• Title/Summary/Keyword: dynamic network

Search Result 3,224, Processing Time 0.027 seconds

Pre-Planned Tree Reconfiguration Mechanism for QoS Multicast Routing (QoS 멀티캐스트 라우팅을 위한 계획된 트리 재구성 방법)

  • Han, Seung-Jae;Park, Sun-Ju
    • Journal of KIISE:Information Networking
    • /
    • v.34 no.2
    • /
    • pp.120-133
    • /
    • 2007
  • A multicast tree includes several, possibly a large number of, paths connecting source-receiver pairs, and network failure may disable part of the multicast tree. Reconstruction of the entire multicast tree to recover from a component failure is highly undesirable, because some group members have to suffer service disruptions even though the communication paths to/from them are not affected by the failure. To limit reconfiguration region and to maximize the likelihood of successful reconfiguration, we propose and evaluate a pre-planned reconfiguration policy for QoS multicast sessions. Specifically, we equip a reconfiguration path (RP) with each end-to-end path that connects a source-receiver pair in the multicast tree, and reserve resources in advance along the RPs. Efficient resource-sharing techniques are applied to reduce the amount of resources reserved for RPs but not used in the absence of failures. This way, we prevent uncontrolled competition among different multicast sessions which may simultaneously try to recover from failures. We evaluate the performance of the proposed scheme using simulation on randomly-generated networks. We use the shortest-path routing for QoS multicast sessions, and simulate both source-based and shared multicast trees. The evaluation results indicates that successful pre-planned reconfiguration can be achieved for all group members with reasonable overhead. Our scheme is also shown to adapt well to dynamic changes of group membership.

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

Design of Serendipity Service Based on Near Field Communication Technology (NFC 기반 세렌디피티 시스템 설계)

  • Lee, Kyoung-Jun;Hong, Sung-Woo
    • Journal of Intelligence and Information Systems
    • /
    • v.17 no.4
    • /
    • pp.293-304
    • /
    • 2011
  • The world of ubiquitous computing is one in which we will be surrounded by an ever-richer set of networked devices and services. Especially, mobile phone now becomes one of the key issues in ubiquitous computing environments. Mobile phones have been infecting our normal lives more thoroughly, and are the fastest technology in human history that has been adapted to people. In Korea, the number of mobile phones registered to the telecom company, is more than the population of the country. Last year, the numbers of mobile phone sold are many times more than the number of personal computer sold. The new advanced technology of mobile phone is now becoming the most concern on every field of technologies. The mix of wireless communication technology (wifi) and mobile phone (smart phone) has made a new world of ubiquitous computing and people can always access to the network anywhere, in high speed, and easily. In such a world, people cannot expect to have available to us specific applications that allow them to accomplish every conceivable combination of information that they might wish. They are willing to have information they want at easy way, and fast way, compared to the world we had before, where we had to have a desktop, cable connection, limited application, and limited speed to achieve what they want. Instead, now people can believe that many of their interactions will be through highly generic tools that allow end-user discovery, configuration, interconnection, and control of the devices around them. Serendipity is an application of the architecture that will help people to solve a concern of achieving their information. The word 'serendipity', introduced to scientific fields in eighteenth century, is the meaning of making new discoveries by accidents and sagacity. By combining to the field of ubiquitous computing and smart phone, it will change the way of achieving the information. Serendipity may enable professional practitioners to function more effectively in the unpredictable, dynamic environment that informs the reality of information seeking. This paper designs the Serendipity Service based on NFC (Near Field Communication) technology. When users of NFC smart phone get information and services by touching the NFC tags, serendipity service will be core services which will give an unexpected but valuable finding. This paper proposes the architecture, scenario and the interface of serendipity service using tag touch data, serendipity cases, serendipity rule base and user profile.

Secure Jini Service Architecture Providing Ubiquitous Services Having Persistent States (유비쿼터스 서비스 상태지속을 지원하는 안전한 Jini 서비스 구조)

  • Kim, Sung-Ki;Jung, Jin-Chul;Park, Kyung-No;Min, Byoung-Joon
    • The KIPS Transactions:PartC
    • /
    • v.15C no.3
    • /
    • pp.157-166
    • /
    • 2008
  • The ubiquitous service environment is poor in reliability of connection and also has a high probability that the intrusion against a system and the failure of the services may happen. Therefore, It is very important to guarantee that the legitimate users make use of trustable services from the viewpoint of security without discontinuance or obstacle of the services. In this paper, we point out the problems in the standard Jini service environment and analyze the Jgroup/ARM framework that has been developed in order to help fault tolerance of Jini services. In addition, we propose a secure Jini service architecture to satisfy the security, availability and quality of services on the basis of the analysis. The secure Jini service architecture we propose in this paper is able to protect a Jini system not only from faults such as network partition or server crash, but also from attacks exploiting flaws. It provides security mechanism for dynamic trust establishment among the service entities. Moreover, our secure Jini service architecture does not incur high computation costs to merge the user service states because of allocation of the replica based on each session of a user. Through the experiment on a test-bed, we have confirmed that proposed secure Jini service architecture is able to guarantee the persistence of the user service states at the level that the degradation of services quality is ignorable.

