• Title/Summary/Keyword: Region Server

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Intelligent Remote Surveillance System Using Pan/Tilt Camera (Pan/Tilt 카메라를 이용한 목표물 자동추적장치의 구현)

  • Yi, Ui-Bae;Seong, Ki-Bum;Ko, Kwang-Cheol
    • Proceedings of the KIEE Conference
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    • 2000.07d
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    • pp.3031-3033
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    • 2000
  • Surveillance system on the internet has attained lots of interests recently. Computer gives surveillance system various functions like remote control and motion detecting. In this paper. auto target tracking system using Pan/Tilt camera is suggested. It consists of UNIX server and Pan/Tilt camera. When UNIX server detect motions from images it sends Pan/Tilt command to camera and camera moves by command. After finishing movement camera replies to server and server starts detecting motion again. To improve performance of motion detecting and tracking images are divided into 9 sub-regions and camera behaves differently. It is certain that robust tracking is achieved when sub-region is applied.

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Implementation and Performance Evaluation of Migration Agent for Seamless Virtual Environment System in Grid Computing Network (그리드 컴퓨팅 네트워크에서 Seamless 가상 환경 시스템 구축을 위한 마이그레이션 에이전트 구현 및 성능 평가)

  • Won, Dong Hyun;An, Dong-Un
    • KIPS Transactions on Computer and Communication Systems
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    • v.7 no.11
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    • pp.269-274
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    • 2018
  • MMORPG is a role-playing game that tens of thousands of people access it online at the same time. Users connect to the server through the game client and play with their own characters. If the user moves to a management area of another server beyond the area managed by the server, the user information must be transmitted to the server to be moved. In an actual game, the user is required to synchronize the established and the transferred information. In this paper, we propose a migration agent server in the virtual systems. We implement a seamless virtual server using the grid method to experiment with seamless server architecture for virtual systems. We propose a method to minimize the delay and equalize the load when the user moves to another server region in the virtual environment. Migration Agent acts as a cache server to reduce response time, the response time was reduced by 50% in the case of 70,000 people.

Storage System Performance Enhancement Using Duplicated Data Management Scheme (중복 데이터 관리 기법을 통한 저장 시스템 성능 개선)

  • Jung, Ho-Min;Ko, Young-Woong
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.1
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    • pp.8-18
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    • 2010
  • Traditional storage server suffers from duplicated data blocks which cause an waste of storage space and network bandwidth. To address this problem, various de-duplication mechanisms are proposed. Especially, lots of works are limited to backup server that exploits Contents-Defined Chunking (CDC). In backup server, duplicated blocks can be easily traced by using Anchor, therefore CDC scheme is widely used for backup server. In this paper, we propose a new de-duplication mechanism for improving a storage system. We focus on efficient algorithm for supporting general purpose de-duplication server including backup server, P2P server, and FTP server. The key idea is to adapt stride scheme on traditional fixed block duplication checking mechanism. Experimental result shows that the proposed mechanism can minimize computation time for detecting duplicated region of blocks and efficiently manage storage systems.

A Management method of Load Balancing among Game Servers based on Distributed Server System Using Map Balance Server (분산형 서버 구조 기반 Map 밸런스 서버를 이용한 게임 서버 간 부하 관리 방법)

  • Kim, Soon-Gohn;Lee, Nam-Jae;Yang, Seung-Weon
    • Journal of Advanced Navigation Technology
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    • v.15 no.6
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    • pp.1034-1041
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    • 2011
  • Generally, In distributed online game server system, game maps are processed separately by means of dividing into several unit blocks. But the keeping normal distribution of user in game map is very difficult because preferences of game users are not same according to individual user's private character. For this reason, if the huge number of users concentrate on particular region of same game map at once, the game server exceed their threshold so that the system can be getting down. Conversely, the efficiency of system goes down considerably because the game server must perform map processing continuously even under user_empty situation. To solve this problem, in this paper, we propose a Map management method to control relatively normal distribution of users in game maps using Map Balance Server. In suggested model, we can reduce the load of game servers by means of turn off the game map processing temporary when a server is under user_empty situation. we also can maximize server performance by means of redistribution of map processing load among servers.

Fast Dynamic ROI Coding using the Mask Patterns in JPEG2000 (JPEG2000에서 마스크 패턴을 이용한 빠른 동적 ROI 코딩)

  • Kang, Juong-Hyon;Seo, Yeong-Geon
    • The KIPS Transactions:PartB
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    • v.18B no.6
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    • pp.349-354
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    • 2011
  • In ROI processing of JPEG2000, a region of large image indicated by the user must be processed preferentially, because it takes a considerable amount of time to display the full image. When the user indicates a region of the outlined image, then the browser masks the region and sends the mask information to the server that transmitted the outlined image. The server that receives the mask information preferentially sends the corresponding code blocks. Here, a quick generation of mask information is important. In this paper, we use 48 predefined mask patterns, which are defined according to the distribution shape of ROI and background to reduce the computing time. As a result, compared to other methods that precisely handles the ROI and background, the processing time of the method is remarkably reduced, but the quality is short of the existing methods just a little bit.

