• Title/Summary/Keyword: Peer-to-peer computing

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Past, Present and Future of E-Business

  • Kim Min-Jin;Kim Won-Il;Oh Sang-Yoon
    • International Journal of Contents
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    • v.2 no.1
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    • pp.1-4
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    • 2006
  • E-business is not like e-commerce. E-business is more comprehensive than e-commerce. In the near future, it is expected that ebusiness prevails in the fields of wireless, peer-to-peer networks, streaming media and biometrics technologies. In this paper, we discuss the past and current of e-business, and then research topics of e-business, including new technology and the directions.

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A Design and Implementation of Context-Adaptive Self-Configuration System in Ubiquitous Computing Environment (유비쿼터스 컴퓨팅 환경에서 상황적응형 자가구성 시스템의 설계와 구현)

  • 이승화;오제환;이은석
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2004.11a
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    • pp.233-241
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    • 2004
  • 본 논문에서는 분산된 관리대상의 시스템자원과 사용자정보, 사용패턴을 Context로 수집하여, 구성(Configuration)을 수행하는 적응형 자가관리시스템을 제안한다. 본 시스템은 기존에 수동으로 이루어지던 Configuration 작업들 (Install, Reconfiguration, Update)을 자율적으로 수행하여, 사용자의 시스템관리에 대한 부담을 줄여주게 되며, 많은 비용과 오류를 감소시켜준다. 본 시스템은 수집된 Context 정보를 기반으로 사용자의 환경에 맞는 구성요소를 선택하여 설치하게 되며, 사용자의 기존 애플리케이션의 환경설정과 사용패턴을 기반으로, 보다 개인화된 설정을 해준다. 설정 이후에는 사용자의 행동을 암시적 피드백으로 받아, 이를 학습하고 유사한 상황이 다시 발생할 경우, 이를 다음 행동에 반영한다. 그리고 기존에 중앙서버로부터 일률적으로 관련파일을 전송하고 관리하는 중앙집중배포방식의 여러 문제점에 대응하기 위해 Peer-to-Peer 방식으로 파일을 카피하고, 이를 통해 중앙서버의 과부하를 줄이는 동시에 빠른 파일의 배포가 가능하도록 하였다. 본 시스템의 평가를 위해 프로토타입을 구현하여, 기존 수동 Configuration작업, MS-IBM과 같은 관련시스템과의 비교를 수행하였으며, 기능적 측면과 작업에 소요되는 시간에 대한 비교결과를 통해 본 시스템의 유효성을 증명하였다.

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Efficient Flooding Algorithm for Mobile P2P Systems using Super Peer (슈퍼피어를 이용한 모바일 P2P시스템을 위한 효율적인 플러딩 알고리즘)

  • Kang, So-Young;Lee, Kwang-Jo;Yang, Sung-Bong
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.2
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    • pp.217-221
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    • 2010
  • As the appearances of various new mobile devices and the explosive growth of mobile device users, many researches related to mobile P2P systems have been proceeded actively. In this paper, we propose a new search algorithm for the double-layered super peer system in the mobile environment. For the proposed search algorithm, we divide the entire experiment region into a grid of cells, each of which has the same size. The grid is configured properly by considering the communication range of a mobile device and the number of peers in the system. The proposed search algorithm is a partial flooding search method based on the directions of cells involved with the search. It reduces successfully the network traffic, but shows a low search hit ratio. To enhance the search hit ratio, we introduce a bridge-peer table for a super peer and utilize an n-way search. The experimental results show that the proposed algorithm made an average of 20~30% reduction in the number of message packets over the double-layered system. The success ratio was also improved about 2~5% over the double-layered system.

A P2P Service Protocol using The Open Mobile Network API for The Femtocell based Wireless Enterprise Network (Femtocell을 활용하는 기업무선망 환경을 위한 개방형 모바일 네트워크 API 기반 P2P 서비스 프로토콜)

  • Lee, Sung-Won
    • Journal of KIISE:Computing Practices and Letters
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    • v.15 no.1
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    • pp.21-28
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    • 2009
  • In this paper, we consider the Femtocell based enterprise wireless network using 2G/3G/4G cellular network technologies. And, we apply the open network service API which enable an easy development of ISP or enterprise services to P2P enterprise services. Based on the proposed scheme, enterprise services can be always connected at anywhere and anytime via heterogeneous devices. By using a qualitative analysis, we evaluate the performance of the proposed scheme and compare with that of the famous P2P service - Skype. Results show that the proposed scheme requests smaller servers and flows with enhanced service quality.

