• 제목/요약/키워드: Distributed Processing Server

검색결과 299건 처리시간 0.028초

Resiliency Design of a Loosely-Coupled Database System

  • Park, Jae-Hwa;Kim, Sung-Eon
    • 한국정보시스템학회지:정보시스템연구
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    • 제4권
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    • pp.85-104
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    • 1995
  • In a loosely-coupled distributed database server system, a server failure and/or a communication failure can be masked by a resiliency mechanism. Recognizing that a distributed transaction executes at several servers during its lifetime, we propose a resiliency mechanism which allows continuous transaction processing in distributed database server systems in the presence of a server failure. The resiliency mechanism for transaction processing is achieved by keeping redundant information using a primary/backup approach. The purpose of this paper is to analyze the performance improvement opportunities with the resiliency mechanism and to present the design of the proposed system.

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분산처리서버에서의 멀티 쓰레드 방식을 적용한 원격얼굴인식 시스템 (Study on Remote Face Recognition System Using by Multi Thread on Distributed Processing Server)

  • 김의선;고일주
    • 한국차세대컴퓨팅학회논문지
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    • 제13권5호
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    • pp.19-28
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    • 2017
  • IP보안 카메라의 보급으로 원격에서 얼굴인식을 수행함에 있어 서버의 부하를 줄이기 위한 여러 가지 방법들이 구현되고 있다. 본 논문에서는 원격지에 있는 IP 보안 카메라 영상을 얼굴검출기능이 탑재된 DSP 보드를 통해 입력 받아 얼굴검출을 수행 한 후 해당 얼굴영역 이미지를 서버로 전송하여 이를 얼굴인식 분산 처리를 통해 얼굴인식 기능을 수행한다. 결과적으로 전체적인 서버시스템 로드를 상당히 줄이는 성과와 실시간 얼굴 인식처리를 최대 256대의 카메라를 연동하면서 수행할 수 있는 장점을 가지고 있다. 이를 수행할 수 있는 기술은 분산처리 서버기술을 이용하여 한 서버 당 64채널 얼굴인식을 수행하며, 4개 분산처리 서버를 운영할 경우 250여개 카메라 채널을 통한 얼굴검출 결과를 처리하는 성과를 가져올 수 있었다.

객체 복제 기법에 의한 원격 접근 알고리즘 (The Remote Access Algorithm by Object Replication)

  • 윤동식;이병관
    • 한국정보처리학회논문지
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    • 제7권3호
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    • pp.799-807
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    • 2000
  • In this paper, object replication Client/server under distributed computing system is design and implementation. Today many end-users have a computer communication by using internet in the distributed system of client/server. If many users request services to a specific remote server, the server should have got a overhead for hat service processing, delayed the speed for replay, and bring a bottleneck in communication network. Therefore object replication method was proposed to solve this problems. The growth of internet works and distributed applications has increased the need for large scale replicated systems. However, existing replication protocols do not address scale and autonomy issues adequately. Further, current application protocol require consistency of different levels, and therefore should be the selection function of consistency in them, in order to have particular semantics of each level. In this paper, server overhead and bottleneck happening in remote procedure call be using server object replication. Therefore access transparency can be improved by sharing object duplicately. So it will Keep up with the consistency within the replicated objects.

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분산 컴퓨팅 환경하에서의 데이타 자원 관리 (Data Resource Management under Distributed Computing Environment)

  • 조희경;안중호
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 1994년도 DB산업기술 활성화를 위한 학술대회 및 기술 심포지움
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    • pp.105-129
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    • 1994
  • The information system of corporations are facing a new environment expressed by miniaturization, decentralization and Open System. It is therefore of utmost importance for corporations to adapt flexibly th such new environment by providing for corresponding changes to their existing information systems. The objectives of this study are to identify this new environment faced by today′s information system and develop effective methods for data resource management under this new environment. In this study, it is assumed that the new environment faced by information systems can be specified as Distributed Computing Environment, and in order to achieve such system, presents Client/server architecture as its representative computing structure, This study defines Client/server architecture as a computing architecture which specialize the fuctionality of the client system and the server system in order to have an application distribute and perform cooperative processing at the best platform. Furthermore, from among the five structures utilized in Client/server architecture for distribution and cooperative processing of application between server and client this study presents two different data management methods under the Client/server environment; one is "Remote Data Management Method" which uses file server or database server and. the other is "Distributed Data Management Method" using distributed database management system. The result of this study leads to the conclusion that in the client/server environment although distributed application is assumed, the data could become centralized (in the case of file server or database server) or decentralized (in the case of distributed database system) and the data management method through a distributed database system where complete responsibility and powers with respect to control of data used by the user are given not only is it more adaptable to modern flexible corporate environment, but in terms of system operation, it presents a more efficient data management alternative compared to existing data management methods in terms of cutting costs.

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인터넷 온라인 게임을 위한 서버의 분산구성 기법 (Distributed Server Configuration Scheme for Internet Online Game)

  • 이남재;서덕원;곽훈성
    • 한국게임학회 논문지
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    • 제1권1호
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    • pp.31-36
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    • 2001
  • Generally, the internet online game systems are divided into two parts, clients and servers. The clients provide a connection with game server to each user and communicate between them. And, the server controls all clients by the game rules fairly and manages database systems to maintain the user information. In this paper, we propose a configuration method for internet online game servers using distributed scheme. To apply this method, we divide game server into three sub-level parts again. First part of game server is login server to establish the connection between communication server and clients. Second part is communication server to connect between clients and main game server during playing the game. And last part is DBMS that performs database independently. Our proposed scheme suggests that the game server operates very stable because of decreasing of processing load by distributed scheme. So, our proposed server configuration applies to similar online game easily.

