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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö > Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö ÄÄÇ»ÅÍ ¹× Åë½Å½Ã½ºÅÛ

Á¤º¸Ã³¸®ÇÐȸ ³í¹®Áö ÄÄÇ»ÅÍ ¹× Åë½Å½Ã½ºÅÛ

Current Result Document :

ÇѱÛÁ¦¸ñ(Korean Title) ÄÜÅÙÃ÷ ³×Æ®¿öÅ© ȯ°æ¿¡¼­ °ÔÀÓÀÌ·ÐÀ» ÀÌ¿ëÇÑ ÄÜÅÙÃ÷ ij½Ì ¹× µ¥ÀÌÅÍ ½ºÆù¼­ ±â¹ý
¿µ¹®Á¦¸ñ(English Title) Game-Based Content Caching and Data Sponsor Scheme for the Content Network
ÀúÀÚ(Author) ¿øÁß¼·   ±è½Â¿í   Won JoongSeop   Kim SungWook  
¿ø¹®¼ö·Ïó(Citation) VOL 08 NO. 07 PP. 0167 ~ 0176 (2019. 07)
Çѱ۳»¿ë
(Korean Abstract)
ÃÖ±Ù ¼Ò¼È ³×Æ®¿öÅ©, ºñµð¿À ½ºÆ®¸®¹Ö µî À̵¿Åë½Å¸Á ȯ°æ¿¡¼­ Áñ±æ ¼ö ÀÖ´Â ¼­ºñ½º°¡ Á¾·ù°¡ Á¡Á¡ Áõ°¡ÇÔ¿¡ µû¶ó, ¸ð¹ÙÀÏ »ç¿ëÀÚ(MU : Mobile User)´Â À̵¿Åë½Å µ¥ÀÌÅ͸¦ ¼Ò¸ðÇÏ¿© ¿øÇÏ´Â ÄÜÅÙÃ÷¿¡ ´õ¿í ½±°Ô Á¢±ÙÇÒ ¼ö ÀÖ°Ô µÇ¾ú´Ù. ÇÏÁö¸¸ À̵¿Åë½Å ȯ°æ ¾Æ·¡¼­, ¸ð¹ÙÀÏ »ç¿ëÀÚ´Â ÄÜÅÙÃ÷¸¦ Áñ±â±â À§ÇØ ³×Æ®¿öÅ© ¼­ºñ½º Á¦°øÀÚ(SP : Service Provider)¿¡°Ô ³ôÀº À̵¿Åë½Å µ¥ÀÌÅÍ ¿ä±ÝÀ» ³»¾ßÇÑ´Ù. À̸¦ ÇØ°áÇϱâ À§ÇÑ ¹æ¹ýÀ¸·Î ¼Ò°³µÈ ¡®µ¥ÀÌÅÍ ½ºÆù¼­(data sponsor)¡¯±â¹ýÀº ¸ð¹ÙÀÏ »ç¿ëÀÚÀÇ ÄÜÅÙÃ÷ Á¢±Ù¼ºÀ» ³ôÀ̴ ȹ±âÀûÀÎ ¹æ¹ýÀ¸·Î ÁÖ¸ñ¹Þ°í ÀÖ´Ù. º» ³í¹®¿¡¼­´Â ¼­ºñ½º Á¦°øÀÚ¿Í ÄÜÅÙÃ÷ Á¦°øÀÚ¸¦ ¸®´õ ±×·ì, ¸ð¹ÙÀÏ »ç¿ëÀÚ¸¦ ÃßÁ¾ÀÚ ±×·ìÀ¸·Î ÇÏ´Â ½´Å¸Ä̹ö±× °ÔÀÓÀ» ÅëÇØ ÃÖÀûÀÇ ¿ä±Ý ÇÒÀÎÀ²À» °áÁ¤Áþ´Â ¾Ë°í¸®ÁòÀ» Á¦¾ÈÇÑ´Ù. ¶ÇÇÑ ¸ð¹ÙÀÏ »ç¿ëÀÚÀÇ ÄÜÅÙÃ÷¿¡ ´ëÇÑ Á¢±Ù¼ºÀ» ´õ¿í ³ôÀ̱â À§ÇØ, ¸ð¹ÙÀÏ »ç¿ëÀÚ¿¡°Ô ³ôÀº ÀαⰡ ÀÖ´Â ÄÜÅÙÃ÷¸¦ ¿§Áö ¼­¹ö¿¡ ij½ÌÇÏ´Â ¿§Áö ij½ÌÀ» °ÔÀÓÀÌ·ÐÀÇ ´Ù´ë´Ù ¸ÅĪ °ÔÀÓÀ» ÅëÇØ ¼³°èÇÏ´Â ¾Ë°í¸®ÁòÀ» Á¦¾ÈÇÑ´Ù. ÄÄÇ»ÅÍ ½Ã¹Ä·¹À̼ÇÀ» ÅëÇØ ±âÁ¸¿¡ Á¦¾ÈµÈ µ¥ÀÌÅÍ ½ºÆù¼­ ±â¹ý¿¡ ºñÇØ º» ³í¹®¿¡¼­ Á¦¾ÈÇÑ ¹æ¹ýÀÌ Á¦°øÀÚµéÀÇ ÄÜÅÙÃ÷ ¼Ò¸ð¿¡ ´ëÇÑ ¼öÀÍ·ü Ãø¸é¿¡¼­ 6~11% °¡·®ÀÇ ¿ìÀ§¸¦ º¸¿´À¸¸ç, ¿§Áö ij½ÌÀÇ À¯¹«¿¡ µû¶ó ÄÜÅÙÃ÷ Á¦°øÀÚÀÇ ¼öÀÍ·üÀÌ 12% Çâ»óµÊÀ» È®ÀÎÇÏ¿´´Ù.
¿µ¹®³»¿ë
(English Abstract)
Recently, as the types of services that can be enjoyed in mobile telecommunication networks such as social networks and video streaming are increasing, mobile users(MUs) can access mobile contents easily by consuming mobile data. However, under a mobile telecommunication environment, MUs have to pay a high data fee to a network service provider(SP) in order to enjoy contents. The ¡®data sponsor¡¯ technique, introduced as a way to solve this problem, has attracted attention as a breakthrough method for enhancing contents accessibility of MUs. In this paper, we propose an algorithm that determines the optimal discount rate through the Stackelberg game in the data sponsor environment. We also propose an algorithm to design edge caching, which caches highly popular content for MUs on edge server, through many-to-many matching game. Simulation results clearly indicate that the profit for CP¡¯s content consumption is improved by about 6~11%, and the profit of CP according to the ratio of edge caching is improved by about 12% than the other existing schemes under data sponsor environment.
Å°¿öµå(Keyword) °ÔÀÓÀ̷Р  ½´Å¸Ä̹ö±× °ÔÀÓ   ¸ÞĪ °ÔÀÓ   µ¥ÀÌÅÍ ½ºÆù¼­   Game Theory   Stackelberg Game   Matching Game   Data Sponsoring  
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