• Title/Summary/Keyword: client/server architecture

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Teleoperation System of a Mobile Robot over the Internet (인터넷을 이용한 이동로봇의 원격 운용 시스템)

  • Park, Taehyun;Gang, Geun-Taek;Lee, Wonchang
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.3
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    • pp.270-274
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    • 2002
  • This paper presents a teleoperation system that combines computer network and an autonomous mobile robot. We control remotely an autonomous mobile robot with vision over the Internet to guide it under unknown environments in the real time. The main feature of this system is that local operators need a web browser and a computer connected to the communication network and so they can command the robot in a remote location through the home page. The hardware architecture of this system consists of an autonomous mobile robot, workstation, and local computers. The software architecture of this system includes the client part for the user interface and robot control as well as the server part for communication between users and robot. The server and client systems are developed using Java language which is suitable to internet application and supports multi-platform. Furthermore. this system offers an image compression method using JPEG concept which reduces large time delay that occurs in network during image transmission.

Dynamic Characteristics of Actuator for High Density Optical Recording Pick-up (고밀도 기록용 광픽업의 ACTUATOR 동특성)

  • 임경화;이용훈;김석중;이재원
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1995.04a
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    • pp.258-263
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    • 1995
  • 미래 정보와 시대에서 중추적인 역할을 할 광관련 멀티미디어 장비들은 최근 관련 산업계에서 주목을 받기 시작하고 있고 특히 기존 VTR(Video Tape Recorder) 시장을 대체할 차세대 DVDR(Digital Video Disk Recorder)는 기술전쟁이라고 할 정도로 선진 기업의 연구가 치열해지고 있다. DVDR 시스템에서는 필요한 정보들을 레이저빔을 이용한 광학신호로 바꾸어 광디스크에 기록, 재생하는 광픽업이 절대적으로 필요하게 된다. 그런데 광픽업의 위치추종기구인 Actuator는 정확한 위치추종(.+-.1.$\mu$m 오차이내)을 할 수 있는 성능이 요구되며 서보의 특성상 20KHz 이하에서 불필요한 모우드가 가진되지 않는 정밀부품이어야 하므로 Actuator 각 부품의 동적인 특성을 명확히 규명할 필요가 있다. 따라서 본 연구에서는 우선 Actuator 각 부품과 가동부 전체의 중량 및 진동해석을 통해 동특성을 조사하였다. 그리고 Actuator의 중요한 기본성능중 하나인 구동감도 확보여부를 검토할 필요가 있기 때문에 유한요소법 프로그램인 ANSYS를 이용하여 자기회로 부분에 대한 해석을 구하였다. 또한 가동부와 자기회로 등 하위부품을 조립하는 과정에서 발생하는 조립오차로 인해 불필요한 공진과 회전형상이 야기될 수 있으므로 동특성 및 문제점 파악을 위한 민감도 분석이 필요하다. 따라서 본 연구에서는 가동부의 관성 모멘트 값과 강체에 대한 일반식을 이용한 자체 프로그램을 작성하여 조립공차를 구하였다. 이와같은 과정을 통해 구해진 설계값을 바탕으로 실제 제작된 Actuator에 대해서는 비접촉식 측정방법을 통해 동특성값을 측정하였고 이를 해석값과 상호 비교하였다.동강성행렬법(dynamic stiffness matrix method)을 이용하여 해석하고자 한다. 수준임이 입증되었다. 본 연구의 결과를 토대로우리나라 젊고 건강한 남성에게 적합한 무게상수는 작업자군에 대하여 25.05kg, 학생군에 대하여 20.24kg 으로 나타나 이는 미국 NIOSH 안전기준과 대체로 일치함을 발견하였다.ive structures utilized in Client/server architecture for distribution and cooperative processing of application between server and client this study presents two different data management methods under the Client/server environment; one is "Remote Data Management Method" which uses file server or database server and. the other is "Distributed Data Management Method" using distributed database management system. The result of this study leads to the conclusion that in the client/server environment although distributed application is assumed, the data could become centralized (in the case of file server or database server) or decentralized (in the case of distributed

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Vibration Analysis of Beam and Plate with Viscoelastic Supports (점탄성요소 지지경계조건을 갖는 보/평판의 진동해석)

