• Title/Summary/Keyword: wireless caching

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An Energy Efficient Transmission Scheme based on Cross-Layer for Wired and Wireless Networks (유.무선 혼합망에서 Cross-Layer기반의 에너지 효율적인 전송 기법)

  • Kim, Jae-Hoon;Chung, Kwang-Sue
    • Journal of KIISE:Information Networking
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    • v.34 no.6
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    • pp.435-445
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    • 2007
  • Snoop protocol is one of the efficient schemes to compensate TCP packet loss and enhance TCP throughput in wired-cum-wireless networks. However, Snoop protocol has a problem: it cannot perform local retransmission efficiently under the bursty-error prone wireless link. To solve this problem, SACK-Aware-Snoop and SNACK mechanism have been proposed. These approaches improve the performance by using SACK option field between base station and mobile host. However in the wireless channel with high packet loss rate, SACK-Aware-Snoop and SNACK mechanism do not work well because of two reason: (a) end-to-end performance is degraded because duplicate ACKs themself can be lost in the presence of bursty error, (b) energy of mobile device and bandwidth utilization in the wireless link are wasted unnecessarily because of SACK option field in the wireless link. In this paper, we propose a new local retransmission scheme based on Cross-layer approach, called Cross-layer Snoop(C-Snoop) protocol, to solve the limitation of previous localized link layer schemes. C-Snoop protocol includes caching lost TCP data and performing local retransmission based on a few policies dealing with MAC-layer's timeout and local retransmission timeout. From the simulation result, we could see more improved TCP throughput and energy efficiency than previous mechanisms.

A System Design for Mobile Service of a 3D Marine Characters (3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계)

  • Gang, Gyeong-Heon;Kim, Byoung-Hun;Youn, Jae-Hong;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.536-540
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    • 2006
  • The interest in the service of 3D mobile contents becomes larger due to the technological advance of production and services of mobile contents and the appearance of the exclusive mobile phone for 3D game. Therefore, the researches about the efficient mobile services of large 3D contents are wanted in the circumstances of the narrow bandwidth and the burden of the connection charge of wireless mobile communications. In this paper, we suggest a strategy of caching for looking up and downloading the 3D marine characters efficiently and a system model for mobile service of 3D marine characters. The suggested system is designed for serving efficiently the high-quality 3D characters through the wireless mobile communications using the database on the 3D marine objects of cyber aquarium constructed for the services through the wired internet.

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A Recovery Mechanism for Server Failure in Database Systems based on Mobile computing Environments (이동 컴퓨팅 환경에 기반을 둔 데이터베이스 시스템에서 서버의 고장 회복 기법)

  • Jo, Jeong-Ran;Hwang, Bu-Hyeon
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.1
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    • pp.1-10
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    • 1999
  • A mobile computing environment is one that support user's mobility through the wireless communication technology. Users access the database and get results what they want by running mobile transactions. To run the mobile transaction correctly and to maintain the consistency I database, we need a concurrency control method to schedule transactions, a caching method to manage the cache, and a recovery method to construct a fault tolerant system. A mobile computing system is based on the existing distributed system, but we can't use recovery methods of the existing distributed system directly because of the user's mobility and the features of wireless media. So this paper presents a recovery mechanism to construct a fault tolerant mobile computing systems. Especially. we develop and analyze a recovery algorithm for server failure among types of failure which can arise in mobile computing environments.

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Efficient Multicast Routing Scheme at Mobile Environment using Regional Registration (이동 환경에서의 지역적 등록을 이용한 효과적인 멀티캐스트 라우팅 방법)

  • 박태현;김철순;곽경섭
    • Journal of Korea Multimedia Society
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    • v.6 no.7
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    • pp.1231-1238
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    • 2003
  • As the demand on multicast services increases to support the terminal mobility in the midst of the development of wireless mobile communication technology, many new methods have been studied. However, previous methods occur delay and packet loss during re-joining to multicast service group when moving mobile node. In this paper, we will propose a scheme that decreases packet loss using regional registration method. Proposed scheme modified signaling message of previous regional-registration and added caching. In case move to same GFA, we can prevent packet loss by keeping registration to FA until perfectly registration ends. Also, In case move to other GFA, we can reduce packet loss by using cache. Therefore, we can receive efficient multicast service.