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.

Implementation of Real-Time Video Transfer System on Android Environment (안드로이드 기반의 실시간 영상전송시스템의 구현)

  • Lee, Kang-Hun;Kim, Dong-Il;Kim, Dae-Ho;Sung, Myung-Yoon;Lee, Young-Kil;Jung, Suk-Yong
    • Journal of the Korea Convergence Society
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    • v.3 no.1
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    • pp.1-5
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    • 2012
  • In this paper, we developed real-tim video transfer system based on Android environment. After android device with embedded camera capture images, it sends image frames to video server system. And also video server transfer the images from client to peer client. Peer client also implemented on android environment. We can send 16 image frames per second without any loss in 3G mobile network environment.

A Recommender System for Device Sharing Based on Context-Aware and Personalization

  • Park, Jong-Hyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.2
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    • pp.174-190
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    • 2010
  • In ubiquitous computing, invisible devices and software are connected to one another to provide convenient services to users [1][2]. Users hope to obtain a personalized service which is composed of customized devices among sharable devices in a ubiquitous smart space (which is called USS in this paper). However, the situations of each user are different and user preferences also are various. Although users request the same service in the same USS, the most suitable devices for composing the service are different for each user. For these user requirements, this paper proposes a device recommender system which infers and recommends customized devices for composing a user required service. The objective of this paper is the development of the systems for recommending devices through context-aware inference in peer-to-peer environments. For this goal, this paper considers the context and user preference. Also I implement a prototype system and test performance on the real ubiquitous mobile object (UMO).

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.

A Study on the Structural Relationship among Adolescents' Depression, Parenting Style, Peer Relation, and Cell Phone Dependency for Smart Learning (스마트 교육을 위한 청소년 우울, 부모양육행동, 또래관계 및 휴대폰 의존도의 구조적 관계 연구)

  • Jang, Ji woo;Heo, Gyun
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.89-97
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    • 2017
  • The purpose of the present study was to estimate the effect of adolescents' depression on cell phone dependency and to identify mediating effects of parenting style and peer isolation. The study used data from the $6^{th}$ waves of 2015 KCYPS(Korean Children and Youth Panel Survey). Structural Equation Model(SEM) was conducted to examine the mediating effects of parenting style and peer isolation. The results showed that adolescents' depression had positive effects on cell phone dependency. In addition, the relationship between adolescents' depression and cell phone dependency was partially mediated by parenting style, not mediated by peer relationships. Based on these findings, further suggestions are provided to reduce adolescents' cell phone dependency by decreasing parent's over-involvement and improve adolescents' self control opportunities.

Cloud P2P OLAP: Query Processing Method and Index structure for Peer-to-Peer OLAP on Cloud Computing (Cloud P2P OLAP: 클라우드 컴퓨팅 환경에서의 Peer-to-Peer OLAP 질의처리기법 및 인덱스 구조)

  • Joo, Kil-Hong;Kim, Hun-Dong;Lee, Won-Suk
    • Journal of Internet Computing and Services
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    • v.12 no.4
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    • pp.157-172
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    • 2011
  • The latest active studies on distributed OLAP to adopt a distributed environment are mainly focused on DHT P2P OLAP and Grid OLAP. However, these approaches have its weak points, the P2P OLAP has limitations to multidimensional range queries in the cloud computing environment due to the nature of structured P2P. On the other hand, the Grid OLAP has no regard for adjacency and time series. It focused on its own sub set lookup algorithm. To overcome the above limits, this paper proposes an efficient central managed P2P approach for a cloud computing environment. When a multi-level hybrid P2P method is combined with an index load distribution scheme, the performance of a multi-dimensional range query is enhanced. The proposed scheme makes the OLAP query results of a user to be able to reused by other users' volatile cube search. For this purpose, this paper examines the combination of an aggregation cube hierarchy tree, a quad-tree, and an interval-tree as an efficient index structure. As a result, the proposed cloud P2P OLAP scheme can manage the adjacency and time series factor of an OLAP query. The performance of the proposed scheme is analyzed by a series of experiments to identify its various characteristics.