• Title/Summary/Keyword: online web servers

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Prediction-based Dynamic Thread Pool System for Massively Multi-player Online Game Server

  • Ju, Woo-Suk;Im, Choong-Jae
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.876-881
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    • 2009
  • Online game servers usually has been using the static thread pool system. But this system is not fit for huge online game server because the overhead is always up-and-down. Therefore, in this paper, we suggest the new algorithm for huge online game server. This algorithm is based on the prediction-based dynamic thread pool system. But it was developed for web servers and every 0.1 seconds the system prediction the needed numbers of threads and determine the thread pool size. Some experimental results show that the check time of 0.4 seconds is the best one for online game server and if the number of worker threads do not excess or lack to the given threshold then we do not predict and keep the current state. Otherwise we apply the prediction algorithm and change the number of threads. Some experimental results shows that this proposed algorithm reduce the overhead massively and make the performance of huge online game server improved in comparison to the static thread pool system.

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Whole-genome sequence analysis through online web interfaces: a review

  • Gunasekara, A.W.A.C.W.R.;Rajapaksha, L.G.T.G.;Tung, T.L.
    • Genomics & Informatics
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    • v.20 no.1
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    • pp.3.1-3.10
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    • 2022
  • The recent development of whole-genome sequencing technologies paved the way for understanding the genomes of microorganisms. Every whole-genome sequencing (WGS) project requires a considerable cost and a massive effort to address the questions at hand. The final step of WGS is data analysis. The analysis of whole-genome sequence is dependent on highly sophisticated bioinformatics tools that the research personal have to buy. However, many laboratories and research institutions do not have the bioinformatics capabilities to analyze the genomic data and therefore, are unable to take maximum advantage of whole-genome sequencing. In this aspect, this study provides a guide for research personals on a set of bioinformatics tools available online that can be used to analyze whole-genome sequence data of bacterial genomes. The web interfaces described here have many advantages and, in most cases exempting the need for costly analysis tools and intensive computing resources.

TCP-ROME: A Transport-Layer Parallel Streaming Protocol for Real-Time Online Multimedia Environments

  • Park, Ju-Won;Karrer, Roger P.;Kim, Jong-Won
    • Journal of Communications and Networks
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    • v.13 no.3
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    • pp.277-285
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    • 2011
  • Real-time multimedia streaming over the Internet is rapidly increasing with the popularity of user-created contents, Web 2.0 trends, and P2P (peer-to-peer) delivery support. While many homes today are broadband-enabled, the quality of experience (QoE) of a user is still limited due to frequent interruption of media playout. The vulnerability of TCP (transmission control protocol), the popular transport-layer protocol for streaming in practice, to the packet losses, retransmissions, and timeouts makes it hard to deliver a timely and persistent flow of packets for online multimedia contents. This paper presents TCP-real-time online multimedia environment (ROME), a novel transport-layer framework that allows the establishment and coordination of multiple many-to-one TCP connections. Between one client with multiple home addresses and multiple co-located or distributed servers, TCP-ROME increases the total throughput by aggregating the resources of multiple TCP connections. It also overcomes the bandwidth fluctuations of network bottlenecks by dynamically coordinating the streams of contents from multiple servers and by adapting the streaming rate of all connections to match the bandwidth requirement of the target video.

Implementation of a Flexible Peer-to-Peer Internet Telephony Service Using an Underlying DHT (유연성을 갖는 분산 해쉬 테이블 기반의 피어 투 피어 인터넷 텔레포니 서비스의 구현)

  • Lee, Ju-Ho;Kim, Jae-Bong;Jeong, Choong-Kyo
    • Journal of Industrial Technology
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    • v.26 no.B
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    • pp.199-206
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    • 2006
  • Internet telephony provides voice communication services with added flexibility for multimedia extension at a lower cost compared to traditional telephone systems. We implemented an internet telephony system as an overlay network without a centralized server, using a distributed hash table (DHT). Compared to the current server-based internet telephony system, our system is fault-tolerant, scalable, and can be flexible extended to various services and advanced to integrated service. To demonstrate the high flexibility of our DHT-based internet telephony system, we made our system cooperate with web servers. Web users can check up others' online stales and establish voice communication sessions to online users at a mouse click. This technology can be applied to more complex services such as multimedia messaging or video conference service.

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A Study of the Real-time Sensing by the Optical Current Sensor for GIS

  • Park, Won-Zoo;Kim, Yeong-Min
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.23 no.7
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    • pp.75-80
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    • 2009
  • In this study, a Web server was constructed using LabVIEW's DataSocket, which makes possible acquisition, analysis, and saving in real time. The output value of the optical current sensor at the web server PC was measured and the output value was displayed using the Web browser of the client PC. DataSocket by LabVIEW makes the construction of a Web server easier than other languages and is compatible with other application programs. An optical current sensor was composed using a 1310 [nm] laser diode, and 9/125 [${\mu}m$] standard single mode optical fiber and was created to be a close type sensor. Data measurement using Web servers has the advantage of monitoring electric power systems at a great distance and can fuse IT technology and electric power systems. Also, this measurement uses inexpensive mounting and programming when compared to existing measurement equipment allowing the construction of a measurement system in any situation or surrounding.

An Inter-Working Method for Mobile Upbringing Game Using WAP Push Technology between WEB and WAP servers (WAP Push 기술을 애용한 모바일 육성 게임을 위한 WEB과 WAP 서버간의 연동 방법)

  • Hwang Doh-Yeun;Lee Nam-Jae;Kwak Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.12B no.2 s.98
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    • pp.137-142
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    • 2005
  • Since wireless communication cost is relatively expensive, the mobile games using cellular phones or PDAs are mostly played after being downloaded unlike more updated types of phone-to-phone or online games. In particular, the upbringing games, in which garners foster virtual companion animals or vegetables as their avata, have been spotlighted. It is essential to supply variety of items for upbringing avatas. However, due to diverse tastes for avatas and limited storage of mobile terminals, game manias must download their desired items from homepages. In addition, game developers must inform users through SMS messages whenever a new item is created. To do so, they must link WEB server and WAP server to Call Back URL or ARS. This paper proposed a linkage method suitable for JAVA-based mobile phone operating system. The proposed method will consequently increase life cycle of a game and reinforce profitability.

Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

Cyber Consultation System for Primary School Students (초등학교 학생들을 위한 사이버 상담 시스템)

  • Park, Ho-Cheol;Han, Kyu-Jung
    • Journal of The Korean Association of Information Education
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    • v.8 no.1
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    • pp.101-110
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    • 2004
  • The researcher designed and applied the cyber consultation system by making use of high-speed information networks and getting away from the established face-to-face consultation patterns in our society. The system is characterized by the means of communications to hold consultation with interviewees which enables us to feel free to converse with students in trouble and to more actively engage in interaction with the help of client-centered system. And it can also be used to help clients to change their attitudes towards consultation by relieving them of distrust, dislike and vague anxiety and to take active part in consultation. The established on-line consultation websites fail to continue consultation due to being able to hold secret consultation through e-mails. In this context, the researcher has produced the cyber consultation system to continuously hold various kinds of consultation including closed consultation between consultants and interviewees with the help of web servers where individual homepages are used.

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