virtual memory and performing backup and restoration of managed PC, actual operation is tested. Management system gathers system information and processor information from managed system and performs backup and restoration for recovering fault of managed system. Hence PC managers can operate and manage many PCs on LAN, efficiently.

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Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

A Ubiquitous Interface System for Mobile Robot Control in Indoor Environment (실내 환경에서의 이동로봇 제어를 위한 유비쿼터스 인터페이스 시스템)

  • Ahn Hyunsik;Song Jae-Sung
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.1
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    • pp.66-71
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    • 2006
  • Recently, there are lots of concerning on ubiquitous environment of robots and URC (Ubiquitous Robotic Companion). In this paper, a practical ubiquitous interface system far controlling mobile robots in indoor environments was proposed. The interface system was designed as a manager-agent model including a PC manager, a mobile manager, and robot agents for being able to be accessed by any network. In the system, the PC manager has a 3D virtual environment and shows real images for a human-friendly interface, and share the computation load of the robot such as path planning and managing geographical information. It also contains Hybrid Format Manager(HFM) working for transforming the image, position, and control data and interchanging them between the robots and the managers. Mobile manager working in the minimized computing condition of handsets has a mobile interface environment displaying the real images and the position of the robot and being able to control the robots by pressing keys. Experimental results showed the proposed system was able to control robots rising wired and wireless LAN and mobile Internet.

Separating VNF and Network Control for Hardware-Acceleration of SDN/NFV Architecture

  • Duan, Tong;Lan, Julong;Hu, Yuxiang;Sun, Penghao
    • ETRI Journal
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    • v.39 no.4
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    • pp.525-534
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    • 2017
  • A hardware-acceleration architecture that separates virtual network functions (VNFs) and network control (called HSN) is proposed to solve the mismatch between the simple flow steering requirements and strong packet processing abilities of software-defined networking (SDN) forwarding elements (FEs) in SDN/network function virtualization (NFV) architecture, while improving the efficiency of NFV infrastructure and the performance of network-intensive functions. HSN makes full use of FEs and accelerates VNFs through two mechanisms: (1) separation of traffic steering and packet processing in the FEs; (2) separation of SDN and NFV control in the FEs. Our HSN prototype, built on NetFPGA-10G, demonstrates that the processing performance can be greatly improved with only a small modification of the traditional SDN/NFV architecture.

Hand gesture recognition for player control

  • Shi, Lan Yan;Kim, Jin-Gyu;Yeom, Dong-Hae;Joo, Young-Hoon
    • Proceedings of the KIEE Conference
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    • 2011.07a
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    • pp.1908-1909
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    • 2011
  • Hand gesture recognition has been widely used in virtual reality and HCI (Human-Computer-Interaction) system, which is challenging and interesting subject in the vision based area. The existing approaches for vision-driven interactive user interfaces resort to technologies such as head tracking, face and facial expression recognition, eye tracking and gesture recognition. The purpose of this paper is to combine the finite state machine (FSM) and the gesture recognition method, in other to control Windows Media Player, such as: play/pause, next, pervious, and volume up/down.

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