• Title/Summary/Keyword: placement server

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A Method for Video Placement on a Cluster of Video Servers Using Server and Network Loads (비디오 서버 클러스터 상에서의 서버 및 네트워크 부하를 고려한 비디오 배치 방법)

  • Kim, SangChul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.8 no.4
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    • pp.43-52
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    • 2008
  • The paper presents the problem definition of video placement and efficient methods for placing video data on a cluster of video servers. The video placement is to place each of video replicas on one of the servers where the number and location of the servers are already determined. The rejection ratio of user requests is one of most important user-perceive performance measures, so it has been used as a performance criteria in many researches on the VOD system. The objective of our video placement is to achieve the load balancing among servers and the minimization of total network loads. To our experiment, the presented methods show better performance in terms of the rejection ratio of user requests than the methods for video placements in which only either server load balancing or network load minimization is considered. Also, it is observed that considerations on server load balancing is especially important in video placement. To our survey, little research has been published on video placement in which server and network load are considered together in a video server cluster environment.

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A Game Placement Method Considering Load Balancing between Game Servers in a Game Server Cluster (게임 서버 클러스터에서 서버들간의 부하 균형을 고려한 게임 배치 방법)

  • Che, Zhong-Yong;Kim, Sang-Chul
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.49-58
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    • 2012
  • When a company provides new games or games with a small number of users, it is convenient to provide the game service in which those games are placed in a server cluster instead of a separate server for an individual game. This paper proposes a method for placing games in a cluster of servers with the same capacities. The method reduces the load imbalance among servers and minimizes the rejection ratio of user requests. We expect that the proposed method is useful for determining the server operation factors such as the number of servers, the number of games for a server, etc. To our survey, little research has been published on game placement on a cluster of game servers.

Optimal Number and Placement of Web Proxies in the Internet : The Linear & Tree Topology (인터넷으로 웹 프락시의 최적 개수와 위치 : 선형 구조와 트리구조)

  • Choi, Jung-Im;Chung, Haeng-Eun;Lee, Sang-Kyu;Moon, Bong-Hee
    • Journal of KIISE:Information Networking
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    • v.28 no.2
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    • pp.229-235
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    • 2001
  • With the explosive popularity of the World Wide Web, the low penonnance of network often leads web clients to wait a long time for web server's response. To resolve this problem, web caching (proxy) has been considered as the most efficient technique for web server to handle this problem. The placement of web proxy is critical to the overall penonnance, and Li et al. showed the optimal placement of proxies for a web server in the internet with the linear and tree topology when the number of proxies, ]M, is given [4, 5]. They focused on minimizing the over all access time. However, it is also considerable for target web server to minimize the total number of proxies while each proxy server guarantees not to exceed certain res(Xlnse time for each request from its clients. In this paper, we consider the problem of finding the optimal number and placement of web proxies with the lin~ar and tree topology under the given threshold cost for delay time.

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Server Data Placement for Energy Saving (에너지 절약을 위한 서버 데이터 배치 기법)

  • Lee, Kyung-Jin;Kim, Eunsam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.01a
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    • pp.195-196
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    • 2017
  • 본 논문에서는 멀티미디어 서버에서 특정 서버를 즉시 종료함으로써 에너지를 절약하는 기법을 제안한다. 본 논문에서 제안하는 서버 데이터 배치 기법은 현재 시스템의 부하를 파악하여 부하가 줄어들게 되어 특정 서버를 종료하여도 요청 부하를 충분히 서비스 가능할 경우 서버를 종료한다. 반대로 부하가 증가하게 되어 추가의 서버 사용이 필요하게 되면 서버의 전원을 켬으로써 서비스가 가능하도록 한다. 따라서 멀티미디어 서버의 성능을 최대한 유지하면서 에너지 소비를 크게 절약할 수 있다.

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DOC: A Distributed Object Caching System for Information Infrastructure (분산 환경에서의 객체 캐슁)

  • 이태희;심준호;이상구
    • Proceedings of the CALSEC Conference
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    • 2003.09a
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    • pp.249-254
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    • 2003
  • Object caching is a desirable feature to improve the both scalability and performance of distributed application systems for information infrastructure, the information management system leveraging the power of network computing. However, in order to exploit such benefits, we claim that the following problems: cache server placement, cache replacement, and cache synchronization, should be considered when designing any object cache system. We are under developing DOC: a Distributed Object Caching, as a part of building our information infrastructures. In this paper, we show how each problem is inter-related, and focus to highlight how we handle cache server deployment problem

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An Effective Video Block Placement Strategy on VOD Storage Server with MZR Disks (MZR 디스크를 채택한 VOD 저장서버의 효율적인 비디오 블록 배치방법)

