• Title/Summary/Keyword: 초고속 인터넷서비스

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Greedy Precedent Frame Transmission Technique in VOD System (VoD 시스템에서 탐욕적 선행 전송 기법)

  • Lee, Joa-Hyoung;Jung, In-Bum
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.3
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    • pp.603-612
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    • 2010
  • Recently, with the advance of computing and networking technique, the high speed internet becomes widespread, however, it is still hard job to do streaming the media which requires high network bandwidth over the internet. Previous VoD system researches for streaming over the internet mainly proposed techniques that controls the QoS(Quality of Service) of the media in proportion to the network status. Though, this could be the solution for the service provider while the service user who wants constant QoS may not satisfy with variable QoS. In the paper, we propose greedy precedent frame transmission technique, GPFT, for guarantee of constant QoS. In GPFT, Streaming VoD server prefetches precedent frames and transmits the frame greedily by increasing the frame transmission rate while the available network bandwidth is high. The GPFT uses the prefetched precedent frames to guarantee the QoS while the available network bandwidth is low. The experiment result shows that the proposed GPFT could guarantee the constant QoS by prefetching the frames adaptively to the network bandwidth with the characteristic of video stream.

Fan-shaped Search Zone Routing Protocol for Ship Ad Hoc Networks (선박 애드 혹 네트워크를 위한 부채꼴 탐색구역 경로배정 프로토콜)

  • Son, Joo-Young
    • Journal of KIISE:Information Networking
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    • v.35 no.6
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    • pp.521-528
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    • 2008
  • Such conventional maritime communication technologies as radio have short some comings in their transmission quality. It can be overcome by wireless channels provided by satellites such as INMARSAT, which nevertheless suffer from the high costs. In this paper, we propose a novel technology resolving the above problems, featuring in the establishment of maritime communication networks with multi-hop structures. The inter vessel and ship-to- shore networks previously modeled after MANET are remodeled by SANET (Ship Ad Hoc Networks) in the present work. Fan-shaped Search Zone Routing (FSR) protocol also is presented, which utilizes not only static geographical information including the locations of ports and the navigations of courses but also the unique characteristics of ships in terms of mobile nodes. The FSR finds the fan-shaped search zone on which the shortest path is located. The performance of LAR protocol is compared with that of FSR in several ways. First, FSR does not make use of a type of control packets as beaconing data, resulting in a full utilization of the bandwidth of the wireless channels. Second, the delivery rate by the FSR is 100% for the fan-shaped search zone includes at least one route between source and destination nodes on its border line, where as that of LAR has been turned out to be 64%. Third, the optimality of routes searched by the FSR is on a 97% level. Of all, the FSR shows a better performance than LAR by about 50%.

Performance of an Efficient Association Control Scheme for Public Wireless LAN Systems (고속 공중 무선랜 시스템을 위한 효율적인 연결 요청 제어방법의 성능분석)

  • Lee Hyun woo;Kim Se han;Ryu Won;Yoon Chong ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.3A
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    • pp.209-216
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    • 2005
  • This paper generally relates to the field of wireless local area networks(WLANs), and more particularly, to AP selection and association methods for the performance of a station. In these days, IEEE 802.11 Wireless LAN network is widely deployed and used as an emerging service to connect high-speed Internet in the public wireless environment. But, if there are many users in hot spot area, they suffer a severe decrease of performance. Thus it needs an association and access control mechanism especially when it is used in the public environment. In this paper, we suggest a selection and association method using Beacon or Probe Response frames based IEEE 802.11. Station selects AP using the information of the capacity area in a Beacon or a Probe Response frame. According to the present paper, an association method for a public WLAN service, which includes a WLAN user terminal and an AP for relaying WLAN communications to and from the user terminal, includes the steps of the user terminal asking the AP's states for access to a radio channel; and the station selects and associates with the AP According to the above-described selection in a high speed wireless Internet service based on public WLAN technologies that are currently in operations. Further, it is possible to improve the efficiency of network management.

