• Title/Summary/Keyword: broadcast algorithm

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Hierarchical Network Synchronization of STAR Network based on TDMA (STAR 망 TDMA시스템의 계층적 망동기 방식)

  • Yoon, Juhyun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.77-84
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    • 2014
  • In this paper, we propose the hierarchical network synchronization scheme that is backward compatible for the existing commercial system, efficient for total system performance, and whose hardware modification is minimized. This system performance is, the relationship among bandwidth efficiency, complexity and MODEM performance, and superiority of network system applicability. The proposed structure can remedy the high hardware complexity and the lower accuracy of network sychronization that the existing satellite communication terminal system in the star network based on TDM/MF-TDMA of DVB-S2/RCS standards has. Besides, It has high efficiency in view of cost and system performance if the system designed for satellite broadcast requires system upgrade. In the body section, its hardware complexity and system performance of the proposed algorithm is analysed theoretically and treated with the related parameters(symbol rate, spreading factor, etc.) and the BER performance of control channel through the computer simulation for its verification that it can be applied for communications system.

Dynamically Adjusted Probabilistic Broadcasting Mechanism based on Distance Ratio and Node Density for MANETs (MANET에서 이격 비율과 노드 밀집도에 기반한 동적 확률을 적용한 브로드캐스팅 기법)

  • Kim, Jae Soo
    • Journal of Korea Multimedia Society
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    • v.16 no.9
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    • pp.1077-1088
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    • 2013
  • As broadcasting is the process that a node sends a packet to all nodes in the network. it is basic process used for discovering of a routes to a node and disseminating of control information message in Mobile Ad hoc NETwork (MANET). In this paper, we propose dynamically adjusted probabilistic mechanism based on distance ratio and node density for broadcasting in MANETs. The distance ratio can be calculated as the ratio of the radio strength length to the distance from sender of a node, and node density can be get from 1-hop nodes of neighbours. A mobile node receiving broadcast packets determines the probability of rebroadcasting considering distance ratio and node density of itself. Rebroadcast probability will be set as low value to a node which is located in nearby area of sender and has high 1-hop node density, So it reduces packets transmission caused by the early die-out of rebroadcast packets. Compared with the simple flooding and fixed probabilistic flooding by simulation, our approach shows better performances results. Proposed algorithm can reduce the rebroadcast packet delivery more than 30% without scanting reachability, where as it shows up to 96% reachability compared with flooding.

Networked Airborne Relay-Based Positioning Scheme and Performance Enhancement Study Based on TDMA Networks (시분할다중접속 네트워크 기반의 공중 중계 기반 융합 측위 기법 및 성능 향상 연구)

  • Lee, Kyuman;Noh, Hongjun;Park, Hyungwon;Lim, Jaesung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1824-1833
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    • 2016
  • In this paper, we propose networked airborne relay-based positioning scheme (N-ARPS) based on time division multiple access (TDMA) networks to improve the performance of relative navigation (RelNav). To integrate the ARPS into TDMA, there are three problems such as slot allocation, selection of airborne relays, and method for signal loss to be solved. A subframe of N-ARPS is designed to assign the slots for broadcast and relay of navigation signals consecutively to minimize the effect of mobility. The selection algorithm determines the optimum set of airborne relays by selecting evenly distributed nodes depending on their distances to the master station. Finally, we uses precise position location information (PPLI) messages, which are received in data transmission period, to estimate a user position when the navigation signals are missing. The simulation results indicate that N-ARPS significantly improves user accuracy over RelNav.

PRECISE ORBIT DETERMINATION OF GPS SATELLITES USING PHASE OBSERVABLES (위상 관측 자료를 이용한 GPS 위성의 정밀 궤도 결정)

  • 지명국;최규홍;박필호
    • Journal of Astronomy and Space Sciences
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    • v.14 no.2
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    • pp.375-380
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    • 1997
  • The accuracy of user position by GPS is heavily dependent upon the accuracy of satellite position which is usually transmitted to GPS users in radio signals. The real-time satellite position information directly obtained from broadcast ephimerides has the accuracy of 3~10 meters which is very unsatisfactory to measure 100km baseline to the accuracy of less than a few mili-meters. There are globally at present seven orbit analysis centers capable of generating precise GPS ephimerides and their orbit quality is of the order of about 10cm. Therefore, precise orbit model and phase processing technique were reviewed and consequently precise GPS ephimerides were produced after processing the phase observables of 28 global GPS stations for 1 day. Initial 6 orbit parameters and 2 solar radiation coefficients were estimated using batch least square algorithm and the final results were compared with the orbit of IGS, the International GPS Service for Goedynamics.

