• Title/Summary/Keyword: multi-client

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Rate Adaptation for HTTP Video Streaming to Improve the QoE in Multi-client Environments

  • Yun, Dooyeol;Chung, Kwangsue
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.11
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    • pp.4519-4533
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    • 2015
  • Hypertext Transfer Protocol (HTTP) adaptive streaming has become a new trend in video delivery. An HTTP adaptive streaming client needs to effectively estimate resource availability and demand. However, due to the bitrate of the video encoded in variable bitrate (VBR) mode, a bitrate mismatch problem occurs. With the rising demand for mobile devices, the likelihood of cases where two or more HTTP adaptive streaming clients share the same network bottleneck and competing for available bandwidth will increase. These mismatch and competition issues lead to network congestion, which adversely affects the Quality of Experience (QoE). To solve these problem, we propose a video rate adaptation scheme for the HTTP video streaming to guarantee and optimize the QoE. The proposed scheme estimates the available bandwidth according to the bitrate of each segment and also schedules the segment request time to expedite the response to the bandwidth variation. We used a multi-client simulation to prove that our scheme can effectively cope with drastic changes in the connection throughput and video bitrate.

A Method for Assigning Clients to Servers for the Minimization of Client-Server Distance Deviation (클라이언트-서버간 거리 편차의 최소화를 위한 클라이언트의 서버 배정 방법)

  • Lee, Sunghae;Kim, Sangchul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.97-108
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    • 2016
  • Multi-client online games usually employ multi-serve architectures. For group play, if the user response time deviation between the clients in a group is large, the fairness and attractions of the game will be degraded. In this paper, given new clients, we propose a method for assigning the clients to servers to minimize the deviation of client-server distance which plays a major role in the user response time. This method also supports client matching for group play and server load balancing. We formulate the client-server assignment problem as an IP one, and present a GA(Genetic Algorithm)-based algorithm to solve it. We experimented our method under various settings and analyzed its features. To our survey, little research has been previously performed on client-server assignment under consideration of client matching, distance deviation minimization and server load balancing.

Design and Implementation of the Quiz Game Server (퀴즈 게임 서버의 디자인과 구현)

  • 김연정;정옥란;조동섭
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05c
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    • pp.469-473
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    • 2002
  • 고성능의 인터넷과 컴퓨터의 보급은 Online Game이 개발 될 수 있는 기반을 만들었다. 또한 게임에 관련된 프로나 채널이 생길 정도의 많은 관심은 Online 게임이 급성장을 이루는데 많이 도움을 주었다. 그러나 많은 Online 게임 사용자는 서버 접속률과 진행 속도 저하의 원인된다. 그래서 접속한 많은 Client를 효과적으로 다를 수 있도록 각 게임마다의 각 특성에 맞는 Game Server의 구현을 필요로 한다. 이 논문에서는 그것의 한 방법으로 여러 개의 그룹별로 게임을 하는데 효과적인 서버를 연결 리스트와 multi-thread를 이용하여 구현하였다. Client를 효과적으로 관리하기 위하여 각 데이터를 연결 리스트로 연결하고 multi-thread 사용하여 클라이언트의 요청을 처리하였다.

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Web-based Building Automation System using Embedded Linux (임베디드 리눅스를 이용한 웹 기반 빌딩자동화시스템)

  • 신은철;이수영;최병욱
    • Journal of Institute of Control, Robotics and Systems
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    • v.10 no.4
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    • pp.334-340
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    • 2004
  • In this paper, a Web-based management system for the building network is described. A multi-protocol converter based on SoC and embedded Linux is designed. The open source licensing, reliability, and broad hardware support are key reasons for use of embedded Linux in embedded industry. The multi-protocol converter integrates control network of RS-485 and LonWorks devices through TCP/IP protocol for a client with Java applet. The system consists of three-tier architecture, such as a client, a server that is performed on a multi-protocol converter, and control devices. The developed system includes the inverter motor control system with modbus protocol for the RS-485 network. The experiment results show that the multi-protocol converter using embedded Linux is a flexible and effective way to builda Web -based monitoring and control system.

Implementation of VR Multi-games using Photon Network, 'Arcade VR Battle' (포톤 네트워크를 이용한 VR 멀티게임 구현, 'Arcade VR Battle')

  • Han-Moi Shim;Jun-Han Shin;Geon Namgung;Min-Woong Lee;Yong-Sik Kwak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.467-468
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    • 2023
  • 현재 게임 시장에서 VR 게임이 가지는 영향력은 점차 증가하는 추세이다. 기존의 VR게임들은 대부분 Multi-Play를 지원하지 않는다. 이에 따라 본 논문에서는 Photon Network와 XR Plugin을 사용하여 2명의 플레이어가 함께 즐길 수 있는 Arcade 장르의 VR 경쟁 Multi-Game을 구현하였다. 이에 필요한 서버는 리슨 서버 방식으로 Master Client가 게임을 시작하면, Game에 참가한 다른 Client Player는 Photon Network의 RPC 기능을 사용하고 Player의 동작, Game 진행 상황 등을 실시간으로 Server에 동기화하여 Multi-Play게임을 할 수 있다.

