• Title/Summary/Keyword: server performance

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Simulation Analysis of User Grouping Algorithms for Massive Smart TV Services (시뮬레이션을 이용한 대규모 스마트 TV 서비스 제공을 위한 사용자 그룹핑 알고리즘 성능 분석)

  • Jeon, Cheol;Lee, Kwan-Seob;Jou, Wou-Seok;Jeong, Tai-Kyeong Ted.;Han, Seung-Chul
    • Journal of the Korea Society for Simulation
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    • v.20 no.1
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    • pp.61-67
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    • 2011
  • Smart TV System will lead to drastic change of communication and media industries as one of the emerging next generation network services. However, when the number of concurrent users increases rapidly, the issue of service quality degradation occurs because providing services to many users simultaneously stresses both the server and the network. The server limitation can be circumvented by deploying server clusters. but the network limitation is far less easy to cope with, due to the difficulty in determining the cause and location of congestion and in provisioning extra resources. In order to alleviate these problems, a number of schemes have been developed. Prior works mostly focus on reducing user-centric performance metrics of individual connection, such as the round-trip time(RTT), downloading time or packet loss rate, but tend to ignore the network loads caused by the concurrent connections or global network load balance. In this work, we make an in-depth investigation on the issue of user grouping for massive Smart TV services through simulations on actual Internet test-bed, PlanetLab.

The T-tree index recovery for distributed main-memory database systems in ATM switching systems (ATM 교환기용 분산 주기억장치 상주 데이터베이스 시스템에서의 T-tree 색인 구조의 회복 기법)

  • 이승선;조완섭;윤용익
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.9
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    • pp.1867-1879
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    • 1997
  • DREAM-S is a distributed main-memory database system for the real-time processing of shared operational datra in ATM switching systems. DREAM-S has a client-server architecture in which only the server has the diskstorage, and provides the T-Tree index structure for efficient accesses to the data. We propose a recovery technique for the T-Tree index structre in DREAM-S. Although main-memory database system offer efficient access performance, the database int he main-memory may be broken when system failure such as database transaction failure or power failure occurs. Therfore, a recovery technique that recovers the database (including index structures) is essential for fault tolerant ATM switching systems. Proposed recovery technique relieves the bottleneck of the server processors disk operations by maintaining the T-Tree index structure only in the main-memory. In addition, fast recovery is guaranteed even in large number of client systems since the T-Tree index structure(s) in each system can be recovered cncurrently.

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An Agent System for Efficient VOD Services on Web (효율적 웹 기반 VOD 서비스를 위한 에이전트 시스템)

  • Lee Kyung-Hee;Han Jeong-Hye;Kim Dong-Ho
    • Journal of Digital Contents Society
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    • v.2 no.1
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    • pp.73-79
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    • 2001
  • Most of the existing algorithms try to disseminate the multimedia contents of internet service provider(ISP), without taking into account the needs and characteristics of specific websites including e-learning systems with web-based .educational contents. Sometimes the client must select the best one among the replicated repositories. However, this is a less reliable approach because clients' selections are made without prior information on server load capacity. In this paper we propose an agent system inspired by the need of improving QoS of delivering web-based educational multimedia contents without incurring long access delays. This agent system consists of three components, Analyzer, Knowledge Base, and Automaton embedded the capacity algorithm. It analyzes and investigates traffic information collected from individual replicated server by learners' requests, and selects a server which is available and is expected to provide the fastest latency time and the lowest loaded capacity, and achieves high performance by dynamic replicating web resources among multiple repositories.

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A Performance Analysis of Mobile P2P Streaming Service on Wireless LAN Environments (무선랜 환경에서 모바일 P2P 스트리밍 서비스의 성능 분석)

  • Choi, Hun-Hoi;Kim, Geun-Hyung
    • Journal of Digital Contents Society
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    • v.14 no.1
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    • pp.25-33
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    • 2013
  • P2P(Peer-to-Peer) architecture can reduce the network bandwidth and resource on the server since peers exchange data chunks with each other, while server-client architecture causes a lot of traffic on the server. Peers receive a data more reliably when the number of participating peer increases. Currently, P2P traffic has accounted for about 65% of the world's Internet traffic and diverse P2P streaming services have launched combining to video streaming technology. However, the requirements and data chunk delivery algorithms for mobile P2P streaming service should be investigated, since the existing P2P technologies have been developed and designed for the wired network. In particular, the bandwidth fluctuation caused by user mobility, wireless packet collisions, and packet losses brings about different problems on the mobile P2P streaming service compared to existing P2P streaming service. In this paper, we analyzed the problem of mobile P2P streaming services in the 802.11n wireless LAN environment through experiments.

A Study on The efficient Transmission Plan of Game Moving Picture (게임 동영상의 효율적인 전송 계획에 관한 연구)

  • Lee, Myoun-Jae;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.33-40
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    • 2007
  • Smoothing is a transmission plan where variable rate video data is converted to a constant bit rate stream. Among them are CBA, MCBA, MVBA and others. However, these smoothing algorithms produce a transmission plan where extra bandwidth in server is not considered. This may cause difficulty in providing videos to many clients in a server. In this paper, we propose the smoothing algorithm with monotonic transmission rate increase and abrupt transmission rate decrease, in order to provide videos to as many clients in server with limited network bandwidth as possible. In order to show the performance of our proposed algorithm, various evaluation factors were used such as the maximum number of clients, the average number of clients, and so on. Experiments demonstrated that the proposed algorithm outperformed other algorithms in evaluation factors such as the maximum number of clients and the average number of clients.

