• Title/Summary/Keyword: 분산가상 네트워크

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Ubiscript: A Language for Ubiquitous Service Integration (유비스크립트: 유비쿼터스 서비스 통합을 위한 언어)

  • Lee, Min-Kyu;Han, Dong-Soo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10a
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    • pp.269-270
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    • 2007
  • 유비쿼터스 환경에서는 사용자가 컴퓨터 및 네트워크의 존재를 의식하지 않는 상태에서 다양한 서비스를 이용하게 된다. 주변에 있는 PC, 냉장고, TV, 자동차 등의 모든 기기에 프로세서가 내장되고 네트워크가 연결되어 특정한 서비스를 제공하기 위해 함께 동작하게 된다. 이러한 장치와 서비스들을 연동하기 위한 현재의 솔루션은 클라이언트-서버 방식의 분산 컴퓨팅 모델이다. 각각의 장치가 원격 프로시듀어 흑은 원격 객체의 형태로 서버를 제공하고 이들을 하나의 클라이언트가 시나리오대로 그것들을 호출함으로써 응용을 완성할 수 있다. 하지만, 이러한 분산 컴퓨팅 모델을 지원하는 프로그래밍 환경으로는 다음과 같은 한계가 있다. 첫째, 소프트웨어 배치(deployment) 문제가 발생한다. 수 많은 시나리오를 생각해 볼 수 있는 유비쿼터스 환경에서는 특정 장치를 공장에서 생산하여 출고할 때 어떤 서버 소프트웨어가 미리 설치되어야 하는지는 가늠할 수 없는 문제이다. 둘째, 성능 문제가 발생할 수 있다. 각 장치의 함수를 호출하는 것은 대부분 원격 함수(remote procedure)이므로 한번 호출하는데 상당한 자원이 소요된다. 하지만, 시나리오를 구현하기 위해서는 특정 장치의 함수를 여러 번 호출해야 되는 상황이 자주 연출된다. 이러한 상황을 피하여 성능을 향상 시키기 위해서는 각 장치에 요구되는 부문 시나리오가 한번에 호출로 처리될 수 있어야 한다. 셋째, 유지 보수 문제가 발생할 수 있다 하나의 서비스가 여러 개의 서버 프로그램과 클라이언트 프로그램으로 구성되기 때문에 한번 업그레이드를 할 때 모든 구성 요소들이 모두 버전 업이 되어야 한다. 넷째, 유비쿼터스 환경에 적합한 추상화 개념의 부재를 들 수 있다. 다양한 장치, 웹서비스 및 데이터 들이 연동되어 하나의 서비스 시나리오를 구현함에 있어서 현재의 프로그래밍 언어는 높은 수준의 추상화 개념을 제공하지 못하고 있다. 본 연구에서는 모바일 코드 기술을 프로그래밍 언어에 적용하여 유비쿼터스 환경에서의 다양한 장치들과 서비스들을 손쉽게 통합하여 애플리케이션 시나리오를 구현할 수 있는 새로운 프로그래밍 언어인 유비스크립트(ubiscript)를 제안한다. 유비스크립트에서는 모바일 코드의 개념을 통해서 앞서 언급한 유비쿼터스 컴퓨팅 환경에서의 문제점을 해결하고자 하였다. 모바일 코드에서는 프로그램 코드가 네트워크를 통해서 컴퓨터를 이동하면서 수행되는 개념인데, 이는 물리적으로 떨어져있으면서 네트워크로 연결되어 있는 다양한 컴퓨팅 장치가 서로 연동하기 위한 모델에 가장 적합하다. 이는 기본적으로 배포(deploy)라는 단계가 필요 없게 되고, 새로운 버전의 프로그램이 작성될지라도 런타임에 코드가 직접 이동하게 되므로 버전 관리의 문제도 해결된다. 게다가 원격 함수를 매번 호출하지 않고 한번 이동된 코드가 원격지에서 모두 수행을 하게 되므로 성능향상에도 도움이 된다. 장소 객체(Place Object)와 원격 스코프(Remote Scope)는 앞서 설명한 특징을 직접적으로 지원하는 언어 요소이다. 장소 객체는 모바일 코드가 이동해서 수행될 계산 환경(computational environment)에 대한 레퍼런스이다. 원격 스코프는 원격지의 컴퓨터에 존재하는 계산 환경의 스코프(scope)를 로컬 계산 환경에 적용할 수 있도록 하는 언어 요소이다. 유비쿼터스 컴퓨팅 환경에서의 장치와 서비스들을 연동하기에는 현재의 프로그래밍 모델은 배포, 유지 보수, 성능 등의 문제점을 안고 있다. 본 연구에서는 모바일 코드 개념을 도입한 새로운 프로그래밍 언어인 유비스크립트를 제안하여 이러한 문제점들을 극복하고자 하였다. 유비스크립트에서는 유비쿼터스 환경을 직접적으로 표현할 수 있도록 새로운 언어 요소인 장소 객체와 원격 스코프 개념을 도입하였고, 프로토타입과 가상의 시나리오 구현을 통하여 기존의 프로그래밍 언어보다 유비쿼터스 환경에 더 적합하고, 단순하며 생산성이 우수하다는 것을 확인하였다.

