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    • 23. 发明授权
    • Bandwidth guaranteed provisioning in network-based mobile virtual private network (VPN) services
    • 基于网络的移动虚拟专用网(VPN)服务中带宽保证配置
    • US07756042B2
    • 2010-07-13
    • US10772080
    • 2004-02-04
    • Katherine H. GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • Katherine H. GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • H04L12/28H04W40/00G06F9/00G06F17/00
    • H04L12/287H04L12/2859H04L12/4641H04L63/0272H04W40/02
    • A method and virtual private network (VPN) system for providing bandwidth guaranteed provisioning in network-based mobile VPN services. The method and system include identifying a set of VPN customers, at least one mobile access point (MAP) and at least one customer premise equipment (CPE) associated with each VPN customer, and at least one Internet Protocol (IP) service gateway (IPSG) for facilitating VPN tunneling between a MAP and a CPE, wherein each MAP is geographically remote from each IPSG. A subset of IPSGs is selected to maximize total profit resulting from provisioning a subset of VPN customers on the selected IPSGs. Total profit from all the customers includes the sum of profits from each customer, where for each customer, the customer profit equals weighted revenue less cost, wherein the cost per customer includes a total tunnel bandwidth cost from the MAP to the CPE, and a cost of provisioning an IPSG node.
    • 一种用于在基于网络的移动VPN服务中提供带宽保证提供的方法和虚拟专用网(VPN)系统。 该方法和系统包括识别一组VPN客户,至少一个移动接入点(MAP)和与每个VPN客户相关联的至少一个客户驻地设备(CPE)以及至少一个因特网协议(IP)服务网关(IPSG) ),用于促进MAP和CPE之间的VPN隧道,其中每个MAP在地理上远离每个IPSG。 选择IPSG的一个子集,以最大限度地利用在所选择的IPSG上配置VPN客户的子集而产生的总利润。 所有客户的总利润包括每个客户的利润总额,每个客户的利润,客户利润等于加权收入减去成本,其中每个客户的成本包括从MAP到CPE的总隧道带宽成本,以及成本 配置IPSG节点。
    • 24. 发明申请
    • APPARATUS AND METHOD FOR FAIR MESSAGE EXCHANGES IN DISTRIBUTED MULTI-PLAYER GAMES
    • 分布式多玩家游戏中的公开消息交换的装置和方法
    • US20090291763A1
    • 2009-11-26
    • US12478130
    • 2009-06-04
    • Katherine H. GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • Katherine H. GuoSarit MukherjeeSanjoy PaulSampath Rangarajan
    • G06F17/00
    • A63F13/358A63F13/12A63F2300/534G07F17/32G07F17/3269H04L29/08H04L67/10H04L67/12H04L67/322H04L67/325H04L69/329
    • The Fair-Order Service of the present invention delivers action messages to the server as soon as it is feasible. Because action messages from different players exhibit different reaction times with respect to an update message, the Fair-Ordering Service executed at the server dynamically enforces a sufficient waiting period on each action message to guarantee the fair processing of all action messages. In reality, the waiting period at the server is bounded because of the real-time nature of interactive games. The algorithms that offer Fair Ordering Service take into consideration delayed and out-of-order action messages. When action messages corresponding to multiple update messages are interleaved, the Fair-Ordering Service matches the action message to the appropriate update message. It accomplishes this by maintaining a window of update messages and using the reaction times for an action message for each of the update messages in the window. This enables state changes at the game server to be performed with fairness to all the players. The Fair-Order Service invention is based on a framework that uses a proxy architecture making it transparent to any specific game application. The service is well suited to client-server based, online multi-player games, where a fair order of player actions is critical to the game outcome.
