• Title/Summary/Keyword: Server network bandwidth

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A New Video Bit Rate Estimation Scheme using a Model for IPTV Services

  • Cho, Hye-Jeong;Noh, Dae-Young;Jang, Seong-Hwan;Kwon, Jae-Cheol;Oh, Seoung-Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.5 no.10
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    • pp.1814-1829
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    • 2011
  • In this paper, we present a model-based video bit rate estimation scheme for reducing the bit rate while maintaining a given target quality in many video streaming services limited by network bandwidth, such as IPTV services. Each item of video content can be stored on a video streaming server and delivered with the estimated bit rate using the proposed scheme, which consists of the following two steps: 1) In the first step, the complexity of each intra-frame in a given item of video content is computed as a frame feature to extract a group of candidate frames with a lot of bits. 2) In the second step, the bit rate of the video content is determined by applying statistical analysis and hypothesis testing to that group. The experimental results show that our scheme can reduce the bit rate by up to 78% with negligible degradation of subjective quality, especially with the low-complexity videos commonly used in IPTV services.

Performance Issues with General Packet Radio Service

  • Chakravorty, Rajiv;Pratt, Ian
    • Journal of Communications and Networks
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    • v.4 no.4
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    • pp.266-281
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    • 2002
  • The General Packet Radio Service (GPRS) is being deployed by GSM network operators world-wide, and promises to provide users with “always-on” data access at bandwidths comparable to that of conventional fixed-wire telephone modems. However, many users have found the reality to be rather different, experiencing very disappointing performance when, for example, browsing the web over GPRS. In this paper, we examine the causes, and show how unfortunate interactions between the GPRS link characteristics and TCP/IP protocols lead to poor performance. A performance characterization of the GPRS link-layer is presented, determined through extensive measurements taken over production networks. We present measurements of packet loss rates, bandwidth availability, link stability, and round-trip time. The effect these characteristics have on TCP behavior are examined, demonstrating how they can result in poor link utilization, excessive packet queueing, and slow recovery from packet losses. Further, we show that the HTTP protocol can compound these issues, leading to dire WWW performance. We go on to show how the use of a transparent proxy interposed near the wired-wireless border can be used to alleviate many of these performance issues without requiring changes to either client or server end systems.

Implementation of ATM/Internet Gateway System for Real Time Multimedia Service (실시간 멀티미디어 서비스를 위한 ATM/Internet 게이트웨이 시스템의 구현)

  • Han Tae-Man;Jeong You-Hyeon;Kim Dong-Won
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.799-806
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    • 2004
  • A growing diversity of pervasive devices is gaming access to the Internet and other information. However, much of the rich multimedia contents cannot be easily handled by the client devices because of the limited communication, processing, storage and display capabilities. The in-tegration of voice, data and video service modified the target of networking technologies. Networks must have some the capabilities for in-tegration of various services and also for QoS support as required by each of those service. Because of these reasons, we developed EAGIS(Efficient ATM Gateway for real time Internet Service) to provide seamless multimedia service between the ATM network and the Internet. EAGIS consists of the interworking unit, content server, transcoding server, and the serveice broker to provide seamless multimedia service be-tween the ATM network and the Internet. In this paper, we design the architecture and transcoding service scenario of the EAGIS. When the RTP is used for the bi-directional communication, transcoding time is configured by the time-stamp of RTCP. When HTTP is used for unidirec-tional communication, self-timer is used. By using these reference time, standard transcoding method is applicable according to the frame trans-mission rate and network traffic load. And we can also assure the QoS of the multiple users` effective bandwidth by our algorithm.

Transcoding Load Estimation Method for Load Balance on Distributed Transcoding Environments (분산 트랜스코딩 환경에서 부하 균형을 위한 트랜스코딩 부하 예측 기법)

  • Seo, Dong-Mahn;Heo, Nan-Sok;Kim, Jong-Woo;Jung, In-Bum
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.9_10
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    • pp.466-475
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    • 2008
  • Owing to the improved wireless communication technologies, it is possible to provide streaming service of multimedia with PDAs and mobile phones in addition to desktop PCs. Since mobile client devices have low computing power and low network bandwidth due to wireless network, the transcoding technology to adapt media for mobile client devices considering their characteristics is necessary. Transcoding servers transcode the source media to the target media within corresponding grades and provide QoS in real-time. In particular, an effective load balancing policy for transcoding servers is inevitable to support QoS for large scale mobile users. In this paper, the transcoding load estimation algorithm is proposed for load balance on the distributed transcoding environments. The proposed algorithm estimates transcoding time from transcoding server information, movie information and target transcoding bit-rate. The estimated transcoding time is proved based on experiments.

Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

Research on Effective Security Control Measures Against DDoS Attacks (DDoS 공격에 대한 효과적인 보안 관제 방안)

  • Jung, Il-Kwon;Kim, Jeom-Gu;Kim, Kiu-Nam;Ha, Ok-Hyun
    • Convergence Security Journal
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    • v.9 no.4
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    • pp.7-12
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    • 2009
  • It is very difficult to completely block the DDoS attack, which paralyzes services by depleting resources or occupying the network bandwidth by transmitting a vast amount of traffic to the specific website or server from normal users' PCs that have been already infected by an outside attacker. In order to defense or endure the DDoS attack, we usually use various solutions such as IDS (Intrusion Detection System), IPS (Intrusion Prevention System), ITS (Intrusion Tolerance System), FW (Firewall), and the dedicated security equipment against DDoS attack. However, diverse types of security appliances cause the cost problem, besides, the full function of the equipments are not performed well owing to the unproper setting without considering connectivity among systems. In this paper, we present the effective connectivity of security equipments and countermeasure methodology against DDoS attack. In practice, it is approved by experimentation that this designed methdology is better than existing network structure in the efficiency of block and endurance. Therefore, we would like to propose the effective security control measures responding and enduring against discriminated DDoS attacks through this research.

