• Title/Summary/Keyword: broadcasting server

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Efficient Data Scheduling considering number of Spatial query of Client in Wireless Broadcast Environments (무선방송환경에서 클라이언트의 공간질의 수를 고려한 효율적인 데이터 스케줄링)

  • Song, Doohee;Park, Kwangjin
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.33-39
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    • 2014
  • How to transfer spatial data from server to client in wireless broadcasting environment is shown as following: A server arranges data information that client wants and transfers data by one-dimensional array for broadcasting cycle. Client listens data transferred by the server and returns resulted value only to server. Recently number of users using location-based services is increasing alongside number of objects, and data volume is changing into large amount. Large volume of data in wireless broadcasting environment may increase query time of client. Therefore, we propose Client based Data Scheduling (CDS) for efficient data scheduling in wireless broadcasting environment. CDS divides map and then calculates total sum of objects for each grid by considering number of objects and data size within divided grids. It carries out data scheduling by applying hot-cold method considering total data size of objects for each grid and number of client. It's proved that CDS reduces average query processing time for client compared to existing method.

A study on BEMS-linked Indoor Air Quality Monitoring Server using Industrial IoT

  • Park, Taejoon;Cha, Jaesang
    • International Journal of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.65-69
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    • 2018
  • In this paper, we propose an interworking architecture for building indoor air quality monitoring server (BEMS) using IIoT (Industrial Internet of Things). The proposed monitoring server adopts IIoT-based standard protocol so that interaction with BEMS installed in existing buildings can be performed easily. It can effectively communicate with indoor air quality measurement sensor installed in the building based on IIoT, Indoor air quality monitoring is possible. We implemented a proposed monitoring server, and confirmed the availability and monitoring of data from sensors in the building.

A Study on Implementation of On-Line Gaming Server applying an Object Polling Scheme (객체폴링기법을 적용한 온라인 게임서버의 구현에 관한 연구)

  • Kim, Hye-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.19-24
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    • 2009
  • When a dynamic method is applied at the time of occurrence of an client's connection request for most of the online gaming server engine, the gaming server is processing a session connection, it's initialization. Yet, such a method will cause a lot of loading and bottle-neck in the gaming server at the same time. Therefore we propose the object polling scheme to minimizes a memory fragmentation and loading of the initialization on the client using a static allocation method for an efficient On-lin gaming serverin this paper. We implement the gaming server applying to our proposed scheme, and we show an improvement in our proposed scheme by performance analysis in this paper.

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IoT notification system for marine emergencies

  • Gong, Dong-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.122-128
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    • 2022
  • Minimization of human casualties in disaster situations is of paramount importance. In particular, if a marine disaster occurs, it can be directly connected to human casualties, so prompt action is needed. In the event of a marine disaster, the route and location of movement should be identified and life tubes should be used to float on the water. This paper designs and proposes an emergency IoT notification system that can quickly rescue drowning people. The maritime emergency IoT notification system consists of four main types. First, an emergency IoT device that detects the expansion of the life tube and delivers location and situation information to the emergency IoT notification server. Second, an emergency IoT web server that manages emergency information and provides notification. Third, a database server that stores and manages emergency IoT notification information. And finally, an emergency notification app that can receive and respond to emergency notification information. The emergency IoT device consists of a TPMS(Tube Pressure Monitoring System) device that checks the pressure value of the TPMS in real time and sends it to the IoT device, and an IoT device that sends the rescuer's voice information and emergency information to the emergency IoT server. Emergency information is delivered using the MQTT(Message Queuing Telemetry Transport) protocol, and voice information is delivered to the IoT server as HTTP FormData.

Design of Safety Management System for IoT based in SIP (SIP기반 임베디드 IoT 안전관리 시스템 설계)

  • Kim, Sam-Taek
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.69-74
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    • 2018
  • IP and SIP public broadcasting systems developed in Korea and abroad are developed in a Windows or Linux server environments and are installed in a server-rack structure, have high power consumption, and are difficult to remotely respond to system failures. In this paper, IoT platform is designed to connect IoT device and gateway to IoT service server by using internet service structure. We also designed a server based on embedded OS that can provide a variety of public safety management services according to the order of the server with built-in call processing and broadcasting function that can handle emergency calls and emergency broadcasts in public places using this structure. This server is interoperable with a variety of SIP-based call and broadcast devices that support the standard SIP and can be integrated with an in-house phone and on-premises system.

Village Broadcasting System using Mobile App (모바일 앱을 활용한 마을방송시스템 개발)

  • Kim, Won-Young;Kim, Jong-heon;Lee, Young-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.977-979
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    • 2012
  • The existing wireless village broadcasting systems use the method to connect to village broadcasting system using wire/wireless telephone to announce the important notices, public relations, and disater status. This type of systems have the problems that if broadcaster is facing rough going or forget the announcement time, it is impossible to inform village people important contents, urgent disaster status, evacuation method. This paper describes internet based village broadcasting system using mobile App to solve these problems. Broadcaster can save the voice and send the voice to App server using the mobile App to activate that voice specific day and time. This mobile App system can improve the efficiency and customer satisfaction of village broadcasting system.

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A Small Real-Time Radio Broadcasting System by Using Smart Phone (스마트폰을 이용한 소규모 실시간 라디오 방송 시스템)

  • Lee, Jae-Moon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.5
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    • pp.83-90
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    • 2012
  • This paper is a research on the design and implementation of a small real-time radio broadcasting system by using smart phone based on Android. It was designed as the server-client structure, and used the progressive download of HTTP as methods of transferring data to further simplify the system. In order to realize the real-time broadcasting, the original audio source was divided with a short interval and captured to be compressed and stored into files. Then the client receives and plays the compressed files sequentially as it is downloaded. However, this method occurs two problems each of which is the loss of capturing the original source in the server and the discontinuity of playing the files in the client. We solved the problem in the server by separating the thread into two parallel threads of which is each captured and compressed/stored, also by using the double buffering method. The problem in the client was solved using MediaPlayer in Android and the file queue to store the multiple files.

Simulated Dynamic C&C Server Based Activated Evidence Aggregation of Evasive Server-Side Polymorphic Mobile Malware on Android

  • Lee, Han Seong;Lee, Hyung-Woo
    • International journal of advanced smart convergence
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    • v.6 no.1
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    • pp.1-8
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    • 2017
  • Diverse types of malicious code such as evasive Server-side Polymorphic are developed and distributed in third party open markets. The suspicious new type of polymorphic malware has the ability to actively change and morph its internal data dynamically. As a result, it is very hard to detect this type of suspicious transaction as an evidence of Server-side polymorphic mobile malware because its C&C server was shut downed or an IP address of remote controlling C&C server was changed irregularly. Therefore, we implemented Simulated C&C Server to aggregate activated events perfectly from various Server-side polymorphic mobile malware. Using proposed Simulated C&C Server, we can proof completely and classify veiled server-side polymorphic malicious code more clearly.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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