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Device-to-Device assisted user clustering for Multiple Access in MIMO WLAN

  • Hongyi, Zhao;Weimin, Wu;li, Lu;Yingzhuang, Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.7
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    • pp.2972-2991
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    • 2016
  • WLAN is the best choice in the place where complex network is hard to set up. Intelligent terminals are more and more assembled in some areas now. However, according to IEEE 802.11n/802.11ac, the access-point (AP) can only serve one user at a single frequency channel. The spectrum efficiency urgently needs to be improved. In theory, AP with multi-antenna can serve multiple users if these users do not interfere with each other. In this paper, we propose a user clustering scheme that could achieve multi-user selection through the mutual cooperation among users. We focus on two points, one is to achieve multi-user communication with multiple antennas technique at a single frequency channel, and the other one is to use a way of distributed users' collaboration to determine the multi-user selection for user clustering. Firstly, we use the CSMA/CA protocol to select the first user, and then we set this user as a source node using users' cooperation to search other proper users. With the help of the users' broadcast cooperation, we can search and select other appropriate user (while the number of access users is limited by the number of antennas in AP) to access AP with the first user simultaneously. In the network node searching, we propose a maximum degree energy routing searching algorithm, which uses the shortest time and traverses as many users as possible. We carried out the necessary analysis and simulation to prove the feasibility of the scheme. We hope this work may provide a new idea for the solution of the multiple access problem.

Hybrid reservation request algorithm for dynamic reservation TDMA/TDD protocol (혼합 예약 요청 알고리즘을 이용한 동적 예약 TDMA/TDD 프로토콜)

  • 박선현;최덕규
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.05a
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    • pp.132-132
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    • 2001
  • 본 논문에서는 혼합예약요청(hybrid reservation request) 알고리즘을 적용한 새로운 동적 예약 TDMA 프로토콜을 제안한다. 제안된 혼합 예약 요청 알고리즘은 기존의 랜덤접속방식과 기지국의 중재 없이 단말간 직접 신호교환을 통하여 이웃 단말의 새로운 예약 요청을 대신 전송하는 방식을 혼합해서 사용하는 방법이다. 이 알고리즘은 기존 slotted-ALOHA 방식을 이용한 예약 요청의 비효율성을 개선하여 새로운 단말의 예약 요청실패로 인한 셀 전송지연 및 호 봉쇄 확률(call blocking probability)을 줄이기 위한 목적으로 제안되었다. 제안한 알고리즘은 새로 전송할 데이터를 가진 단말이 많은 경우에 특히 효율적이다. 본 논문에서 제안하는 프로토콜은 모든 종류의 트래픽이 예약을 통한 전송방식으로 전송된다. 즉, 단말들로부터의 예약 요청을 바탕으로, 기지국이 스케줄링을 하여 트래픽 별로 접근 슬랏을 할당해 주는 방식이다. 이 경우, 예약 요청을 하는 방법은 새로 전송을 개시하는 단말과 이미 전송중인 단말의 경우가 다른데, 새로운 전송을 위한 예약이 필요한 단말은 제안하는 알고리즘을 이용하며, 이미 예약에 성공한 단말은 기존에 사용하던 자신의 버스트헤더(burst header)에 피기백(piggybacking)하는 방법을 이용한다. 제안한 알고리즘에 따라, 새로 접속하는 단말이나 새로운 예약 요청이 필요한 단말은 두 단계로 요청을 전송할 수 있다. 첫 번째 단계는 이미 예약에 성공하여 전송중인 이웃단말에게 전송요청신호를 보내 간접적으로 기지국에게 예약을 요청하는 방법이며, 두 번째 단계는 첫 번째 방법이 실패했을 경우 기존의 랜덤접속방법에 참가하는 것이다 먼저 첫 번째 방법에서는 단말이 랜덤접근 구간의 예약요청구간(resonation request)중 하나의 미니 슬랏을 선택해 이웃 단말들에게 한번 방송(broadcast) 한다 이후 ACK 응답구간(ACK receive)에서 응답을 받으면 예약요청성공이라 간주하고, 그렇지 않으면 실패로 판단, 뒤이어 오는 랜덤접근구간(normal random access period)에 참가하여 기지국에게 직접 예약 요청을 한다. 시뮬레이션은 기존 slotted-ALOHA방식으로 랜덤 접속을 할 경우와 제안한 방식과의 성공률을 비교해 제안한 방식의 call blocking probability가 낮음을 보였다.

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An Agent-based Approach for Distributed Collaborative Filtering (분산 협력 필터링에 대한 에이전트 기반 접근 방법)

  • Kim, Byeong-Man;Li, Qing;Howe Adele E.;Yeo, Dong-Gyu
    • Journal of KIISE:Software and Applications
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    • v.33 no.11
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    • pp.953-964
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    • 2006
  • Due to the usefulness of the collaborative filtering, it has been widely used in both the research and commercial field. However, there are still some challenges for it to be more efficient, especially the scalability problem, the sparsity problem and the cold start problem. In this paper. we address these problems and provide a novel distributed approach based on agents collaboration for the problems. We have tried to solve the scalability problem by making each agent save its users ratings and broadcast them to the users friends so that only friends ratings and his own ratings are kept in an agents local database. To reduce quality degradation of recommendation caused by the lack of rating data, we introduce a method using friends opinions instead of real rating data when they are not available. We also suggest a collaborative filtering algorithm based on user profile to provide new users with recommendation service. Experiments show that our suggested approach is helpful to the new user problem as well as is more scalable than traditional centralized CF filtering systems and alleviate the sparsity problem.

