• 제목/요약/키워드: Wired and Wireless

검색결과 905건 처리시간 0.035초

유/무선 Seamless 핸드오프를 위한 설계 및 구현 (Design and Implementation for Wired/wireless Seamless Handoff)

  • 이학구;김평수;김선우;김영근
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 2004년도 학술대회 논문집 정보 및 제어부문
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    • pp.243-245
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    • 2004
  • This paper proposes design and implementation for Seamless Handoff method between adapters in a system environment where both wired and wireless adapters are present First of all, by settingLayer 2 address of wired adapter to Layer 2address of wireless adapter, then generate virtual adapter on the above layer to make these two adapters operate on an IP address. Under the condition, when wired communication via the wired adapter gets disconnected while in service, wireless handoff occurs by mapping information on the wireless adapter to the virtual adapter. According to the method proposed in this paper, continuous session can be obtained even when handoff between wired and wireless adapters occurs at lower level in an application where both IP address and Port address are used to maintain session since If address does not change.

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유무선 혼합망에서 TCP와 Snoop 프로토콜 비교에 관한 연구 (Comparison about TCP and Snoop protocol on wired and wireless integrated network)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제5권2호
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    • pp.141-156
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    • 2009
  • As the TCP is the protocol designed for the wired network that packet loss probability is very low, because TCP transmitter takes it for granted that the packet loss by the wireless network characteristics is occurred by the network congestion and lowers the transmitter's transmission rate, the performance is degraded. The Snoop Protocol was designed for the wired network by putting the Snoop agent module on the BS(Base Station) that connect the wire network to the wireless network to complement the TCP problem. The Snoop agent cash the packets being transferred to the wireless terminal and recover the loss by resending locally for the error occurred in the wireless link. The Snoop agent blocks the unnecessary congestion control by preventing the dupack (duplicate acknowledgement)for the retransmitted packet from sending to the sender and hiding the loss in the wireless link from the sender. We evaluated the performance in the wired/wireless network and in various TCP versions using the TCP designed for the wired network and the Snoop designed for the wireless network and evaluated the performance of the wired/wireless hybrid network in the wireless link environment that the continuous packet loss occur.

유무선 통합망에서의 음성 서비스의 성능 테스트 및 평가 (Performance Test and Evaluation of Voice Traffic in Wired and Wireless Integrated Network)

  • 조준모;최대우
    • 한국산학기술학회논문지
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    • 제10권2호
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    • pp.280-286
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    • 2009
  • NGN(Next-Generation Network)의 구조는 전 IP 유무선 통합망으로서 다양한 관점에서 연구되어져왔으며 이러한 네트워크의 성능은 가장 중요한 쟁점의 하나이다. 본 연구에서는 다양한 유무선 통합망에서 음성 서비스를 제공할 때에 발생할 수 있는 문제점과 요인들을 발견하기 위하여 OPnet 시뮬레이터를 활용하여 성능분석을 수행하였다. 단일의 유선망이나 무선망과는 달리 유무선 통합망에서만 보이는 특성을 측정하고 분석하였다. 특히, 유무선 통합망에서는 네트워크의 전송이 빈번하지 않은 환경에서도 전반적인 망의 성능이 저하되는 결과를 측정하였으며 그밖에도 노드수의 증가와 전송량의 변화에 따른 망의 성능을 비교 분석하였다.

