• Title/Summary/Keyword: P2P 통신

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Social Network P2P System based on Visual Information (시각 정보 기반 소셜 네트워크 P2P 시스템)

  • Kim, Boon-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.5
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    • pp.1103-1108
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    • 2012
  • In the past several years there has been increasing the studies using P2P technology. In these P2P systems, the server to support the contents-information have less overloads than the composed system as the server to have resources generally. In this paper, we propose the system to support a menu based on the social network P2P system. The object of this study was to widen the use of this menu system to determine the price based on visual information. This system is based on previous research, showing excellent success rate. Therefore, this system is suitable for micro, small and medium industries in the use of P2P servers. This system is more usable than previous study.

Mobile Data System Implementation of P2P used (P2P를 이용한 모바일 데이터 시스템 구현)

  • Kim, Dong-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.8
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    • pp.1691-1695
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    • 2005
  • Mobile P2P Service can compose free network from one client to another without central server function. Diversified Information & Data are able to be transmitted among peer to peer based upon extended mobile concept. In this paper Mobile P2P Service is applied to the program which gathering, sharing, analysis agricultural information and the natural disasters Information We desire to authenticate request about service to user who is administered between each user to limit connection. Wish to admit authentication mechanism to mechanism that can do information sharing suety in P2P environment to solve this in this treatise and design authentication mechanism.

Cross-Correlation Distribution of a p-ary m-Sequence Family Constructed by Decimation (Decimation에 의해 생성된 p-진 m-시퀀스 군의 상호 상관 값의 분포)

  • Seo, Eun-Young;Kim, Young-Sik;No, Jong-Seon;Shin, Dong-Joon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.33 no.9C
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    • pp.669-675
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    • 2008
  • For an odd prime p, n=4k and $d=((p^2k+1)/2)^2$, there are $(p^{2k}+1)/2$ distinct decimated sequences, s(dt+1), $0{\leq}l<(p^{2k}+1)/2$, of a p-ary m-sequence, s(t) of period $p^n-1$. In this paper, it is shown that the cross-correlation function between s(t) and s(dt+l) takes the values in $\{-1,-1{\pm}\sqrt{p^n},-1+2\sqrt{p^n}\}$ and their, cross-correlation distribution is also derived.

Rich Query Mechanism in DHT based P2P Network (DHT 기반 P2P 네트워크에서 Rich Query 매커니즘)

  • Son, Young-Sung;Kim, Hee-Jeong;Kim, Gyung-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.150-152
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    • 2005
  • 인터넷 상의 컴퓨팅 자원을 오버레이 네트워크를 구성하여 새로운 컴퓨팅 인프라를 구성하려는 연구가 분산 해쉬 테이블 (Distributed Hash Table) 방식의 Peer-to-Peer(P2P) 네트워크로 실현되고 있다. DHT 방식의 P2P 네트워크는 자원의 복제 및 공유하여 컴퓨팅 시스템 전반에 걸친 신뢰성과 결함감내 능력을 향상시키고 Exactly Matching Query에 장점이 있는 반면에 다중키 질의, 계층 질의 및 구간 질의와 같은 복합 질의(Rich Query) 제원에 문제점을 드러낸다. 이 논문에서는 DHT 기반의 P2P 네트워크에서 Rich Query 를 지원하기 위한 방법을 소개한다.

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Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Content Popularity-Based Peer-to-Peer Semantic Overlay (Content Popularity를 이용한 P2P Semantic Overlay 기법)

  • Choi, Seungbae;Hwang, Euiyoung;Lee, Choonhwa
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.523-524
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    • 2009
  • Peer-to-Peer(P2P) 시스템은 분산된 대용량 데이터를 효율적으로 공유하게 하여 사용자들에게 제공되는 killer application 으로 최근까지 여러 분야에서 연구가 되고 있다. 하지만 P2P 네트워크에서 피어가 소유한 데이터나 공통 관심사 또는 사회적인 관계를 고려하지 않고 무작위로 오버레이가 구성되기 때문에 검색 결과의 제약이 발생한다. 따라서 본 논문에서는 P2P 오버레이상의 효율적인 데이터 검색을 위해서 각 피어가 가지고 있는 데이터와 공통의 관심사를 기반으로 유사성을 측정하여 semantic overlay를 구성하는 기법을 제안한다. 그리고 피어들 간의 semantic proximity는 데이터 요약 기법을 사용하여 측정되며 측정 과정상에서 popular content을 고려하여 semantic proximity의 왜곡현상을 방지하여 semantic link quality의 향상을 가져오는 방안을 도입한다.

Implementation of P2P Streaming System Based on Locality and Delay (지역성과 지연시간 기반의 P2P 스트리밍 시스템 구현)

  • An, Sun-hee;Park, Seung-chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.116-119
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    • 2009
  • In this paper, a P2P streaming system for community TV service which requires realtime interactions was designed and implemented. The proposed system constructs a short delay tree-based P2P network in order to effectively support various community TV services within end-to-end delay bounds. Because a community service based on conversation requires a short delay. The P2P network of this paper was constructed by using an algorithm which utilizes locality and delay information. The implemented P2P streaming system is composed of a Web server and a application, each of which was implemented using Asp.Net and C#.Net respectively.

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P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

IETF의 P2P 관련 미래 인터넷 기술 표준화 동향

  • Go, Seok-Gap;Kim, Yeong-Han
    • Information and Communications Magazine
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    • v.27 no.10
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    • pp.35-42
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    • 2010
  • 미래 인터넷은 하부 네트워크 인프라를 바탕으로 그 위에 논리적 네트워크를 구성하는 오버레이 네트워크에서의 서비스가 대부분이 될 것이다. 이러한 오버레이 네트워크의 핵심적인 부분이 P2P 가술이다. P2P 기술은 기존의 클라이언트-서버 개념과 달리 단말들이 서로 연결되어 자원을 공유하여 참여함으로써 서버 기능과 클라이언트 기능을 동시에 수행하는 기술이다. 서비스 오버레이 구조에 대한 표준화는 IEEE P1903(NGSON)에서 진행 중이다. 이와 관련된 세부 기술인 P2P 기술에 대하여는, IETF의 P2PSIP, LEDBAT, ALTO, PPSP, DECADE 등의 워킹 그룹에서 보다 심도 있게 표준화를 진행하고 있다. 본 고에서는 IETF의 P2P 관련 워킹 그룹들의 표준화 현황 및 그 핵심 기술에 대해 살펴보고자 한다.

Mobile DB Service of P2P Environment (P2P 환경에서 모바일 데이터베이스 서비스)

  • Kim, Dong Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.1 no.1
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    • pp.36-41
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    • 2006
  • P2P file sharing environment of the wireless environment of the client and server without using expensive, unlike the way from client to server, personla, you can minimize the waste of material resources. Operations also increase the number of users, such as increased collaboration and provide benefits.

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