The Analysis and Design of Advanced Neurofuzzy Polynomial Networks (고급 뉴로퍼지 다항식 네트워크의 해석과 설계)

  • Park, Byeong-Jun;O, Seong-Gwon
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.39 no.3
    • /
    • pp.18-31
    • /
    • 2002
  • In this study, we introduce a concept of advanced neurofuzzy polynomial networks(ANFPN), a hybrid modeling architecture combining neurofuzzy networks(NFN) and polynomial neural networks(PNN). These networks are highly nonlinear rule-based models. The development of the ANFPN dwells on the technologies of Computational Intelligence(Cl), namely fuzzy sets, neural networks and genetic algorithms. NFN contributes to the formation of the premise part of the rule-based structure of the ANFPN. The consequence part of the ANFPN is designed using PNN. At the premise part of the ANFPN, NFN uses both the simplified fuzzy inference and error back-propagation learning rule. The parameters of the membership functions, learning rates and momentum coefficients are adjusted with the use of genetic optimization. As the consequence structure of ANFPN, PNN is a flexible network architecture whose structure(topology) is developed through learning. In particular, the number of layers and nodes of the PNN are not fixed in advance but is generated in a dynamic way. In this study, we introduce two kinds of ANFPN architectures, namely the basic and the modified one. Here the basic and the modified architecture depend on the number of input variables and the order of polynomial in each layer of PNN structure. Owing to the specific features of two combined architectures, it is possible to consider the nonlinear characteristics of process system and to obtain the better output performance with superb predictive ability. The availability and feasibility of the ANFPN are discussed and illustrated with the aid of two representative numerical examples. The results show that the proposed ANFPN can produce the model with higher accuracy and predictive ability than any other method presented previously.

Design of Mobile Agent Management System based on OSGi (OSGi 기반 이동 에이전트 관리 시스템 설계)

  • Lee, Seung-Keun;Kim, In-Tae;Kim, Tae-Gan;Lee, Kyoung-Mo;Rim, Ki-Wook;Lee, Jung-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.42 no.5
    • /
    • pp.41-48
    • /
    • 2005
  • OSGi(Open Service Gateway Initiative) offers a unique opportunity for pervasive computing as a potential framework for achieving interoperability between various sensors, home appliances, and networked devices. The OSGi framework supports a remote installation of a bundle, which is a unit that installs and deploys services. However, in order for the bundle in execution to migrate, a specific form of bundle such a mobile agent, is needed one which is able to move through a heterogeneous network. This paper proposes a method that can manage bundles like these dynamic agents, in order to ensure the mobility of entities in multiple OSGi framework environments. For our purposes, we have designed the mobile agent management system for managing the lifecycle and mobility of agents in the OSGi framework. The mobile agent management system we are proposing implements a bundle form which can perform in an OSGi framework as well as manage autonomous mobile services. As a result, mobility in a pervasive environment will be supported more efficiently.

Performance Analysis of Cost-Effective Location and Service Management Schemes in LTE Networks (LTE 네트워크에서 비용효과적인 위치 및 서비스 관리 기법의 성능분석)

  • Lee, June-Hee;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.12 no.6
    • /
    • pp.1-16
    • /
    • 2012
  • In this paper, we propose a cost-effective location and service management scheme in LTE (Long Term Evolution) networks, which a per-user service proxy is created to serve as a gateway between the mobile user and all client-server applications engaged by the mobile user. The service proxy is always co-located with the mobile user's location database such that whenever the MU's location database moves during a location hand-off, a service hand-off also ensues to co-locate the service proxy with the location database. This allows the proxy to know the location of the mobile user all the time to reduce the network communication cost for service delivery. We analyze four integrated location and service management schemes. Our results show that the centralized scheme performs the best when the mobile user's SMR (service to mobility ratio) is low and ${\upsilon}$(session to mobility ratio) is high, while the fully distributed scheme performs the best when both SMR and ${\upsilon}$ are high. In all other conditions, the dynamic anchor scheme is the best except when the service context transfer cost is high under which the static anchor scheme performs the best. Through analytical results, we demonstrate that different users with vastly different mobility and service patterns should adopt different integrated location and service management methods to optimize system performance.

