• Title/Summary/Keyword: Virtual allocation

Search Result 156, Processing Time 0.021 seconds

A Study on the Performance of VPN based on MPLS Networks (MPLS 망을 기반으로 하는 VPN의 성능에 관한 연구)

  • Shin, Tae-Sam;Kim, Young-Beom
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.8 no.1
    • /
    • pp.51-57
    • /
    • 2007
  • In this paper we introduce the concept of MPLS-based VPN and propose a scheme for providing VPN services in MPLS networks. Furthermore, we design the control components and the operational procedures and evaluated the performance of traditional VPN implementation methods and MPLS-based VPN. In this scheme it is possible to solve several problems that IP-based VPN pertains via the allocation of VPN ID and virtual space without tunneling, thereby providing effective VPN services. In other words, the MPLS-based VPN scheme uses MPLS networking technology together with the PSTN which can achieve a perfect segregation of user traffic on per-customer basis in a physical link and can guarantee high reliability and security levels. Specially, in the perspective of customers, it can save networking facilities installation and maintenance costs considerably. On the contrary, it possesses some shortcomings in that its deployment tends to be restricted within an ISP's network boundary and it is vulnerable to external security break-ins when going through public networks such as the Internet due to its lack of data encryption capability.

  • PDF

Design the Time-Interval Based Fairness Partitioning Method in DVE (DVE에서 시간 기반 균등 부하 분산 방식 설계)

  • Won, Dong-Kee;An, Dong-Un;Chung, Seung-Jong
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.45 no.1
    • /
    • pp.48-54
    • /
    • 2008
  • MMORPGs may involve a great number of concurrent players, and those servers usually have to manage hundred, or even thousands of avatars co-existing in the same virtual world. So if failing to send a command or an event message, or sending it too late may cause damages to the avatar evolution(death, injury, loss of resources), and may result in unjustified penalties for the player. Many policies could be defined to realize a ranking evaluation of available servers. Unfortunately, due to the highly dynamic characteristics of server loads and network performances, any optimal allocation would soon become sub-optimal. In order to solve those problems we propose the "time-interval based fairness partitioning method"(TIP). TIP will distribute the avatar to the game server equally with time-interval in order to avoid the problems form the unfairness of game servers load.

Detection of Complaints of Non-Face-to-Face Work before and during COVID-19 by Using Topic Modeling and Sentiment Analysis (동적 토픽 모델링과 감성 분석을 이용한 COVID-19 구간별 비대면 근무 부정요인 검출에 관한 연구)

  • Lee, Sun Min;Chun, Se Jin;Park, Sang Un;Lee, Tae Wook;Kim, Woo Ju
    • The Journal of Information Systems
    • /
    • v.30 no.4
    • /
    • pp.277-301
    • /
    • 2021
  • Purpose The purpose of this study is to analyze the sentiment responses of the general public to non-face-to-face work using text mining methodology. As the number of non-face-to-face complaints is increasing over time, it is difficult to review and analyze in traditional methods such as surveys, and there is a limit to reflect real-time issues. Approach This study has proposed a method of the research model, first by collecting and cleansing the data related to non-face-to-face work among tweets posted on Twitter. Second, topics and keywords are extracted from tweets using LDA(Latent Dirichlet Allocation), a topic modeling technique, and changes for each section are analyzed through DTM(Dynamic Topic Modeling). Third, the complaints of non-face-to-face work are analyzed through the classification of positive and negative polarity in the COVID-19 section. Findings As a result of analyzing 1.54 million tweets related to non-face-to-face work, the number of IDs using non-face-to-face work-related words increased 7.2 times and the number of tweets increased 4.8 times after COVID-19. The top frequently used words related to non-face-to-face work appeared in the order of remote jobs, cybersecurity, technical jobs, productivity, and software. The words that have increased after the COVID-19 were concerned about lockdown and dismissal, and business transformation and also mentioned as to secure business continuity and virtual workplace. New Normal was newly mentioned as a new standard. Negative opinions found to be increased in the early stages of COVID-19 from 34% to 43%, and then stabilized again to 36% through non-face-to-face work sentiment analysis. The complaints were, policies such as strengthening cybersecurity, activating communication to improve work productivity, and diversifying work spaces.

Thread Block Scheduling for GPGPU based on Fine-Grained Resource Utilization (상세 자원 이용률에 기반한 병렬 가속기용 스레드 블록 스케줄링)

  • Bahn, Hyokyung;Cho, Kyungwoon
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.22 no.5
    • /
    • pp.49-54
    • /
    • 2022
  • With the recent widespread adoption of general-purpose GPUs (GPGPUs) in cloud systems, maximizing the resource utilization through multitasking in GPGPU has become an important issue. In this article, we show that resource allocation based on the workload classification of computing-bound and memory-bound is not sufficient with respect to resource utilization, and present a new thread block scheduling policy for GPGPU that makes use of fine-grained resource utilizations of each workload. Unlike previous approaches, the proposed policy reduces scheduling overhead by separating profiling and scheduling, and maximizes resource utilizations by co-locating workloads with different bottleneck resources. Through simulations under various virtual machine scenarios, we show that the proposed policy improves the GPGPU throughput by 130.6% on average and up to 161.4%.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.8
    • /
    • pp.1060-1067
    • /
    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

  • PDF

A Study on the Performance Analysis and synthesis for a Differentiated Service Networks (차등 서비스 네트워크에 대한 성능 분석과 합성에 대한 연구)

  • Jeon, Yong-Hui;Park, Su-Yeong
    • The KIPS Transactions:PartC
    • /
    • v.9C no.1
    • /
    • pp.123-134
    • /
    • 2002
  • The requirement for QoS (Quality of Service) has become an important Issue as real-time or high bandwidth services are increasing, such as Internet Telephony, Internet broadcasting, and multimedia service etc. In order to guarantee the QoS of Internet application services, several approaches are being sought including IntServ (Integrated Service) DiffServ(Differentiated Srvices), and MPLS(Multi-Protocol Label Switching). In this paper, we describe the performance analysis of QoS guarantee mechanism using the DiffServ. To analyze how the DiffServ performance was affected by diverse input traffic models and the weight value in WFQ(Weighted Fair Queueing), we simulated and performed performance evaluation under a random, bursty, and self-similar input traffic models and for diverse input parameters. leased on the results of performance analysis, it was confirmed that significant difference exist in packet delay and loss depending on the input traffic models used. However, it was revealed that QoS guarantee is possible to the EF (expedited Forwarding) class and the service separation between RF and BE (Best Effort) classes may also be achieved. Next, we discussed the performance synthesis problem. (i. e. derived the conservation laws for a DiffServ networks, and analysed the performance variation and dynamic behavior based on the resource allocation (i.e., weight value) in WFQ.