• Title/Summary/Keyword: P2P 통신

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The development of application in WiFi P2P for select proper GO (WiFi P2P 기술의 GO선정을 고려한 어플리케이션개발)

  • Noh, Tae-wan;Lee, Jae-woong;Chun, Bo-hyun;Park, In-hye;Lee, Heung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.7-10
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    • 2012
  • In this thesis, Wi-Fi Direct which can communicate with other device without AP, we study how to be selected GO considering multi-user connection and we apply it to application. We give the weight how many time a device was GO and how many time the device connected with other devices in 24 hours. With this value, the device is selected to GO when other devices request the connection. We show that the application which we implemented select right GO.

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A Novel Algorithm for Fast Node-search and Redundancy Reduction in Gossip-based P2P Network (빠른 노드 검색과 부하감소를 위한 새로운 가쉽기반 P2P 네트워크 알고리즘)

  • Zhu, Xiao-Wei;Jang, Kyung-Sik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.619-622
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    • 2009
  • P2P networks are undergoing rapid progress and inspiring numerous developments by gossip-based protocol. Gossip-based protocols for group communication have attractive scalability and reliability properties. We propose a self-organizing algorithm in the sense that the size of neighbor list achieved without any node knowing the group size. We also propose an efficient mechanism to reduce the redundancy of the system by backing up the nodes in the neighbor list. We present the design, theoretical analysis, and a detailed evaluation of the proposed algorithm and its refinements.

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A New M-ary Sequence Family Constructed From Sidel'nikov Sequences (Sidel'nikov 수열로부터 생성한 새로운 M-진 수열군)

  • Kim, Young-Sik;Chung, Jung-Soo;No, Jong-Seon;Chung, Ha-Bong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.10C
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    • pp.959-964
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    • 2007
  • In this paper, for a positive integer M and a prime p such that $M|p^n-1$, families of M-ary sequences using the M-ary Sidel'nikov sequences with period $p^n-1$ are constructed. The family has its maximum magnitude of correlation values upper bounded by $3\sqrt{p^{n}}+6$ and the family size is $(M-1)^2(2^{n-1}-1)$+M-1 for p=2 or $(M-1)^2(p^n-3)/2+M(M-1)/2$ for an odd prime p.

A Structure to deliver personalized IPTV content on P2P Multicasting using Service Overlay Network (서비스 오버레이 네트워크를 이용하여 개인화된 IPTV 콘텐츠 전달을 위한 P2P Multicasting 구조)

  • Yang, Jaeshik;Chong, Ilyoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.875-878
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    • 2010
  • IPTV 서비스와 함께 홈 채널 서비스가 제공되면 개인이 프로슈머의 입장에서 콘텐츠를 생산 및 소비할 수 있게 된다. 서비스 오버레이 네트워크에서 개인화된 콘텐츠를 이용하고자 하는 개인 이용자들을 묶어서 하나의 가상 그룹으로 형성하고 개인화된 콘텐츠를 송신, 수신 할 때 서비스 오버레이 네트워크에서는 개인화된 콘텐츠의 송신, 수신을 위해 P2P 를 지원한다. 서비스 오버레이 네트워크에서 지원하는 P2P 는 이용자 환경, 상황, 네트워크 상황 등을 능동적으로 인지하여 개인 혹은 다수에게 개인화된 콘텐츠를 전달 할 수 있어야 한다. 따라서 능동적으로 서비스 오버레이 네트워크가 형성될 때 개인이 콘텐츠를 공유, 소비하기 위해 개인 혹은 다수에게 개인화된 콘텐츠를 전달하기 위한 P2P 멀티캐스트 구조를 제안 한다.

Implementation of P2P Standard Group Formation in WiFi Direct for Direct Communication Services between Internet-of-Things Gateways (사물인터넷 게이트웨이 간의 직접통신 서비스를 제공하기 위한 와이파이 다이렉트 P2P Standard Group Formation 구현)

  • Park, Yungi;Han, Kwonhee;Seo, Jeongwook;Kim, Hyunsik;Park, Yongsuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.436-438
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    • 2015
  • In this paper, a P2P Standard Group Formation (P2P-SGF) method in Wi-Fi Direct is presented to provide direct communication services between Internet-of-Things (IoT) gateways. Generally, network traffic congestion and speed reduction problems are caused when transmitting mass data as well as measured data from many sensors between IoT gateways via an Access Point (AP). For solving these problems, it is required to implement Wi-Fi Direct efficiently transmitting mass data between IoT gateways without passing through the AP. The implemented P2P-SGF method basically performs Discovery, GO (Group Owner) Negotiation, WPS (Wi-Fi Protected Setup) Provisioning, and Address Configuration. Especially, it supports the DLNA (Digital Living Network Alliance) service function for sharing mass data between IoT gateways. Some experimental results verify that it can successfully share large video files.