A Quantitative Analysis of System-Level Performance of the Wireless LAN in Digital Home Environments

  • Son, Byoung-Hee;Kim, Hag-Bae
    • Journal of Ubiquitous Convergence Technology
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    • 제2권1호
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    • pp.51-55
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    • 2008
  • A digital home is a ubiquitous environment that is expected to be realized in the near future. All information appliances in a house are connected to each other through wired and/or wireless home networks. Authenticated user can access the various services provided by the digital home, and the access is not restricted by equipment, time, or location. The technologies that form the digital home can be grouped into two categories: wired networking technologies and wireless networking technologies. For the purpose of ubiquitous environments, wireless-networks offer suitable and seamless high-quality services. A wireless LAN can be created simply by equipping a single access point. For that reason, the cost of establishing such a network is low and using it is easy. Of course, there is an exciting new wireless technology. It is the Ultra Wide Band (UWB). However, it is not enough to bring wireless convenience, although offering a broad range of high-speed data transfer capabilities, Because of unstable. Thus, of the wireless-networking systems, we focus on the wireless LAN. We quantitatively analyze its capabilities. The dynamic and adaptive wireless LAN provides a foundation for the evolution toward the next generation of wireless and adaptive networks. The difference between wired LAN and wireless LAN in upload and download rates is small. Although the wireless LAN experiences a greater loss rate than the wired LAN, the difference is minimal. We conclude that a wireless LAN is suitable for use in an apartment environment.

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전기자동차용 유·무선 통합 충전을 고려한 무선 충전 시스템의 두 가지 제어 방식에 따른 효율 비교·분석 (Comparison of Efficiency According to the Two Control Method of the Wireless Charging System Considering Wired/Wireless Integrated Charging System for EV)

  • 허훈;이주아;심동현;손원진;이병국
    • 전력전자학회논문지
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    • 제27권3호
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    • pp.228-236
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    • 2022
  • The charging methods of electric vehicles are divided into wired charging and wireless charging. Restrictions on the use of charging infrastructure for wireless charging vehicles currently exist because most charging infrastructure uses the wired charging method. Thus, wired and wireless integrated charging system has been studied. In this system, a wireless charging system especially requires a control method for high-efficiency operation in consideration of a change in a coupling coefficient. Therefore, this paper introduces two control methods for the high-efficiency operation of wireless charging that can be applied to wired and wireless integrated charging systems. In addition, loss analysis is performed through PSIM simulation to select a more advantageous method for high-efficiency operation among the two control methods. To verify the simulation-based loss analysis result, the two control methods are applied to the actual wireless charging system, and the efficiency is compared through the experiments Based on the experimental results, a control method suitable for high-efficiency operation of the wireless charging method is selected.

A Construction of An Intelligent Industry Network through Wireless Sensor Network

  • Yun, Yeo-hong;Hwang, Kwang-il;Han, Woo-young;Eom, Doo-seop
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 I
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    • pp.465-468
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    • 2003
  • In industry areas, a lot of factories and process plants need network for processing data acquired from field and for communicating between sensors or actuators or field controllers. Most of the industry networks are based on wired solutions. But, recently, a lot of factories and process plants are moving into wireless solutions since they have some advantages compared with wired one. In this paper we first review the characteristics of wired and wireless network technologies and introduce the new technique called wireless sensor network (WSN). And then we describe the wireless sensor node system designed by us for WSN which has the ability of small size, flexibility and low-power consumption and embedded into the Bar-code scanner to communicate each other. Finally, we conclude this paper by showing that wireless industry network can be constructed with wireless sensor network without large change of traditional wired topologies through experiment using wireless sensor nodes.

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CATV망을 이용한 유무선 연동의 하이브리드 센서 네트워크 모델 설계 (Design of Wired and Wireless linkage Hybrid Sensor Network Model over CATV network)

  • 이경숙;김현덕
    • 융합보안논문지
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    • 제12권3호
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    • pp.67-73
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    • 2012
  • 본 논문에서는 지그비를 이용한 무선 기반 센서 네트워크 단점을 극복하기 위하여 유무선 네트워크 연동 기술을 이용한 하이브리드 센서 네트워크 구현 방안을 제시하였다. 제안된 유무선 연동 센서 네트워크는 CATV망에서의 저손실 전송 특성을 바탕으로 실내 무선 환경의 열악한 전송 특성을 보완할 수 있으며, 마찬가지로 동일 주파수 대역의 무선랜과 블루투스의 간섭에서도 자유로울 수 있다. 또한 이미 충분한 인프라가 구축되어 있는 CATV망을 변경없이 사용하고, 기존 무선망의 전송 부정확성에 대한 안정성과 예측 가능한 전송 링크를 제공함으로써 네트워크 설계가 보다 효율적이었으며, 센서 네트워크의 안정성과 높은 신뢰성을 보장하였다.

