• Title/Summary/Keyword: distributed environment

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Performance Analysis of Error Recovery System on Distributed Multimedia Environment (분산 멀티미디어 환경에서 실행되는 오류 복구 시스템의 성능 분석)

  • Ko Eung-Nam
    • Journal of Digital Contents Society
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    • v.6 no.1
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    • pp.85-88
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    • 2005
  • The requirement of distributed multimedia applications is the need for sophisticated QoS(quality of service) management. In terms of distributed multimedia systems, the most important catagories for quality of service are a timeless, volume, and reliability. In this paper, we discuss a method for increasing reliability through fault tolerance. We describe the desist and implementation of the ERA running on distributed multimedia environment ERA is a system is able to recover automatically a software error based on distributed multimedia. This paper explains a performance analysis of an error recovery system running on distributed multimedia environment using the rule-based DEVS modeling and simulation techniques. In DEVS, a system has a time base, inputs, states, outputs, and functions.

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Challenges in Distributed Agile Software Development Environment: A Systematic Literature Review

  • Ghani, Imran;Lim, Angelica;Hasnain, Muhammad;Ghani, Israr;Babar, Muhammad Imran
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.9
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    • pp.4555-4571
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    • 2019
  • Due to increasing interest in distributed agile software development, there is a need to systematically review the literature on challenges encountered in the agile software development environment. Using the Systematic Literature Review (SLR) approach, 32 relevant publications, dated between 2013 and 2018 were selected from four electronic databases. Data from these publications were extracted to identify the key challenges across the system development life cycle (SDLC) phases, which essentially are short phases in each agile-based iteration. 5 types of key challenges were identified as impacting the SDLC phases; these challenges are Communication, Coordination, Cooperation, Collaboration and Control. In the context of the SLDC phases, the Communication challenge was discussed the most often (79 times, 33%). The least discussed challenges were Cooperation and Collaboration (26 times, 11% each). The 5 challenges occur because of distances which occur in distributed environment. This SLR identified 4 types of distances which contribute to the occurrence of these key challenges - physical, temporal, social-cultural and knowledge/experience. Of the 32 publications, only 4 included research which proposed new solutions to address challenges in agile distributed software development. The authors of this article believe that the findings in this SLR are a resource for future research work to deepen the understanding of and to develop additional solutions to address the challenges in distributed agile software development.

Design and Implementation of Distributed Mutual Exclusion Lock Counter Algorithm (분산 상호 배제 카운트 알고리즘을 이용한 클라이언트 사용자 구분 시스템 개발)

  • Jang, Seung-Ju
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.4
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    • pp.1227-1235
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    • 2000
  • In this paper, we propose new concepts that the distributed counter value with the distributed EC system identify each user who users the distributed system. The web user should register his/her own user ID in the cyber shopping mall system. Instead of registration, this paper proposes the proprietary mechanism that is distributing counter. The counter assigns the distinguished number to each client. The distributed lock algorithm is used for mutual assignment of the counter to each client. The proposed algorithm is the best solution in the distributed environment system such as cyber shopping mall. If a user should register his/her own ID in every EC system, he/she may not try to use these uncomfortable systems. The mutual counter is used to identify each client. All of these features are designed and implemented on Windows NT web server. Also these features were experiments with 5 clients for 300 times. According to the experiments, clients have their own mutual counter value. The proposed algorithm will be more efficient in internet application environment. Moreover, it will improve the number of internet users.

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- Web-based Collaborative Design Environment for Reliable Product Design Systems - (신뢰성 있는 제품설계시스템을 위한 웹기반 협업설계환경 구축)

  • Seo Kwang Kyu
    • Journal of the Korea Safety Management & Science
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    • v.6 no.3
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    • pp.153-160
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    • 2004
  • An issue of globalized and competitive business environment is a transformation of manufacturing strategy for rapidly product development. To copy with these trends, building up a market from various product is becoming conspicuous the core strategy of manufacture. Therefore, it is increasing of necessity for the environment of collaborative product development. As a part of corresponding for these demands, we propose the method that allows easy and rapid integration of legacy resources within the company and between departments. The proposed framework can easily construct a distributed environment for collaborative design between departments in the companies. It was implemented using CO/sup TM/ based on DOME (Distributed Object-based Modeling Environment) that is knowledge based engineering solution.