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A Study on P2P VLC Sound Transmission Technology between Underwater Object of 5cm Distance (15센티 이격거리의 수중 객체간 P2P VLC 음원전송 기술에 관한 연구)

  • Kim, Youngmin;Shin, Jaekwon;Cha, Jaesang
    • Journal of Satellite, Information and Communications
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    • v.10 no.3
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    • pp.44-47
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    • 2015
  • In this paper, P2P VLC Sound Transmission Technology between Underwater Object of 5cm Distance. It proposed a P2P VLC sound transmission technology, and developed a P2P VLC sound transmission technology between LED transmitter and PD(Photo Detector) receiver of 15cm distance. Under the assumption that the underwater environment, it performs a P2P VLC sound transmission experiment between LED transmitter and PD receiver for sound transmission, and demonstrated the usefulness of the proposed technology. In this paper, P2P VLC Sound Transmission Technology between Underwater Object of 5cm Distance, and proposed technology is expected to be widely used in various fields because it can use P2P VLC sound transmission technology between underwater object in the underwater environment.

A Hybrid Cloud-P2P Architecture for Scalable Massively Multiplayer Online Games (확장가능한 대규모 멀티플레이어 온라인 게임을 위한 클라우드와 P2P 하이브리드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.73-81
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    • 2020
  • Today's massively multiplayer online games(MMOGs) can contain millions of synchronous players scattered across the world and participating with each other within a single shared game. The increase in the number of players in MMOGs has led to some issues with the demand of server which generates a significant increase in costs for the game industry and impacts to the quality of service offered to players. In dealing with a considerable scale of MMOGs, we propose a cloud computing and peer-to-peer(P2P) hybrid architecture in this paper. Given the two nearly independent functionalities of P2P and cloud architectures, we consider the possibility of fusing these two concepts and researching the application of the resultant amalgamation in MMOGs. With an efficient and effective provisioning of resources and mapping of load, the proposed hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud while exploiting the capacity of the peers. The simulation results show that MMOGs based on the proposed hybrid architecture have better performance and lower traffic received compared with MMOGs based on traditional client-server system.

Efficient Handover Scheme for a Peer-to-Peer Download Service on Board (선박 내 Peer-to-Peer 다운로드 서비스를 위한 효율적인 핸드오버 기법)

  • Cho, Kwang-Hyun;Lee, Seong Ro;Jeong, Min-A;Kim, Dong Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.11
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    • pp.1216-1223
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    • 2014
  • Internet traffic is rapidly increasing due to the spread of personal smart devices and the demand for multimedia contents. When designing a large ship such as cruise, network architecture is also considered which supports various IT services in a maritime environment similar to the ground environment. In this paper, we consider wireless P2P (peer-to-peer) communication for efficient multimedia content sharing and propose novel handover scheme for efficient download service. The proposed handover method shows that it can improve the download symbol rates for handover in a wireless P2P system considering the signal strength and quality of peers as well. The proposed system is expected to provide efficient contents distribution and reliable communication in the ship-area-network (SAN).

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud 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.

P2P(Peer to Peer) 환경에서의 정보보호 위협과 정보보호 서비스

  • 김봉한;임명현;임재명;이재광
    • Review of KIISC
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    • v.12 no.5
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    • pp.17-26
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    • 2002
  • P2P(peer to peer)는 인터넷에서 중간에 서버 컴퓨터를 거치지 않고 정보를 찾는 사람과 정보를 가지고 있는 사람의 컴퓨터를 직접 연결시켜 데이터를 공유할 수 있게 해주는 기술과 그 기술을 응용해서 제공되는 서비스를 말한다. P2P 서비스는 서버 없이 컴퓨터와 컴퓨터간에 데이터를 전송함으로서 의도적이거나 고의적인 공격자에 의해 정보보호 위협에 상당히 노출되어 있는 실정이다. 본 연구는 P2P 서비스 모델의 분류와 현재 제공되고 있는 대표적인 P2P 서비스인 냅스터와 그누텔라의 어플리케이션 구조에 대해 분석하였고 P2P 환경에서 발생할 수 있는 정보보호 위협과 안전한 통신을 위해 요구되는 정보보호 서비스에 대해 고찰하였다.