A Policy on Efficient Load-Balancing Using Contents-Based Game Servers

  • Myung, Won-Shig
    • International Journal of Contents
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    • v.3 no.1
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    • pp.9-13
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    • 2007
  • This paper proposes a policy on efficient load balancing that can reduce the network game server load burdened by surging number of users. The study adopted a contents-based clustering technique. Recently, skyrocketing number of clients in on-line games causes overloads on specific game servers, and the consequent server-instability brings the worst situation: a server failure. To cope with this problem, one can install more high-powered servers or be equipped with back-up servers, which is often inefficient in terms of cost performance. To solve this problem, the present study examined the technology enhancing the performance and efficiency of game servers by reducing the loads of specific game servers. In doing this, this study used the clustering technology to compose game servers classified by their contents and carried out appropriate load balancing to numerous clients with load balancers in each region.

Study on Remote Face Recognition System Using by Multi Thread on Distributed Processing Server (분산처리서버에서의 멀티 쓰레드 방식을 적용한 원격얼굴인식 시스템)

  • Kim, Eui-Sun;Ko, Il-Ju
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.5
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    • pp.19-28
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    • 2017
  • Various methods for reducing the load on the server have been implemented in performing face recognition remotely by the spread of IP security cameras. In this paper, IP surveillance cameras at remote sites are input through a DSP board equipped with face detection function, and then face detection is performed. Then, the facial region image is transmitted to the server, and the face recognition processing is performed through face recognition distributed processing. As a result, the overall server system load and significantly reduce processing and real-time face recognition has the advantage that you can perform while linked up to 256 cameras. The technology that can accomplish this is to perform 64-channel face recognition per server using distributed processing server technology and to process face search results through 250 camera channels when operating four distributed processing servers there was.

Design of WSN-based Weather Field Server for Damage Prevention from Local Weather Condition Changes (국지성 기상변화로부터의 피해방지를 위한 WSN 기반의 기상용 필드서버 제작)

  • An, Seong-Mo;Kim, Jae-Gyeong;Yoo, Jae-Ho;Chung, Wan-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.151-152
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    • 2010
  • In this paper, a weather field server is designed and developed for local area weather condition monitoring system. Weather field server consists of an integrated sensor board and wireless sensor node to enable quick response of changing weather conditions in the valley region. A server program is established to monitor and analyze real-time weather condition in order to detect and prevent weather damages occurring in the locality.

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Design and Implementation of Load Balancing Method for Efficient Spatial Query Processing in Clustering Environment (클러스터링 환경에서 효율적인 공간 질의 처리를 위한 로드 밸런싱 기법의 설계 및 구현)

  • 김종훈;이찬구;정현민;정미영;배영호
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.384-396
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    • 2003
  • Hybrid query processing method is used for preventing server overload that is created by heavy user connection in Web GIS. In Hybrid query processing method, both server and client participate in spatial query processing. But, Hybrid query processing method is restricted in scalability of server and it can't be fundamentally solution for server overload. So, it is necessary for Web GIS to be brought in web clustering technique. In this thesis, we propose load-balancing method that uses proximity of query region. In this paper, we create tile groups that have relation each tile in same group is very close, and forward client request to the server that can have maximum rate of buffer reuse with considering characteristic of spatial query. With out load balancing method, buffet in server is optimized for exploring spatial index tree and increase rate of buffer reuse, so it can be reduced amount of disk access and increase system performance.

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A P2P Real-time Game System for Multiplayer on Overlay Network (Overlay Network망에서의 실시간 멀티플레이어 P2P게임 시스템)

  • Jung, Mi-Sook;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.38-46
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    • 2010
  • A stable game managing system is absolutely needed to accept simultaneous interlacing of many users for on- line game system. The proposed P2P on-line game system in this paper is able to get stable and real-time game managing within limited time stamp utilizing through reorganizing peers according to synchronous time which can be avoid congestion on one region, it is possible to synchronize for game nodes within limited time stamp utilizing. Reorganizing M-tree which leads 10 distribute loads. The system manages each region unit, and it is execute no matter how big game sizes are. Thus to ensure such as the problems of expand server and stabilization or message transmission. Also, prove efficiency of the suggested system through the simulation.