• Title/Summary/Keyword: network provisioning

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Analysis on the upper bound of strong Roman-domination in grid networks (그리드 네트워크의 강한 Roman 지배수 상계에 대한 해석)

  • Lee, Hoon;Sohn, Moo Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.8
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    • pp.1114-1122
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    • 2018
  • In this paper, we propose a theoretical framework for provisioning marginal resources in wired and wireless computer networks which include Internet. In more detail, we propose a mathematical model for the upper bounds of marginal capacity in grid networks, where the resource is designed a priori by normal traffic estimation and marginal resource is prepared for unexpected events such as natural disasters and abrupt flash crowd in public affairs. To be specific, we propose a method to evaluate an upper bound for minimum marginal capacity for an arbitrary grid topology using the concept of a strong Roman domination number. To that purpose, we introduce a graph theory to model and analyze the characteristics of general grid structure networks. After that we propose a new tight upper bound for the strong Roman domination number. Via a numerical example, we show the validity of the proposition.

Backup path Setup Algorithm based on the Bandwidth Sharing in Mesh Networks (메쉬 구조의 망에서 대역 공유를 통한 복구 경로 설정 알고리즘)

  • 이황규;홍석원
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.1
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    • pp.41-47
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    • 2002
  • Path setup considering QoS is one of the main problems to solve in Internet traffic engineering. In network restoration that is one of the traffic engineering components, to establish a backup path or backup path for a working path to be protected is the main task. The backup path should have enough bandwidth to guarantee the working paths. Thus this work requires the QoS routing solution that is to set up a backup path as well as a working path at the same time provisioning enough bandwidth. In this paper, we propose an algorithm to setup a backup path that shares the bandwidth of other backup paths whose working path does not pass along the same link with the working path we are considering. In this way we can reduce much bandwidth consumption caused by setting up backup paths. We also analyze the disjoint path computation algorithms. Finally we show simulation results how the algorithm can reduce the bandwidth consumption and how it will affect blocking when we setup paths.

A Study on the Performance Enhancements of Video Streaming Service in MPLS Networks (MPLS 망을 통한 Video Streaming Service의 성능 개선에 관한 연구)

  • Kim Choong-Hyun;Kim Young-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.7 no.2
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    • pp.60-64
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    • 2006
  • In typical video streaming services such as MPEG encoded video, the transmission data sizes change depending on the frame types and the required bandwidth for QoS support also changes as time passes. Accordingly, in video streaming services using the Internet it could happen that the video services stop occasionally due to instantaneous deficiencies of the required bandwidth under unexpected congestion even if the highest priority is allocated to the service by network administration. In this paper, we investigate several methods for bandwidth allocation and traffic engineering to support MPEG video traffic and propose a new method to reduce the transmission delay and enhance the throughput, there by provisioning the QoS requirements. In the proposed scheme, LSPs are established based on temporal variation patterns of the Internet traffic and the CQ_LLQ policing scheme is applied for traffic shaping at the ingress routers. Finally we verified the performance of the proposed scheme via computer simulations using OPNET.

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Communication Service Architecture for CORBA -Based Multimedia Multicast Application (CORBA 기반의 멀티미디어 멀티캐스트 애플리케이션을 위한 통신 서비스 아키텍쳐)

