• Title/Summary/Keyword: local server

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Design of Thin-Client Framework for Application Sharing & Optimization of Data Access (애플리케이션 공유 및 데이터 접근 최적화를 위한 씬-클라이언트 프레임워크 설계)

  • Song, Min-Gyu
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.5
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    • pp.19-32
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    • 2009
  • In this paper, we design thin-client framework capable of application sharing & data access on the Internet, and apply related skills, such as X windows system, pseudo server, CODA file system, MPI(Message Passing Interface). We suggest a framework for the thin client to access data produced by working on a server optimally as well as to run server side application, even in the case of network down. Additionally, it needed to reflect all local computing changes to remote server when network is restored. To design thin client framework with these characteristics, in this paper, we apply distributed pseudo server and CODA file system to our framework, also utilize MPI for the purpose of more efficient computing & management. It allows for implementation of network independent computing environment of thin client, also provide scalable application service to numerous user through the elimination of bottleneck on caused by server overload. In this paper, we discuss the implementing method of thin client framework in detail.

Collaborative Tools in High Energy Physics and EVO Server at KISTI (고에너지물리를 위한 협업환경 도구와 KISTI EVO 서버)

  • KIM, Hyunwoo;CHO, Kihyeon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.234-237
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    • 2007
  • We report on our experience on utilization of collaborative tools for KISTI high energy physics group. Our main subject will be the new EVO (Enabling Virtual Organization) server that we hosted recently at KISTI. The EVO is a next generation collaborative tool from CalTech high energy physics group with several improvements from its predecessor VRVS (Virtual Room Videoconferencing System). EVO has the same baseline structure as in VRVS. The network of servers lies at the heart of EVO structure and one server called Panda communicates with local clients called Koala.

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A Study of Mobile Edge Computing System Architecture for Connected Car Media Services on Highway

  • Lee, Sangyub;Lee, Jaekyu;Cho, Hyeonjoong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.12
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    • pp.5669-5684
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    • 2018
  • The new mobile edge network architecture has been required for an increasing amount of traffic, quality requirements, advanced driver assistance system for autonomous driving and new cloud computing demands on highway. This article proposes a hierarchical cloud computing architecture to enhance performance by using adaptive data load distribution for buses that play the role of edge computing server. A vehicular dynamic cloud is based on wireless architecture including Wireless Local Area Network and Long Term Evolution Advanced communication is used for data transmission between moving buses and cars. The main advantages of the proposed architecture include both a reduction of data loading for top layer cloud server and effective data distribution on traffic jam highway where moving vehicles require video on demand (VOD) services from server. Through the description of real environment based on NS-2 network simulation, we conducted experiments to validate the proposed new architecture. Moreover, we show the feasibility and effectiveness for the connected car media service on highway.

A Study for an Optimal Load Balancing Algorithm based on the Real-Time Server Monitor of a Real Server (리얼 서버의 실시간 서버 모니터에 의한 최적 로드 밸런싱 알고리즘에 관한 연구)

  • Han, Il-Seok;Kim, Wan-Yong;Kim, Hag-Bae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.11a
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    • pp.201-204
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    • 2003
  • At a consequence of WWW large popularity, the internet has suffered from various performance problems, such as network congestion and overloaded servers. These days, it is not uncommon to find servers refusing connections because they are overloaded. Web server performance has always been a key issue in the design and operation of on-line systems. With regard to Internet, performance is also critical, because users want fast and easy access to all objects (e.g., documents, graphics, audio, and video) available on the net. To solve this problem, a number of companies are exploring the benefits of having multiple geographically or locally distributed Internet sites. This requires a comprehensive scheme for traffic management, which includes the principle of an optimal load balancing of client requests across multiple clusters of real servers. This paper focuses on the performance analysis of Web server and we apply these results to load balancing in clustering web server. It also discusses the mam steps needed to carry out a WWW performance analysis effort and shows relations between the workload characteristics and system resource usage. Also, we will introduce an optimal load balancing algorithm base on the RTSM (Real-Time Server Monitor) and Fuzzy Inference Engine for the local status of a real server, and the benefits is provided with of the suggested method.

