• Title/Summary/Keyword: Distributed synchronization

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Performance Enhancement and Evaluation of Distributed File System for Cloud (클라우드 분산 파일 시스템 성능 개선 및 평가)

  • Lee, Jong Hyuk
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.275-280
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    • 2018
  • The choice of a suitable distributed file system is required for loading large data and high-speed processing through subsequent applications in a cloud environment. In this paper, we propose a write performance improvement method based on GlusterFS and evaluate the performance of MapRFS, CephFS and GlusterFS among existing distributed file systems in cloud environment. The write performance improvement method proposed in this paper enhances the response time by changing the synchronization level used by the synchronous replication method from disk to memory. Experimental results show that the distributed file system to which the proposed method is applied is superior to other distributed file systems in the case of sequential write, random write and random read.

A VR-based Tile Display System for the Distributed Visualization (분산 가시화를 위한 가상현실 타일 디스플레이 시스템의 개발)

  • Cha, Moo-Hyun;Lee, Jae-Kyung;Hwang, Jin-Sang;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.3
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    • pp.167-177
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    • 2010
  • In recent years, the use of high-resolution tiled display system which does not have restrictions on the size of the screen and implements various layout of tile is increasing in order to evaluate the digital mock-up in physical scale or explore large engineering data set in detail. In this study, we developed multi-channel distributed visualization system which provides a virtual reality-based visual contents using 3D open-source graphics engine. Efficient data structures and exchange methods were proposed as a scene synchronization technology in PC cluster environments. DLP-Cube based tiled visualization system which provides $5{\times}2$ layout of display wall was developed and we validated our approach using this system. In addition, we introduced integrated control program that administrates PC cluster environment in remote and controls the layout of display channels.

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

  • Choe, Jae-Hwa;Kim, Seong-Eon
    • Asia pacific journal of information systems
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    • v.6 no.1
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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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Fault Tolerance System running on Distributed Multimedia (분산 멀티미디어에서의 결함 허용 시스템)

  • Hong, Sung-Ryong;Ko, Eung-Nam
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.123-126
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    • 2015
  • This paper described fault tolerance system running on distributed multimedia. We implemented the error manager service so that the users participated in distribute multimedia collaborative work may refer synchronized error objects as the same view to others. distributed multimedia environment are based on IP-USN(Internet Protocol - Ubiquitous Sensor Network) and M2M(Machine to machine). This is a system that is suitable for detecting, sharing and recovering software error in distribute multimedia CSCW(Computer Supportes Cooperated Work) environment. With error synchronization system, a group cooperating users can synchronize error applications.

Network Synchronization for Collaborative Work in Distributed Environment (분산 환경에서의 협업을 위한 네트워크 동기화 기법)

  • Song, Jung-Wook;Kwon, Yong-Moo
    • Journal of Information Technology Services
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    • v.10 no.3
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    • pp.203-212
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    • 2011
  • In the every day life of the people, the Internet is widely used. Currently over 1.9 billion people have one or more email addresses and over 600 million people use the Facebook. People are collaborating via the Internet more and more. When people are collaborating through the Internet, the differences of the message delivery delay are the biggest problem that disturbs the collaborative work over the network. To solve the differences of the message delivery delay, we introduce the delay-gap method. An experimental code have been implemented and the efficiency of the delay-gap is presented through the results from the experiment that have many participants.

Analysis of Barrier Waiting Times in Data Parallel Programs (데이터 병렬 프로그램에서 배리어 대기시간의 분석)

  • Jung, In-Bum
    • Journal of Industrial Technology
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    • v.21 no.A
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    • pp.73-80
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    • 2001
  • Barrier is widely used for synchronization in parallel programs. Since the process arrived earlier than others should wait at the barrier, the total processor utilization decreases. In this paper, to find the sources of the barrier waiting time, parallel programs are executed on the various grain sizes through execution-driven simulations. In simulation studies, we found that even if approximately equal amounts of work are distributed to each processor, all processes may not arrive at a barrier at the same time. The reasons are that the different numbers of cache misses and instructions within partitioned grains result in the difference in arrival time of processors at the barrier.

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The Structure and the Implementation of the IEEE 802.11 MAC Protocol (IEEE 802.11 매체 제어 프로토콜 구조 및 구현)

  • 김지훈;안동랑;이동욱
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.8
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    • pp.492-499
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    • 2003
  • This paper presents the analysis and the implementation of the asynchronous communication portion of the IEEE 802.11 MAC protocol. We have used PRISM2 chipsets from INTERSIL to build baseband, IF, and RF parts and PCI controller from PLX to interface LLC Layer. We have implemented DCF(Distributed Coordination Function) service using CSMA/CA(Carrier Sense Multiple Access with Collision Acoidance) with backoff algorithm and RTS/CTS protocol. Also, we have implemented TSF(Timing Synchronization Function) which can be used for power management frequency hop synchronization, and other management function. This study can be used as a reference for the MAC protocol implementation and MAC controller design in very high speed wireless LAN which complies with the IEEE 802.11 standard.

A Study on Effective Lecture Presentation System in Distributed Multimedia Environments (분산 멀티미디어 환경에서 효율적인 교재 제시 시스템에 관한 연구)

  • Seo, Jung-Hee;Park, Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.1
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    • pp.108-116
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    • 2005
  • Synchronizations of intra${\cdot}$intermedia for the lecture presentation in distributed multimedia environments are difficult to guarantee accurate temporal relationship between media, due to the asynchronous errors such as the delay or loss of transferred data or the transmission characteristics of each media. The jitter phenomenon occurs when the network delay has the media arrival rate abnormal because the intra-media synchronization reflects the presentation rate. And the cumulative effective of jitters on a per media stream basis results in a skew. This phenomenon cause confusion to contents recognition of learners due to network delay and can not provide effective interaction of sender and receiver in the distance education. Therefore, this paper can be solution to problems due to network delay by maintaining the requirements of temporal relationship between more than one media. And this paper enables to suggest the inter-media synchronization method that is subject to be influenced by presentation rate, and to implement lecture presentation system for distance education.

CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

Parallel SystemC Cosimulation using Virtual Synchronization (가상 동기화 기법을 이용한 SystemC 통합시뮬레이션의 병렬 수행)

  • Yi, Young-Min;Kwon, Seong-Nam;Ha, Soon-Hoi
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.12
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    • pp.867-879
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    • 2006
  • This paper concerns fast and time accurate HW/SW cosimulation for MPSoC(Multi-Processor System-on-chip) architecture where multiple software and/or hardware components exist. It is becoming more and more common to use MPSoC architecture to design complex embedded systems. In cosimulation of such architecture, as the number of the component simulators participating in the cosimulation increases, the time synchronization overhead among simulators increases, thereby resulting in low overall cosimulation performance. Although SystemC cosimulation frameworks show high cosimulation performance, it is in inverse proportion to the number of simulators. In this paper, we extend the novel technique, called virtual synchronization, which boosts cosimulation speed by reducing time synchronization overhead: (1) SystemC simulation is supported seamlessly in the virtual synchronization framework without requiring the modification on SystemC kernel (2) Parallel execution of component simulators with virtual synchronization is supported. We compared the performance and accuracy of the proposed parallel SystemC cosimulation framework with MaxSim, a well-known commercial SystemC cosimulation framework, and the proposed one showed 11 times faster performance for H.263 decoder example, while the accuracy was maintained below 5%.