  • Ma, Yeong-Sik;Gang, U-Sik;An, Sun-Sin
    • Journal of KIISE:Computing Practices and Letters
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    • v.5 no.6
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    • pp.771-781
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    • 1999
  • 오늘날의 컴퓨팅 환경은 통신 네트워크의 복잡성과 다양한 멀티미디어 서비스 처리를 위해 객체지향 기술을 분산 시스템에 도입하고 통신망을 소프트웨어 계층적 모델로 구조화한 개방형 정보 통신망 구조 연구가 활발히 진행되고 있다. 본 논문은 분산환경에서 멀티미디어 스트림 데이타를 전송하기 위한 아키텍쳐에 관한 모델의 설계 및 구현에 관한 것으로 분산 환경에서 멀티미디어 스트림 데이타를 효율적으로 전송할 수 있는 구조를 제시하고 있다. 설계한 구조는 Point-to-Point와 멀티캐스트를 지원하며 컴퓨터 통신망에서 멀티캐스트 연결을 효율적으로 관리하고 추후 기능 확장 및 기능 변경이 용이하도록 모듈화하고 유연성을 가지는 연결 관리 구조를 설계하고 구현하였다. 신호기능은 CORBA(Common Object Request Broker Architecture)의 ORB를 이용하여 실현하였으며, 데이타 전송 기능은 TCP/IP연결을 이용하였다. 이렇게 신호처리 부분과 데이타 전송 부분을 독립적으로 만들어서 하부망 기술에 독립적인 연결 관리 구조를 채택하고 있으므로 향후 다른 환경에서도 신호처리 부분을 그대로 적용할 수 있다. 분산 객체 개념을 적용하여 연결 관리 기능을 분산 객체화 하였으며 각 분산 객체간 인터페이스를 OMG(Object Management Group) IDL(Interface Definition Language)로 정의함으로써 유연성을 갖도록 하였다.AbstractThis paper proposes communication service architecture to support dynamic communication configuration and multiple connection management which are required to handle a variety of multimedia multicast application. Our communication service architecture was designed to fulfil the objectives as the following:- To build a common networking system for various multimedia multicast services- To build a platform for rapid service development and provisioning- To provide service networking independent on transport network technologiesWe implemented communication service architecture based on Common Object Request Broker Architecture (CORBA) for multimedia multicast applications. Our communication service architecture is distributed and object-oriented for extensibility and easy modification. The interfaces between the distributed objects are specified in (Object Management Group) OMGs Interface Definition Language.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

A Proxy based QoS Provisioning Mechanism for Streaming Service in Wireless Networks (무선이동통신망에서 스트리밍 서비스를 위한 프락시 기반Qos 보장 방안)

  • Kim Yong-Sul;Hong Jung-Pyo;Kim Hwa-Sung;Yoo Ji-Sang;Kim Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.7B
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    • pp.608-618
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    • 2006
  • The increasing popularity of multimedia streaming services introduces new challenges in content distribution. Especially, it is important to provide the QoS guarantees as they are increasingly expected to support the multimedia applications. The service providers can improve the performance of multimedia streaming by caching the initial segment (prefix) of the popular streams at proxies near the requesting clients. The proxy can initiate transmission to the client while requesting the remainder of the stream from the server. In this paper, in order to apply the prefix caching service based on IETF's RTSP environment to the wireless networks, we propose the effective RTSP handling scheme that can adapt to the radio situation in wireless network and reduce the cutting phenomenon. Also, we propose the traffic based caching algorithm (TSLRU) to improve the performance of caching proxy. TSLRU classifies the traffic into three types, and improve the performance of caching proxy by reflecting the several elements such as traffic types, recency, frequency, object size when performing the replacement decision. In simulation, TSLRU and RTSP handling scheme performs better than the existing schemes in terms of byte hit rate, hit rate, startup latency, and throughput.

Flow Handover Management Scheme based on QoS in SDN Considering IoT (IoT를 고려한 SDN에서 QoS 기반 플로우 핸드오버 관리 방법)

  • Kyung, Yeun-Woong;Kim, Tae-Kook
    • Journal of Internet of Things and Convergence
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    • v.6 no.2
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    • pp.45-50
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    • 2020
  • In this paper, we propose a QoS-based handover management scheme in SDN. Even though there have been lots of recent services such as IoT, the conventional networks provide a monolitic handover method without considerations on flow-specific QoS features. For example, the conventional Internet provides a handover method which only considers IP continuity. On the other hand, 4G and 5G networks use a strict handover method for all kinds of flows with resource reservations. This means that it is difficult to guarantee the QoS requirements for the flow with a strict QoS requirement in Internet and the inefficient resource utilization can occur in the 4G and 5G because of the strict QoS-based handover management. The proposed scheme proposes the flow handover management scheme based on QoS requirements according to the SDN controller's management. From the network operators' perspective, the proposed scheme can provide the efficient resource utilization as well as QoS provisioning.