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A Scheme for Efficient Synchronization on Real Time Strategy Games (실시간 전략 시뮬레이션 게임에서의 효율적인 동기화 기법)

  • Kim, Hye-Young;Im, Young-Jong
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.83-92
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    • 2010
  • The command that game users give should be reflected to the game immediately and should be transferred to several objects at once. Also, all game users who participate in game should keep the same progress situation in Real-Time Strategy game. But it takes a certain amount of time to get the command pass to other users, and it is important issue that many commands are synchronized in a short amount of time on server of RTS game. Therefore we propose a scheme for an efficient synchronization based on event locking method on RTS game in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

A Development of Remote Control System using PDA based WINDOWS CE .NET (WINDOWS CE .NET 기반의 PDA를 이용한 원격제어시스템 개발)

  • Yang, Won-Seok;Lee, Yoo-Sang;Jeon, Jae-Wuk;Moon, Il-Hyeon;Jeon, Chang-Wan;Ahn, Dal;Lim, Jong-Sik;Choi, Kwan-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.8 no.6
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    • pp.1480-1490
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    • 2007
  • This study implemented a remote control system using PDA based on WINDOWS CE. NET. In existing remote control systems, the user generally controls remote objects and obtain data using a computer, which is a local system connected to the internet, and the remote objects are connected to server computers. In order to control remote objects, the user has to have a computer, a space to use the Internet, and wired internet. The system proposed in this study uses an embedded board as a server and PDA as a client. Thus, the user can control remote objects at any place as long as wireless internet is available. In addition, because an embedded board is used as a server, the system has the characteristics of high performance and low power consumption. The proposed system provides not only remote control environment using PDA but also conventional control environment using a computer as a client. In case PDA is not available, remote objects still can be controlled from any place as long as there are wired internet and a computer.

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Analysis of Inter-Domain Collaborative Routing: Provider Competition for Clients

  • Nicholes, Martin O;Chuah, Chen-Nee;Wu, Shyhtsun Felix;Mukherjee, Biswanath
    • Journal of Communications and Networks
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    • v.13 no.5
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    • pp.499-510
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    • 2011
  • Any server offering a routing service in the Internet would naturally be in competition for clients, and clients may need to utilize service from a specific server in order to achieve a desired result. We study the various properties of this competition, such as the fraction of route requests handled by a routing service provider and the fraction of total revenue obtained. As the routing service providers (i.e., servers or routers in this context) compete, they may alter behavior in order to optimize one of the above properties. For example, a service provider may lower the price charged for its service, in order to increase the number of clients served. Our models are based on servers offering a routing service to clients within representative network topologies based on actual Internet sub-graphs. These models provide, a framework for evaluating competition in the Internet. We monitor key aspects of the service, as several variables are introduced into the models. The first variable is the fraction of client requests that will pay more for a better quality route. The remaining requests are normal client requests that are satisfied by the most economical route. The second variable is the fraction of servers who choose to lower service prices in order to maximize the number of client requests served. As this fraction increases, it is more likely that a server will lower the price. Finally, there are some resource constraints applied to the model, to increase the difficulty in providing a routing solution, i.e., to simulate a realistic scenario. We seek to understand the effect on the overall network, as service providers compete. In simple cases, we show that this competition could have a negative impact on the overall efficiency of a service. We show that the routing variety present in the larger models is unable to mask this tendency and the routing service performance is decreased due to competition.

Design and Implementation HDTV Relay Transmission System for Overlay Multicast (오버레이 멀티캐스트를 위한 HDTV 중계전송 시스템 설계 및 구현)

  • Son, Seung-Chul;Kwag, Yong-Wan;Heo, Kwon;Lee, Hyung-Ok;Nam, Ji-Seung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.1A
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    • pp.57-65
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    • 2007
  • The overlay multicast that has been recently presented as IP alternative for the IP multicast has been getting much persuasion by the computing power of the hardware and the advancement of the network techniques to enforce Routing in application-level. In an overlay multicast, the system resource and the network bandwidth must be utilized efficiently to service real-time HDTV images. Specifically, the system must consider the delay and the jitter that can be incurred at the application-level. In this paper, we implement a server and a client to broadcast HDTV, in the session composed by the existing overlay multicast protocol. The broadcasting server performs the service using a TV tuner, An HDTV camcorder, and files, clients constituting a multicast group relay the received data to other clients. At this time, the information that the clients report periodically, including their delay and the network state, to the server is used as an important information to maintain an overlay session. The implementation is based on the DirectX and its performance is evaluated by the LAN test bed that has been set.

Design and Implementation of User Authentication and Authorization System based on Remote Management Server for Home Network (원격관리서버 기반의 홈네트워크 사용자 인증 및 접근제어 시스템 설계 및 구현)

  • Choi, Hoon-Il;Jung, Chang-Hoon;Jang, Young-Gun
    • The KIPS Transactions:PartD
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    • v.14D no.5
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    • pp.545-554
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    • 2007
  • The user authentication and authorization in the current home network system almost works at home and home users, sometimes novice, should manage the system directly. This situation can make much of troubles, sometimes cause some suity problems. Moreover, the system costs high to build up, demands special user knowledge to maintain. In this paper, we propose the user authentication and authorization system based on remote management server to solve the problems, designed and implemented the system. To verify the system performance and function, we built a demo system for information appliances. The results of the test, the authentication and authorization function works well and reliably.