• Title/Summary/Keyword: 밸런싱

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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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A Swapping Red-black Tree for Wear-leveling of Non-volatile Memory (비휘발성 메모리의 마모도 평준화를 위한 레드블랙 트리)

  • Jeong, Minseong;Lee, Eunji
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.139-144
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    • 2019
  • For recent decades, Non-volatile Memory (NVM) technologies have been drawing a high attention both in industry and academia due to its high density and short latency comparable to that of DRAM. However, NVM devices has write endurance problem and thus the current data structures that have been built around DRAM-specific features including unlimited program cycles is inadequate for NVM, reducing the device lifetime significantly. In this paper, we revisit a red-black tree extensively adopted for data indexing across a wide range of applications, and make it to better fit for NVM. Specifically, we observe that the conventional red-black tree wears out the specific location of memory because of its rebalancing operation to ensure fast access time over a whole dataset. However, this rebalancing operation frequently updates the long-lived nodes, which leads to the skewed wear out across the NVM cells. To resolve this problem, we present a new swapping wear-leveling red-black tree that periodically moves data in the worn-out node into the young node. The performance study with real-world traces demonstrates the proposed red-black tree reduces the standard deviation of the write count across nodes by up to 12.5%.

A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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Rosary : Topology-Aware Structured P2P Overlay Network for CDN System (Rosary : CDN 시스템을 위한 구조화된 토폴러지-인식 P2P 오버레이 네트워크)

  • Shin Soo-Young;Namgoong Jung-ll;Park Soo-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.12B
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    • pp.818-830
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    • 2005
  • Recently, Peer-to-Peer (P2P) overlay networks like CAN, Chord, Pastry and Tapestry offer a novel platform for scalable and decentralized distributed applications. These systems provide efficient and fault-tolerant routing, object location, and load balancing within a self-organizing overlay network. Content Delivery Network (CDN) is an intermediate layer of infrastructure that helps to efficiently deliver the multimedia content from content providers to clients. In this paper, We propose a topology-aware P2P overlay network for CDN, Rosary, in which CDN servers perform Intra-Pastry and Inter-Pastry routing based on a two-level structured overlay network. This proposed system extends pastry by adapting itself to CDN environments, where a semi-hashing based scheme for Intra-Pastry routing is introduced, and dynamic landmark technology is used to construct the topology-aware overlay network. Through simulations on NS-2, it is shown that Rosary is scalable, efficient, and flexible.

A Traffic and Link Quality Based Congestion Control Scheme for Reliable Sensing Data Delivery in Wireless Sensor Networks (무선 센서 네트워크에서 신뢰성 있는 센싱 정보 전달을 위한 트래픽 및 링크 품질 기반 혼잡 제어 기법)

  • Kim, Sungae;Chung, Sanghwa
    • Journal of KIISE:Information Networking
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    • v.41 no.4
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    • pp.177-185
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    • 2014
  • It has been occurred many times that wireless sensor networks (WSNs) had congested areas because all the sensing data collected by multiple sensor nodes are delivered to one sink node. Typically, in order to control congested areas, it used to reduce the traffic by increasing the sensing period or discarding packets. However, those schemes have a disadvantage that it loses the reliability when delivering sensing data. Moreover, there are no schemes considering case of having poor quality of links between nodes in practical terms. In this paper, we suggest a scheme not to reduce the traffic but to distribute the traffic by changing routing paths depends on the traffic and the quality of links. Also, it can be seen that the reliability of delivering of the sensing data is improved with the experiments improving collection rates and shortening end-to-end delay.

