• Title/Summary/Keyword: synchronization mechanism

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An Air-Interface for Ad Hoc Networks Supporting High Mobility

  • Lott, Matthias;Ebner, Andre;Meincke, Michael;Halfmann, Rudiger;Wischhof, Lars;Schulz, Egon;Rohling,
    • Journal of Communications and Networks
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    • v.6 no.4
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    • pp.295-306
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    • 2004
  • In this paper, a novel air-interface is presented for Fleet-Net1, a self-organizing network for inter-vehicle and vehicle-toroadsidecommunication. The air-interface is based upon the lowchip-rate version of UMTS/TDD. To adapt the cellular UMTS standard to an air-interface for ad hoc networks, changes of the physical layer, medium access control sub-layer and radio resource management are required. An overview of the required modifications is given here. Particularly, a decentralized synchronization mechanism is presented and analyzed by means of simulations. Furthermore, changes for the medium access control are explained in detail, which allow for an efficient operation in partly meshed networks and prioritization. Performance results of the overall system considering throughput and delay are derived by means of analytical evaluations and event-driven simulations. Based on realistic mobility models, it is shown that the presented solution provides a robust communication platform even in vehicular environments. The proposed air-interface is a cost-effective solution not only for inter-vehicle communication, but also for ad hoc networking in general, benefiting from the mass-market of UMTS.

A Smooth Playing Mechanism for Multimedia Synchronization in Mobile Environment (모바일 환경에서 멀티미디어 동기화를 위한 유연한 재생 기법)

  • 이근왕;이기성
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.194-203
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    • 2004
  • In this paper we propose a Mobile Petri-net Model (MPM) as a new specification model including the QoS parameter that minimizes the transmission delay time. In MPM, we propose a playing time algorithm for supporting the seamless presentation and the smooth playing. The proposed model has a higher guarantee of QoS such as playing time than the previous work.

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Events Ordering in Optimistic Distributed Simulation of DEVS Models (DEVS 모델의 낙관적 분산 시뮬레이션을 위한 사건 정렬 방법)

  • 김기형
    • Journal of the Korea Society for Simulation
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    • v.5 no.1
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    • pp.81-90
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    • 1996
  • In this paper, we propose a new events ordering mechanism for the optimistic distributed simulation of DEVS models. To simulate DEVS models in a distributed environment, a synchronization protocol is required for correct simulation. Time Warp is the most well-known optimistic synchronization protocol for distributed simulation. However, employing the Time Warp protocol in distributed simulation of DEVS models incurs events ordering problem due to the semantic difference between Time Warp and DEVS, Thus, to resolve such semantic difference, we devise the time-and-priority-stamp and $\varepsilon$ -delay schemes. The proposed schemes can order simultaneous events correctly in Time Warp-based distributed simulation of DEVS models.Time Warp and DEVS, Thus, to resolve such semantic difference, we devise the time-and-priority-stamp and $\varepsilon$ -delay schemes. The proposed schemes can order simultaneous events correctly in Time Warp-based distributed simulation of DEVS models.

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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An Adaptive Synchronization by Analyzing the Delay Time of Media (미디어 지연시간 분석에 의한 가변적 동기화)

  • Seo, Yeong-Geon;O, Hae-Seok;Sim, Jong-Chae;Kim, Ho-Yong;Kim, Hyeon-Ju
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.11
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    • pp.2801-2811
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    • 1997
  • This thesis Proposes a media synchronization mechanism for video conferencing system by analyzing a variation of the delay time of media. Using this mechanism, this thesis analyzes the media traffics and determines the values of external variables important on waiting time. This system uses some dummy streams to get the time. When two hosts are initially connected, they change the dummy streams by which a logical time of the sender may be extracted. The time presenting a media stream is a sum of base time, logical time and the waiting time. At this time, for the purpose of optimally adjusting the waiting time, this mechanism uses the rate of updating the waiting time and the sampling unit of media. These values are acquired by analyzing the waiting times, the delay rates and the delayed arrival times.

