• 제목/요약/키워드: Server Structure

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An Architecture Model on Artificial Intelligence for Ground Tactical Echelons (지상 전술 제대 인공지능 아키텍처 모델)

  • Kim, Jun Sung;Park, Sang Chul
    • Journal of the Korea Institute of Military Science and Technology
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    • v.25 no.5
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    • pp.513-521
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    • 2022
  • This study deals with an AI architecture model for collecting battlefield data using the tactical C4I system. Based on this model, the artificial staff can be utilized in tactical echelon. In the current structure of the Army's tactical C4I system, Servers are operated by brigade level and above and divided into an active and a standby server. In this C4I system structure, the AI server must also be installed in each unit and must be switched when the C4I server is switched. The tactical C4I system operates a server(DB) for each unit, so data matching is partially delayed or some data is not matched in the inter-working process between servers. To solve these issues, this study presents an operation concept so that all of alternate server can be integrated based on virtualization technology, which is used as an source data for AI Meta DB. In doing so, this study can provide criteria for the AI architectural model of the ground tactical echelon.

A Consolidated Wireless Internet Proxy Server Cluster Architecture (통합형 무선 인터넷 프록시 서버 클러스터 구조)

  • Kwak Hu-Keun;Chung Kyu-Sik
    • The KIPS Transactions:PartA
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    • v.13A no.3 s.100
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    • pp.231-240
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    • 2006
  • In this paper, wireless internet proxy server clusters are used for the wireless internet because their caching, distillation, and clustering functions are helpful to overcome the limitations and needs of the wireless internet. TranSend was proposed as a clustering based wireless internet proxy server but it has disadvantages; 1) its scalability is difficult to achieve because there is no systematic way to do it and 2) its structure is complex because of the inefficient communication structure among modules. In our former research, we proposed the CD-A structure which can be scalable in a systematic way but it also has disadvantages; its communication structure among modules is partly complex. In this paper, we proposed a consolidated scheme which has a systematic scalability and an efficient communication structure among modules. We performed experiments using 16 PCs and experimental results show 196% and 40% performance improvement of the proposed system compared to the TranSend and the CD-A system, respectively.

A Framework for Developing IFC Server for Supporting Construction Product Life Cycle Management(CPLM) (CPLM 지원을 위한 OR-IFC 서버 개발 기초 연구)

  • Kang, Hoon-Sig;Lee, Ghang;Kim, Seon-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.458-463
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    • 2008
  • An IFC Server is a database management system that stores data complying with a standard data format, called IFC, and keeps track of data transactions, modifications, and deletions. It plays a role as an information hub for storing and sharing information between various parties involved in construction projects. There have been several efforts to develop an IFC Server, however, they suffered from slow performance and long transaction time due to a complex mapping process between IFC files and relational database structures. In this study, we aim to develop an IFC Server using an object-relational database system. Since IFC has an object-flavored data structure, we expect to have a simpler and faster mapping process from IFC to the IFC Server. This paper reviews existing studies and describes the overall framework of the OR-IFC Server.

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A Design of General Communication Protocol for Online Game (온라인 게임을 위한 범용 통신 프로토콜 설계)

  • 두길수;정성종;안동언
    • Proceedings of the IEEK Conference
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    • 2001.06c
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    • pp.233-236
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    • 2001
  • When we execute a online game in the network, a lots of game informations and user informations are transfered between game server and game clients. This information has deferent data structure and communication protocol. So, game developers will be design the communication protocols and packet structures after analyze the game. And, they will be design the database for user management. It will be lots of overload to the game developers. From a user point of view, they must be register to each game server to use several games. It is a undesible operation for the game users. This problems are solved by using the communication server which operates commonly with several game servers. Game providers can get the benefit of multiple access of users and get freedom from user management. Game users can access the several games which connected to communication server by register the communication server only. In this paper we design the communication packet and propose a communication protocol which operates on the communication server described previous.

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A Study on the Data Linkage Method of Online Game Server (온라인 게임 서버의 데이터연동 방식에 대한 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.83-94
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    • 2015
  • Methodology of server development is so important for the development of online game because the client where the users play the online game depends on the server. In this research, we have studied data linkage methods of the online game server which permits the server to save and retrieve the user data on the database. The data linkage method of the server is critical to make the users continue their games anywhere online. In this paper, several data linkage methods have been proposed and classified with their definitions. The proposed methods have been evaluated with the experimental data. It will contribute for the developer of online game server to choose a good data linkage method for the features of the game.