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Cooperative Communication Scheme Based on channel Characteristic for Underwater Sensor Networks (수중 센서 네트워크를 위한 채널 특성기반의 협력 통신 기법)

  • Ji, Yong-Joo;Choi, Hak-Hui;Lee, Hye-Min;Kim, Dong-Seong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.6
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    • pp.21-28
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    • 2016
  • This paper presents a cooperative transmission scheme for underwater acoustic sensor networks to improve packet transmission rate and reduce energy consumption. Source node transmits duplicated information relayed by distributed antennas called a virtual antenna array. Destination node combines that information to reduce packet error rate. The suggested cooperative scheme enhances the reliability by providing high diversity gains through intermediate relay nodes to overcome the distinct characteristics of the underwater channel, such as high transmission loss, propagation delay, and ambient noises. It is suggested that the algorithm select destinations and potential relays from a set of neighboring nodes that utilize distance cost, the residual energy of each node and local measurement of the channel conditions into calculation. Simulation results show that the proposed scheme reduces average energy consumption, response time, and increases packet delivery ratio compared with the SPF(Shortest Path First) and non-cooperative scheme using OPNET Moduler.

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.

Efficient Correlation Channel Modeling for Transform Domain Wyner-Ziv Video Coding (Transform Domain Wyner-Ziv 비디오 부호를 위한 효과적인 상관 채널 모델링)

  • Oh, Ji-Eun;Jung, Chun-Sung;Kim, Dong-Yoon;Park, Hyun-Wook;Ha, Jeong-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.3
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    • pp.23-31
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    • 2010
  • The increasing demands on low-power, and low-complexity video encoder have been motivating extensive research activities on distributed video coding (DVC) in which the encoder compresses frames without utilizing inter-frame statistical correlation. In DVC encoder, contrary to the conventional video encoder, an error control code compresses the video frames by representing the frames in the form of syndrome bits. In the meantime, the DVC decoder generates side information which is modeled as a noisy version of the original video frames, and a decoder of the error-control code corrects the errors in the side information with the syndrome bits. The noisy observation, i.e., the side information can be understood as the output of a virtual channel corresponding to the orignal video frames, and the conditional probability of the virtual channel model is assumed to follow a Laplacian distribution. Thus, performance improvement of DVC systems depends on performances of the error-control code and the optimal reconstruction step in the DVC decoder. In turn, the performances of two constituent blocks are directly related to a better estimation of the parameter of the correlation channel. In this paper, we propose an algorithm to estimate the parameter of the correlation channel and also a low-complexity version of the proposed algorithm. In particular, the proposed algorithm minimizes squared-error of the Laplacian probability distribution and the empirical observations. Finally, we show that the conventional algorithm can be improved by adopting a confidential window. The proposed algorithm results in PSNR gain up to 1.8 dB and 1.1 dB on Mother and Foreman video sequences, respectively.

Evaluation of Structural and Functional Changes of Ecological Networks by Land Use Change in a Wetlandscape (토지이용변화에 따른 거시적 습지경관에서의 생태네트워크의 구조 및 기능적 변화 평가)

  • Kim, Bin;Park, Jeryang
    • Ecology and Resilient Infrastructure
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    • v.7 no.3
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    • pp.189-198
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    • 2020
  • Wetlands, which provide various ecological services, have been regarded as an important nature-based solution for, for example, sustainable water quality improvement and buffering of impacts from climate change. Although the importance of conserving wetlands to reduce the impacts of various perturbations (e.g., changes of land use, climate, and hydrology) has been acknowledged, the possibility of applying these efforts as a nature-based solution in a macro-scale (e.g., landscape) has been insufficient. In this study, we examine the possibility of ecological network analysis that provides an engineering solution as a nature-based solution. Specifically, we analyzed how land use change affects the structural and functional characteristics (connectivity, network efficiency, and clustering coefficient) of the ecological networks by using the ecological networks generated by multiple dispersal models of the hypothetical inhabiting species in wetlandscape. Changes in ecological network characteristics were analyzed through simultaneously removing wetlands, with two initial conditions for surface area, in the zones where land use change occurs. We set a total number of four zones of land use change with different wetland densities. All analyses showed that mean degree and network efficiency were significantly reduced when wetlands in the zones with high wetland density were removed, and this phenomenon was intensified especially when zones contained hubs (nodes with high degree). On the other hand, we observed the clustering coefficient to increase. We suggest our approach for assessing the impacts of land use change on ecological networks, and with additional analysis on betweenness centrality, we expect it can provide a nature-based engineering solution for creating alternative wetlands.