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Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Integrated Management Middleware for the Servers supporting the terminal-independent (단말기 독립형 서버 통합 관리 미들웨어)

  • Kim Jeong-Hee;Kwak Ho-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.6
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    • pp.1106-1118
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    • 2006
  • The Internet has become an important instrument for providing many pieces of information to us. And server systems offer the various services after processing a volume of information, it's network topology also has been complex for providing information. Therefore this expansion means the importance of fast and sustained management of server systems. But most of server systems are located in fire-walls to allow only restricted access. Moreover, due to the difference of management based on the different operating system of each server system, management of server system is not to efficiency. That is, sever administrators have to manage by themselves many kinds of servers by using local-based or socket-based single access applications. Therefore, we design and implement a middleware system which allows to manage many kinds of severs integrally ruling XML-based Web Services which have distributed object technology such as CORBA, Java RMI and DCOM, but are free from platforms or development languages. System also provides location transparency and terminal independence and calls a server system management command to manage systems.

A Predictive Virtual Machine Placement in Decentralized Cloud using Blockchain

  • Suresh B.Rathod
    • International Journal of Computer Science & Network Security
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    • v.24 no.4
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    • pp.60-66
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    • 2024
  • Host's data during transmission. Data tempering results in loss of host's sensitive information, which includes number of VM, storage availability, and other information. In the distributed cloud environment, each server (computing server (CS)) configured with Local Resource Monitors (LRMs) which runs independently and performs Virtual Machine (VM) migrations to nearby servers. Approaches like predictive VM migration [21] [22] by each server considering nearby server's CPU usage, roatative decision making capacity [21] among the servers in distributed cloud environment has been proposed. This approaches usage underlying server's computing power for predicting own server's future resource utilization and nearby server's resource usage computation. It results in running VM and its running application to remain in waiting state for computing power. In order to reduce this, a decentralized decision making hybrid model for VM migration need to be proposed where servers in decentralized cloud receives, future resource usage by analytical computing system and takes decision for migrating VM to its neighbor servers. Host's in the decentralized cloud shares, their detail with peer servers after fixed interval, this results in chance to tempering messages that would be exchanged in between HC and CH. At the same time, it reduces chance of over utilization of peer servers, caused due to compromised host. This paper discusses, an roatative decisive (RD) approach for VM migration among peer computing servers (CS) in decentralized cloud environment, preserving confidentiality and integrity of the host's data. Experimental result shows that, the proposed predictive VM migration approach reduces extra VM migration caused due over utilization of identified servers and reduces number of active servers in greater extent, and ensures confidentiality and integrity of peer host's data.

Feasibility study of wireless motion control (Wireless 모션제어의 가능성 연구)

  • Lee, Don-Jin;Ahn, Jung-Hwan
    • Proceedings of the KSME Conference
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    • 2001.06b
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    • pp.82-86
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    • 2001
  • This papers deals with feasibility study of wireless motion control. Wireless telecommunication advances with development of IT technology and extends more and more areas. So we selected Bluetooth out of the technologies(Bluetooth, SWAP(SharedWireless Access Protocol), IrDA(Infra Red Data Association), WLAN(Wireless Local Area Network)) which was developed for local data communication and set up simple experimental system for wireless data transfer and server and client program for wireless data transfer was wrote. We successfully transferred some data wirelessly with this program.

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A RTSP-based MPEG-4 Streaming System (RTSP에 기반한 MPEG-4 스트리밍 시스템)

  • 이상현;이종민;차호정;박병준
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.6
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    • pp.619-629
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    • 2002
  • This paper describes the implementation of a RTSP-based MPEG-4 streaming system. The implemented system consists of content authoring tool, streaming server and streaming client. The existing MPEG-4 multiplexer has been modified with improvement to generate a file format with which the server load and streaming delay are reduced. The streaming system uses RTSP, instead of DMIF, as its communication protocol. With RTSP, the server provides extensive control functionalities as in DMIF and its implementation effort is greatly simplified. The implemented system supports the user interactivity for both streaming and local file playback. The effectiveness of the proposed multiplexing scheme has been validated with the various experiments on the fully functional server.

Design and Implementation of Community-based Hazard Mapping Support System Based on Mobile Cloud in Traditional Towns with Local Heritage

  • Min, Byung-won
    • Journal of Platform Technology
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    • v.6 no.3
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    • pp.3-9
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    • 2018
  • This paper describes the design and trial development of a system that supports continuous hazard mapping by local residents in their daily life. We performed an interview survey to design our system in a model traditional town in Saga Prefecture, Japan. The results show that despite continued efforts, many practical problems remain and residents feel unsafe. Considering these results, we designed and developed a unique information and communication technology-based support system that contributes to community-based disaster prevention and reduction. The continuous resident participation and posting design are the core concept for our community-based approach. Our system continues to support making a hazard map by integrating the community-based hazard information. Local residents register information (disaster types, risk level, photographs, comments, positional information) about locations that could be dangerous in a disaster. In addition, our system enables information sharing through a Web server. We expect that this information sharing will allow local hazard information for each district to be used.