  • Lim, Hyoung-Roung;Kim, Jeong-Won;Kim, Young-Ju;Chung, Ki-Dong
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.12
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    • pp.2971-2984
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    • 1997
  • In this paper, we propose an efficient video block Placement scheme that utilize the current disk product that has MZR disk characteristic and users' skewed access pattern on VOD. Also, we evaluate its performance through simulation and modeling of VOD server. The basic placement rule is to place on MZR disks by LP, SHP methods according to the Zipf distribution of popularity. To verify the proposed scheme, we examined its performance on workstation with 2 MZR disks under varied skewed factors. The proposed placement scheme showed better response time than the random method. To extend proposed placement scheme to disk group, we analyzed the theoretical maximum numbers of concurrent users and the required buffer size per user. For performance parameters for the proposed scheme, we considered the disk head scheduling methods, the placement methods and the striping unit. The result of experiments showed that the proposed scheme was effective.

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A Design of Real-time VOD Server Simulator (실시간 VOD 서버 시뮬레이터 설계)

  • 정지영;김성수
    • Journal of the Korea Society for Simulation
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    • v.9 no.3
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    • pp.65-75
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    • 2000
  • In recent years, significant advances in computers and communication technologies have made multimedia services feasible. As a result, various queuing models and cost models on architecture and data placement for multimedia server have been proposed. However, these analytical techniques use only probabilistic models to represent the behavior of a system, and then they have several limitations like accuracy. Simulation is a viable alternative to analytical model. It avoids many of the limitations associated with analytical techniques, allowing for more precise representation of system attributes like workload in program code. In this paper, we propose a simulation test bed that can evaluate performance of real-time multimedia server by using simulation model.

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Design and Evaluation of a Dynamic Disk Striping and a Group-Alternation Round-Robin Data Placement Method for Video-on-Demand Serves (주무형 비디오 서버를 위한 동적 디스크 스트라이핑과 그룹교대 라운드로빈 데이터 배치 방법의 설계 및 평가)

  • 배인한;이재경
    • Journal of Korea Multimedia Society
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    • v.2 no.1
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    • pp.22-29
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    • 1999
  • In video-on-demand systems, movies are striped across the disks of the array in a video server to support multiple access. The blocks of the movies have to be placed carefully on the disks of the array in a video server in order to avoid load imbalance across these disks as well as to achieve maximum utilization of both space and bandwidth of these disks. This paper proposes a movie placement method called the GARR (group-alternation round-robin) that is based on the dynamic disk striping method considering the popularity of movie. The GARR uses group-alternation as movie selection policy and round-robin as data placement policy, where group-alternation allocates popular movie and unpopular movie groups to disks alternately. The performance of the GARR is evaluated by simulations.

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ASTAS: Architecture for Scalable and Transparent Anycast Services

  • Stevens, Tim;De Leenheer, Marc;Develder, Chris;De Turck, Filip;Dhoedt, Bart;Demeester, Piet
    • Journal of Communications and Networks
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    • v.9 no.4
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    • pp.457-465
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    • 2007
  • Native information provider(IP) anycast suffers from routing scalability issues and the lack of stateful communication support. For this reason, we propose architecture for scalable and transparent anycast services(ASTAS), a proxy-based architecture that provides support for stateful anycast communications, while retaining the transparency offered by native anycast. Dynamic resource assignment for each initiated session guarantees that a connection is established with the most suitable target server, based on network and server conditions. Traffic engineering in the overlay can be realized in an effective way due to the dissemination of aggregated state information in the anycast overlay. To minimize the total deployment cost for ASTAS architectures, we propose optimized proxy placement and path finding heuristics based on look-ahead information gathered in network nodes. Contrary to a regular integer linear program(ILP) formulation, these heuristics allow to optimize proxy placement in large networks. A use case on a European reference network illustrates that lower proxy costs enable proxy deployment closer to the end-users, resulting in a reduced network load.

A Distributive Placement Policy according to Popularity of Video Dat in Video-On-Demand Server (주문형 비디오 서버에서 비디오 데이터의 인기도에 따른 분산 배치 기법)

  • An, Yu-Jeong;Won, Yu-Heon
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2S
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    • pp.621-628
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    • 2000
  • A retrieval performance of VOD sever is estimated by how quickly it services popular videos to users and how many users it is able to service. Each video data is placed on heterogeneous disks and placement techniques are various, retrieval performance is under the control of these elements, so that a retrieval performance is affected by placement policy. In this paper, we place video data considering their characteristics, especially, we place videos distributively according to their popularity. To verify our policy, we make various environment of experiment, estimate a placement policy using popularity of videos and a contrary policy, and compare them.

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