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An ICN In-Network Caching Policy for Butterfly Network in DCN

  • Jeon, Hongseok;Lee, Byungjoon;Song, Hoyoung;Kang, Moonsoo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.7
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    • pp.1610-1623
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    • 2013
  • In-network caching is a key component of information-centric networking (ICN) for reducing content download time, network traffic, and server workload. Data center network (DCN) is an ideal candidate for applying the ICN design principles. In this paper, we have evaluated the effectiveness of caching placement and replacement in DCN with butterfly-topology. We also suggest a new cache placement policy based on the number of routing nodes (i.e., hop counts) through which travels the content. With a probability inversely proportional to the hop counts, the caching placement policy makes each routing node to cache content chunks. Simulation results lead us to conclude (i) cache placement policy is more effective for cache performance than cache replacement, (ii) the suggested cache placement policy has better caching performance for butterfly-type DCNs than the traditional caching placement policies such as ALWASYS and FIX(P), and (iii) high cache hit ratio does not always imply low average hop counts.

Initial Buffering-Time Decision Scheme for Progressive Multimedia Streaming Service (프로그레시브 멀티미디어 스트리밍 서비스를 위한 초기 버퍼링 시간 결정 기법)

  • Seo, Kwang-Deok;Jung, Soon-Heung
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.2
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    • pp.206-210
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    • 2008
  • The most noticeable aspect of progressive streaming is the media playback during its download through TCP to avoid a lengthy wait for a content to finish downloading. By employing TCP, it is usually possible to detect lost packets by using the checksum and sequence numbering functions of TCP Thereafter, we can recover the lost packets by the retransmission function of TCP. However, there must remain enough amount of media data in the recipient buffer in order to guarantee seamless media playback even during retransmission. In this paper, we propose an efficient algorithm for determining the initial buffering time before start of playback to guarantee seamless playback during retransmission considering the probability of client buffer under-flow. The effectiveness of the proposed algorithm will be proved through extensive simulation results.

Development of the Basic Life Support App Including Chest Compression Feedback (흉부압박 피드백 기능이 포함된 기본소생술 앱 개발)

  • Song, Yeongtak;Kim, Minwoo;Kim, Jinsung;Oh, Jaehoon;Chee, Youngjoon
    • Journal of Biomedical Engineering Research
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    • v.35 no.6
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    • pp.219-226
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    • 2014
  • This study is to develop a basic life support (BLS) app using the android based smartphone and to evaluate the function of the app. Suggested app contains chest compression feedback function, the map of automated external defibrillator (AED), direct emergency call and the basic knowledge of BLS. Using the accelerometer of the smartphone, we implemented a real-time algorithm that estimates the chest compression depth and rate for high quality cardiopulmonary resuscitation (CPR). The accuracy of algorithm was evaluated by manikin experiment. We made contents which were easy to learn the BLS for the layperson and implemented a function that provides the AED location information based on the user's current location. From the manikin experiment, the chest compression depth and rate were no significant differences between the manikin data and the app's feedback data (p > 0.05). Developed BLS app was uploaded on Google Play Store and it was free to download. We expected that this app is useful to learn the BLS for the layperson.

The Impact of Comments on Music Download and Streaming: A Text Mining Analysis (댓글이 음원 판매량에 미치는 차별적 영향에 관한 텍스트마이닝 분석)

  • Park, Myeong-Seok;Kwon, Young-Jin;Lee, Sang-Yong Tom
    • Knowledge Management Research
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    • v.19 no.2
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    • pp.91-108
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    • 2018
  • This study mainly focused on measuring the impact of comments for a particular song on the number of streamings and downloads. We modeled multiple regression equations to perform this analysis. We chose digital music market for the object of analysis because of its inherent characteristics, such as experience goods, high bandwagon effect, and so on. We carefully utilized text mining technique in accordance with the algorithm of Naïve Bayes classifier to distinguish whether a comment for a piece of music be regarded as positive or negative. In addition, we used 'size of agency' and 'existence of hit song' as moderating variables. The reason for usage of those variables is that those are assumed to affect users' decision for selecting particular song especially when downloading or streaming via music sites. We found empirical evidences that positive comments for a particular song increase the number of both downloads and streamings. However, positive comments may decrease the number of downloads when the size of agency of the artist is big. As a result, we were able to say that a positive comment for a particular song functioned as 'word-of-mouth' effect, inducing other users' behavioral response. We also found that other features of an artist such as size of the agency that the artist belongs to functioned as an external factor along with feature of the song itself.

