• Title/Summary/Keyword: Message System

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Improvement Method for Message Processing Speed of ADC2A System (방공지휘통제경보체계 메시지처리속도 향상 방안)

  • Lee, Jeong-min;Lim, Won-gi;Park, Seung-jin;Choi, June-sung
    • Journal of IKEEE
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    • v.19 no.3
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    • pp.349-356
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    • 2015
  • Air Defense Command Control and Alert(ADC2A) system is a system that ensures simultaneity and integrity of air defense operations by combining sensors, weapons and Command and Control(C2) systems over a tactical network to protect forces, facilities and strategic points from enemy's air attack. Improving message processing speed is a very important factor for ADC2A, because it uses high frequency bit-processing of the Army standard KVMF message to communicate with internal and external systems. In this paper we proposed improved method of KVMF message processing for ADC2A system.

FPGA-based Traffic Message Delivery System for Car-to-car Communications Using Visible Light Communication Link (가시광 통신링크를 이용한 FPGA기반 차량 메시지 전송 시스템)

  • Kim, Jong-Young;Cho, Eunbyeol;Hwang, Sung-Jo;Park, Bong-Seok;Lee, Chung Ghiu
    • Transactions of the Korean Society of Automotive Engineers
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    • v.24 no.4
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    • pp.386-391
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    • 2016
  • A traffic message delivery system using visible light communication(VLC) link has been demonstrated. The system is proposed to deliver simple traffic messages between cars at low speed. The message set is programmed in an FPGA-based digital board and one of the messages is sent to the other car. Considering the outdoor and indoor environments, the effects of sunlight and fluorescent lamps on received signal waveforms are described. The delivered message is successfully recovered over 2 meter. The link for message delivery can be concatenated.

A Tracking System Using Location Prediction and Dynamic Threshold for Minimizing SMS Delivery

  • Lai, Yuan-Cheng;Lin, Jian-Wei;Yeh, Yi-Hsuan;Lai, Ching-Neng;Weng, Hui-Chuan
    • Journal of Communications and Networks
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    • v.15 no.1
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    • pp.54-60
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    • 2013
  • In this paper, a novel method called location-based delivery (LBD), which combines the short message service (SMS) and global position system (GPS), is proposed, and further, a realistic system for tracking a target's movement is developed. LBD reduces the number of short message transmissions while maintaining the location tracking accuracy within the acceptable range. The proposed approach, LBD, consists of three primary features: Short message format, location prediction, and dynamic threshold. The defined short message format is proprietary. Location prediction is performed by using the current location, moving speed, and bearing of the target to predict its next location. When the distance between the predicted location and the actual location exceeds a certain threshold, the target transmits a short message to the tracker to update its current location. The threshold is dynamically adjusted to maintain the location tracking accuracy and the number of short messages on the basis of the moving speed of the target. The experimental results show that LBD, indeed, outperforms other methods because it satisfactorily maintains the location tracking accuracy with relatively fewer messages.

The Game Engine Architecture for free game experience based on a storyline (스토리라인 기반의 자유로운 게임 플레이를 위한 게임 엔진 설계)

  • Kim, Seok-Hyun
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.615-622
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    • 2007
  • A game engine should have the architecture that can manage various interactions between entities in a game for offering users various game experience. For this purpose, the game engine architecture based on message system is used. But only by this message based system, it is difficult to change game world continuously according to some storylines. The reason of this is event-driven system like message based system is appropriate for processing individual message but is not appropriate for processing more bigger logical work unit. For this purpose this paper proposes the storyline entity. The storyline entity has logical flows for a storyline and is called by engine continuously. By this proposed game engine architecture he or she can maintain free game experience by message based system and can add some progressing of storylines.

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Development of Message Gathering System for digital electronic switching systems

  • seung sik Shin;Lee, Seung whan;Chan soo Chung;Bong sun Yoo;Kim, Hoon hak
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.121.4-121
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    • 2002
  • The digital electronic switching system has some problems, when this system processes OAM(Operation, Administration And Maintenance) messages about the fault, the traffic, the account, and the performance, etc. , at the present. Therefore, we studied on Methods that could process OAM messages out of all digital electronic switching systems and, first of all, developed the MGS (Message Gathering System) to be able to accept and process the fault message of OAM messages out of all digital electronic switching systems in real time.

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A Message Management System for Cooperative Message-based Interface Development (메시지 기반 인터페이스 공동 개발을 위한 메시지 관리 시스템)

  • Yu, Je-Young;Park, Jin-Hee
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.6
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    • pp.609-613
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    • 2008
  • In Large scale system, components are developed by many different developers. In such a development environment, efficiency of the development depends largely on effectiveness of interface management. In the early stage of development, many components are newly defined or modified quite often. These definitions and modifications of components cause the change of interfaces between components. If changes of interfaces are not properly managed, many developers may implement components based on different version of interfaces. This causes decrease in efficiency of development. "Message Definition and Management system (MDMS)" provides the means to cope with the inefficiency of unmanaged interface definitions and changes. MDMS automatically generates source code and Interface Design Description (IDD). The automatic generation of source code and IDD prevents the disagreement between code and documents. Furthermore, MDMS shows the overall view of message flow for a system. Based on this information, we can optimize the system identifying message bottleneck and apply to support for the performance tuning of the system.

