• Title/Summary/Keyword: Server-side simulation

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Development of Distributed Interactive Stochastic Combat Simulation (DISCSIM) Model (확률적 전투모형과 분산 네트워크 적용)

  • Hong, Yoon-Gee;Kwon, Soon-Jong
    • Proceedings of the Korea Society for Simulation Conference
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    • 1999.10a
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    • pp.210-216
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    • 1999
  • Todays computer communication technology let people to do many unrealistic things possible and the use of those technologies is becoming increasingly prevalent throughout the military operation. Both DIS and ADS are welled defined computer aided military simulations. This study discusses a simulation of stochastic combat network modeling through Internet. We have developed two separate simulation models, one for clients and another for server, and validated for conducting studies with these two models. The object-oriented design was necessary to define the system entities and their relationship, to partition functionality into system entities, and to transform functional metrics into realizations derived from system component behaviors. Heterogeneous forces for each side are assumed at any battle node. The time trajectories for mean number of survivors at each node, some important combat measures, and relative difference computations between models were made. We observe and may conclude that the differences exist and some fo these are significant based on a limited number of experiments.

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On-Demand Remote Software Code Execution Unit Using On-Chip Flash Memory Cloudification for IoT Environment Acceleration

  • Lee, Dongkyu;Seok, Moon Gi;Park, Daejin
    • Journal of Information Processing Systems
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    • v.17 no.1
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    • pp.191-202
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    • 2021
  • In an Internet of Things (IoT)-configured system, each device executes on-chip software. Recent IoT devices require fast execution time of complex services, such as analyzing a large amount of data, while maintaining low-power computation. As service complexity increases, the service requires high-performance computing and more space for embedded space. However, the low performance of IoT edge devices and their small memory size can hinder the complex and diverse operations of IoT services. In this paper, we propose a remote on-demand software code execution unit using the cloudification of on-chip code memory to accelerate the program execution of an IoT edge device with a low-performance processor. We propose a simulation approach to distribute remote code executed on the server side and on the edge side according to the program's computational and communicational needs. Our on-demand remote code execution unit simulation platform, which includes an instruction set simulator based on 16-bit ARM Thumb instruction set architecture, successfully emulates the architectural behavior of on-chip flash memory, enabling embedded devices to accelerate and execute software using remote execution code in the IoT environment.

Document Clustering Scheme for Large-scale Smart Phone Sensing (대규모 스마트폰 센싱을 위한 문서 클러스터링 기법)

  • Min, Hong;Heo, Junyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.253-258
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    • 2014
  • In smartphone sensing which monitors various social phenomena of the individuals by using embedded sensors, managing metadata is one of the important issue to process large-scale data, improve the data quality, and share collected data. In this paper, we proposed a document clustering scheme for the large-scale metadata management architecture which is designed as a hybrid back-end consisting of a cluster head and member nodes to reduce the server-side overhead. we also verified that the proposed scheme is more efficient than the distance based clustering scheme in terms of the server-side overhead through simulation results.

Development of Distributed Interactive Stochastic Combat Simulation (DISCSIM) Model

  • Hong, Yoon-Gee;Kwon, Soon-Jong
    • Journal of the military operations research society of Korea
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    • v.25 no.2
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    • pp.15-30
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    • 1999
  • A number of combat simulation models are scattered and the analytic solution approaches have experienced very difficult computational efforts. Today´s computer communication technology let people to do many unrealistic things possible and the use of those technologies is becoming increasingly prevalent throughout the military operation. Both DIS and ADS are welled defined computer aided military simulations. This study discusses a simulation of stochastic combat network modeling through Internet space. We have developed two separate simulation models, one for clients and another for server, and validated for conducting studies with these models. The object-oriented design was necessary to define the system entities and their relationship, to partition functionality into system entities, and to transform functional metrics into realizations derived from system component behaviors. Heterogeneous forces for each side are assumed at any battle node. The time trajectories for mean number of survivors and combat history at each node, some important combat measures, and relative difference computations between models were made. We observe and may conclude that the differences exit and some of these are significant based on a limited number of experiments.

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A Decision Scheme of Dynamic Task Size for Cloud Server composed of Connected Cars (연결형 자동차로 구성된 클라우드 서버를 위한 동적 작업 크기 결정 기법)

  • Min, Hong;Jung, Jinman;Kim, Taesik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.3
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    • pp.83-88
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    • 2020
  • With developing vehicle and communication technologies, cars can communicate with road-side infrastructures and among other cars. As autonomous driving cars have been developed, the cars are equipped with many sensors and powerful processing units. There are many studies related to provide cloud services to users by using available resources of connected cars. In this paper, we proposed a dynamic task size decision scheme that considers communication environment between a vehicle and a base station as well as available resources while allocating a proper task to each vehicle. Simulation results based on the proposed model show that a vehicle can complete its allocated task when we considers available resources and communication environments.

Method for Mobile node in Cloud Computing Environments (클라우드 컴퓨팅 환경에서 이동노드 지원을 위한 기법)

  • Kim, Kiyoung;Yeom, Saehun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.67-75
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    • 2014
  • In this paper, we proposed offloading delay method which determines effectively offloading timing by measuring of handoff delay and offloading time at mobile node side in mobile environment. The propose method measures each of handoff delay and offloading time and making decision of proper offloading timing on mobile node side. Therefore, it is possible to support cloud computing without changing previous implemented cloud computing structure for fixed node in a mobile environment. We compare the energy consumption of server and node to analyze efficiency of proposed method by using existing method of energy consumption measurement. Simulation results shows the reducing energy consumption more than previous method and operation time similar to previous method.