  • 강기호;김광준
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1995.04a
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    • pp.153-158
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    • 1995
  • 보 및 평판의 진동에 대해서 에너지의 손실은 재료감쇠를 이용한 표면감쇠처리나 지지부에서의 감쇠처리에 의하여 증가될 수 있다. 감쇠재료를 이용한 표면감쇠처리의 예로서 보/평판 표면에 접착되는 감쇠 테이프나 코팅등은 아주 효과적임이 입증되었다. 마찬가지로 지지부 감쇠처리는 점탄성재료의 삽입에 의해서 설명될수 있다[1]. 보/평판의 감쇠에 대한 최근의 많은 연구들은 진동하고 있는 보/평판의 표면에 적용하는 감쇠 테이프 혹은 적층형태의 감쇠 처리방법에 대해서 주로 수행되었다. 일반적으로 표면감쇠처리방법은 진동감소에 아주 효과적이지만 실제 적용상에서 항상 가능한 것은 아니며, 이와 같은 경웨는 지지부 감쇠 처리방법에 의존하게 된다[2]. 감쇠특성을 갖는 점탄성재료를 실제로 적용할 때 보/평판의 유한한 길이가 점탄성재료로 지지되며 점탄성재료의 물성치와 치수에 따라서 계의 모우드 매개변수(고유진동수, 계의 손실계수 그리고 모우드형상)가 크게 달라진다. 그리고 이와 같은 계에 대해서는 지지부의 거동보다는 전체 시스템의 고유진동수와 손실계수 그리고 보 영역에서의 모우드 형상에 더 관심이 있으므로 지지부 영역을 집중매개변수(lumped parameter)로 나타내어 계를 해석할 수 있다. 일반적으로 보와 평판의 경계에서는 병진 및 회전방향의 강성 뿐만 아니라 두 강성사이에 연성효과도 동시에 발생하게 되므로 이 항을 고려하여 계를 모델링해야 한다. 본 연구에서는 우선 점탄성 재료에 의한 지지부영역의 등가 강성계수들을 구하고 경계에 강성행렬을 갖는 보의 등가시스템을 얻는다. 그리고 등가시스템의 주파수방정식으로부터 모우드 매개변수에 대한 지지부의 영향을 살펴본다. 또한 시스템이 비교적 복잡한 사각 평판의 진동에 대해서도 동강성행렬법(dynamic stiffness matrix method)을 이용하여 해석하고자 한다. 수준임이 입증되었다. 본 연구의 결과를 토대로우리나라 젊고 건강한 남성에게 적합한 무게상수는 작업자군에 대하여 25.05kg, 학생군에 대하여 20.24kg 으로 나타나 이는 미국 NIOSH 안전기준과 대체로 일치함을 발견하였다.ive structures utilized in Client/server architecture for distribution and cooperative processing of application between server and client this study presents two different data management methods under the Client/server environment; one is "Remote Data Management Method" which uses file server or database server and. the other is "Distributed Data Management Method" using distributed database management system. The result of this study leads to the conclusion that in the client/server environment although distributed application is assumed, the data could become centralized (in the case of file server or database server) or decentralized (in the case of distributed database system) and the data management method through a distributed database system where complete responsi

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Design and Implementation of Internet Broadcasting System based on P2P Architecture (P2P 구조에 기반한 인터넷 방송 시스템 설계 및 구현)

  • Woo, Moon-Sup;Kim, Nam-Yun;Hwang, Ki-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.12B
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    • pp.758-766
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    • 2007
  • IStreaming services with a client-server architecture have scalability problem because a server cannot accomodate clients more than its processing capability. This paper introduces a case study for implementing H.264 streaming system based on P2P architecture in order to provide scalable and stable broadcast streaming services over the internet. The prototype system called OmniCast264 consists of the H.264 encoding server, the streaming server, the proxy server, and peer nodes. The proxy server dynamically manages placement of the peer nodes on the P2P network. Omnicast264 has the concepts of distributed streaming loads, real-time playback, error-robustness and modularity. Thus, it can provide large-scale broadcast streaming services. Finally, we have built P2P streaming systems with 12 PCs connected serially or in parallel. The experiment shows that OmniCast264 can provide real-time playback.

Mobile Web Service Architecture Using Context-store

  • Oh, Sang-Yoon;Aktas, Mehmet;Fox, Geoffrey C.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.5
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    • pp.836-858
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    • 2010
  • Web Services allow a user to integrate applications from different platforms and languages. Since mobile applications often run on heterogeneous platforms and conditions, Web Service becomes a popular solution for integrating with server applications. However, because of its verbosity, XML based SOAP messaging gives the possible overhead to the less powerful mobile devices. Based on the mobile client's behavior that it usually exchanges messages with Web Service continuously in a session, we design the Handheld Flexible Representation architecture. Our proposed architecture consists of three main components: optimizing message representation by using a data format language (Simple_DFDL), streaming communication channel to reduce latency and the Context-store to store context information of a session as well as redundant parts of the messages. In this paper, we focus on the Context-store and describe the architecture with the Context-store for improving the performance of mobile Web Service messaging. We verify our approach by conducting various evaluations and investigate the performance and scalability of the proposed architecture. The empirical results show that we save 40% of transit time between a client and a service by reducing the message size. In contrast to solutions for a single problem such as the compression or binarization, our architecture addresses the problem at a system level. Thus, by using the Context-store, we expect reliable recovery from the fault condition and enhancing interoperability as well as improving the messaging performance.