    • 本发明的公平订购服务在可行时尽快向服务器发送动作消息。 由于来自不同玩家的动作消息对于更新消息表现出不同的反应时间,所以在服务器处执行的公正排序服务动态地对每个动作消息执行足够的等待时间,以保证所有动作消息的公平处理。 实际上,由于互动游戏的实时性,服务器的等待时间是有限的。 提供公平订购服务的算法考虑到延迟和无序操作消息。 当与多个更新消息相对应的动作消息被交织时,Fair-Ordering Service将动作消息与适当的更新消息相匹配。 它通过维护更新消息窗口并使用窗口中的每个更新消息的动作消息的反应时间来实现。 这使得游戏服务器上的状态改变能够对所有玩家公平地执行。 公平订单服务发明基于使用代理架构使其对任何特定游戏应用程序透明化的框架。 该服务非常适合基于客户端服务器的在线多玩家游戏,其中玩家动作的公平顺序对于游戏结果至关重要。
    • 27. 发明授权
    • Method for reliable real-time multimedia streaming
    • 可靠的实时多媒体流的方法
    • US06275471B1
    • 2001-08-14
    • US09078065
    • 1998-05-12
    • Dennis BushmitchSarit Mukherjee
    • Dennis BushmitchSarit Mukherjee
    • H04J116
    • H04L65/607H04L1/1809H04L1/1851H04L1/1877H04L29/06027H04L65/80H04N7/17318H04N21/6125H04N21/6375H04N21/6437
    • A method is provided for reliable real-time data streaming in a multimedia delivery system. The system is implemented using a real-time protocol that is based on the well-known Real-time Transport Protocol (RTP) suite which provides a framework for implementing near real-time reliable data delivery over non real-time unreliable data link layer technologies (e.g., Ethernet). These protocols provide near real-time reliable or best feasible data streaming while utilizing best effort unreliable network services (e.g., Internet). Under the Reliable protocol, an entire data block, including any missing or lost data packets, is reconstructed from all of the individual data packets through the use of a selective negative acknowledgement (NACK) mechanism. In contrast, the Best Feasible protocol sacrifices some of the data packet's reliability by not retransmitting “late” packets. An additional timing parameter encapsulated in the NACK message will facilitate the determination of whether it is “feasible” to retransmit a missing data packet. A real-time identification technique has been incorporated into the format of each transmitted data packet that allows for the identification of both its sender and intended recipient(s) without having to call an underlying socket specific function.
    • 提供了一种用于多媒体传送系统中的可靠实时数据流的方法。 该系统使用基于众所周知的实时传输协议(RTP)套件的实时协议实现,该实时协议为通过非实时不可靠数据链路层技术实现近实时可靠的数据传送提供了框架 (例如,以太网)。 这些协议提供接近实时可靠或最佳可行的数据流,同时利用尽力而为的不可靠网络服务(例如因特网)。 在可靠协议下,通过使用选择性否定确认(NACK)机制,从所有单独的数据分组重构整个数据块,包括任何丢失或丢失的数据分组。 相比之下,最佳可行协议通过不重传“迟来”数据包来牺牲一些数据包的可靠性。 封装在NACK消息中的附加定时参数将有助于确定重传丢失的数据分组是否“可行”。 实时识别技术已经被并入到每个传输的数据分组的格式中,其允许对其发送者和预期接收者进行标识,而不必调用底层套接字特定的功能。
    • 28. 发明授权
    • Dual encryption protocol for scalable secure group communication
    • 双重加密协议,用于可扩展的安全组通信
    • US06263435B1
    • 2001-07-17
    • US09401450
    • 1999-09-22
    • Lakshminath R. DondetiSarit MukherjeeAshok Samal
    • Lakshminath R. DondetiSarit MukherjeeAshok Samal
    • H04L900
    • H04L9/0836H04L9/0822H04L9/0891H04L63/0442H04L63/064H04L63/065H04L63/0823H04L63/104
    • A logical tree structure and method for managing membership in a multicast group provides scalability and security from internal attacks. The structure defines key groups and subgroups, with each subgroup having a subgroup manager. Dual encryption allows the sender of the multicast data to manage distribution of a first set of encryption keys whereas the individual subgroup managers manage the distribution of a second set of encryption keys. The two key sets allow the sender to delegate much of the group management responsibilities without compromising security because a key from each set is required to access the multicast data. Security is further maintained via a method in which subgroup managers can be either member subgroup managers or participant subgroup managers. Access to both keys is provided to member subgroup managers whereas access to only one key is provided to participant subgroup managers. Nodes can be added without the need to generate a new encryption key at the top level which provides improved scalability.
    • 用于管理多播组中的成员资格的逻辑树结构和方法提供来自内部攻击的可扩展性和安全性。 该结构定义了关键组和子组,每个子组都有一个子组管理器。 双重加密允许多播数据的发送者管理第一组加密密钥的分发,而各个子组管理器管理第二组加密密钥的分发。 两个密钥集允许发送方委托大量的组管理职责,而不会影响安全性,因为需要每组密钥来访问组播数据。 通过子组管理员可以是成员子组管理员或参与者子组管理器的方法进一步维护安全性。 向成员子组管理员提供对这两个密钥的访问,而只向一个密钥的访问提供给参与者子组管理器。 可以添加节点,而无需在顶层生成新的加密密钥,从而提供改进的可扩展性。