The Web-Based Engineering Process Framework for Concurrent Engineering (동시공학 구현을 위한 Web 기반의 공학 프로세서 지원 프레임워크)

  • Kim, Hyun;Myong, Jae-Hyong;Mok, Kyung-Tae
    • Korean Journal of Computational Design and Engineering
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    • v.3 no.4
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    • pp.283-292
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    • 1998
  • The engineering process including design, analysis/evaluation and manufacturing activities is becoming one of the key issues to embody a concurrent engineering concept. This paper proposes a framework to integrated the complicated engineering design and manufacturing processes under the concurrent engineering environment. The framework offers the following facilities: (1) to represent the complicated engineering process (2) to coordinate design activities and execute the process in a distributed environment (3) to support a communication among the related engineers. The engineering processes is depicted using process flow graphs that consist in tasks and the corresponding input and output data. The engineering activities in the defined processes can be executed in a distributed environment through process controller of the framework. Engineers can communicate to suggest their opinions and to exchange product information in the framework. We have conformed the CORBA standard to integrate various distributed engineering the and communicate among them, and used a Java to support the platform independent environment on the Internet. Since the proposed framework an be a formal approach to integrate the engineering processes by providing formalism, parallelism, reusability, and flexibility, it can be effectively applied to embody the concurrent engineering concept in a distributed environment.

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Empirical Performance Evaluation of Communication Libraries for Multi-GPU based Distributed Deep Learning in a Container Environment

  • Choi, HyeonSeong;Kim, Youngrang;Lee, Jaehwan;Kim, Yoonhee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.911-931
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    • 2021
  • Recently, most cloud services use Docker container environment to provide their services. However, there are no researches to evaluate the performance of communication libraries for multi-GPU based distributed deep learning in a Docker container environment. In this paper, we propose an efficient communication architecture for multi-GPU based deep learning in a Docker container environment by evaluating the performances of various communication libraries. We compare the performances of the parameter server architecture and the All-reduce architecture, which are typical distributed deep learning architectures. Further, we analyze the performances of two separate multi-GPU resource allocation policies - allocating a single GPU to each Docker container and allocating multiple GPUs to each Docker container. We also experiment with the scalability of collective communication by increasing the number of GPUs from one to four. Through experiments, we compare OpenMPI and MPICH, which are representative open source MPI libraries, and NCCL, which is NVIDIA's collective communication library for the multi-GPU setting. In the parameter server architecture, we show that using CUDA-aware OpenMPI with multi-GPU per Docker container environment reduces communication latency by up to 75%. Also, we show that using NCCL in All-reduce architecture reduces communication latency by up to 93% compared to other libraries.

DISTRIBUTED WEB GIS SERVICE BASED ON XML AND INTEROPERABILITY

  • Kim, Do-Hyun
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.145-150
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    • 2002
  • Web GIS (Geographic Information Systems) service systems provide the various GIS services of analyzing and displaying the spatial data with friendly user-interface. These services are expanding the business domain and many users want to access the distributed various spatial data. But, it is difficult to access diverse data sources because of different spatial data format and data access methods. In this paper, we design and implement web GIS services based on the inter-operability and GML (Geography Markup Language) of OGC(Open GIS Consortium) in web distributed environment. Inter-operability provides unique accessing method to distributed data sources based on OLE DB technology of Microsoft. In addition, GML support web GIS services based on XML. We design these GIS services as components using UML (Unified Modeling Language) of an object-oriented modeling language for specifying, visualizing, constructing, and documenting the artifacts of software system. In addition, they also were developed in object-oriented computing environment, and it provides the interoperability, language-independent, easy developing environment as well as re-usability.