A Study of an Association Admission Method for Public Wireless LAN Systems (고속 공중 무선랜 시스템을 위한 효율적인 연결 수락 제어방법의 연구)

  • Lee, Hyun-Woo;Yoon, Hong;Yoon, Chong-Ho
    • Journal of Advanced Navigation Technology
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    • v.7 no.2
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    • pp.149-155
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    • 2003
  • This paper generally relates to the field of wireless local area networks(WLANs), and more particularly, to AP selection and association methods for the performance of a station. In these days, IEEE 802.11 Wireless LAN network is widely deployed and used as an emerging service to connect high-speed Internet in the public wireless environment. But, if there are many users in hot spot area, they suffer a severe decrease of performance. Thus it needs an association and access control mechanism especially when it is used in the public environment. In this paper, we suggest a selection and association method using Beacon or Probe Response frames based IEEE 802.11. Station selects AP using the information of the capacity area in a Beacon or a Probe Response frame. According to the present paper, an association method for a public WLAN service, which includes a WLAN user terminal and an AP for relaying WLAN communications to and from the user terminal, includes the steps of the user terminal asking the AP's states for access to a radio channel; and the station selects and associates with the AP. According to the above-described selection in a high speed wireless Internet service based on public WLAN technologies that are currently in operations. Further, it is possible to improve the efficiency of network management.

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Study on the Electronic Contract (전자계약에 관한 연구)

  • Kim, Jae-Nam;Park, Jong-Ryeol
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.6
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    • pp.129-138
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    • 2014
  • The Electronic contract means creation sign management and storage of contract by online without limitations of the time and space through the electronic signature and encode which based on the Certificate instead of the past that treatment the contract such as creation sign management and storage of contract by face-to-face. Recently, the remarkable development of information and communication technology with supplying the high-speed Internet services. Accordingly, the transaction contract made by these also, the steady legal effect occurred by two or more parties by legal action which is the electronic agreement of expression. and it makes agreement improving corporate productivity and it can control the whole process such as contract documents and the actual buying store provision. Like this it has many benefits so, it suddenly rising as the new axis of economic activity area, it is a reality. In this change of era, with the establishment of electronic contracts, there are many problems are occurred to the expression of parties which is core of the contract on civil code so, the systematic legal composition is required. Thus, in this study will propose the reasonable improvements about the issue of electronic contract through the consideration.

A Design of Hybrid Implementation Server System for Network Game (네트워크 게임을 위한 하이브리드 분산 서버 시스템 설계에 관한 연구)

  • 배재환
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.455-459
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    • 2003
  • In the great motive power which promotes the Game of future to develop. three main factors focus on 3D Graphics, Network and Virtual Reality. the Network technique as necessary elemental technique in Next-generation on-line game is being researched largely. However, from viewing the features of on-line game, if many users meet in same server, it not only causes heavy load to the server and brings inconvenience to the users, but also increases expense to the service provider and creates a problem which is to put up server or not. A proposal is going to do hybrid distributed system a client hardly depends on server for this paper, and to be able to enjoy a network game through information alternating current between clients. depended on the existing server, and the most message processing did a design in order to achieve between clients. A design way to propose is as follows. Primarily it was done in order proposed a message grade anger process way, and to be able to manage server or a client according to importance of message, and, with the second, did a Client-Server method and a Pear-to-Pear method at the same time, and a chase did efficiency. Third is going to propose other problem solving way by message grade anger in multi-anger and a security section of a message cue.

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Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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Applications of "High Definition Digital Climate Maps" in Restructuring of Korean Agriculture (한국농업의 구조조정과 전자기후도의 역할)

  • Yun, Jin-I.
    • Korean Journal of Agricultural and Forest Meteorology
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    • v.9 no.1
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    • pp.1-16
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    • 2007
  • The use of information on natural resources is indispensable to most agricultural activities to avoid disasters, to improve input efficiency, and to increase lam income. Most information is prepared and managed at a spatial scale called the "Hydrologic Unit" (HU), which means watershed or small river basin, because virtually every environmental problem can be handled best within a single HU. South Korea consists of 840 such watersheds and, while other watershed-specific information is routinely managed by government organizations, there are none responsible for agricultural weather and climate. A joint research team of Kyung Hee University and the Agriculture, forestry and Fisheries Information Service has begun a 4-year project funded by the Ministry of Agriculture and forestry to establish a watershed-specific agricultural weather information service based on "high definition" digital climate maps (HD-DCMs) utilizing the state of the art geospatial climatological technology. For example, a daily minimum temperature model simulating the thermodynamic nature of cold air with the aid of raster GIS and microwave temperature profiling will quantify effects of cold air drainage on local temperature. By using these techniques and 30-year (1971-2000) synoptic observations, gridded climate data including temperature, solar irradiance, and precipitation will be prepared for each watershed at a 30m spacing. Together with the climatological normals, there will be 3-hourly near-real time meterological mapping using the Korea Meteorological Administration's digital forecasting products which are prepared at a 5 km by 5 km resolution. Resulting HD-DCM database and operational technology will be transferred to local governments, and they will be responsible for routine operations and applications in their region. This paper describes the project in detail and demonstrates some of the interim results.