A Study on the High Quality 360 VR Tiled Video Edge Streaming (방송 케이블 망 기반 고품질 360 VR 분할 영상 엣지 스트리밍에 관한 연구)

  • Kim, Hyun-Wook;Yang, Jin-Wook;Yoon, Sang-Pil;Jang, Jun-Hwan;Park, Woo-Chool
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.43-52
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    • 2019
  • 360 Virtual Reality(VR) service is getting attention in the domestic streaming market as 5G era is upcoming. However, existing IPTV-based 360 VR video services use upto 4K 360 VR video which is not enough to satisfy customers. It is generally required that over 8K resolution is necessary to meet users' satisfaction level. The bit rate of 8K resolution video exceeds the bandwidth of single QAM channel(38.817mbps), which means that it is impossible to provide 8K resolution video via the IPTV broadcast network environment. Therefore, we suggest and implement the edge streaming system for low-latency streaming to the display devices in the local network. We conducted experiments and confirmed that 360 VR streaming with a viewport switching delay less than 500ms can be achieved while using less than 100mbps of the network bandwidth.

Design the Time-Interval Based Fairness Partitioning Method in DVE (DVE에서 시간 기반 균등 부하 분산 방식 설계)

  • Won, Dong-Kee;An, Dong-Un;Chung, Seung-Jong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.1
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    • pp.48-54
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    • 2008
  • MMORPGs may involve a great number of concurrent players, and those servers usually have to manage hundred, or even thousands of avatars co-existing in the same virtual world. So if failing to send a command or an event message, or sending it too late may cause damages to the avatar evolution(death, injury, loss of resources), and may result in unjustified penalties for the player. Many policies could be defined to realize a ranking evaluation of available servers. Unfortunately, due to the highly dynamic characteristics of server loads and network performances, any optimal allocation would soon become sub-optimal. In order to solve those problems we propose the "time-interval based fairness partitioning method"(TIP). TIP will distribute the avatar to the game server equally with time-interval in order to avoid the problems form the unfairness of game servers load.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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Distributed Control of DC Servo Motor on LonWorks-IP Virtual Device Network for Predictive and Preventive Maintenance (LonWorks-IP 가상 디바이스 네트워크상에서 예지 및 예방보전을 위한 DC 서보모터의 분산제어)

  • Song, Ki-Won
    • Journal of the Korean Society of Safety
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    • v.21 no.4 s.76
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    • pp.25-32
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    • 2006
  • LonWorks over IP(LonWorks-IP) virtual device network(VDN) is an integrated form of LonWorks device network and IP data network. In especially real-time distributed servo applications on the factory floor, timely response is essential for predictive and preventive maintenance. The time delay in servo control on LonWorks-IP based VDN has highly stochastic nature. LonWorks-IP based VDN induced transmission delay deteriorates the performance and stability of the real-time distributed control system and can't give an effective preventive and predictive maintenance. In order to guarantee the stability and performance of the system, and give an effective preventive and predictive maintenance, LonWorks-IP based VDN induced time-varying uncertain time delay needs to be predicted and compensated. In this paper new Pill control scheme based on Smith predictor, disturbance observer and band pass filter is proposed and tested through computer simulation about position control of DC servo motor. It is shown that how can the proposed control scheme be designed to minimize the effects of uncertain varying time delay and model uncertainties. The validity of the proposed control scheme is compared and demonstrated with the comparison of internal model controllers(IMC) based on Smith predictor with and without disturbance observer.

A framework for parallel processing in multiblock flow computations (다중블록 유동해석에서 병렬처리를 위한 시스템의 구조)

  • Park, Sang-Geun;Lee, Geon-U
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.21 no.8
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    • pp.1024-1033
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    • 1997
  • The past several years have witnessed an ever-increasing acceptance and adoption of parallel processing, both for high performance scientific computing as well as for more general purpose applications. Furthermore with increasing needs to perform the complex flow calculations in an efficient manner, the use of the message passing model on distributed networks has emerged as an important alternative to the expensive supercomputers. This work attempts to provide a generic framework to enable the parallelization of all CFD-related works using the master-slave model. This framework consists of (1) input geometry, (2) domain decomposition, (3) grid generation, (4) flow computations, (5) flow visualization, and (6) output display as the sequential components, but performs computations for (2) to (5) in parallel on the workstation clustering. The flow computations are parallized by having multiple copies of the flow-code to solve a PDE on different spatial regions on different processors, while their flow data are exchanged across the region boundaries, and the solution is time-stepped. The Parallel Virtual Machine (PVM) is used for distributed communication in this work.