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Distributed Virtual Environment for Collaboration between Heterogeneous Platform (이종 플랫폼 간 협업을 위한 분산 가상 환경)

  • 이석희;이영호;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.141-144
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    • 2003
  • This paper proposes the distributed virtual environment framework for collaboration between heterogeneous platforms. The proposed system consists of Client, Content Server(CS), and Reflector Server(RS). The Client is composed of VR library(VRL), Interaction Manager(IM), Distributed Interaction Manager(DIM), and Network Interface(NI). The proposed Client structure can support various display environments. The XML-based IM and DIM lets the users define and add the interactions. The proposed Server structure synchronizes the distributed interaction between heterogeneous platforms and provides transparency to the users. Therefore, the proposed framework enables the users to implement virtual collaboration environment for their tasks. Moreover, it can also be used for research and development activities between a large number of the remote users. The usefulness of the framework was verified by applying it to the virtual heritage tour system.

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A Study on Network Game Based on Client/Server (클라이언트/서버 기반의 네트워크 게임 연구)

  • Byun, Young-Ki;Lee, Han-Kwon;Kim, Jong-Gyeum;Cho, Tae-Kyung
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.55 no.2
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    • pp.73-77
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    • 2006
  • A server is simply a computer that is running software that enables it to serve specific requests from other computers, called 'clients.' Distributed systems are considered by some to be the 'next wave' of computing. A collection of probably heterogeneous distribution systems is transparent to the user so that the system appears as one local machine. This paper is going to search about whole of Client/Server distributed systems environment through network game. This paper presents game by one example of network game. The ladder game uses JAVA and embody to do random every time using Random function and remainder operation repeatedly. Analyze execution principle of network game through this tame and investigate about Client/Server's distributed environment through this.

Distributed Mutual Exclusion Algorithm for Maintaining Tree-Height Balance in Mobile Computing Environments (이동 컴퓨팅 환경에서 트리 높이의 균형을 유지하는 상호 배제 알고리즘)

  • Kim, Hyeong-Sik;Eom, Yeong-Ik
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.10
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    • pp.1206-1216
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    • 1999
  • 이동 호스트란 시간과 공간의 제약 없이 필요한 기능을 수행하고, 또한 원하는 정보에 접근할 수 있는 휴대용 컴퓨터를 일컫는다. 이동 컴퓨팅 환경이란 이러한 이동 호스트들을 지원할 수 있도록 구성된 분산 환경이다. 따라서 이동 컴퓨팅 환경에서의 분산 알고리즘은 정적 호스트만을 고려한 기존의 분산 환경에서와는 다르게 이동 호스트의 여러 가지 특성들을 고려하여 제안되어야 한다. 즉, 이동 컴퓨팅 환경의 도래로 인하여 이동성과 휴대성, 그리고 무선 통신과 같은 특성들을 고려한 새로운 분산 상호 배제 알고리즘이 필요하다. 이제까지 이동 컴퓨팅 환경에서의 상호 배제 알고리즘은 토큰 링 구조에 기반을 두고 설계되었다. 토큰 링 구조는 이동 호스트들의 위치를 유지하기 위하여 높은 비용을 필요로 하는 단점을 가지고 있다. 본 논문에서는 균형 높이 트리(height-balanced tree)라는 새로운 모형을 제안함으로써 정적 분산 환경과 이동 분산 환경이 혼합된 환경에서 상호 배제 비용을 감소시킬 수 있는 새로운 알고리즘을 제안하며, 각 경우에 있어서의 비용을 산출하고 평가한다.Abstract The mobile host is a potable computer that carries out necessary functions and has the ability to access desirable informations without any constraints in time and space. Mobile computing environment is a distributed environment that is organized to support such mobile hosts. In that environment, distributed algorithms of which environment not only with static hosts but with mobile host's several properties should be proposed. With the emergence of mobile computing environments, a new distributed mutual exclusion method should be required to consider properties mobile computing system such as mobility, portability, and wireless communication. Until now, distributed mutual exclusion methods for mobile computing environments are designed based on a token ring structure, which have the drawbacks of requiring high costs in order to locate mobile hosts. In this paper, we propose a distributed mutual exclusion method that can reduce such costs by structuring the entire system as a height-balanced tree for static distributed networks and for networks with mobile hosts. We evaluated the operation costs in each case.