Development of an Object-Relational IFC Server

  • Hoon-sig Kang;Ghang Lee
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.1346-1351
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    • 2009
  • In this paper we propose a framework for an Object Relational IFC Server (OR-IFC Server). Enormous amounts of information are generated in each project. Today, many BIM systems are developed by various CAD software vendors. Industry Foundation Classes (IFC) developed by International Alliance for Interoperability (IAI) is an open standard data model for exchanging data between the various BIM tools. The IFC provides a foundation for exchanging and sharing of information directly between software applications and define a shared building project model. The IFC model server is a database management system that can keep track of transactions, modifications, and deletions. It plays a role as an information hub for storing and sharing information between various parties involved in construction projects. Users can communicate with each other via the internet and utilize functions implemented in the model server such as partial data import/export, file merge, version control, etc. IFC model servers using relational database systems have been developed. However, they suffered from slow performance and long transaction time due to a complex mapping process between the IFC structure and a relational-database structure because the IFC model schema is defined in the EXPRESS language which is object-favored language. In order to simplify the mapping process, we developed a set of rules to map the IFC model to an object-relational database (ORDB). Once the database has been configured, only those pieces of information that are required for a specific information-exchange scenario are extracted using the pre-defined information delivery manual (IDM). Therefore, file sizes will be reduced when exchanging data, meaning that files can now be effectively exchanged and shared. In this study, the framework of the IFC server using ORDB and IDM and the method to develop it will be examined.

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A Performance Improvement of Linux TCP Networking by Data Structure Reuse (자료 구조 재사용을 이용한 리눅스 TCP 네트워킹 성능 개선)

  • Kim, Seokkoo;Chung, Kyusik
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.8
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    • pp.261-270
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    • 2014
  • As Internet traffic increases recently, much effort has been put on improving the performance of a web server. In addition to hardware side solutions such as replacement by high-end hardware or expansion of the number of servers, there are software side solutions to improve performance. Recent studies on these software side solutions have been actively performed. In this paper, we identify performance degradation problems occurring in a conventional TCP networking reception process and propose a way to solve them. We improve performance by combining three kinds of existing methods for Linux Networking Performance Improvement and two kinds of newly proposed methods in this paper. The three existing methods include 1) an allocation method of a packet flow to a core in a multi-core environment, 2) ITR(Interrupt Throttle Rate) method to control excessive interrupt requests, and 3) sk_buff data structure recycling. The two newly proposed methods are fd data structure recycling and epoll_event data structure recycling. Through experiments in a web server environment, we verify the effect of our two proposed methods and its combination with the three existing methods for performance improvement, respectively. We use three kinds of web servers: a simple web server, Lighttpd generally used in Linux, and Apache. In a simple web server environment, fd data structure recycling and epoll_event data structure recycling bring out performance improvement by about 7 % and 6%, respectively. If they are combined with the three existing methods, performance is improved by up to 40% in total. In a Lighttpd and an Apache web server environment, the combination of five methods brings out performance improvement by up to 36% and 20% in total, respectively.

Collaborative Tools in High Energy Physics and EVO Server at KISTI (고에너지물리를 위한 협업환경 도구와 KISTI EVO 서버)

  • KIM, Hyunwoo;CHO, Kihyeon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.234-237
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    • 2007
  • We report on our experience on utilization of collaborative tools for KISTI high energy physics group. Our main subject will be the new EVO (Enabling Virtual Organization) server that we hosted recently at KISTI. The EVO is a next generation collaborative tool from CalTech high energy physics group with several improvements from its predecessor VRVS (Virtual Room Videoconferencing System). EVO has the same baseline structure as in VRVS. The network of servers lies at the heart of EVO structure and one server called Panda communicates with local clients called Koala.

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Distributed Virtual Environment for Collaboration between Heterogeneous Platform (이종 플랫폼 간 협업을 위한 분산 가상 환경)

  • 이석희;이영호;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.141-144
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    • 2003
  • This paper proposes the distributed virtual environment framework for collaboration between heterogeneous platforms. The proposed system consists of Client, Content Server(CS), and Reflector Server(RS). The Client is composed of VR library(VRL), Interaction Manager(IM), Distributed Interaction Manager(DIM), and Network Interface(NI). The proposed Client structure can support various display environments. The XML-based IM and DIM lets the users define and add the interactions. The proposed Server structure synchronizes the distributed interaction between heterogeneous platforms and provides transparency to the users. Therefore, the proposed framework enables the users to implement virtual collaboration environment for their tasks. Moreover, it can also be used for research and development activities between a large number of the remote users. The usefulness of the framework was verified by applying it to the virtual heritage tour system.

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ASIC design of high speed CAM for connectionless server of ATM network (ATM망의 비연결형 서버를 위한 고속 CAM ASIC 설계)

  • 백덕수;김형균;이완범
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.7
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    • pp.1403-1410
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    • 1997
  • Because streaming mode connection server suitable to wide area ATM networks performs transmission, reception and lookup with time restriction for the transmission time of a cell, it has demerits of large cell loss incase that burst traffic occurs. Therefore, in this paper to decrease cell loss we propose a high speed CAM (Content Addressable Memory) which is capable of processing data of streaming mode connections server at a high speed. the proposed CAM is applied to forwarding table VPC map which performs function to output connection numbers about input VPI(Virtual Path Identifier)/VCI(Virtual Channel Identifier). The designed high speed CAM consist of DBL(Dual Bit Line) CAM structure performed independently write operation and match operation and two-port SRAM structure. Also, its simulation verification and full-custom layout is performed by Hspice and Composs tools in 0.8 .$\mu$m design rule.

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