• Title/Summary/Keyword: distribute multimedia

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Adaptive Server Selection Mechanism in the Replicated Web Server Environment (복제 웹 서버 환경에서 적응력 있는 서버 선택 메커니즘)

  • 김선호;신용태
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.9
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    • pp.495-502
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    • 2004
  • A rapid growth of the Internet user and rich media content cause an excessive server load and high network traffic, and thus it decreases the quality of service. A solution to this problem is to distribute the content on multiple replicated servers. However, in this circumstance, clients face additional task of selecting the best server to provide proper so${\gamma}$vice which clients request. This paper is intended to propose an adaptive server selection mechanism for a client request based on distance and server load. This will offer a fast and scalable service in response to the increase of massive and realtime multimedia content and contribute to floating a new business model of digital content service.

Design and Implementation of a Distribute Multimedia System (분산 멀티미디어 스트리밍 시스템 설계 및 구현)

  • 김상국;신화종;김세영;신동규;신동일
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.66-69
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    • 2000
  • 웹이 등장하면서 지금까지 인터넷 상에서 텍스트와 이미지를 이용하여 정보를 표현하고 전달하는 방법이 가장 많이 사용되어왔다. 그러나 웹 관련 기술의 비약적인 발달과 네트워크 속도의 증가 및 인터넷의 급속한 보급으로 단순한 텍스트와 이미지 중심의 HTML 문서를 이용한 정보의 전달이 아닌 멀티미디어 데이터를 이용한 정보의 표현과 전달이 점차 증대되고 있다. 이에 따라 멀티미디어 데이터를 전송하기 위한 스트리밍 프로토콜도 등장하였다. 최근에는 컴퓨터의 성능 증가 및 네트워크 속도의 증가(초고속 통신 서비스의 보급)에 의해 멀티미디어 데이터의 전송이 가능하게 됨으로써 기존의 공중파나 CATV 방송국의 형태 지니고 인터넷 상에서 실시간 생방송 서비스와 VOD(Video On Demand) 서비스를 제공하는 인터넷 방송국이 급속하게 생겨나고 있다. (11) 인터넷 방송은 동영상과 오디오의 실시간 전달을 가능하게 하는 멀티미디어 스트리밍 기술과 멀티미디어를 실시 간으로 전송할 수 있는 실시간 전송 프로토콜을 기반으로 발전하고 있다. 인터넷 상에서 멀티미디어 스트리밍 서비스를 하는 대부분의 인터넷 방송은 스트리밍 서버로서 RealNetworks사의 RealSystem과 Microsoft사의 WMT(Windows Media Technologies)를 사용하고 있다. 본 논문은 Real Server와 WMT의 비교 분석을 통해 실시간 전송 프로토콜을 지원하고, 멀티미디어 스트리밍 기술을 지원하는 자바를 기반으로 한 분산 서버 구조의 스트리밍 서버, 서버간의 부하를 제어하는 미들웨어, 멀티미디어 스트림을 재생할 수 있는 클라이언트를 설계하고 구현한다.있다.구현한다. 이렇게 구현된 시스템은 전자 상거래, 가상 쇼핑몰, 가상 전시화, 또는 3차원 게임이나 가상교육 시스템과 같은 웹기반 응용프로그램에 사용될 수 있다.물을 보존·관리하는 것이 필요하다. 이는 도서관의 기능만으로는 감당하기 어렵기 때문에 대학정보화의 센터로서의 도서관과 공공기록물 전문 담당자로서의 대학아카이브즈가 함께 하여 대학의 공식적인 직무 관련 업무를 원활하게 지원하고, 그럼으로써 양 기관의 위상을 높이는 상승효과를 낼 수 있다.하여는, 인쇄된 일차적 정보자료의 검색방법등을 개선하고, 나아가서는 법령과 판례정보를 위한 효율적인 시스템을 구축하며, 뿐만 아니라 이용자의 요구에 충분히 대처할 수 잇는 도서관으로 변화되는 것이다. 이와 함께 가장 중요한 것은 법과대학과 사법연수원에서 법학 연구방법에 관한 강좌를 개설하여 각종 법률정보원의 활용 내지 도서관 이용방법에 관하여 교육하는 것이다.글을 연구하고, 그 결과에 의존하여서 우리의 실제의 생활에 사용하는 $\boxDr$한국어사전$\boxUl$등을 만드는 과정에서, 어떤 의미에서 실험되었다고 말할 수가 있는 언어과학의 연구의 결과에 의존하여서 수행되는 철학적인 작업이다. 여기에서는 하나의 철학적인 연구의 시작으로 받아들여지는 이 의미분석의 문제를 반성하여 본다. 것이 필요하다고 사료된다.크기에 의존하며, 또한 이러한 영향은 $(Ti_{1-x}AI_{x})N$ 피막에 존재하는 AI의 함량이 높고, 초기에 증착된 막의 업자 크기가 작을 수록 클 것으로 여겨진다. 그리고 환경의 의미의 차이에 따라 경관의 미학적 평가가 달라진 것으로