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Efficiency Low-Power Signal Processing for Multi-Channel LiDAR Sensor-Based Vehicle Detection Platform (멀티채널 LiDAR 센서 기반 차량 검출 플랫폼을 위한 효율적인 저전력 신호처리 기법)

  • Chong, Taewon;Park, Daejin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.7
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    • pp.977-985
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    • 2021
  • The LiDAR sensor is attracting attention as a key sensor for autonomous driving vehicle. LiDAR sensor provides measured three-dimensional lengths within range using LASER. However, as much data is provided to the external system, it is difficult to process such data in an external system or processor of the vehicle. To resolve these issues, we develop integrated processing system for LiDAR sensor. The system is configured that client receives data from LiDAR sensor and processes data, server gathers data from clients and transmits integrated data in real-time. The test was carried out to ensure real-time processing of the system by changing the data acquisition, processing method and process driving method of process. As a result of the experiment, when receiving data from four LiDAR sensors, client and server process was operated using background or multi-core processing, the system response time of each client was about 13.2 ms and the server was about 12.6 ms.

Multi-stream Delivery Method of the Video Signal based on Wavelet (웨이브릿 기반 비디오 신호의 멀티 스트림 전송 기법)

  • 강경원;류권열;권기룡;문광석;김문수
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.101-104
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    • 2001
  • Over the last few years, streaming audio and video content on Internet sites has increased at unprecedented rates. The predominant method of delivering video over the current Internet is video streaming such as SureStream or Intelligent Stream. Since each method provides the client with only one data stream from one server, it often suffers from poor qualify of pictures in the case of network link congestion. In this paper, we propose a novel method of delivering video stream based on wavelet to a client by utilizing multi-threaded parallel connections from the client to multiple servers and to provides a better way to address the scalability functionalities. The experimental results show that the video quality delivered by the proposed multithreaded stream could significantly be improved over the conventional single video stream methods.

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Design and Implementation of Multi Platform Wire.Wireless Messaging System Using J2ME (J2ME를 이용한 멀티 플랫폼 유.무선 메시징 시스템 설계 및 구현)

  • 김응곤;문유미;최완규;이성주
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.6
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    • pp.543-548
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    • 2001
  • In the case of mobile internet service using WAP it was connected to http protocol using WAP Gateway, So users take increased cost of mobile internet service. And it was generated inner security problem because it watched user information in the WAP Gateway. To solve this problem we use java language Which is independant of platform and low cost and intensely security an downloadable application. Additional , Using socket connection. Wire.Wireless Messaging system(WWMS) will connect real time between PC-Client and Mobile-Client, Mobile-Client and Mobile-Client, and so on. In this paper, as design and implementation of multi-platform wire.wireless messaging use J2Me. It will be foundation do develop various mobile application in the future.

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Oil Spill Response System using Server-client GIS

  • Kim, Hye-Jin;Lee, Moon-Jin;Oh, Se-Woong
    • Journal of Navigation and Port Research
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    • v.35 no.9
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    • pp.735-740
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    • 2011
  • It is necessary to develop the one stop system in order to protect our marine environment rapidly from oil spill accident. The purpose of this study is to develop real time database for oil spill prediction modeling and implement real time prediction modelling with ESI and server-client GIS based user interface. The existing oil spill prediction model cannot provide one stop information system for public and government who should protect sea from oil spill accident. The development of multi user based information system permits integrated handling of real time meteorological data from external ftp. A server-client GIS based model is integrated on the basis of real time database and ESI map to provide the result of the oil spill prediction model. End users can access through the client interface and request analysis such as oil spill prediction and GIS functions on the network as their own purpose.

Asymmetric distributed multi server architecture for efficient method of client connection process at online game servers (온라인게임 서버에서의 효율적인 클라이언트 접속 처리를 위한 비대칭 분산형 다중 서버 구조)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.459-464
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    • 2005
  • The online game system could be largely divided into two parts: servers and clients. Clients accesses to a game server and analyzes the packets transmitted from a server. A game server manages users information and database. U a game server allows a new client to access the server to execute a game, it should accept the access request of the new client maintaining the online connection of the existing users. In this paper, we compare Process method and Thread method within the multiple jobs process methods of a server. Then we propose an asymmetric distributed multi server architecture that is adequate to asymmetric distributed architecture that is widely applied to most game servers. The proposed asymmetric distributed multi server architecture includes login server, game server, communication server and database server to perform its own feature independently. Comparing its other architectures, it shows better performance economically and technically. Especially it improves the stability and expandability of a server.