• Title/Summary/Keyword: multimedia server

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Implementation Of DDoS Botnet Detection System On Local Area Network (근거리 통신망에서의 DDoS 봇넷 탐지 시스템 구현)

  • Huh, Jun-Ho;Hong, Myeong-Ho;Lee, JeongMin;Seo, Kyungryong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.678-688
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    • 2013
  • Different Different from a single attack, in DDoS Attacks, the botnets that are distributed on network initiate attacks against the target server simultaneously. In such cases, it is difficult to take an action while denying the access of packets that are regarded as DDoS since normal user's convenience should also be considered at the target server. Taking these considerations into account, the DDoS botnet detection system that can reduce the strain on the target server by detecting DDoS attacks on each user network basis, and then lets the network administrator to take actions that reduce overall scale of botnets, has been implemented in this study. The DDoS botnet detection system proposed by this study implemented the program which detects attacks based on the database composed of faults and abnormalities collected through analyzation of hourly attack traffics. The presence of attack was then determined using the threshold of current traffic calculated with the standard deviation and the mean number of packets. By converting botnet-based detection method centering around the servers that become the targets of attacks to the network based detection, it was possible to contemplate aggressive defense concept against DDoS attacks. With such measure, the network administrator can cut large scale traffics of which could be referred as the differences between DDoS and DoS attacks, in advance mitigating the scale of botnets. Furthermore, we expect to have an effect that can considerably reduce the strain imposed on the target servers and the network loads of routers in WAN communications if the traffic attacks can be blocked beforehand in the network communications under the router equipment level.

Adaptive Service Mode Conversion to Minimize Buffer Space Requirement in VOD Server (주문형 비디오 서버의 버퍼 최소화를 위한 가변적 서비스 모드 변환)

  • Won, Yu-Jip
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.5
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    • pp.213-217
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    • 2001
  • Excessive memory buffer requirement in continuous media playback is a serious impediment of wide spread usage of on-line multimedia service. Skewed access frequency of available video files provides an opportunity of re-using the date blocks which has been loaded by one session for later usage. We present novel algorithm which minimizes the buffer requirement in multiple sessions of multimedia playbacks. In continuous media playback originated from the disk, a certain amount of memory buffer is required to synchronize asynchronous disk. Read operation and synchronous playback operation. As aggregate playback bandwodth increases, larger amount of buffer needs to be allocated for this synchronization purpose. The focus of this work is to study the asymptotic behavior of the synchronization buffer requirement and to develop an algorithm coping with this excessive buffer requirement under bandwidth congestioon. We argue that in a large scale continuous media server, it may not be necessary to read the blocks for each session directly from the disk. The beauty of our work lies in the fact that it dynamically adapts to disk utilization of the server and finds the optimal way of servicinh the individual sessions while minimizing the overall buffer space requirement. Optimality of the proposed algorithm is shown by proof. The effectiveness and performance of the proposed scheme is examined via simulation.

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A Selective Layer Discard Algorithm for Stored Video Delivery over Resource Constrained Networks (자원 제약이 있는 네트워크에서 저장 비디오 데이터의 효율적인 전송을 위한 선택적 계층삭제 알고리즘)

  • No, Ji-Won;Lee, Mi-Jeong
    • The KIPS Transactions:PartC
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    • v.8C no.5
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    • pp.647-656
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    • 2001
  • Video delivery from a server to a client across a network system is an important part of many multimedia applications. Usually, the network system has constraint in both the amount of network bandwidth and the buffer size in the client. While delivering a video stream across such a constrained network system, loss of frames may be unavoidable. The system resources consumed by the dropped frames are wasted, and the losses of frames would result in discontinuous display at the client. In this paper, for delivering hierarchically encoded video stream, we introduce the notion of selective layer discard algorithm at the server which not only preemptively discards data at the server but also drops less important part of a frame instead of the entire frame. By the simulation, we compare the proposed selective layer discard algorithm and the existing selective frame discard algorithm. The simulation results show that the proposed algorithm may improve the quality of decoded video, and decrease the replay discontinuity at the client.

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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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A Design and Implementation of Service Provider Initiated Multicast Middleware for Reliable Multimedia Data Communication (멀티미디어 데이터 통신의 신뢰성 보장을 위한 서비스 제공자 중심의 멀티캐스트 미들웨어 설계 및 구현)

  • Kim, Moon-Hwa;Hwang, Jun
    • Journal of Internet Computing and Services
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    • v.3 no.4
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    • pp.11-18
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    • 2002
  • The IP multicasting service system based on IGMP(Internet Group Management Protocol) is the receiver initiated multicasting system that all receivers must join to and leave from the server of multicasting service. The IGMP is less effective and reliable to apply the education system that all computers of students ore synchronized a teacher's computer. A proposed middle-ware in this paper provides the reliable data transferring and the server initiated multicasting system that client as student's PC is controled by a multicasting server as teacher's PC, This middle-ware is consisted with two major component, The one is the group manager that handle the status informations of members in each group. Another is the reliable sender/receiver that has The transmission protocol based on NAK message and flow control. As the results of the test that 22khz digital voice data and 1024$\times$768 24bit color image data were tested for 30 PCs connected with 100baseT, the voice data was completely without error transferred and the image data was successfully transferred with 0.004% retransmit rate under 2 frames/sec load.