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Multi-level Consistency Control Techniques in P2P Multiplayer Game Architectures with Primary Copy (기본 사본을 갖는 P2P 멀티플레이어 게임 구조의 수준별 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.135-143
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    • 2015
  • A Multiplayer Online Game(MOG) is a game capable of supporting hundreds or thousands of players and is mostly played using the Internet. P2P(peer-to-peer) architectures for MOGs can potentially achieve high scalability, low cost, and good performance. The basic idea of many P2P-based games is to distribute the game state among peers and along with it processing, network, and storage tasks. In a primary-copy based replication scheme where any update to the object has to be first performed on the primary copy, this means distributing primary copies of objects among peers. Most multiplayer games use a primary-copy model in order to provide strong consistency control over an object. Games consist of various types of actions that have different levels of sensitivity and can be categorized according to their consistency requirements. With the appropriate consistency level of each action type within a game, this paper allows developers to choose the right trade-off between performance and consistency. The performance for P2P game architecture with the primary-copy model is evaluated through simulation experiments and analysis.

A Traitor Tracing Using an Efficient Key Renewal in Embedded System (임베디드 시스템에서 효율적인 키 갱신을 적용한 Traitor Tracing)

  • Park, Jong-Hyuk;Lee, Deok-Gyu;Yeo, Sang-Soo;Kim, Tai-Hoon;Lee, Seung;Cho, Seong-Eon
    • Journal of Advanced Navigation Technology
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    • v.12 no.3
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    • pp.245-254
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    • 2008
  • If the broadcast message is sent, first of all, the privileged users will decode the session key by using his or her personal key, which the user got previously. The user willget the digital information through this session key. As shown above, the user will obtain messages or session keys using the keys transmitted from a broadcaster, which process requires effective ways for the broadcaster to generate and distribute keys. In addition, when a user wants to withdraw or sign up, an effective process to renew a key is required. It is also necessary to chase and check users' malicious activities or attacking others. This paper presents a method called Traitor Tracing to solve all these problems. Traitor tracing can check attackers and trace them. It also utilizes a proactive way for each user to have effective renewal cycle to generate keys.

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A method for contents management using extended metadata in CDN (CDN에서 확장된 메타데이터를 이용한 콘텐츠 관리 방법)

  • Lim, Jung-Eun;Choi, O-Hoon;Na, Hong-Seok;Baik, Doo-Kwon
    • Journal of Digital Contents Society
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    • v.9 no.4
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    • pp.725-733
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    • 2008
  • CDN(Content Delivery Network) has been used as contents transmission network for transmitting high capacity contents fastly and stably. Main goals of CDN are efficient distribution and management high capacity contents. Current CDN distributes contents by managing contents based on basic metadata created by contents provider. However, existing CDN management system doesn't provide a method for applying additional metadata in content itself that is necessary for efficient contents management and distribution. Since the existing system can not annotate additional information in metadata about contents itself, and can not search contents that user wants. This paper proposes a method for applying additional metadata in existing CDN and implemented it as contents metadata management system(CMMS). A user can search needed contents effectively via CMMS. Also, the searched result can help selecting and managing contents to distribute in CDN.