Effective Acne Detection using Component Image a* of CIE L*a*b* Color Space (CIE L*a*b* 칼라 공간의 성분 영상 a*을 이용한 효과적인 여드름 검출)

  • Park, Ki-Hong;Noh, Hui-Seong
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1397-1403
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    • 2018
  • Today, modern people perceive skin care as part of their physical health care, and acne is a common skin disease problem that is found on the face. In this paper, an effective acne detection algorithm using CIE $L^*a^*b^*$ color space has been proposed. It is red when the pixel value of the component image $a^*$ is a positive number, so it is suitable for detecting acne in skin image. First, the skin image based on the RGB color space is subjected to light compensation through color balancing, and converted into a CIE $L^*a^*b^*$ color space. The extracted component image $a^*$ was normalized, and then the skin and acne area were estimated with the threshold values. Experimental results show that the proposed method detects acne more effectively than the conventional method based on brightness information, and the proposed method is robust against the reflected light source.

Two Aspects of the Game Playing Effect and Attitude toward Game Regulation :Focused on Game Genre (게임 플레이 효과의 양면성과 게임 규제 태도 연구 :게임 장르를 중심으로)

  • Jung, Chang Won
    • The Journal of the Korea Contents Association
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    • v.19 no.12
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    • pp.425-439
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    • 2019
  • This study looks at the social implications of gaming disorder by considering the situation in Korea. Focusing on specificity of game genres, this study analyzed two aspects of the game playing effect-positive(cognitive needs) and negative(game addiction)-and suggested directions for game regulation policies and game addiction studies, since game playing effects are closely related to game regulatory policy. To analyze game effects and attitudes to regulations, this study performed regression analysis based on the online survey. Results show that game playing effects and attitudes toward game regulation differ based on the nature of game genres. While longer gaming increased the effect of addiction, it also increased cognitive needs. Playing roleplaying, Aeon of Strife, and strategy game genres(RAS), which are subject to game regulation, increased game addiction levels but simultaneously contributed to increased cognitive needs. While playing augmented reality genres positively affected cognitive needs, it also showed favorable attitudes to general game regulation.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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A Case Study of Drug Repositioning Simulation based on Distributed Supercomputing Technology (분산 슈퍼컴퓨팅 기술에 기반한 신약재창출 시뮬레이션 사례 연구)

  • Kim, Jik-Soo;Rho, Seungwoo;Lee, Minho;Kim, Seoyoung;Kim, Sangwan;Hwang, Soonwook
    • Journal of KIISE
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    • v.42 no.1
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    • pp.15-22
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    • 2015
  • In this paper, we present a case study for a drug repositioning simulation based on distributed supercomputing technology that requires highly efficient processing of large-scale computations. Drug repositioning is the application of known drugs and compounds to new indications (i.e., new diseases), and this process requires efficient processing of a large number of docking tasks with relatively short per-task execution times. This mechanism shows the main characteristics of a Many-Task Computing (MTC) application, and as a representative case of MTC applications, we have applied a drug repositioning simulation in our HTCaaS system which can leverage distributed supercomputing infrastructure, and show that efficient task dispatching, dynamic resource allocation and load balancing, reliability, and seamless integration of multiple computing resources are crucial to support these challenging scientific applications.

Efficient Connection Scheduling Technique for Hosting Internet Services on a Cluster of Servers (서버 클러스터에서의 인터넷 서비스를 위한 효율적인 연결 스케줄링 기법)

  • 최재웅;김성천
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.7_8
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    • pp.352-358
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    • 2003
  • A cluster of servers is the most promising solution to provide highly scalable and highly available network services with low implementation cost. One of popular solutions is using dispatcher as a request distributor. However this solution has the problem that is can be the bottleneck or single-point of failure point of itself. ONE-IP, the previous work, solves this serious problem by using broadcast message for distributing the request packet in LAN. Using simple scheduling technique, in addition, the overhead due to dispatching the request becomes minimal. However, as ONE-IP using very simple static scheduling algorithm, it would spread the request among servers unevenly and downgrades the cluster performance consequently. In this paper, we propose an improved TCP connection scheduling technique solving this unbalanced distributing problem. Using Round-Robin(RR) scheduling instead of hashing clients IP address, proposed technique can more evenly distribute incoming service requests among the servers. Experiments show average 3.8% improved performance in throughput compared to original ONE-IP technique.