• Title/Summary/Keyword: 유지관리 성능

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Role-based Self-Organization Protocol of Clustering Hierarchy for Wireless Sensor Networks (무선 센서 네트워크를 위한 계층형 클러스터링의 역할 기반 자가 구성 프로토콜)

  • Go, Sung-Hyun;Kim, Hyoung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.137-145
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    • 2008
  • In general, a large-scale wireless sensor network(WSNs) is composed of hundreds of or thousands of sensor nodes. In this large-scale wireless sensor networks, it is required to maintain and manage the networks to lower management cost and obtain high energy efficiency. Users should be provided with sensing service at the level of quality for users through an efficient system. In evaluating the result data quality provided from this network to users, the number of sensors related to event detection has an important role. Accordingly, the network protocol which can provide proper QoS at the level of users demanding quality should be designed in a way such that the overall system function has not to be influenced even if some sensor nodes are in error. The energy consumption is minimized at the same time. The protocol suggested in this article is based on the LEACH protocol and is a role-based self-Organization one that is appropriate for large-scale networks which need constant monitoring.

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An Imbedded System for Time Synchronization in Distributed Environment based on the Internet (인터넷 기반 분산 환경에서 시각 동기를 위한 임베디드 시스템)

  • Hwang So-Young;Yu Dong-Hui;Li Ki-Joune
    • Journal of KIISE:Computing Practices and Letters
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    • v.11 no.3
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    • pp.216-223
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    • 2005
  • A computer clock has limits in accuracy and precision affected by its inherent instability, the environment elements, the modification of users, and errors of the system. So the computer clock needs to be synchronized with a standard clock if the computer system requires the precise time processing. The purpose of synchronizing clocks is to provide a global time base throughout a distributed system. Once this time base exists, transactions among members of distributed system can be controlled based on time. This paper discusses the integrated approach to clock synchronization. An embedded system is considered for time synchronization based on the GPS(Global Positioning System) referenced time distribution model. The system uses GPS as standard reference time source and offers UTC(Universal Time Coordinated) through NTP(Network Time Protocol). A clock model is designed and adapted to keep stable time and to provide accurate standard time with precise resolution. Private MIB(Management Information Base) is defined for network management. Implementation results and performance analysis are also presented.

A Study on Efficiency Analysis of Wind Power Generator (풍력 발전 효율성 분석에 관한 연구)

  • Park, SangJun;Hong, Yousik;Kang, Jeong Jin;Yang, JaeSoo
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.2
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    • pp.219-224
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    • 2017
  • These days, it is developed renewable energy-based wind power technology. Wind power generation is relatively quiet, and environmental damage is relatively low. In developed countries, a lot of wind power generation is being built. In Korea, the generation efficiency is low because there are few areas where the wind speed is maintained for four seasons. In recent years, forest damage, low noise, and environmental degradation complaints are frequent. In this paper, we performed an experiment to manage pitch control effectively by analyzing wind, direction, and temperature in real time based on FUZZY rule and cluster analysis.Using the new algorithm proposed by the simulation results, we could verify the efficiency of wind power generation pitch control for wind condition and direction condition by using the pitch control analysis technique.Furthermore, visualization representations have proven to automatically analyze early warning and efficiency of generator performance.

Development of an Automatic Transverse and Longitudinal Road Profile Measurement System (노면 종.횡단 요철 자동 측정 시스템 개발)

  • Eom, Jung-Hyun;Seo, Dong-Sun;Huh, Woong;Roo, Myong-Chan;Kim, Joon-Bum
    • Journal of IKEEE
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    • v.5 no.1 s.8
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    • pp.75-84
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    • 2001
  • The reliable data relating to the condition of road surface is of increasing importance to deliver the road condition to driver and road management authority. This paper describes the development of a new high-speed. automatic, road data collection system, which collects the longitudinal road data with ${\sim}30cm$ interval covering full width of the road at 100km/h speed. The system calculates the international roughness index (IRI) from the collected data and displays the IRI and road profile data on the screen. To develope the system, we implement an optical range finder, advanced distance and motion detectors, and signal processing and display modules. The measurement accuracy of the system at 70km/h operation speed shows ${\pm}0.1m/km$ in the IRI for the standard road. To confirm the performance of the developed system, we also measure the IRI of a deployed highway road and compare the results with a conventional system and human eye measurement results.

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Design and Implementation of Middleware for Smartphone Environments (스마트폰 환경을 위한 미들웨어 설계 및 구현)

  • Kim, Kyoung-Ju;Moon, Sang-Ho;Yu, Young-Jung;Park, Seong-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.3
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    • pp.597-604
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    • 2011
  • The various Smartphone platforms that are used currently make difficult to build efficient applications("apps") for Smartphone. Introduction of middleware in the Smartphone environment is being studied to solve this problem. By enhancing interoperability between server systems and Smartphone platforms as introducing this middleware supports efficiently for Smartphone apps to be developed and managed. Thus, the development of this middleware for Smartphone has become essential for the purpose of responding actively to the rapidly expanding Smartphone market. In this research, we designed and implemented Smartphone middleware which optimizes the cost and time for developing new application service and maintaining it. In order to test this implemented middleware's performance and its capabilities, we also developed university Smartphone apps and activated campus twitter.