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Stream Synchronization Mechanism using Variable Buffers and Insertion of Interactive Objects (가변 버퍼와 상호대화형 객체 삽입을 이용한 스트림 동기화 기법)

  • Lee, Yang-Min;Lee, Jae-Kee
    • The KIPS Transactions:PartB
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    • v.12B no.6 s.102
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    • pp.661-670
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    • 2005
  • According as services that offer multimedia streams are activated on the Internet, users who use these services we increased extremely. As a result of this, the increase of network traffic was occurred. Also it caused the problems such as the discontinuous playback in case of the s#ream playback and the asynchronization between a video and an audio. To solve these problems, it needs a method that guarantee the stable playback of media streams and a method of media transfer that can interact between a service user and media. Existing related researches has achieved the synchronization through various methods, but did not shown the results of satisfaction in the aspect of interaction. In this paper, we inserted the interactive objects in each media file, designed functions that these objects can use each other's information, and solved the interaction and the synchronization between a video and an audio. Also, we solved the discontinuous playback of a stream by the insufficiency of network bandwidth through using variable buffers.

An Efficient Authentication Protocol Using Single Bit Synchronization for Wireless LAN Environment (단일 Bit 동기화를 이용한 무선 LAN 환경에서의 효율적인 인증 프로토콜)

  • Jo Hea Suk;Youn Hee Yong
    • The KIPS Transactions:PartC
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    • v.11C no.6 s.95
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    • pp.747-754
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    • 2004
  • Today, wireless LANs are widely deployed in various places such as corporate office conference rooms, industrial warehouses, Internet-ready classrooms, etc. However, new concerns have been raised regarding suity. Currently, both virtual private network(VPN) and WEP are used together as a strong authentication mechanism. While security is increased by using VPN and WEP together, unnecessary redundancy occurs causing power consumption increase and authentication speed decrease in the authentication process. In this paper a new synchronization protocol for authentication is proposed which allows simple authentication, minimal power consumption at the mobile station, and high utilization of authentication stream. This is achieved by using one bit per a frame authentication, while main authentication process including synchronization is handled by access points. Computer simulation reveals that the proposed scheme significantly improves the authentication efficiency in terms of the number of authenticated frames and authentication speed compared with an earlier protocol employing a similar authentication approach.

A Lock Mechanism for HiPi-bus Based Multiprocessor Systems (HiPi-bus 구조의 다중 프로세서 시스템에서의 잠금장치)

  • 윤용호;임인칠
    • Journal of the Korean Institute of Telematics and Electronics B
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    • v.30B no.2
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    • pp.33-43
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    • 1993
  • Lock mechanism is essential for synchronization on the multiprocessor systems. Lock mechanism needs to reduce the time for lock operation in low lock contention. Lock mechanism must consider the case of the high lock contention. The conventional lock control scheme in memory results in the increase of bus traffic and memory utilization in lock operation. This paper suggests a lock scheme which stores the lock data in cache and manages it efficiently to reduce the time spent in lock operation when the lock contention is low on a multiprocessor system built on HiPi-bus(Highly Pipelined bus). This paper also presents the design of the HIPi-CLOCK (Highly Pipelined bus Cache LOCK mechanism) which transfere the data from on cache to another when the lock contention is high. The designed simulator compares the conventional lock scheme which controls the lock in memory with the suggested HiPi-CLOCK scheme in terms of the RMW(Read-Modify-Write) operation time using simulated trace. It is shown that the suggested lock control scheme performance is over twice than that of the conventional method in low lock contention. When the lock contention is high, the performance of the suggested scheme increases as the number of the shared lock data increases.

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The Syncronization Phenomena and Its Model of Myocardial Cells (심근세포의 동기현상과 그 모델화)

  • 박민용;제승정남
    • Journal of Biomedical Engineering Research
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    • v.3 no.2
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    • pp.101-104
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    • 1982
  • Even one embryonic myocardial cell exhibits a spontaneous, periodic beating phenomena. When these cells come in contact with each other, they beat synchronously with a certain period. In this paper, the mechanism of this phenomena is investigated, and the synchronization model is presented. The physiological experimental results are compared with the simulated results of the model.

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A Study on The Algorithm and Its Performance Evaluation for Reducing the Pointer Adjustment Jitter in a SDH-based system (SDH 시스템에서의 포인터 조정지터 감소 알고리듬 및 성능 연구)

  • 이창기;김재근
    • Journal of the Korean Institute of Telematics and Electronics A
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    • v.30A no.2
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    • pp.1-9
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    • 1993
  • For frame synchronization in synchronous multiplexer based on SDH (Synchronous Digital Hierarchy), pointer justification mechanism (opinter adjustment) to compensate small frequency differences between the received uline clock and local clock is sed. But these pointer adjustment will introduce jitter onto tributary signal. This paper presents the bit leaking method to reduce those jitter to a level compatible with existing specification, where the simulation shows that this method reduces pointer adjustment jitter.

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