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객체 활성화를 이용한 분산 영상처리 (Distributed Image Preprocessing using Object Activation)

  • 허진경
    • 한국인터넷방송통신학회논문지
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    • 제11권1호
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    • pp.87-92
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    • 2011
  • 영상처리시 처리 요구 되는 영상데이터의 크기에 비례하여 시스템의 부담은 더욱 더 증가하게 된다. 특히 클라이언트로부터 전송되는 영상 데이터를 실시간으로 서버에서 분석하여 처리하는 원격 영상처리 시스템에서는 처리해야 할 데이터가 집중되는 서버 측에는 데이터의 병목현상이 발생하게 되고, 데이터의 병목현상은 시스템의 성능을 저하시킬 수 있다. 이를 해결하기 위해 여러 대의 서버를 두어 처리하는 단순 분산처리를 사용하여 해결 할 수 있으나, 이는 그만큼의 비용 부담을 가져올 수 있다. 본 논문에서는 영상 데이터 처리의 병목현상을 해결하기 위한 분산 시스템에 객체 활성화 기술을 접목시킨 새로운 형태의 분산 영상 처리를 제안하고자 한다. 제안한 방법은 영상 전처리 작업을 최적화 된 시스템에 의해 처리하게 하여 더 높은 성능을 가져올 수 있다. 또한 최적화된 서버의 오류로 인해 정상적으로 동작하지 않을 경우를 대비하여, 네트워크 내의 유휴서버를 활용하여 서비스를 제공할 수 있다.

느슨히 결합된 데이타베이스 시스템에서 최적의 저장점 유도 (Optimal Savepoint in a Loosely-Coupled Resilient Database System)

  • 최재화;김성언
    • Asia pacific journal of information systems
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    • 제6권1호
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    • pp.21-38
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    • 1996
  • This paper investigates the performance improvement opportunities through a resiliency mechanism in the distributed primary/backup database system. Recognizing that a distributed transaction executes at several servers during its lifetime, we propose a resiliency mechanism which allows continuous transaction processing in distributed database server systems in the presence of a server failure. In order to perform continuous transaction processing despite failures, every state change of a transaction processing can be saved in the backup server. Obviously, this pessimistic synchronization may give more burdens than benefits to the system. Thus, the tracking needs not be done synchronously with the transaction progress. Instead, the state of all transaction processing in a system is saved periodically. This activity is referred to as a savepoint. Then, the question is how often the savepoint has to be done. We derive the optimal savepoint to identify the optimization parameters for the resilient transaction processing system.

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A Study of a Server Selection Model for Selecting a Replicated Server based on Downstream Measurement in the Server-side

  • Kim, Seung-Hae;Lee, Won-Hyuk;Cho, Gi-Hwan
    • Journal of Information Processing Systems
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    • 제2권2호
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    • pp.130-134
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    • 2006
  • In the distributed replicating server model, the provision of replicated services will improve the performance of the providing service and efficiency for clients. Efficiently composing the server selection algorithm decreases the retrieval time for replicated data. In this paper, we define the system model that selects and connects the replicated server that provides an optimal service using the server-side downstream measurement and propose a server selection algorithm.

RTP/RTSP 기반 재생기능이 향상된 분산 스트리밍 시스템 (Enhanced distributed streaming system based on RTP/RTSP in resurgent ability)

  • 이주연;김정학;정재일
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2005년도 춘계학술발표대회
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    • pp.213-216
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    • 2005
  • In this paper, we propose the redirect streaming service model to enhance resurgent ability. The system consists of a redirect server, local streaming servers and clients. A redirect server searches the best streaming server. And streaming servers starts a requested service or resumes it when in a trouble. RTSP/RTP is one of the effective solutions to improve QOS in VOD, however a service can be broken off by an overloaded server or network especially in live. We designed and implemented not only a distributed streaming system that solves the broken-off service to enhance a resurgent system, but also DSSP, distributed streaming service protocol, which is adopted to implement this model. Those will improve the performance of streaming service using RTP/RTSP and be contributed to a real time streaming research to solve a service trouble.

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효율적인 MMORPG 분산 게임서버 (An Efficient MMORPG Distributed Game Server)

  • 장수민;유재수
    • 한국콘텐츠학회논문지
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    • 제7권1호
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    • pp.32-39
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    • 2007
  • 다수 사용자용 온라인 게임은 온라인 서비스들 중에 중요한 부분을 차지하고 있다. 최근에는 네트워크를 통한 온라인 서비스를 이용하는 사용자들의 증가로 인해 서버에 부하가 가중되고 있다. 본 논문에서는 이와 같은 문제를 해결하는 2Layer-Cell 방식을 이용한 분산 MMORPG(Massively Multi-player Online Role Playing Game)게임 서버를 제안한다. 제안하는 방식은 많은 사용자들을 위한 MMORPG 분산 게임서버에 적합한 해결책을 제공한다. 성능평가는 제안하는 MMORPG 분산게임서버가 기존방법에 비해 메모리 사용량과 처리속도에서 성능이 우수함을 보인다.