Assessment of Mobile Technology Operability Based on RFID and QR Code for Real Time Information Management of Irrigation Facilities (수리시설물의 실시간 정보관리를 위한 RFID 및 QR 코드 기반의 모바일 기술 운용성 평가)

  • Kim, Tae-Gon;Nam, Won-Ho;Lee, Tae-Seok;Choi, Jin-Yong;Kim, Jin-Taek
    • Journal of The Korean Society of Agricultural Engineers
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    • v.54 no.1
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    • pp.1-9
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    • 2012
  • This study aims to assess the mobile information technology as an alternative means for managing information of irrigation facilities. Traditional irrigation facility management which is operated manually has faced to critical limitations, such as delayed and loss in data handling and facilities misidentification. Real time download, collection, and update the information about the irrigation structure conditions in terms of operation and maintenance can provide a better support of the management efforts. Thus this study suggested mobile information technology using RFID (Radio Frequency IDentification) and QR (Quick Response) code for real time information management of irrigation facilities. This paper describes the applications and implementation results of real-time mobile technology for the field information communication of the irrigation facilities. The system was tested in I-dong irrigation districts in Gyounggi-province, Korea and the assessment of operability demonstrated beneficial usability for inspection of agricultural irrigation facilities in the irrigation district. The tests showed that RFID was preferred method expected to improve operability although these had some limitation. The mobile technologies are expected to increase efficiency and effectiveness of irrigation facilities management.

Design and Implementation of Self-networking and Replaceable Structure in Mobile Vector Graphics

  • Jeong Gu-Min;Na Seung-Won;Jung Doo-Hee;Lee Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.827-835
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    • 2005
  • In this paper, self-networking and replaceable structure in vector graphics contents are presented for wireless internet service. The wireless networks over 2G or 3G are limited in the sense of the speed and the cost. Considering these characteristics of wireless network, self-networking method and replaceable structure in downloaded contents are introduced in order to save the amount of data and provide variations for contents. During the display of contents, a certain data for the contents is downloaded from the server and it is managed appropriately for the operation of the contents. The downloaded materials are reflected to the original contents using replaceable structure. Also, the downloading and modification are independent of the play. In this implementation, the data consists of control data for control and resource data for image, sound or text. Comparing to the conventional methods which download the whole data, the amount of the transmitted data is very small since only the difference is downloaded. Also, during the play of the contents, the changes are adopted immediately. The whole functions are implemented in wireless handset and the various applications are discussed.

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Development of Multimedia Educational System Using the Portable Embedded Machine (휴대용 임베디드 기기를 활용한 멀티미디어 교육용 시스템의 설계 및 구현)

  • Oh Se-Jong;Lee Sang-Bum;Kim Tae-Gui;Park Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.7 no.4
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    • pp.608-615
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    • 2006
  • Embedded System is one of important factor of ubiquitous computing, and it has various application areas. In this paper, we develop an educational contents for the education of young children using portable embedded machine; it shows embedded system can be applied to education area as well as to industry area. The system is similar to portable game machine, and it is easy to use everywhere. It also can download new contents from host computer or internet. The developed contents forms game and multimedia to derive children's interest.

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Design and Implementation of Internet Disk for Mobile Device (모바일 기기를 위한 인터넷 디스크 설계 및 평가)

  • Noh Tae-Ho;Cho Kyung-Won;Song Seok-Il;Kwak Yoon-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.253-261
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    • 2005
  • The proposed internet disk for mobile devices is a new technique in order for mobile devices to recognize remote storage spaces as local storage card. The proposed technique is not to upload and download data of remote sites. It virtualizes remote storage space as local storage of mobile devices. Then mobile users can use the virtualized storage space as their local storage card. Also the remote storage space can be virtualized to desktop as local hard disk. It is possible to share data between mobile devices and desktop through the proposed internet disk.

Development of Optimal Maze Path Game Using Java (3차원 최적 미로 게임 개발)

  • Kim, Ki-Bum;Baek, Tae-Gwan;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.113-116
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    • 2007
  • This paper describes the development of an optimal 3D maze path game as web-based game contents. Client user using web can access and run java applet program with download of java byte code with the independence of hardware system. The optimal 3D maze path game developed in this paper consists of random maze path generation module, selected path input module, weighted optimal path search module, and path comparison module. It enhances the cognition faculty of game users with the comparison of the maze path searched by optimal path search algorithm and the selected maze path by game users.

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DEVELOPMENT OF GEOLGOCIAL SYMBOL MAPPING TOOL

  • Yeon, Young-Kwang;Han, Jong-Gyu;Chi, Kwang-Hoon
    • Proceedings of the KSRS Conference
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    • v.2
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    • pp.896-898
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    • 2006
  • Geological symbols are used for describing geological information. But it's not ease to represent them in commercial GIS s/w, because of their complexity and diversity. This study aims at developing the geological symbol mapping tool for representing geological symbol on user's geological information. Geological symbol mapping too is a web application which can handle SHP format and map geological symbols based on user's requests. It manages geological symbols and mapping codes and symbols are mapped within the geological boundary according to the corresponding non-spatial field that is a mapping code. The system has functions to upload a user's GIS file, and download the converted image file which is mapped geological patterns. The system displays converted images to be check mapping results. Because the symbols are simple bitmap files, user(system manager) can design and apply them rapidly without considering specific commercial S/W. Thus, it is expected that this system plays an important role to disseminate geological standards such as geological symbols. And the results of this study can be used for developing global geological symbols and applying them easily

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