• Title/Summary/Keyword: Distributed Server

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A Scheme of Efficient Contents Service and Sharing By Associating Media Server with Location-Aware Overlay Network (미디어 서버와 위치-인지 오버레이 네트워크를 연계한 효율적 콘텐츠 공유 및 서비스 방법)

  • Chung, Won-Ho;Lee, Seung Yeon
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.26-35
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    • 2018
  • The recent development of overlay network technology enables distributed sharing of various types of contents. Although overlay network has great advantages as a huge content repository, it is practically difficult to directly provide such Internet service as streaming of contents. On the other hand, the media server, which is specialized in content services, has excellent service capabilities, but it suffers from the huge contents that are constantly created and requires large expansion of severs and storages, and thus requires much effort for efficient management of the huge repository. Hence, the association of an overlay network of huge storage with a media server of high performance content service will show a great synergy effect. In this paper, a location-aware scheme of constructing overlay networks and associating it with media server is proposed, and then cache-based contents management and service policy are proposed for efficient content service. The performance is analysed for one of the content services, streaming service.

A Fair Scheduling of Heterogeneous Multi-Server Systems by Cumulative Extra Capacity Sharing (누적적 잉여용량 공유를 통한 이질적 다중 서버 시스템의 공정 스케줄링)

  • Park, Kyeong-Ho;Hwang, Ho-Young
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.451-456
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    • 2007
  • In this paper, we regard computer systems as heterogeneous multi-server systems and propose a cumulative fair scheduling scheme that pursues long-term fairness. GPS(generalized processor sharing)-based scheduling algorithms, which are usually employed in single-server systems, distribute available capacity in an instantaneous manner. However, applying them to heterogeneous multi-server systems may cause unfairness, since they may not prevent the accumulation of scheduling delays and the extra capacities are distributed in an instantaneous manner. In our scheme, long-term fairness is pursued by proper distribution of extra capacities while guaranteeing reserved capacities. A reference capacity model to determine the ideal progresses of applications is derived from long-term observations, and the scheduler makes the applications gradually follow the ideal progresses while guaranteeing their reserved capacities. A heuristic scheduling algorithm is proposed and the scheme is examined by simulation.

IoT device management system using repeater (리피터를 이용한 IoT기기 관리시스템)

  • Bae, Sang-jung;Jeong, Jae-an;Hwang, Do-yeun;Jung, Hoe-kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.565-566
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    • 2018
  • Conventional IoT systems are centralized systems that process information from the server on the device and most of them use a wireless LAN network. However, There may arise a problem of when the signal of the wireless LAN network is not reached, the IoT product can not be used and accessing a wireless LAN network having a stronger signal. In order to solve this problem, this paper proposes a system that a method to maintain stability of IoT products by using repeaters, and to manage IoT products and reduces the burden on the server by processing part of the data processed by the server in the repeater. The problems caused by the signal of the wireless LAN network can be solved by amplifying the signal with the repeater, and the overloading problem that can occur in the server can be solved by controlling the repeater's IoT product connected thereto to reduce the server usage.

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Study on a Secure Authentication and Authorization Protocol based on Kerberos (커버로스 기반의 안전한 인증 및 허가 프로토콜 에 관한 연구)

  • 김은환;김명희;전문석
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.5C
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    • pp.737-749
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    • 2004
  • Kerberos authenticates clients using symmetric-key cryptography, and supposed to Oust other systems of the realm in distributed network environment. But, authentication and authorization are essential elements for the security. In this paper, we design an efficient and secure authentication/authorization mechanism by introducing the public/private-key and installing the proxy privilege server to Kerberos. In the proposed mechanism, to make a system more secure, the value of the session key is changed everytime using MAC(message authentication code) algorithm with the long-term key for user-authentication and a random number exchanged through the public key. Also, we reduce the number of keys by simplifying authentication steps. Proxy privilege server certifies privilege request of client and issues a privilege attribute certificate. Application server executes privilege request of client which is included a privilege attribute certificate. Also, a privilege attribute certificate is used in delegation. We design an efficient and secure authentication/authorization algorithm with Kerberos.

Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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Integrated Stochastic Admission Control Policy in Clustered Continuous Media Storage Server (클리스터 기반 연속 미디어 저장 서버에서의 통합형 통계적 승인 제어 기법)

  • Kim, Yeong-Ju;No, Yeong-Uk
    • The KIPS Transactions:PartA
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    • v.8A no.3
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    • pp.217-226
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    • 2001
  • In this paper, for continuous media access operations performed by Clustered Continuous Media Storage Server (CCMSS) system, we present the analytical model based on the open queueing network, which considers simultaneously two critical delay factors, the disk I/O and the internal network, in the CCMSS system. And we derive by using the analytical model the stochastic model for the total service delay time in the system. Next, we propose the integrated stochastic admission control model for the CCMSS system, which estimate the maximum number of admittable service requests at the allowable service failure rate by using the derived stochastic model and apply the derived number of requests in the admission control operation. For the performance evaluation of the proposed model, we evaluated the deadline miss rates by means of the previous stochastic model considering only the disk I/O and the propose stochastic model considering the disk I/O and the internal network, and compared the values with the results obtained from the simulation under the real cluster-based distributed media server environment. The evaluation showed that the proposed admission control policy reflects more precisely the delay factors in the CCMSS system.