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Addressing Mobile Agent Security through Agent Collaboration

  • Jean, Evens;Jiao, Yu;Hurson, Ali-R.
    • Journal of Information Processing Systems
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    • v.3 no.2
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    • pp.43-53
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    • 2007
  • The use of agent paradigm in today's applications is hampered by the security concerns of agents and hosts alike. The agents require the presence of a secure and trusted execution environment; while hosts aim at preventing the execution of potentially malicious code. In general, hosts support the migration of agents through the provision of an agent server and managing the activities of arriving agents on the host. Numerous studies have been conducted to address the security concerns present in the mobile agent paradigm with a strong focus on the theoretical aspect of the problem. Various proposals in Intrusion Detection Systems aim at securing hosts in traditional client-server execution environments. The use of such proposals to address the security of agent hosts is not desirable since migrating agents typically execute on hosts as a separate thread of the agent server process. Agent servers are open to the execution of virtually any migrating agent; thus the intent or tasks of such agents cannot be known a priori. It is also conceivable that migrating agents may wish to hide their intentions from agent servers. In light of these observations, this work attempts to bridge the gap from theory to practice by analyzing the security mechanisms available in Aglet. We lay the foundation for implementation of application specific protocols dotted with access control, secured communication and ability to detect tampering of agent data. As agents exists in a distributed environment, our proposal also introduces a novel security framework to address the security concerns of hosts through collaboration and pattern matching even in the presence of differing views of the system. The introduced framework has been implemented on the Aglet platform and evaluated in terms of accuracy, false positive, and false negative rates along with its performance strain on the system.

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.

Priority-based Group Task Scheduling Policy for a Multiplayer Real-time Game Server (다중사용자용 실시간 게임 서버를 위한 우선순위 기반 그룹 태스크 스케쥴링 정책)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.57-64
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    • 2012
  • Multiplayer, real-time games are a kind of soft real-time systems because a game server has to respond to requests from many clients within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to different priorities on CPU processing. Events can be divided into different groups, depending on their consistency degree and priority. To handle these events with different priority and meet their timing constraints, we propose a priority-based group task scheduling policy in this paper. The number of clients or events requested by each client may be increased temporarily. In the presence of transient overloading, the game server needs to allocate more CPU bandwidth to serve an event with the higher priority level preferentially. The proposed scheduling policy is capable of enhancing real-time performance of the entire system by maximizing the number of events with higher priority completed successfully within their deadlines. The performance of this policy is evaluated through extensive simulation experiments.

Design and Implementation of a Video-On-Demand System using Software RAID Technology (소프트웨어 RAID 기술을 이용한 주문형 비디오 시스템의 설계 및 구현)

  • Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.3 no.1
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    • pp.22-32
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    • 1999
  • In this paper, a von system which is based on current computer technologies is implemented. This von system organizes many personal computers in a local network into a configuration server, storage servers, and clients. To provide reliability, the data is stored using software RAID technology. Also, multimedia services are client-based for efficiency. The software components of this von system are the von configuration software, the von configuration service software, the von management software, and the von service software. Only the von service software runs in the client, while all the others run in the configuration server. The operating system on which the configuration server is run is the Windows NT such that the software executes like the UNIX-daemon process in the Windows NT service manager.

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A NAT Proxy Server for an Internet Telephony Service (인터넷 전화 서비스를 위한 NAT 프럭시 서버)

  • 손주영
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.1
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    • pp.47-59
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    • 2003
  • The Internet telephony service is one of the commercially successful Internet application services. VoIP technology makes the service come true. VoIP deploys H.323 or SIP as the standard protocol for the distributed multimedia services over the Internet in which QoS is not guaranteed. VoIP carries the packetized voice over the RTP/UDP/IP protocol stack. The data transmission trouble is caused by UDP when the service is provided in private networks and some ISP-provided Internet access networks in the private address space. The Internet telephony users in such networks cannot listen the voices of the other parties in the public Internet or PSTN. Making the problem more difficult, the Internet telephony service considered in this paper gets the incoming voice packets of every session through only one UDP port number. In this paper, three schemes including the terminal proxy, the gateway proxy, and the protocol translation are suggested to solve the problems. The design and implementation of the NAT proxy server based on gateway proxy scheme are described in detail.