A Push-Caching and a Transmission Scheme of Continuous Media for NOD Service on the Internet (인테넷상에서 NOD 서비스를 위한 연속미디어 전송 및 푸쉬-캐싱 기법)

  • Park, Seong-Ho;Im, Eun-Ji;Choe, Tae-Uk;Jeong, Gi-Dong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.6
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    • pp.1766-1777
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    • 2000
  • In multimedia new service on the internet, there are problems such as server overload, network congestion and initial latency. To overcome these problems, we propose a proxy push-caching scheme that stores a portion of continuous media stream or entire stream, and a transmission scheme of NOD continuous media, RTP-RR and RTP-nR to exploit push-caching scheme. With the proposed push-caching scheme, NOD server pushes fixed portion of stream to a proxy when new data is generated, and the cached size of each stream changes dynamically according to the caching utility value of each stream. As a result, the initial latency of client side could be reduced and the amount of data transmitted fro ma proxy server to client could be increased. Moreover, we estimate a caching utility value of each stream using correlation between disk space occupied by the stream and the amount of data stream requested by client. And we applied the caching utility value ot replacement policies. The performance of the proxy push-caching and continuous media transmission schemes proposed were compared with other schemes using simulations. In the simulation, these schemes show better results than other schemes in terms of BHR (Byte Hit Rate), initial latency, the number of replacement and packet loss rate.

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Communication Resource Allocation Strategy of Internet of Vehicles Based on MEC

  • Ma, Zhiqiang
    • Journal of Information Processing Systems
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    • v.18 no.3
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    • pp.389-401
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    • 2022
  • The business of Internet of Vehicles (IoV) is growing rapidly, and the large amount of data exchange has caused problems of large mobile network communication delay and large energy loss. A strategy for resource allocation of IoV communication based on mobile edge computing (MEC) is thus proposed. First, a model of the cloud-side collaborative cache and resource allocation system for the IoV is designed. Vehicles can offload tasks to MEC servers or neighboring vehicles for communication. Then, the communication model and the calculation model of IoV system are comprehensively analyzed. The optimization objective of minimizing delay and energy consumption is constructed. Finally, the on-board computing task is coded, and the optimization problem is transformed into a knapsack problem. The optimal resource allocation strategy is obtained through genetic algorithm. The simulation results based on the MATLAB platform show that: The proposed strategy offloads tasks to the MEC server or neighboring vehicles, making full use of system resources. In different situations, the energy consumption does not exceed 300 J and 180 J, with an average delay of 210 ms, effectively reducing system overhead and improving response speed.

A New High-Efficient Interleaved Converter for Low-Voltage and High-Current Power Systems (저전압 고전류 사양에 적합한 고효율 인터리브 컨버터)

  • Cho, In-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.600-608
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    • 2016
  • This paper proposes a new high-efficient interleaved phase-shift full-bridge (PSFB) converter for low-voltage and high-current power systems. The proposed converter is composed of three switch-bridges and two transformers in the primary side and two rectifiers in the secondary side. Each transformer handles half of the total power with an interleaved operation, so that the proposed converter has high system reliability, as much as the conventional interleaved PSFB converter. The soft-switching characteristics of the proposed converter are better than those of the conventional converter due to the modulated primary side configuration. The proposed converter represents a single lagging-leg bridge, which has a poor soft switching condition in its operation, while the conventional converter has two lagging-leg bridges in its operation. Therefore, the number of switches having hard-switching conditions is reduced by half in the proposed converter. In addition, the reduced switch counts in the primary side of the proposed converter helps decrease the complexity of the proposed converter compared to that of the conventional converter. The operational principle and analysis are presented in this paper and the characteristics are verified using a PSIM simulation with 3kW server power specification.

The Design and Implementation of a Multi-Session Processing Between RMA and RCP within a Vehicle Tracking System (차량 추적 시스템에서 RMA와 RCP 사이의 다중세션 설계 및 구현)

  • Jang, Chung Ryong;Lee, Yong Kwon;Lee, Dae Sik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.3
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    • pp.127-141
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    • 2014
  • A Vehicle Tracking System consists of GPS tracking device which fits into the vehicle and captures the GPS location information at regular intervals to a central GIS server, and GIS tracking server providing three major responsibilities: receiving data from the GPS tracking unit, securely storing it, and serving this information on demand of the user. GPS based tracking systems supporting a multi-session processing among RMA, RM, and RCP can make a quick response to various services including other vehicle information between RSU and OBU on demand of the user. In this paper we design RSU lower layers and RCP applications in OBU for a multisession processing simulation and test message processing transactions among RMA-RM and RM-RCP. Furthermore, we implement the additional functions of handling access commands simultaneously on multiple service resources which are appropriate for the experimental testing conditions. In order to make a multi-session processing test, it reads 30 resource data,0002/0001 ~ 0002/0030, in total and then occurs 30 session data transmissions simultaneously. We insert a sequence number field into a special header of dummy data as a corresponding response to check that the messages are received correctly. Thus, we find that GIS service system with a multi-session processing is able to provide additional 30 services in a same speed of screen presentation loading while identifying the number of session processing of Web GIS service, the number of OBU service, and the speed of screen presentation loading by comparing a single session and a multi-session of GIS service system.