Design of Traffic Control Scheme for Supporting the Fairness of Downstream in Ethernet-PON (이더넷 기반 광가입자망에서 공평성 보장을 위한 하향 트래픽 제어 기법 설계)

  • Han Kyeong-Eun;Park Hyuk-Gu;Yoo Kyoung-Min;Kang Byung-Chang;Kim Young-Chon
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.5 s.347
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    • pp.84-93
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    • 2006
  • Ethernet-PON is an emerging access network technology that provides a low-cost method of deploying optical access lines between OLT and ONUs. It has a point-to-multipoint and multipoint-to-point architecture in downstream and upstream direction, respectively. Therefore, downstream packets are broadcast from an OLT toward all ONUs sithout collision. On the other hand, since alt ONUs share a common channel, the collision may be occurred for the upstream transmission. Therefore, earlier efforts on Ethernet-PON have been concentrated on an upstream MAC protocol to avoid collision. But it is needed to control downstream traffic in practical access network, where the network provider limits available bandwidth according to the number of users. In this paper, we propose a traffic control scheme for supporting the fairness of the downstream bandwidth. The objective of this algorithm is to guarantee the fairness of ONUs while maintaining good performance. In order to do this, we define the service probability that considers the past traffic information for downstream, the number of tokens and the relative size of negotiated bandwidth. We develop the simulation model for Ethernet-PON to evaluate the rate-limiting algorithm by using AWESIM. Some results are evaluated and analyzed in terms of defined fairness factor, delay and dropping rate under various scenario.

Hierrachical manner of motion parameters for sports video mosaicking (스포츠 동영상의 모자익을 위한 이동계수의 계층적 향상)

  • Lee, Jae-Cheol;Lee, Soo-Jong;Ko, Young-Hoon;Noh, Heung-Sik;Lee Wan-Ju
    • The Journal of Information Technology
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    • v.7 no.2
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    • pp.93-104
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    • 2004
  • Sports scene is characterized by large amount of global motion due to pan and zoom of camera motion, and includes many small objects moving independently. Some short period of sports games is thrilling to televiewers, and important to producers. At the same time that kinds of scenes exhibit exceptionally dynamic motions and it is very difficult to analyze the motions with conventional algorithms. In this thesis, several algorithms are proposed for global motion analysis on these dynamic scenes. It is shown that proposed algorithms worked well for motion compensation and panorama synthesis. When cascading the inter frame motions, accumulated errors are unavoidable. In order to minimize these errors, interpolation method of motion vectors is introduced. Affined transform or perspective projection transform is regarded as a square matrix, which can be factorized into small amount of motion vectors. To solve factorization problem, we preposed the adaptation of Newton Raphson method into vector and matrix form, which is also computationally efficient. Combining multi frame motion estimation and the corresponding interpolation in hierarchical manner enhancement algorithm of motion parameters is proposed, which is suitable for motion compensation and panorama synthesis. The proposed algorithms are suitable for special effect rendering for broadcast system, video indexing, tracking in complex scenes, and other fields requiring global motion estimation.

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Vizrt Engine-Based Virtual Reality Graphics Algorithm A Study on the Basic Practical Training Method (Vizrt 엔진 기반 가상현실 그래픽 알고리즘과 기초 실습 교육 방식의 연구)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.3
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    • pp.197-202
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    • 2019
  • In the era of the fourth revolution, interest in content production using proven engines in the broadcasting sector, such as Vizrt, is growing. The new visual effects required in the 5G era are critical to content production training. Vizrt has a good production time utility and affordability for broadcast and media content. In this paper, we are going to use this to present a practical case of the theorem and application of the basic training course in the production of virtual content, and to present the basic training direction. In the introduction, the graphic algorithm analyzed and studied the characteristics and environmental factors of the Vizrt engine. In this paper, the production process was studied separately, and the work carried out through engine implementation was presented. The VS Studio Foundation was provided as a practical production case at each stage. The Vizrt engine operator process is important in graphic approach and application, and through the results of the lecture, the method of understanding and implementing algorithms for virtual reality perspective suitable for basic learning was studied. Based on practice, the research method of main theory was to create Vizrt contents specialized in 5G contents work in each sector and to implement graphic production in new areas from contents image. Through this study, we came to the conclusion of the basic training method through virtual reality content work based on Vizrt by practicing content creation according to the subject. It also proposes the effect of creating Vizrt content and the direction of building Vizrt basic training courses.