• Title/Summary/Keyword: History Packet

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PSS Movement Prediction Algorithm for Seamless hando (휴대인터넷에서 seamless handover를 위한 단말 이동 예측 알고리즘)

  • Lee, Ho-Jeong;Yun, Chan-Young;Oh, Young-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.12 s.354
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    • pp.53-60
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    • 2006
  • Handover of WiBro is based on 802.16e hard handover scheme. When PSS is handover, it is handover that confirm neighbor's cell condition and RAS ID in neighbor advertisement message. Serving RAS transmits HO-notification message to neighbor RAS. Transmiting HO-notification message to neighbor RAS, it occurs many signaling traffics. Also, When WiBro is handover, It occurs many packet loss. Therefore, user suffer service degradation. LPM handover is supporting seamless handover because it buffers data packets during handover. So It is proposed scheme that predicts is LPM handover and reserves target RAS with pre-authentication. These schemes occur many signaling traffics. In this paper, we propose PSS Movement Prediction to solve signaling traffic. Target RAS is decided by old data in history cache. When serving RAS receives HO-notification-RSP message to target RAS, target RAS inform to crossover node. And crossover node bicast data packet. If handover is over, target RAS forward data packet. Therefore, It reduces signaling traffics but increase handover success rate. When history cache success, It decrease about 48% total traffic. But When history cache fails, It increase about 6% total traffic

A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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A Visualization Technique of Inter-Device Packet Exchanges to Test DLNA Device Interoperability (DLNA 기기의 상호운용성 시험을 위한 패킷교환정보 시각화 방법)

  • Kim, Mijung;Jin, Feng;Yoon, Ilchul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.531-534
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    • 2014
  • DLNA is an established industry standard which supports contents sharing among smart devices in home wired- and wireless-network environment and is well known in Korea as Allshare or Smartshare. The DLNA standard is implemented as built-in services in most of Android smart phones and tablets. In addition to the handheld devices, DLNA service can also be employed in speakers, printers, and so on. However, users have reported many interoperability issues between DLNA devices. Developers typically identify causes by analyzing the packet exchange information between devices. However, this approach costs them to put additional effort to filter relevant packets, to reconstruct packet exchange history and the protocol flow. Consequently, it ends up with increased development time. In this paper, we demonstrate a technique to automatically analyze and visualize the packet exchange history. We modified a router firmware to capture and store packets exchanged between DLNA devices, and then analyze and visualize the stored packet exchange history for developers. We believe that visualized packet exchange history can help developers to test the interoperability between DLNA devices with less effort, and ultimately to improve the productivity of developers.

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A Design of Block-wise Inpainting Scheme for Packet Error Concealment (패킷에러로 인한 영상손실을 최소화하기 위한 블록기반의 인페인팅 알고리즘의 설계)

  • Feng, Liu;Han, Ngoc Son;Kim, Seong Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.349-350
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    • 2009
  • In this paper, we describe an error concealment techniques based on image inpainting for the image impairments due to the packet loss. Image inpainting is to remove or restore the damaged sections from the images, which is usually old images, paintings, or video films. Inpainting has a long history which goes back to the era when the paintings come out. Manual inpainting is no more used, and we can use digital inpainting for the digitally impaired images and video sequences. In this paper, we review the error concealment techniques for the packet loss recovery and propose our inpainting based image impairment recovery scheme for video communication over packet networks.

A Real Time Network Game System Based on Retransmission Mechanism of Game Command History on Wire/Wireless Environments (유.무선 환경에서의 게임명령 히스토리 재전송 기법 기반 실시간 네트워크 게임 시스템)

  • Kim, Seong-Hoo;Kweon, Young-Do;Park, Kyoo-Seok
    • Journal of Internet Computing and Services
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    • v.7 no.6
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    • pp.143-155
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    • 2006
  • In this paper, we suggest a network game system that can support video game based on multi-platform for multi-user video game, Latency occurring from the load fluctuation in realtime network game is overcomed by using an initial delay buffering scheme on client, when a real-fire game is played, and shows that stable play for a game is achieved as the result of the scheme. Also, We suggest a retransmission algorithm based on the history of game commands, and this Algorithm supplement shortcomings for packet loss and pocket error on UDP communication.