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Prefetching Methods with User's Preference in Mobile Computing Environment (이동컴퓨팅 환경에서 사용자의 선호도를 고려한 프리페칭)

  • Choi, In-Seon;Cho, Gi-Hwan
    • The KIPS Transactions:PartC
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    • v.13C no.5 s.108
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    • pp.651-658
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    • 2006
  • Mobile computing environment is known to be quite difficult to provide user with a stable QoS(Qualify of Service) due to its mobility nature. In order to protect the inherent characteristics of wireless network such as low bandwidth and high transmission delay along with the user's mobility, many works are conducted to apply caching and prefetching methods. This paper presents a novel prefetching technique which is based on user's preference, that is, interest and Uuかity. It tries to improves the effectiveness of prefetching by separating and appling the interest with personal tendency of a given information, and the popularity with general tendency of the information. The proposed scheme shown relatively superior performance in terms of the utilization ratio of prefetched information and the failure ratio of information retrieval than the existing methods.

Caching Methods of Client-Server Systems for Vector Map Services based on Mibile Phone (휴대폰 기반 벡터 지도 서비스를 위한 클라이언트-서버 시스템의 캐슁기법)

  • 김진덕;최진오
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.3
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    • pp.452-458
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    • 2002
  • Although the reuse of the cached data for scrolling the map reduces the amount of passed data between client and server, it needs the conversions of data coordinates, selertive deletion of objects and cache compaction at client. The conversion is time intensive operation due to limited resources of mobile phones such as low computing power, small memory. Therefore, for the efficient map control in the vector map service based mobile phone, it is necessary to study the method for reducing wireless network bandwidth and for overwhelming the limited resources of mobile phone as well. This paper proposes the methods for racking pre-received spatial objects in client-server systems for mobile CIS. We also analyze the strengths and drawbacks between the reuse of cached data and transmission of raw data respectively.

Multi-Level Streaming Using Fuzzy Similarity in P2P Distribution Mobile Networks (P2P 분산 모바일 네트워크상에서 퍼지 유사도를 이용한 멀티-레벨 스트리밍)

  • Lee, Chong-Deuk
    • Journal of Advanced Navigation Technology
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    • v.15 no.3
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    • pp.364-371
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    • 2011
  • In P2P distribution mobile networks, QoS of streaming media services are under heavy influence from overheads such as congestion, latency, and interference. The problem is further complicated by the fact that the popularity of media objects changes over time. This paper proposes a new FSMS+ (Fuzzy Similarity-based Multi-level Streaming Scheme) which minimizes performance degradation of streaming services due to overhead. We then utilize fuzzy similarity-based relevance that can dynamically stream the streaming media object with minimum overhead. The simulation result showed that the proposed scheme has better performance in retransmission rate, congestion control rate and latency rate than the other existing methods of distance method, DC (disk caching) method, and prefix method.

Analysis of MANET Protocols Using OPNET (OPNET을 이용한 MANET 프로토콜 분석)

  • Zhang, Xiao-Lei;Wang, Ye;Ki, Jang-Geun;Lee, Kyu-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.87-97
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    • 2009
  • A Mobile Ad hoc Network (MANET) is characterized by multi-hop wireless connectivity, frequently changing network topology with mobile nodes and the efficiency of the dynamic routing protocol plays an important role in the performance of the network. In this paper, the performance of five routing protocols for MANET is compared by using OPNET modeler: AODV, DSR, GRP, OLSR and TORA. The various performance metrics are examined, such as packet delivery ratio, end-to-end delay and routing overhead with varying data traffic, number of nodes and mobility. In our simulation results, OLSR shows the best performance in terms of data delivery ratio in static networks, while AODV has the best performance in mobile networks with moderate data traffic. When comparing proactive protocols (OLSR, GRP) and reactive protocols (AODV, DSR) with varying data traffic in the static networks, proactive protocols consistently presents almost constant overhead while the reactive protocols show a sharp increase to some extent. When comparing each of proactive protocols in static and mobile networks, OLSR is better than GRP in the delivery ratio while overhead is more. As for reactive protocols, DSR outperforms AODV under the moderate data traffic in static networks because it exploits caching aggressively and maintains multiple routes per destination. However, this advantage turns into disadvantage in high mobility networks since the chance of the cached routes becoming stale increases.