J2ME 기반 유.무선 연동의 모바일 전자지갑 설계 및 구현 (Design and Implementation of J2ME-based Wired/Wireless Interworking Mobile Wallet)

  • 박남제;송유진
    • 정보처리학회논문지C
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    • 제9C권5호
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    • pp.687-698
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    • 2002
  • 무선인터넷의 활성화와 더불어 기존의 유선 및 무선 전자상거래를 통합하는 여러 방안에 대한 관심이 고조되고 있다 유.무선 통합형 전자상거래를 위해서 무선통신 환경에서의 최적화된 보안 및 인증 그리고 사용자에게 보다 편리한 사용방안이 선결되어야 한다. 본 논문에서는 J2ME(Java 2 Micro Edition) 기반 MIDP(Mobile Information Device Profile)를 이용해서 전자지불용 전자지갑 모듈 개발을 통해 유선과 무선에서 공통으로 사용할 수 있는 유\ulcorner무선 연동의 모바일 전자지갑(Mobile Wallet)을 설계 및 구현하였다. 본 논문에서 구현한 전자지갑의 특징은 지불정보의 암\ulcorner복호화를 통한 안전성 제공과 전자지갑의 다운로드를 통해 유.무선 환경에서 온라인 형태로 사용할 수 있는 기능을 제공하는 것이다. 또한 유.무선인터넷 전자상거래에서 안전하고 편리한 지불방안을 제시한다.

유무선 혼합망에서 웹 트래픽 성능에 관한 연구 (A Study about Web Traffic Performance on wired and wireless network)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.47-58
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    • 2011
  • Snoop was suitably designed for wired and wireless network as having snoop agent module in BS(Base Station) which is connecting to both wired and wireless network in order to supplement the problems of TCP. This study examined performance difference by using the web traffic taken wide possession in current internet traffic. The web traffic has greater amount of traffic, shorter life time, and smaller size than other traffics. This study found that snoop producing performance improvement of wireless network in the network mixed with the wired and wireless lead performance loss when transmitting web traffic. This study found that in case of web traffic is transmitted it bring a performance improvement of web traffic as computing BWE((Bandwidth Expansion), and also found that this study prove of performance improvement by decreasing local retranmission.

유무선 연동유형별 모바일게임 콘텐츠 개발 (Development of Mobile Game Content through Interoperability between Wired and Wireless - Focused on Interoperability Types -)

  • 김기일;김미진
    • 한국콘텐츠학회논문지
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    • 제7권8호
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    • pp.76-85
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    • 2007
  • 게임시장에서는 유선 온라인 게임의 수익을 극대화 할 수 있는 방안의 하나로 유선 온라인 게임의 소재를 연동 요소로 채택한 모바일 콘텐츠가 서비스 중에 있다. 본 논문에서는 유무선 연동 게임 콘텐츠의 연동방법을 크게 자체전송형, 인증코드형, 혼합형의 3가지로 분류하고 다수의 유선 온라인 게임에서 선택한 연동 요소들과 연동유형의 연관성에 대해 분석해 보고 특정 온라인게임에 적합한 유무선 연동 콘텐츠를 개발하여 연동서버, 모바일의 입출력 및 처리를 담당하는 모바일 서버 그리고 사용자들이 게임 내에서의 모든 정보를 기록하는 게임서버를 실제로 구현하고 연동해 봄으로써 유무선 연동 게임 콘텐츠의 구현 방법을 제안하고자 한다.