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A Probabilistic Routing Mechanism Considering the Encounter Frequency in the Battlefield Environment (전장 환경에서 접촉 횟수 정보를 고려한 확률적 라우팅 기법)

  • Lee, Jongmok;Kang, Kyungran;Cho, Young-Jong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.16 no.3
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    • pp.332-339
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    • 2013
  • The network nodes in a tactical network moves continuously and due to the physical and electronic obstacles, the connections are not always available. Due to the frequent disconnections, it is hard to discover the path among the nodes in a DTN. According to PROPHET(Probabilistic Routing Protocol using History of Encounters and Transitivity), one of the most well-known DTN routing protocols, a DTN node determines whom to forward a packet according to the packet delivery probability. From the viewpoint of a node, the packet delivery probability of another node is degraded while the nodes are disconnected whereas it is improved when they encounter. In this paper, we enhance the algorithm estimating the packet probability by considering the encounter count as an additional parameter. Our algorithm prefers the node that encounters the destination more frequently in selecting the next hop toward the destination. We evaluated the performance of our algorithm by simulating military operations using a DTN-dedicated simulator. Through the simulations, we show that our proposed algorithm achieve higher packet delivery ratio with similar overhead compared with PROPHET.

Application of neural networks and an adapted wavelet packet for generating artificial ground motion

  • Asadi, A.;Fadavi, M.;Bagheri, A.;Ghodrati Amiri, G.
    • Structural Engineering and Mechanics
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    • v.37 no.6
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    • pp.575-592
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    • 2011
  • For seismic resistant design of critical structures, a dynamic analysis, either response spectrum or time history is frequently required. Owing to the lack of recorded data and the randomness of earthquake ground motion that may be experienced by structure in the future, usually it is difficult to obtain recorded data which fit the requirements (site type, epicenteral distance, etc.) well. Therefore, the artificial seismic records are widely used in seismic designs, verification of seismic capacity and seismic assessment of structures. The purpose of this paper is to develop a numerical method using Artificial Neural Network (ANN) and wavelet packet transform in best basis method which is presented for the decomposition of artificial earthquake records consistent with any arbitrarily specified target response spectra requirements. The ground motion has been modeled as a non-stationary process using wavelet packet. This study shows that the procedure using ANN-based models and wavelet packets in best-basis method are applicable to generate artificial earthquakes compatible with any response spectra. Several numerical examples are given to verify the developed model.

Advanced On-Demand Multicast Routing Protocol For Multimedia Contents (멀티미디어 컨텐츠를 위하여 개선된 ODMRP)

  • Kim, Do-Yeon;Cho, Jin-Woong;Park, Sung-Kwon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.5
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    • pp.13-19
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    • 2008
  • A mobile ad-hoc network routing protocols for transmission of multimedia contents need to have low delay time and to maintain the established route because it should secure quality of service(QoS) of the network. In this paper, the proposed protocol, termed HODMRP (History-based On-Demand Multicast Routing Protocol), is enhanced On-Demand Multicast Routing Protocol (ODMRP) by adding the criterion which is the session history for establishing route. The characteristic of this protocol is that data can be transmitted using the redundant route which is already selected by session history, if it occurs that the route is broken, HODMRP have better Packet Delivery Ratio (PDR) value and lower delay time than ODMRP by the simulation results.

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Performance Analysis of Fast Packet Switch

  • Lee, Kang-Won
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.277-302
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    • 1996
  • The overall performance of BISDN depends significantly on the interconnection network or the switch fabric. Hence, it is extremely important to evaluate the performance of the network or the fabric. The well developed performance models also provide insight into the factors that determine design tradeoffs as well as quantitative estimates of their importance. The objective of this paper is to investigate and critically compare all the developed performance analysis models of FPS according to internal switch fabric structure, traffic assumptions, performance measures, methodologies, etc. FPSs are described according to their internal fabric structure. Brief history of FPS performance analysis is mentioned and performance analysis modeling is discussed.

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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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