• Title/Summary/Keyword: server performance

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Authentication Method for Safe Internet of Things Environments (안전한 사물 인터넷 환경을 위한 인증 방식)

  • Lee, Young-Seok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.1
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    • pp.51-58
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    • 2015
  • Internet of Thing is a collection of various technical components, and the interworking among heterogeneous devices, networks, applications is expected to be accelerated through the openness of IoT platform. For this reason, many technical and administrative security threats will occur in IoT environments. In this paper, authentication methods of recent researches are analyzed for safe IoT services, and new mutual authentication protocol is proposed to provide more secure communication. The proposed protocol prevents an impersonation as malicious gateway or illegal device providing mutual authentication between gateway and IoT device. The performance analysis and evaluation of proposed authentication protocol are performed.

Design and Implementation of Network Defense Simulator (네트워크 방어 시뮬레이터 설계 및 구현)

  • 이철원;윤주범;임을규
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.4C
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    • pp.441-447
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    • 2004
  • Information security simulator is required for the study on the cyber intrusion and defense as information security has been increasingly popular Until now, the main purposes of information security simulation are security estimation of small network as well as performance analysis of information protection systems. However, network simulators that can simulate attacks in a huge network are in needs since large scale internet attacks are very common in these days. In this paper we proposed a simulator design and its implementation details. Our simulator is implemented by expanding the SSFNet program to the client-sewer architecture. A cyber attack scenario used in our simulator is composed by the advanced attack tree model. We analyzed the simulation results to show the correctness of our network defense simulator.

Proxy-based Mobile Syndication with Low Communication Cost (프록시 기반의 저 통신 비용 모바일 신디케이션)

  • Hwang, Ki-Tae;Kim, Nam-Yun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.8B
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    • pp.786-796
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    • 2009
  • Currently, web syndication is usually utilized in desktop environments, but not considering mobile environments. In this paper, we focus on the extension of the desktop based web syndication to the mobile internet. Simply adapting the desktop based web syndication to mobile devices can cause high wireless internet communication cost. We propose PMS(Proxy-based Mobile Syndication) model which achieves low cost mobile syndication. In the PMS model, MWProxy is defined as a proxy server between mobile devices and web sites. It can reduce the communication cost by peeking up modified items from the web sites and reducing the channel size. In this paper, we designed and implemented the PMS system in a mobile phone and evaluated the performance of the PMS system by conducting real experiments using mobile emulators.

Simulation and measurement: Feasibility study of Tactile Internet applications for mmWave virtual reality

  • Na, Woongsoo;Dao, Nhu-Ngoc;Kim, Joongheon;Ryu, Eun-Seok;Cho, Sungrae
    • ETRI Journal
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    • v.42 no.2
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    • pp.163-174
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    • 2020
  • Numerous wearable technology companies have recently developed several headmounted display (HMD) products for virtual reality (VR) services. 5G wireless networks aim at providing high-quality 3D multimedia services such as VR, augmented reality, and mixed reality. In this study, we examine the application of millimeter-wave (mmWave) technology to realize low-latency wireless communication between an HMD and its content server. However, the propagation characteristics of mmWave present several challenges such as the deafness, blockage, and beam alignment problems, and interference among content servers. In this study, we focus on an environment that provides VR services in the mmWave band and introduce existing techniques for addressing such challenges. In addition, we employ a commercialized IEEE 802.11ad VR dongle to measure the actual data rate of an mmWave VR application and identify the degree to which the performance deteriorates when the above problems occur. Finally, we verify the feasibility of the proposed solutions through a simulation of several VR scenarios in the mmWave band.

UDDI Broker System Supporting Web Services QoS Monitoring (웹 서비스 품질 모니터링을 제공하는 UDDI 중개자 시스템)

  • Yeom, Gwy-Duk;Min, Dug-Ki
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.337-344
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    • 2005
  • UDDI server is the web services registry enabling users to register and search for web services. However, the existing UDDI servers do not provide any information about web services qualify. We designed and developed a UDDI broker system which actively monitors and analyses the qualify of web services. The analysis results are presented to users in statistical figures and graphs. With this information a user can select a web service that meets his/her needs. Availability, performance, and stability were the metrics used for the service qualify measurement and analysis.

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Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

Performance Improvement of the Payload Signature based Traffic Classification System Using Application Traffic Locality (응용 트래픽의 지역성을 이용한 페이로드 시그니쳐 기반 트래픽 분석 시스템의 성능 향상)

  • Park, Jun-Sang;Yoon, Sung-Ho;Kim, Myung-Sup
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.7
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    • pp.519-525
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    • 2013
  • The traffic classification is a preliminary and essential step for stable network service provision and efficient network resource management. However, the payload signature-based method has a significant drawback in high-speed network environment that the processing speed is much slower than other method such as header-based and statistical methods. In this paper, We propose the server IP, Port cache-based traffic classification method using application traffic locality to improve the processing speed of traffic classification. The suggested method achieved about 10 folds improvement in processing speed and 10% improvement in completeness over the payload-based classification system.

A Study of Cheater Detection in FPS Game by using User Log Analysis (사용자 로그 분석을 통한 FPS 게임에서의 치팅 사용자 탐지 연구: 인공 신경망 알고리즘을 중심으로)

  • Park, Jung Kyu;Han, Mee Lan;Kim, Huy Kang
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.177-188
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    • 2015
  • In-game cheating by the use of unauthorized software programs has always been a big problem that they can damage in First Person Shooting games, although companies operate a variety of client security solutions in order to prevent games from the cheating attempts. This paper proposes a method for detecting cheaters in FPS games by using game log analysis in a server-side. To accomplish this, we did a comparative analysis of characteristics between cheaters and general users focused on commonly loaded logs in the game. We proposed a cheating detection model by using artificial neural network algorithm. In addition, we did the performance evaluation of the proposed model by using the real dataset used in business.

Implementation of Wireless Contents Access PMP using ARM 9 Embedded System (ARM 9 임베디드 시스템에 의한 무선 컨텐츠 액세스 PMP 구현)

  • Han, Kyong-Ho;Kim, Hee-Su
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.21 no.2
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    • pp.99-105
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    • 2007
  • In this paper, diskless personal multimedia player(PMP) that can access and decode the remote large multimedia data is implemented via wireless network. To implement this, WLAN based NFS protocol is used to connect PMP to the remote server and text image and movie files are decoded and played using ARM9 cored PXA255 embedded processor and Linux OS. The fuction and performance of the PMP is evaluated and verified using variuos types of contents. Linux kernel elements are configured and built in according to the hardware and software on the target board to install on the target board. The confirming result shows the required functions and performances.

Implementation of Path-finding Algorithm with Maximum Speed Dynamic Heuristic (최고속력 동적휴리스틱을 활용한 경로탐색 알고리즘의 구현)

  • Moon, Dae-Jin;Cho, Dae-Soo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.08a
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    • pp.87-90
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    • 2008
  • Dynamic Heuristic(DH) is not fixed data and is dynamically modified using transferred real time road data from server In this paper, we propose path-finding algorithm with Maximum Speed Dynamic Heuristic (DH-MAX) and do an experiment. The DH-MAX is to be used the highest speed as DH, in real map divided by same sire. And proposed algorithm searches path using the priority searching only of the fixed data, but also the highest speed with real time information. In the performance test, the quality of path is enhanced but the cost of searching is increased than $A^*$ algorithm.

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