• Title/Summary/Keyword: client-server systems

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A Study on Design of a Distributed Game Server System (분산 게임 서버 시스템 설계에 관한 연구)

  • 배재환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.28 no.12B
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    • pp.1060-1065
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    • 2003
  • As the Internet continues to grow, network games are widely spreaded. For most network games, many users' meet on a server causes a heavy load to the sewer, which in turn brings inconvenience to the user. Moreover, it demands increased expense to the service provider for deploying additional servers. In this paper, we propose a hybrid distributed system for network games. In our proposed system, a client is independents of the server and exchanges information directly with other clients. The client depends on servers only for the update information. The proposed methodology classifies messages according to the characteristics of information that the message handles and applies either client-to-server and pear-to-pear communication for processing messages which increases the efficiency of systems.

A Case Study of Business Process Centered Risk Analysis for Information Technology Security (업무 프로세스 중심의 정보기술 보안 위험분석 적용 사례-클라이언트/서버 시스템 중심으로)

  • Ahn, Choon-Soo;Cho, Sung-Ku
    • IE interfaces
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    • v.16 no.4
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    • pp.421-431
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    • 2003
  • Due to the increasing complexity of the information systems environment, modern information systems are facing more difficult and various security risks than ever, there by calling for a higher level of security safeguard. In this paper, an information technology security risk management model, which modified by adopting the concept of business processes, is applied to client/server distributed systems. The results demonstrate a high level of risk-detecting performance of the model, by detecting various kinds of security risks. In addition, a practical and efficient security control safeguard to cope with the identified security risks are suggested. Namely, using the proposed model, the risks on the assets in both of the I/O stage(on client side) and the request/processing stage(on server side), which can cause serious problems on business processes, are identified and the levels of the risks are analyzed. The analysis results show that maintenance of management and access control to application systems are critical in the I/O stage, while managerial security activities including training are critical in the request/processing stage.

A CNRP Server/Client System (CNRP 서버/클라이언트 시스템)

  • Yu, Young-Ho;Lee, Jong-Hwan;Lee, Jung-Hwa;Kim, Kyong-Sok
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.5
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    • pp.607-617
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    • 2002
  • IETF has proposed CNRP that is a protocol exchanging CNRP objects between server and client for resolving a common name to URIs of the desired Internet resouces. CNRP enables users to access various services via the integrated interface, to easily get the desired resources, and to reuse the results not as the data but as the information. Whereby these advantages, CNRP will be generally used for the integration of the various Internet services or the applications where the resolution of common name is needed. But, CNRP specification doesn't describes the practical implementation method for server and client. Though a few prototype systems are developed in some researches using CNRP, they are not enough to be generally used for the various Internet applications because they doesn't include all objects specified in CNRP specification or they construct systems with one server. So, this Paper proposes the practical implementation method for CNRP server/client through analyzing and solving the problems occurred when implementing them, and implements all objects specified in CNRP specification. This paper also verifies the feasibility of the proposed method by developing the prototype system of the company name resolution service using the CNRP server/client implemented in this study. The CNRP server/client implemented in this paper are used to develop various CNRP application systems.

Design and Implementation of Web-based Electronic Bidding System using XML (웹 기반의 XML을 활용한 전자 입찰 시스템의 설계 및 구현)

  • 윤선희
    • The Journal of Information Systems
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    • v.10 no.1
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    • pp.127-146
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    • 2001
  • The area of business applications in the internet are extended enormously in result of fast development of computing and communication technologies, increase of internet use, and use of intranet/extranet in enterprise information system. Widely spread the use of the internet, there are various applications for Business to Business (B to B) or Business to Customer(B to C) model that are based on the intranet or extranet. This paper designed and implemented the Web-based Electronic Bidding System for Business to Business (B to B) model. The technical issues of electronic bidding system in the internet are involved in the connection between web client and server, electronic data interchange for the contract document, and security solution during the bidding and contracting processes. The web-based electronic bidding system in this paper is implemented using Java applet and servlet as a connection interface for web client and server, XML/EDI-based documents for a bid and a contract, and bidding server and notary server for enhancing the security using PKI(Public Key Infrastructure)-based public key cryptography, digital signature and Certification Authority(CA).