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A Wireless Internet Proxy Server (무선 인터넷 프록시 서버)

  • Kwak, Hu-Keun;Chung, Kyu-Sik
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.07a
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    • pp.313-315
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    • 2005
  • 사회적으로 큰 관심의 대상이 되고 있는 무선 인터넷은 유선 인터넷과 달리 기술 환경과 그 특성상 여러 가지 제약점들을 가지고 있다. 대역폭이 낮고, 접속이 빈번하게 끊기며, 단말기내의 컴퓨팅 파워가 낮고 화면이 작다. 또한 사용자의 이동성 문제와 네트워크 프로토콜, 보안 등에서 아직 기술적으로 부족한 부분을 보이고 있다. 그리고 급속도로 증가하는 수요에 따라 무선 인터넷 서버는 대용량 트래픽을 처리할 수 있는 확장성이 요구되어지고 있다. 이에 본 논문에서는 무선 인터넷 프록시 서버 클러스터를 사용하여 앞에서 언급된 무선 인터넷의 문제와 요구들을 캐싱(Caching), 압축(Distillation) 및 플러스터(Clustering)를 통하여 해결하려고 한다. TranSend는 클러스터링 기반의 무선 인터넷 프록시 서버로 제안된 것이나 시스템적인(Systematic) 방법으로 확장성을 보장하지 못하고 불필요한 모듈간의 통신구조로 인해 복잡하다는 단점을 가진다. 기존 연구에서 시스템적인 방법으로 확장성을 보장하는 CD-A라는 구조를 제안하였으나 이 역시 모듈간의 불필요한 통신 구조를 가진다는 단점을 있다. 이에 본 논문에서는 시스템적인 확장성과 단순한 구조를 가지는 새로운 클러스터링 기반의 무선 인터넷 프록시 서버를 제안한다. 16대의 컴퓨터를 사용하여 실험을 수행하였고 실험 결과 TranSend 시스템과 CD-A 시스템에 비해 각각 $216\%,\;40\%$의 성능 향상을 보였다.

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A Hashing Scheme using Round Robin in a Wireless Internet Proxy Server Cluster System (무선 인터넷 프록시 서버 클러스터 시스템에서 라운드 로빈을 이용한 해싱 기법)

  • Kwak, Huk-Eun;Chung, Kyu-Sik
    • The KIPS Transactions:PartA
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    • v.13A no.7 s.104
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    • pp.615-622
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    • 2006
  • Caching in a Wireless Internet Proxy Server Cluster Environment has an effect that minimizes the time on the request and response of Internet traffic and Web user As a way to increase the hit ratio of cache, we can use a hash function to make the same request URLs to be assigned to the same cache server. The disadvantage of the hashing scheme is that client requests cannot be well-distributed to all cache servers so that the performance of the whole system can depend on only a few busy servers. In this paper, we propose an improved load balancing scheme using hashing and Round Robin scheme that distributes client requests evenly to cache servers. In the existing hashing scheme, if a hashing value for a request URL is calculated, the server number is statically fixed at compile time while in the proposed scheme it is dynamically fixed at run time using round robin method. We implemented the proposed scheme in a Wireless Internet Proxy Server Cluster Environment and performed experiments using 16 PCs. Experimental results show the even distribution of client requests and the 52% to 112% performance improvement compared to the existing hashing method.