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Realignment of Clients in Client-server Database System (클라이언트-서버 데이터베이스에서 의 온라인 클라이언트 재배치)

  • Park, Young-B.;Park, J.
    • The KIPS Transactions:PartD
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    • v.10D no.4
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    • pp.639-646
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    • 2003
  • Conventional two-tier databases have shown performance limitation in the presence of many concurrent clients. To this end, the three-tier architecture that exploits similarities in client's object access behavior has been proposed. In this system, clients are partitioned into clusters, and object requests can be then served in inter-cluster manner. Introducing an intermediate layer between server(s) and clients enables this. In this paper, we introduce the problem of client realignment in which access behavior changes, and propose on-line client clustering. This system facilitates adaptive reconfiguration and redistribution of sites. The core issue in this paper is to demonstrate the effectiveness of on-line client clustering. We experimentally investigate the performance of the scheme and necessary costs.

Design and Implementation of Open Web Map Server (개방형 웹 맵 서버의 설계 및 구현)

  • Cho, Dae-Soo;Park, Jong-Hyun
    • The KIPS Transactions:PartD
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    • v.9D no.6
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    • pp.981-990
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    • 2002
  • Over the past few years, a number of studies have been made on web map services which enable the GIS user to access spatial data through the web. They, however. have focused on only implementation techniques separately, such at map client implementation map server implementation, communication between client and server, and the map data representation. Therefore, it is hard to share and practical use the spatial data, because they does not ensure interoperability in heterogeneous map servers. In this paper, In this paper, we have designed and implemented the web map server with open architecture. which complies with the standard interfaces proposed by OpenGIS Consortium (OGC). In particular, we have extended the OGC's Interfaces for a map server to support one or more data sources. This paper has contributed to construction and practical use of web map services by newly proposing the method of implementation of a map server. which could be reused regardless of the types of data sources.

A Design and Implementation of a Web-based DSS for Mathematical Analysis (수리적 분석을 위한 웹 기반 의사결정지원시스템의 설계와 구현)

  • Kim, Sheung-Kown;Kim, Tae-Hyung
    • IE interfaces
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    • v.13 no.3
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    • pp.539-547
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    • 2000
  • An architecture of a Web-based Decision Support system for mathematical analysis is presented. Front-end modules provide web-client GUI environment for mathematical analysis. The networking architecture is built upon client/server system by Java socket and accesses database by JDBC in WWW. Back-end modules provide decision supporting service and data management for mathematical programming analysis. In the back-end any analysis tools, such as mathematical optimizer, simulation package, or statistics package can be used. As an application example for this implementation, optimal facility replacement decision problem is selected. In the implementation the optimal facility replacement decision problem is formulated as a shortest path problem. It uses Oracle DB and CPLEX package as the mathematical optimizer. While ORAWeb is designed and implemented on the optimal facility replacement problem, it can easily be extended to any decision supporting problems that would require mathematical optimization process.

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A Web-based Simulation Environment based on the Client/Server Architecture for Distance Education: SimDraw (원격교육을 위한 클라이언트/서버구조의 웹 기반 시뮬레이션 환경 : SimDraw)

  • 서현곤;사공봉;김기형
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1080-1091
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    • 2003
  • Recently, the distance education has been rapidly proliferated with the rapid growth of the Internet and high speed networks. There has been relatively much research with regard to online lecture (teaching and studying) tools for the distance education, compared to the virtual laboratory tools (for self-study and experiments). In this paper, we design and implement a web-based simulation tool, named as SimDraw, for the virtual laboratory in the distance education. To apply the web-based simulation technology into the distance education, some requirements should be met; firstly, the user interface of the simulation should be very easy for students. Secondly, the simulation should be very portable to be run on various computer systems of remote students. Finally, the simulation program on remote computers should be very thin so that students can easily install the program onto their computers. To meet these requirements, SimDraw adopts the client/server architecture; the client program contains only model development and animation functions so that no installation of a client program onto student's system is required, and it can be implemented by a Java applet in Web browsers. The server program supports client programs by offering the functions such as remote compiling, model storing, library management, and user management. For the evaluation of SimDraw, we show the simulation process using the example experimentation of the RIP(Routing Information Protocol) Internet routing protocol.