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Performance Evaluation of Smoothing Algorithm for Efficient Use of Network Resources in IoT environments (IoT 환경에서 네트워크 자원의 효율적인 사용을 위한 스무딩 알고리즘의 성능평가)

  • Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.7 no.2
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    • pp.47-53
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    • 2021
  • In order to transmit video data stored in servers with limited bandwidth in IoT environments to many clients, a transmission plan must be established by considering factors such as the number of transmission rate changes, peak transmission rate, and transmission rate changes. This transmission plan is called smoothing, and includes CBA that minimizes the number of transmission rate increases, MCBA that minimizes the number of transmission rate changes, and MVBA to minimize the transmission rate changes. In this work, to evaluate the performance of the proposed algorithm[16], we compare the proposed algorithm with the existing smoothing algorithms with the peak rate, the number of transmission rate changes, the rate increase, the peak rate utilization, and the average transmission rate with various video data and buffer sizes. The evaluation results show that the proposed algorithm helps to efficiently use the server's finite network resources by establishing a transport plan with the lowest average transfer rate.

A Distributed Method for Constructing a P2P Overlay Multicast Network using Computational Intelligence (지능적 계산법을 이용한 분산적 P2P 오버레이 멀티케스트 네트워크 구성 기법)

  • Park, Jaesung
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.6
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    • pp.95-102
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    • 2012
  • In this paper, we propose a method that can construct efficiently a P2P overlay multicast network composed of many heterogeneous peers in communication bandwidth, processing power and a storage size by selecting a peer in a distributed fashion using an ant-colony theory that is one of the computational intelligence methods. The proposed method considers not only the capacity of a peer but also the number of children peers supported by the peer and the hop distance between a multicast source and the peer when selecting a parent peer of a newly joining node. Thus, an P2P multicast overlay network is constructed efficiently in that the distances between a multicast source and peers are maintained small. In addition, the proposed method works in a distributed fashion in that peers use their local information to find a parent node. Thus, compared to a centralized method where a centralized server maintains and controls the overlay construction process, the proposed method scales well. Through simulations, we show that, by making a few high capacity peers support a lot of low capacity peers, the proposed method can maintain the size of overlay network small even there are a few thousands of peers in the network.

Uplink Congestion Control over Asymmetric Networks using Dynamic Segment Size Control (비대칭 망에서 동적 세그먼트 크기 조정을 통한 상향링크 혼잡제어)

  • Je, Jung-Kwang;Lee, Ji-Hyun;Lim, Kyung-Shik
    • Journal of KIISE:Information Networking
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    • v.34 no.6
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    • pp.466-474
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    • 2007
  • Asymmetric networks that the downlink bandwidth is larger than the uplink bandwidth may cause the degradation of the TCP performance due to the uplink congestion. In order to solve this problem, this paper designs and implements the Dynamic Segment Size Control mechanism which offers a suitable segment size for current networks. The proposed mechanism does not require any changes in customer premises but suppress the number of ACKs using segment reassembly technique to avoid the uplink congestion. The gateway which adapted the Dynamic Segment Size Control mechanism, detects the uplink congestion condition and dynamically measures the bandwidth asymmetric ratio and the packet loss ratio. The gateway reassembles some of segments received from the server into a large segment and transmits it to the client. This reduces the number of corresponding ACKs. In this mechanism, the SACK option is used when occurs the bit error during the transmission. Based on the simulation in the GEO satellite network environment, we analyzed the performance of the Dynamic Segment Size Control mechanism.

An Extended Virtual LAM System Deploying Multiple Route Server (다중 라우트 서버를 두는 확장된 가상랜 시스템)

  • Seo, Ju-Yeon;Lee, Mee-Jeong
    • Journal of KIISE:Information Networking
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    • v.29 no.2
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    • pp.117-128
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    • 2002
  • Virtual LAN (VLAN) is an architecture to enable communication between end stations as if they were on the same LAN regardless of their physical locations. VLAN defines a limited broadcast domain to reduce the bandwidth waste. The Newbridge Inc. developed a layer 3 VLAN product called VIVID, which configures a VLAN based on W subnet addresses. In a VIVID system, a single route server is deployed for address resolution, VLAN configuration, and data broadcasting to a VLAN. If the size of the network, over which the VLANS supported by the VIVID system spans, becomes larger, this single route server could become a bottleneck point of the system performance. One possible approach to cope with this problem is to deploy multiple route servers. We propose two architectures, organic and independent, to expand the original VIVID system to deploy multiple route servers. A course of simulations are done to analyze the performance of each architecture that we propose. The simulation results show that the performances of the proposed architectures depend on the lengths of VLAN broadcasting sessions and the number of broadcast data frames generated by a session. It has also been shown that there are tradeoffs between the scalability of the architecture and their efficiency in data transmissions.