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PECAN: Peer Cache Adaptation for Peer-to-Peer Video-on-Demand Streaming

  • Kim, Jong-Tack;Bahk, Sae-Woong
    • Journal of Communications and Networks
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    • v.14 no.3
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    • pp.286-295
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    • 2012
  • To meet the increased demand of video-on-demand (VoD) services, peer-to-peer (P2P) mesh-based multiple video approaches have been recently proposed, where each peer is able to find a video segment interested without resort to the video server. However, they have not considered the constraint of the server's upload bandwidth and the fairness between upload and download amounts at each peer. In this paper, we propose a novel P2P VoD streaming system, named peer cache adaptation (PECAN) where each peer adjusts its cache capacity adaptively to meet the server's upload bandwidth constraint and achieve the fairness. For doing so, we first propose a new cache replacement algorithm that designs the number of caches for a segment to be proportional to its popularity. Second, we mathematically prove that if the cache capacity of a peer is proportional to its segment request rate, the fairness between upload and download amounts at each peer can be achieved. Third, we propose a method that determines each peer's cache capacity adaptively according to the constraint of the server's upload bandwidth. Against the proposed design objective, some selfish peers may not follow our protocol to increase their payoff. To detect such peers, we design a simple distributed reputation and monitoring system. Through simulations, we show that PECAN meets the server upload bandwidth constraint, and achieves the fairness well at each peer. We finally verify that the control overhead in PECAN caused by the search, reputation, and monitoring systems is very small, which is an important factor for real deployment.

Cryptanalysis and Enhancement of a Remote User Authentication Scheme Using Smart Cards (스마트카드를 이용한 사용자 인증 스킴의 안전성 분석 및 개선)

  • Lee, Young-Sook;Won, Dong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.1
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    • pp.139-147
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    • 2010
  • A remote user authentication scheme is a two-party protocol whereby an authentication server in a distributed system confirms the identity of a remote individual logging on to the server over an untrusted, open network. In 2005, Liao et al. proposed a remote user authentication scheme using a smart card, in which users can be authenticated anonymously. Recently, Yoon et al. have discovered some security flaws in Liao et al.'s authentication scheme and proposed an improved version of this scheme to fix the security flaws. In this article, we review the improved authentication scheme by Yoon et al. and provide a security analysis on the scheme. Our analysis shows that Yoon et al.'s scheme does not guarantee not only any kind of authentication, either server-to-user authentication or user-to-server authentication but also password security. The contribution of the current work is to demonstrate these by mounting two attacks, a server impersonation attack and a user impersonation attack, and an off-line dictionary attack on Yoon et al.'s scheme. In addition, we propose the enhanced authentication scheme that eliminates the security vulnerabilities of Yoon et al.'s scheme.

Information Retrieval System based on Mobile Agents in Distributed and Heterogeneous Environment (분산 이형 환경에서의 이동에이전트를 이용한 정보 검색 시스템)

  • Park, Jae-Box;Lee, Kwang-young;Jo, Geun-Sik
    • Journal of KIISE:Software and Applications
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    • v.29 no.1_2
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    • pp.30-41
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    • 2002
  • We focus on the mobile agents which are considered as new paradigm to solve information retrieval of large volumes of data in the distributed and heterogeneous environment. The mobile agent moves the computation to data instead of large volumes of data to computations. In this paper, we propose an information retrieval model, which can effectively search data in the distributed and heterogeneous environment, using mobile agents. Our model is applied to the design and implementation of an Q&A(Question and Answer) retrieval system. Our Q&A retrieval system, called QASSMA(Q&A Search System using Mobile Agents), uses mobile agents to retrieve articles from Q&A boards and newsgroups that exist in the heterogeneous and distributed environment. QASSMA has the following features and advantages. First, the mobile retrieval agent moves to the destination server to retrieve articles to reduce the retrieval time by eliminating data traffics from the server to the client host. Also it can reduce the traffic that was occurred in the centralized network system, and reduce the usage of resources by sending its agent and running in the destination host. Finally, the mobile retrieval agent of QASSMA can add and update dynamically the class file according to its retrieval environment, and support other retrieval manner. In this paper, we have shown that our Q&A retrieval system using mobile agents is more efficient than the retrieval system using static agents by our experiments.

Knowledge Distributed Robot Control Framework

  • Chong, Nak-Young;Hongu, Hiroshi;Ohba, Kohtaro;Hirai, Shigeoki;Tanie, Kazuo
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1071-1076
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    • 2003
  • In this work, we propose a new framework of robot control for a variety of applications to our unstructured everyday environments. Programming robots can be a very time-consuming process and seems almost impossible for ordinary end users. To cope with this, this work is to provide a software framework for building robot application programs automatically, where we have robots learn how to accomplish a commanded task from the object. An integrated sensing and computing tag is embedded into every single object in the environment. In the robot controller, only the basic software libraries for low-level robot motion control are provided from the robot manufacturer. The main contributions of this work is to develop a server platform that we call Omniscient Server that generates the application programs and send them to the robot controller through the network. The object-related information from the object server merges into robot control software to generate a detailed application program based on the task commands from the human. We have built a test bed and demonstrated that a robot can perform a common household task within the proposed framework.

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