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Caching Methods of Client-Server Systems for Vector Map Services based on Mibile Phone (휴대폰 기반 벡터 지도 서비스를 위한 클라이언트-서버 시스템의 캐슁기법)

  • 김진덕;최진오
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.3
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    • pp.452-458
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    • 2002
  • Although the reuse of the cached data for scrolling the map reduces the amount of passed data between client and server, it needs the conversions of data coordinates, selertive deletion of objects and cache compaction at client. The conversion is time intensive operation due to limited resources of mobile phones such as low computing power, small memory. Therefore, for the efficient map control in the vector map service based mobile phone, it is necessary to study the method for reducing wireless network bandwidth and for overwhelming the limited resources of mobile phone as well. This paper proposes the methods for racking pre-received spatial objects in client-server systems for mobile CIS. We also analyze the strengths and drawbacks between the reuse of cached data and transmission of raw data respectively.

A Study on Caching Methods in Client-Server Systems for Mobile GIS (모바일 GIS를 위한 클라이언트-서버 시스템에서 캐슁기법 연구)

  • 김진덕;김미란;최진오
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.201-204
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    • 2002
  • Although the reuse of the cached data for scrolling the map reduces the amount of passed data between client and server, it needs the conversions of data coordinates, selective deletion of objects and cache compaction at client. The conversion is time intensive operation due to limited resources of mobile phones such as low computing power, small memory. Therefore, for the efficient map control in the vector map service based mobile phone, it is necessary to study the method for reducing wireless network bandwidth and for overwhelming the limited resources of mobile phone as well. This paper proposes the methods for caching pre-received spatial objects in client-server systems for mobile GIS. We also analyze the strengths and drawbacks between the reuse of cached data and transmission of raw data respectively.

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Mobile Volume Rendering System for Client-Server Environment (클라이언트 서버 기반 모바일 볼륨 가시화 시스템)

  • Lee, Woongkyu;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.17-26
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    • 2015
  • In this paper, we explain a volume rendering system for client-server environment. A single GPU-equipped PC works as a server which is based on the ideas that only a few concurrent users use a volume rendering system in a small hospital. As the clients, we used Android mobile devices such as smart phones. User events are transformed to rendering requests by the client application. When the server receives a rendering request, it renders the volume using the GPU. The rendered image is compressed to JPEG or PNG format so that we can save network bandwidth and reduce transfer time. In addition, we perform an event pruning method while a user is dragging the touch to enhance latency. The server compensates the pruning by interpolating the touch positions. As the result, real-time volume rendering is possible for 5 concurrent users on single GPU-equipped commodity hardware.

Exploitation of Multi-Versions based on Callback Locking in a Client-Server DBMS Environment (클라이언트-서버 DBMS 환경에서 콜백 잠금 기반 다중 버전의 활용)

  • 강흠근;민준기;전석주;정진완
    • Journal of KIISE:Databases
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    • v.31 no.5
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    • pp.457-467
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    • 2004
  • The efficiency of algorithms managing data caches has a major impact on the performance of systems that utilize client-side data caching. In these systems, two versions of data can be maintained without an additional space overhead of the server by exploiting the replication of data in the server's buffer and clients' caches. In this paper, we present a new cache consistency algorithm employing versions: Two Versions-Callback Locking (2V-CBL). Our experimental results indicate that 2V-CBL provides good performance, particularly outperforms a leading cache consistency algorithm, Asynchronous Avoidance-based Gache Consistency, when some clients run only read-only transactions.

A Development of Thin Client based Video Guide Service Using Video Virtualization and WebRTC (영상 가상화와 WebRTC를 이용한 고사양 저가 단말 기반 화상 안내 서비스 개발)

  • Kim, Kwang-Yong;Jung, Il-Gu;Ryu, Won
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.6
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    • pp.500-504
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    • 2013
  • In this paper, we have developed the application of a remote multi-lingual video guide that allows interaction with Set Top Box of a thin client by using the WebRTC, an web browser-based communication method. A server accesses a web camera in conjunction with digital information display of a thin client connected remotely and is exchanged guide information with user. This server can be played in thin client STB using virtualization based the high-quality video compression technology. Further, it is not dependent on the performance of the STB and provides a video guide remotely.