• Title/Summary/Keyword: 트리픽

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The choice of optimal threshold value of spread spectrum Slotted ALOHA network with CLSP method (CLSP 방식에 의한 대역확산 Slotted ALOHA 네트워크에서 최적 문턱 값 설정)

  • 구인회;오영환
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.12A
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    • pp.1821-1827
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    • 2000
  • 차세대 이동 통신은 음성만이 아닌 멀티미디어 서비스 지원이 필수적이다. 그 중에서도 CLSP(Channel Load Sensing Protocol)에 의한 CDMA ALOHA 방식은 기지국에 있는 허브(HUB)에서 채널의 부하를 센싱하여 일정 문턱 값($\alpha$) 이상의 패킷이 기지국에 수신될 경우 모든 단말기에 접속 불가 명령을 송신함으로써 기존의 ALOHA 방식보다 처리효율을 높였다. 그러나 기존에 고정된 문턱 값은 가변적인 트리픽 부하에 따라서 처리율도 가변적으로 변함으로써 최상의 처리율을 얻지 못했다. 본 논문은 대역확산 Slotted ALOHA 네트워크의 처리율을 높이기 위해서 매 슬롯마다 허브에서 계산되어진 패킷 수를 이용하여 다음 슬롯에 최상의 처리율을 얻을 수 있도록 패킷 문턱 값($\alpha$)을 설정해 주는 알고리즘을 제안하였다. 또한 음성과 데이터 트래픽이 혼합된 멀티미디어 트래픽이 기지국에 수신될 때, 제안된 알고리즘을 사용하여 실시간 트래픽인 음성 트래픽에 따라 데이터 문턱 값(${\gamma}$)을 선택함으로써 실시간 트래픽에 대한 처리율을 향상시켰다.

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Non-Fickian Diffusion of Organic Solvents in Fluoropolymeys (불소고분자내 유기용매의 비-픽 확산)

  • 이상화
    • Polymer(Korea)
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    • v.28 no.1
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    • pp.24-34
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    • 2004
  • Transient sorption experiments were conducted among several combinations of fluoropolymers and various organic solvents. Fully fluorinated polymer tended to exhibit ideal sorption behavior, while partially fluorinated polymers showed anomalous sorption behaviors with a drastic acceleration at the final stage of uptake. Minimization of least-squares of the measured and predicted fractional uptake, which indicated the increasing degree of deviation from Fickian diffusion, gave values of 3.0${\times}$10$\^$-4/, 1.75${\times}$10$\^$-3/, 8.68${\times}$10/sup-3/, 1.75${\times}$10$\^$-2/, respectively, for perfluoroalkoxy copolymer, poly(ethylene-co-tetrafluoroethylene), poly(vinylidene fluoride), poly(ethylene-co-chlorotrifluoroethylene). From stress-strain tests, it was confirmed that non-Fickian diffusion is closely related to the significant variation of mechanical properties (such as modulus and tensile strength) of swollen polymer. Anomalous sorption behavior stemmed from non-Fickian diffusion caused by nonlinear disruption of polar inter-segmental bonds due to solvent-induced plasticization. Thus, it is imperative to investigate the diffusion behavior of swelling solvents in partially fluorinated polymers, especially for the application to barrier materials or perm-selective membranes.

A Study about the Cell Scheduling for the Cell Loss QoS Improvement (셀 손실 QoS 향상을 위한 셀 스케줄링에 관한 연구)

  • 이영교;이영숙
    • The Journal of the Korea Contents Association
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    • v.2 no.4
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    • pp.85-92
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    • 2002
  • This paper proposes the cell scheduling algorithm proper to high-speed ATM switch. The proposed algorithm is the VRR(Variable weight Round Robin) combined the FRR to variant QLT. The FRR performs the cell service of the fixed weight by each buffer. So, FRR don't support the QoS of ATM service classes although it is easy to implement a high speed switch. VRR uses the method expaned to variable weight according to buffer state as well as schedules the cell according the Fixed weight based FRR. The simulation to evaluate the proposed algorithm was done by AweSim arid Visual C++. The result graphs show that the proposed algorithm is excellent, especially in the aspect of cell loss. This area is engaged by English Abstract.

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An Effective P2P Searching Algorithm Based on Leveled OK Mechanism (단계별 OK 기법 기반 효과적 P2P 검색 알고리즘)

  • kim Boon-Hee;Lee Jun-Yeon
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.2 s.34
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    • pp.69-78
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    • 2005
  • As the study and use of P2P systems are diversified, the effect of excessive amount of traffic, which occurs in searching peers' resource and is considered as a network bandwidth Problem, cannot let the matter Pass without making a protest. In case P2P application doesn't reduce network traffic, it can be much effected to use bandwidth smoothly in the internet environment where various network applications lie scattered and there will be inconvenience when many network users makes use of related applications . In this Paper, we propose a pure P2P model based-broadcasting technique for producing successful hit ratio and traffic amount in the weakly connected environment based-P2P system where situation of peers' connection and exit is ambiguous . The proposed searching technique is designed/implemented to improve a resident problem in the related system and we have estimated the performance of the proposed searching technique comparing our technique with the existing broadcasting based-searching technique .

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Real-Time Hierarchical Techniques for Rendering of Translucent Materials and Screen-Space Interpolation (반투명 재질의 렌더링과 화면 보간을 위한 실시간 계층화 알고리즘)

  • Ki, Hyun-Woo;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.31-42
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    • 2007
  • In the natural world, most materials such as skin, marble and cloth are translucent. Their appearance is smooth and soft compared with metals or mirrors. In this paper, we propose a new GPU based hierarchical rendering technique for translucent materials, based on the dipole diffusion approximation, at interactive rates. Information of incident light, position, normal, and irradiance, on the surfaces are stored into 2D textures by rendering from a primary light view. Huge numbers of pixel photons are clustered into quad-tree image pyramids. Each pixel, we select clusters (sets of photons), and then we approximate multiple subsurface scattering term with the clusters. We also introduce a novel hierarchical screen-space interpolation technique by exploiting spatial coherence with early-z culling on the GPU. We also build image pyramids of the screen using mipmap and pixel shader. Each pixel of the pyramids is stores position, normal and spatial similarity of children pixels. If a pixel's the similarity is high, we render the pixel and interpolate the pixel to multiple pixels. Result images show that our method can interactively render deformable translucent objects by approximating hundreds of thousand photons with only hundreds clusters without any preprocessing. We use an image-space approach for entire process on the GPU, thus our method is less dependent to scene complexity.

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