• Title/Summary/Keyword: 클러스터 기반 네트워크

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$M^2$ MAC: MAC protocol for Real Time Robot Control System based on Underwater Acoustic Communication ($M^2$ MAC(Message Merging): 수중음파통신 기반의 실시간 로봇 제어 시스템을 위한 MAC 프로토콜)

  • Kim, Yung-Pyo;Park, Soo-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.48 no.6
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    • pp.88-96
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    • 2011
  • Underwater acoustic communication is applicable in various areas, such as ocean data collection, undersea exploration and development, tactical surveillance, etc. Thus, robot control system construction used for underwater-robot like AUV or ROV is essential in these areas. In this paper, we propose the Message Merging MAC($M^2$-MAC) protocol, which is suitable for real time robot control system, considering energy efficiency in important parts of underwater acoustic sensor network constitution. In this proposed MAC protocol, gateway node receives the data from robot nodes according to the time slots that were allotted previously. And messages delivered from base-station are generated to one MAC frame by buffering process. Finally, generated MAC frames are broadcasted to all robot nodes in the cluster. Our suggested MAC protocol can also be hybrid MAC protocol, which is successful blend of contention based and contention-free based protocol through relevant procedure with Maintenance&Sleep (M&S) period, when new nodes join and leave as an orphan. We propose mathematical analysis model concerned about End-to-End delay and energy consumption, which is important factor in constructing real-time robot control system. We also verify the excellence of performance according to comparison of existing MAC protocols with our scheme.

Policy Change and Innovation of Textile Industry in Daegu·Kyungbuk Region (대구·경북지역 섬유산업의 정책변화와 혁신과제)

  • Shin, Jin-Kyo;Kim, Yo-Han
    • Management & Information Systems Review
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    • v.31 no.3
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    • pp.223-248
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    • 2012
  • This study analyses support policy and structural change of textile industry in Daegu Kyungbuk region, and suggests major issues for textile industry's innovation. In Daegu Kyungbuk, it was 1999 that a policy, so called Milano Project, in order to promote a textile industry was devised. In 2004, the Regional Industrial Promotion Plan was devised. The plan was born from a view point of establishing a regional innovation system and of promoting the innovative clusters under a knowledge based economy. After then, the Regional Industry Promotion Project or Regional Strategic Industry Promotion Project became a core of regional textile industrial policy. Research results indicated that the first stage Milano project (1999-2003) showed both positive and negative effects. There were no long-term development plan, clear vision and strategy. But, core industrial infrastructure for differentiated product development, such as New product Development Support Center and Dyeing Design Practical Application Center, was constructed. The second stage Daegu Textile Industry Promotion Plan (2004-2008) displayed a significant technological performance and new product sales with the assistance of Kyungbuk province. Also, textile industry revealed positive fruits such as financial structure, productivity, and profitability as a result of strong restructuring. In industrial structure, there was a important change from clothe textile material to industry textile material. Most of textile companies did not showed high capability in CEO's technology innovation intention, entrepreneurship, R&D and human resource competency in compare with other industry. We suggested that Daegu Kyungbuk has to select and concentrate on the high-tech textile material and living textile for sustainable development and competitiveness. We also proposed a confidence and cooperation based innovation network and company oriented innovation cluster.

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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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