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A Per-User-based Enhanced Distributed Mobility Management Scheme in PMIPv6 Networks (PMIPv6 네트워크에서 사용자 기반의 향상된 분산형 이동성 관리 기법)

  • Kong, Ki-Sik
    • Journal of Digital Contents Society
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    • v.17 no.3
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    • pp.111-118
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    • 2016
  • Proxy mobile IPv6 (PMIPv6), which is a centralized mobility management protocol, are dependent on a local mobility anchor (LMA) to process all control and data traffics. Therefore, it has serious problems such as the tremendous traffic concentration into the core network and the triangle routing. In this paper, therefore, in order to alleviate these drawbacks, we propose a PMIPv6-based enhanced distributed mobility management scheme considering a user's traffic locality. Performance evaluation results indicate that in most cases, except for when a user's mobility rate is relatively very higher than the traffic rate, the proposed scheme shows better performance result than that of PMIPv6. Besides, it is demonstrated that the proposed scheme can be an effective alternative that can distribute the significant loads on the LMA of the core networks to the MAGs of the edge networks.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

Issues of Applying Intelligent RSS Framework to Electronic Commerce (전자상거래의 지능형 RSS 도입을 위한 이슈 분석과 지능형 RSS 프레임워크의 제안)

  • Park, Sang-Un;Kang, Ju-Young;Kim, Woo-Ju
    • The Journal of Society for e-Business Studies
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    • v.12 no.2
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    • pp.269-290
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    • 2007
  • RSS is a core component of Web 2.0 which is expected to lead the most important innovation in the new IT environment. In that sense, it is actively utilized to distribute Web contents in various areas such as news, blog, multimedia, medical information, and conference and journal information. Also, it is expected to be a major effective marketing tool in electronic commerce domain. In the paper, we analyzed the problems of current utilization of RSS in domestic shopping malls, and suggest requirements for the effective use of RSS in electronic commerce. Furthermore, we proposed various issues and answers on the implementation of the requirements, and designed the intelligent RSS framework for electronic commerce based on the issues. Syntactic and semantic interoperability between the RSS service provider and the user is one of the most important issues in the framework. We suggested how to implement the interoperability based on Semantic Web technologies.

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A Session-based Instant Message System by Distributed Architecture (분산 구조에 의한 세션 기반 인스턴트 메시지 시스템)

  • Jang, Choonseo;Lee, Ki-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2169-2175
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    • 2014
  • In this paper we have proposed a new distributed architecture of session-based instant message system, in which multiple servers can distribute loads effectively to improve system extendability. The server of session-based instant message system should manage SIP sessions to transfer instant message with multimedia data to each users, and it should process large amount of presence informations from each users. Therefore load of the server should be distributed as the number of users increases. In our system, when server load increases according to large user numbers, the load are distributed by selecting a server with the lowest load value, or new server is created to allocate the message processing. Therefore the overall load of instant message system can be dynamically distributed. A new presence information data format with added elements for controlling server load has been designed for this purpose, and SIP messages exchanging procedure between servers and users has been also suggested. The performance of our proposed system has been analysed by simulation, and showed improvement of performance.

The study of striping size according to the amount of storage nodes in the Parallel Media Stream Server (병렬 미디어 스트림 서버에서 저장노드수의 변화에 따른 스트라이핑 크기 결정에 관한 연구)

  • Kim, Seo-Gyun;Nam, Ji-Seung
    • The KIPS Transactions:PartC
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    • v.8C no.6
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    • pp.765-774
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    • 2001
  • In this paper, we proposed the striping policy for the storage nodes in the Linux-based parallel media stream server. We newly developed a storage clustering architecture, and named it as a system RAID architecture. In this system, many storage cluster nodes are grouped to operate as a single server. This system uses unique striping policy to distribute multimedia files into the parallel storage nodes. If a service request occurs, each storage cluster node transmits striped files concurrently to the clients. This scheme can provide the fair distribution of the preprocessing load in all storage cluster nodes. The feature of this system is a relative striping policy based on the file types, service types, and the number of storage nodes to provide the best service.

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