• Title/Summary/Keyword: multiple server

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SD-WLB: An SDN-aided mechanism for web load balancing based on server statistics

  • Soleimanzadeh, Kiarash;Ahmadi, Mahmood;Nassiri, Mohammad
    • ETRI Journal
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    • v.41 no.2
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    • pp.197-206
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    • 2019
  • Software-defined networking (SDN) is a modern approach for current computer and data networks. The increase in the number of business websites has resulted in an exponential growth in web traffic. To cope with the increased demands, multiple web servers with a front-end load balancer are widely used by organizations and businesses as a viable solution to improve the performance. In this paper, we propose a load-balancing mechanism for SDN. Our approach allocates web requests to each server according to its response time and the traffic volume of the corresponding switch port. The centralized SDN controller periodically collects this information to maintain an up-to-date view of the load distribution among the servers, and incoming user requests are redirected to the most appropriate server. The simulation results confirm the superiority of our approach compared to several other techniques. Compared to LBBSRT, round robin, and random selection methods, our mechanism improves the average response time by 19.58%, 33.94%, and 57.41%, respectively. Furthermore, the average improvement of throughput in comparison with these algorithms is 16.52%, 29.72%, and 58.27%, respectively.

A Mobile Platform System based on SBC (SBC 기반 차세대 이동형 단말기 개발)

  • Lee, Seung-Ik
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.4
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    • pp.30-36
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    • 2009
  • In this paper, we develop the next generation mobile system based on SBC(Server Based Computing). SBC is one of the popular topic and only one server system is used as multiple personal systems with a terminal, a monitor and a keyboard. The advantages of this system are easy-upgrade, low costs and convenience for each user. But it is difficult to design and manufacture the multimedia streaming system and devices control system for external devices. In this paper, we represent and develops the Mobile system based on SBC and the test performances shows that our system has good performances of multimedia system and security for internet.

Implementation of Multi-Streaming System of Live Video of Drone (드론 라이브 영상의 다중 스트리밍 시스템 구현)

  • Hwang, Kitae;Kim, Jina;Choi, Yongseok;Kim, Joonhee;Kim, Hyungmin;Jung, Inhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.143-149
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    • 2018
  • This paper presents an implementation of a streaming system which can forward live video stream to multiple users from a Phantom4, which is a drone made by DJI. We constructed the streaming server on Raspberry Pi 3 board for high mobility. Also We implemented the system so that the video stream can be played on any devices if the HTML5 standard web browser is utilized. We compiled C codes of FFmpeg open sources and installed in the Raspberry Pi3 as the streaming server and developed a Java application to execute as the integrated server that controls the other softwares on the streaming server. Also we developed an Android application which receives the live video stream from the drone and sends the streaming server continuously. The implemented system in this paper can successfully stream the live video on 24 frames per second at the resolution of 148x112 in considering the low hardware throughput of the streaming server.

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.

A Distributed Proxy Server System for Wireless Mobile Web Service (무선 이동 웹 서비스를 위한 분산 프록시 서버 시스템의 설계 및 구현)

  • Lee, Hyuk-Joon;Kim, Dong-Won
    • The KIPS Transactions:PartC
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    • v.9C no.1
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    • pp.79-88
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    • 2002
  • Transcoding proxy strategy has been widely used as a means to reduce the delay in retrieving Web pages over wireless mobile data service networks. However, this strategy has the serious drawbacks of being a potential point of failure or a bottleneck of the service. We developed a distributed proxy server system in which multiple proxy servers are installed at geographically dispersed locations and share the workloads among them by serving mobile hosts only within assigned regions. A new handoff message protocol to enable handoffs between proxies as the mobile hosts move between regions is proposed. According to the proxy server handoff protocol, a client agent at the mobile horst requests a proxy server to start handoff processing by which two proxy servers synchronize distilled data belonging to a HTTP session that must be maintained across the handoff. Also, we introduce the architecture of the proxy server and the client agent that handles the proxy server handoff. Finally, we evaluate the proposed system through performance test.

An Efficient Real-Time Image Reconstruction Scheme using Network m Multiple View and Multiple Cluster Environments (다시점 및 다중클러스터 환경에서 네트워크를 이용한 효율적인 실시간 영상 합성 기법)

  • You, Kang-Soo;Lim, Eun-Cheon;Sim, Chun-Bo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2251-2259
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    • 2009
  • We propose an algorithm and system which generates 3D stereo image by composition of 2D image from 4 multiple clusters which 1 cluster was composed of 4 multiple cameras based on network. Proposed Schemes have a network-based client-server architecture for load balancing of system caused to process a large amounts of data with real-time as well as multiple cluster environments. In addition, we make use of JPEG compression and RAM disk method for better performance. Our scheme first converts input images from 4 channel, 16 cameras to binary image. And then we generate 3D stereo images after applying edge detection algorithm such as Sobel algorithm and Prewiit algorithm used to get disparities from images of 16 multiple cameras. With respect of performance results, the proposed scheme takes about 0.05 sec. to transfer image from client to server as well as 0.84 to generate 3D stereo images after composing 2D images from 16 multiple cameras. We finally confirm that our scheme is efficient to generate 3D stereo images in multiple view and multiple clusters environments with real-time.

High-Availability Web Server Cluster Employing Multiple Front-Ends for Small and Middle-sized Web Sites (중소형 사이트를 위한 다수의 전면 서버를 갖는 고가용성 웹 서버 클러스터)

  • Moon Jong-bae;Kim Myung-ho
    • The KIPS Transactions:PartA
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    • v.11A no.5
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    • pp.355-364
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    • 2004
  • These days, various clustering technologies have been adopted to construct web sites. High performance hardware switches have good performance, but have disadvantage of high cost for constructing small and middle-sized web sites. Now a days, many sites have been constructed with the LVS (Linux Virtual Server), which is free of charge and has good performance. Having a centralized load balancing with one front-end, the LVS causes a bottleneck when it receives all at once. In the paper, we suggest a way to remove the LVS bottleneck by providing multiple front-ends. In this architecture, all of cluster nodes act as both a front-end and a back-end. When the load of a node receiving requests is not large enough, the node responds to the client directly. When the load of a node is large enough, the node send the request to a node which is selected by a scheduling algorithm. The scheduling algorithm is discussed to balance loads between servers. While single front-end cluster raises the throughput curvedly, the multiple front-end cluster raises the throughput linearly.

A Batch Arrival Queue with Bernoulli Vacation Schedule under Multiple Vacation Policy

  • Choudhury Gautam;Madan Kailash C.
    • Management Science and Financial Engineering
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    • v.12 no.2
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    • pp.1-18
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    • 2006
  • We consider an $M^x/G/1$ queueing system with Bernoulli vacation schedule under multiple vacation policy. where after each vacation completion or service completion the server takes sequence of vacations until a batch of new customer arrive. This generalizes both $M^x/G/1$ queueing system with multiple vacation as well as M/G/1 Bernoulli vacation model. We carryout an extensive analysis for the queue size distributions at various epochs. Further attempts have been made to unify the results of related batch arrival vacation models.

Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.59-68
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    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.