A Message Monitoring Framework for Tracing Messages on JBI-based Enterprise Service Bus (JBI 기반 ESB 환경에서 효과적인 메시지 추적을 위한 메시지모니터링 프레임워크)

  • Choi, Jae-Hyun;Park, Jae-Won;Lee, Nam-Yong
    • Journal of Information Technology Services
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    • v.9 no.2
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    • pp.179-192
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    • 2010
  • In order to resolve the problems of traditional Enterprise Application Integration (EAI) for system integration and to establish flexible enterprise IT environments, Enterprise Service Bus(ESB) which have distributed architecture and support Service Oriented Architecture(SOA) has introduced. Particularly, JBI which developed by the Java Community Process is most widely used to implement ESB for advantages of Java technology. In ESB based on JBI, reliable message delivery is very important to ensure stability of services and systems because it is a message driven architecture. But, it is difficult to verify messages and trace messages when system fault or service error occurred because JBI specification is not enough to address them. In this paper we has proposed the Message Monitoring Framework for JBI-based ESBs which for using in monitoring messages efficiently. It provides foundations for gathering and tracing message-related information about component installation, message exchange, service deploy by using proxy-based change tracking and delegation mechanism for data processing. The proxy which used in our solutions collects data about message automatically when it changed, and the delegation mechanism provides users flexibility for data processing. Also, we describe the performance evaluation results of our solution which is acceptable. We expect to it enables users to ensure reliability and stability of the JBI-based ESB by systematic monitoring and managing messages being used to interact among components.

Study on Korean Variable Message Format Construction for Battlefield Visualization (전장가시화를 위한 한국형 지상전술데이터링크 구축 연구)

  • Kim, Seung-Chun;Lee, Hyung-Keun
    • Journal of IKEEE
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    • v.15 no.1
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    • pp.104-112
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    • 2011
  • During the ground operation of Korean army, the voice message is mainly used for exchanging informations related to the surveillance and reconnaissance, command and control, and precision strike. However, in order to the battlefield visualization among fighting powers participating in the ground force operation, automatic situational awareness and variable message format (VMF) for command and control are required. For securing core technologies necessary for the battlefield visualization, message standard and message handler are established through several applied researches. Besides, the VMF for equipping a weapon system is in development. In this paper, a study on the Korean variable message format (KVMF), where interoperability of integrated battle management system (BMS) is guaranteed due to performing joint, ground, and combined operations so that the situation awareness and strike system can be automated in almost real time, is presented. From the modeling and simulation (M&S) results of the message processor, delay time is varied in accordance with the number of nodes in unit platoon network, message length, and generation interval of routine messages. Therefore, it is shown that the system performance can be optimized by establishing proper network protocol for each situation.

Research on the difference of verbal effect on sequences of positive indication and negative indication of verbal message : Based on replies on shopping mall (온라인 구전의 긍정 또는 부정 제시 순서에 따른 커뮤니케이션 효과)

  • Ryu, Choon-Ryul;Chin, Hong-Kun;Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.25
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    • pp.171-201
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    • 2008
  • Previous research on negative contents of verbal message being more influential has a two broad streams as impression formation theory and negative information having an more diagnostic informational value. Therefore, this research was intended to obtain consistent results from researches by message frame segmentation of verbal message and to determine the medium of verbal message. It was proven from the research that objects influencing verbal message are being effected by the participation ratio of products and the positive indication is having more meaningful difference than the negative indication statistically unlike to the results of previous researches. Unlike just a biased positive message or negative message as the result of previous research, it was proven that the positive indication is influential regardless of sequences according to participation ratio and site participation in case of positive and negative being existing together.

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A Message Transfer Scheme for Efficient Message Passing in the Highly Parallel Computer SPAX (고속병렬컴퓨터(SPAX)에서의 효율적인 메시지 전달을 위한 메시지 전송 기법)

  • 모상만;신상석;윤석한;임기욱
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.32B no.9
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    • pp.1162-1170
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    • 1995
  • In this paper, we present a message transfer scheme for efficient message passing in the hierarchically structured multiprocessor computer SPAX(Scalable Parallel Architecture computer based on X-bar network). The message transfer scheme provides interface not only with operating system but also with end users. In order to transfer two types of control message and data message efficiently, it supports both of memory-mapped transfer and DMA-based transfer. Dual-port RAMs are used as message buffers, and control and status registers provide efficient programming interface. Interlaced parity scheme is adopted for error control. If any error is detected at receiving node, errored packet is resent by sender according to retry mechanism. In conjunction with retry mechanism, watchdog timers are used to protect infinite waiting and repeated retry. The proposed message transfer scheme can be applied to input/output nodes and communication connection nodes as well as processing nodes in the SPAX.

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