An RFID Tag Anti-Collision Protocol for Port Logistics Systems (항만 물류 시스템을 위한 RFID 태그 충돌 방지 프로토콜)

  • Lee, Seong Ro;Lee, Yeonwoo;Joo, Yang-Ick
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.2
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    • pp.202-207
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    • 2013
  • RFID technology is applied to port logistics applications since it monitors objects wirelessly without line of sight and constructs ubiquitous system with low cost. Changes of stock status in the warehouse environment make the technology more important for managing such frequent storing and un-storing. Although the RFID has beneficial characteristics of low cost and low complexity, simultaneous responses of RFID tags cause tag identification collision due to absence of elaborate medium access control scheme. Several algorithms have been proposed to overcome the tag collision problem. However, it is difficult to adopt the methods to the logistics systems that has varying loads since there was no consideration on RFID tag's mobility. Therefore, we propose an efficient RFID tag anti-collision protocol, and simulation results demonstrate performance improvement by using the proposed scheme.

A VPN controlled by CE Routers on MPLS Networks (CE 라우터 기반의 MPLS VPN)

  • Lee, Young-Seok;Han, Min-Ho;Chun, Woo-Jik;Choi, Hoon
    • Journal of KIISE:Information Networking
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    • v.29 no.1
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    • pp.31-39
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    • 2002
  • The VPN(Virtual Private Network) is a private network constructed logically on a public network infrastructure. There have been numerous studies to support the VPN services by using different technologies such as IP in IP, GRE, L2TP, MPLS and so on. Among these technologies, MPLS has shown many merits in aspects of QoS, security, and management, compared with other technologies. As an enhancement of the VPN that is controlled by MPLS PE(Provider Edge) routers, this paper presents the VPN controlled by MPLS CE(Customer Edge) routers. The functional architecture of the CE based VPN and operations of the CE routers are described along with the performance comparison of CE based MPLS VPN. It has been shown that the CE based VPN has more advantages than PE based VPN with respect to independency, scalability, security, and complexity.

Mobile Transaction Processing in Hybrid Broadcasting Environment (복합 브로드캐스팅 환경에서 이동 트랜잭션 처리)

  • 김성석;양순옥
    • Journal of KIISE:Databases
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    • v.31 no.4
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    • pp.422-431
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    • 2004
  • In recent years, different models in data delivery have been explored in mobile computing systems. Particularly, there were a lot of research efforts in the periodic push model where the server repetitively disseminates information without explicit request. However, average waiting time per data operation highly depends on the length of a broadcast cycle and different access pattern among clients may deteriorate the response time considerably. In this case, clients are preferably willing to send a data request to the server explicitly through backchannel in order to obtain optimal response time. We call the broadcast model supporting backchannel as hybrid broadcast. In this paper, we devise a new transaction processing algorithm(O-PreH) in hybrid broadcast environments. The data objects which the server maintains are divided into Push_Data for periodic broadcasting and Pull_Data for on-demand processing. Clients tune in broadcast channel or demand the data of interests according to the data type. Periodic invalidation reports from the server support maintaining transactional consistency. If one or more conflicts are found, conflict orders are determined not to violate the consistency(pre-reordering) and then the remaining operations have to be executed pessimistically. Through extensive simulations, we demonstrate the improved throughput of the proposed algorithm.

Design and Implementation HDTV Relay Transmission System for Overlay Multicast (오버레이 멀티캐스트를 위한 HDTV 중계전송 시스템 설계 및 구현)

  • Son, Seung-Chul;Kwag, Yong-Wan;Heo, Kwon;Lee, Hyung-Ok;Nam, Ji-Seung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.1A
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    • pp.57-65
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    • 2007
  • The overlay multicast that has been recently presented as IP alternative for the IP multicast has been getting much persuasion by the computing power of the hardware and the advancement of the network techniques to enforce Routing in application-level. In an overlay multicast, the system resource and the network bandwidth must be utilized efficiently to service real-time HDTV images. Specifically, the system must consider the delay and the jitter that can be incurred at the application-level. In this paper, we implement a server and a client to broadcast HDTV, in the session composed by the existing overlay multicast protocol. The broadcasting server performs the service using a TV tuner, An HDTV camcorder, and files, clients constituting a multicast group relay the received data to other clients. At this time, the information that the clients report periodically, including their delay and the network state, to the server is used as an important information to maintain an overlay session. The implementation is based on the DirectX and its performance is evaluated by the LAN test bed that has been set.

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.