A Correction of East Asian Summer Precipitation Simulated by PNU/CME CGCM Using Multiple Linear Regression (다중 선형 회귀를 이용한 PNU/CME CGCM의 동아시아 여름철 강수예측 보정 연구)

  • Hwang, Yoon-Jeong;Ahn, Joong-Bae
    • Journal of the Korean earth science society
    • /
    • v.28 no.2
    • /
    • pp.214-226
    • /
    • 2007
  • Because precipitation is influenced by various atmospheric variables, it is highly nonlinear. Although precipitation predicted by a dynamic model can be corrected by using a nonlinear Artificial Neural Network, this approach has limits such as choices of the initial weight, local minima and the number of neurons, etc. In the present paper, we correct simulated precipitation by using a multiple linear regression (MLR) method, which is simple and widely used. First of all, Ensemble hindcast is conducted by the PNU/CME Coupled General Circulation Model (CGCM) (Park and Ahn, 2004) for the period from April to August in 1979-2005. MLR is applied to precipitation simulated by PNU/CME CGCM for the months of June (lead 2), July (lead 3), August (lead 4) and seasonal mean JJA (from June to August) of the Northeast Asian region including the Korean Peninsula $(110^{\circ}-145^{\circ}E,\;25-55^{\circ}N)$. We build the MLR model using a linear relationship between observed precipitation and the hindcasted results from the PNU/CME CGCM. The predictor variables selected from CGCM are precipitation, 500 hPa vertical velocity, 200 hPa divergence, surface air temperature and others. After performing a leave-oneout cross validation, the results are compared with the PNU/CME CGCM's. The results including Heidke skill scores demonstrate that the MLR corrected results have better forecasts than the direct CGCM result for rainfall.

Consumer Creativity, Emergent Nature and Engagement of Co-Creation: The Moderating Roles of Consumer Motivations (소비자의 창의성, 창발성 그리고 공동가치창출 활동과의 관계: 소비자 동기요인의 조절효과를 중심으로)

  • Kang, Seong-Ho;Kang, Woo-Seong
    • Journal of Distribution Science
    • /
    • v.14 no.12
    • /
    • pp.107-118
    • /
    • 2016
  • Purpose - In today's markets, new technologies such as social network systems and user generated contents have provided consumers with access to unlimited amounts of information and an ability to communicate with other consumers in the world. Specially, the massive of the internet and the development of online communities and interactive platforms offer the potential to cocreate with a large number of consumers. Significant changes in marketplace suggest that simply being consumer oriented is not enough, so firms must learn from and collaborate with consumers to create values that meet their individual and dynamic needs. In these sense, emergent perspectives in marketing highlight new opportunities for co-opting consumers as a means to define and cocreate value through their engagement. Although the importance of consumer co-creation with firms, the current literature lacks the respond to two questions: (1) who are the most competent consumers for creating the values with firm? and (2) what are the stimulaters to help the consumers engage for co-creation? To this answer the question, this research investigate how to structure consumer motivations to encourage consumers to be more engaged for co-creation and what drives a consumer to get involved to respond to a call for co-creation. Research design, data, and methodology - To empirically test the hypotheses, a survey was conducted among consumers who had experienced the co-creation including upstream, downstream, autonomous, and sponsored co-creation with the firms. We collected a total of 343 responses. After we excluded 37 questionnaire because of incomplete responses, a total of 306 questionnaire remained. Working with a sample of 306 responses in Seoul and Kwangju, hierarchical moderated regression is employed to test research hypotheses. Results - The results indicated that consumer creativity and emergent nature are positively related to engagement in co-creation including upstream, downstream, autonomous, and sponsored co-creation. Also, the relationships between consumer creativity/emergent nature and engagement in co-creation were moderated by intrinsic motivation in case of upstream and downstream co-creation. Finally, interaction effects between consumer creativity/emergent nature and extrinsic motivation were not significant. Conclusions - These results suggest that marketing managers have to consider the consumer personality such as creativity and emergent nature and stimulate the intrinsic motivation of consumer to achieve the co-creation project successfully.

A Power Control-Based MF-TDMA Resource Allocation Scheme for Next Generation Military Satellite Communication Systems (차기 군 위성통신망 체계에서 이기종 단말 운용을 고려한 전력제어 기반 MF-TDMA 자원할당 기법)

  • Woo, Soon;Park, Hyung-Won;Lee, Ho-Sub;Yoo, Youn-Sang;Jung, Byung-Gi
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.37C no.11
    • /
    • pp.1138-1147
    • /
    • 2012
  • In this paper, an efficient power control based MF-TDMA resource allocation scheme is proposed for next generation military satellite communication systems. The proposed scheme has the flexibility is used to support heterogeneous terminals with differ in transmission capabilities. The method can be divided into two parts : burst size calculation and burst structure determination. At first, we estimate the link budget taken into account a dynamic satellite link state variation. Then, applicable ACM level and burst size is chosen. In burst structure determination phase, we reorganize the burst structure in time-frequency domain by controlling limited power, bandwidth, time resources. In particular, we compensate the power spectral density among different terminals to integrate them in same transponder, Furthermore, we increase the packing efficiency by controlling the ACM level of the burst in applicable power spectral density range. Simulation results show that the method increase the spectral efficiency and burst packing efficiency. In addition, slot allocation rejection ratio is successfully reduced.