87,697 research outputs found

    A BitTorrent-based peer-to-peer database server

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    Database systems have traditionally used a Client-Server architecture, where clients send queries to a database server. If the data proves popular, the server may become overloaded, leading to clients experiencing an increase in query response time. In the domain of file-sharing, the problem of server overloading has been successfully addressed by the use of Peer-to-Peer (P2P) techniques in which users (peers) supply files – or pieces of files – to each other. This thesis will examine whether P2P techniques can be applied successfully in a database environment. It will introduce the Wigan Peer-to-Peer Database System, a P2P database system based on the popular BitTorrent file-sharing protocol. The potential benefits of a P2P database system include performance and scalability; allowing peers to answer each others’ queries will reduce the load on the database server and so could overcome the problem of a busy server becoming overloaded. Other potential benefits are fault tolerance and cost reduction. The Wigan architecture is introduced in this thesis, firstly by describing the BitTorrent algorithms and then by discussing how these algorithms must be modified for use in a database system. Experiments carried out on a simulator of Wigan are analysed in order to determine factors which affect its performance. These allow the identification of scenarios where Wigan could outperform a traditional database server. Further extensions to the Wigan architecture are discussed in this thesis, including possible means of handling data updates.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    AMC Native WebRTC Client

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    Traditional call center and telecommunication hardware is being replaced by thin, browser-based, cloud enabled web services. Industry standards for web based communication protocols, such as WebRTC, are being established. AMC needed to address this new technology, while maintaining a hybrid approach of server-based capabilities, taking advantage of the web-based communication channel, while broadcasting events to the Contact Canvas Server. Contact Canvas Agent Palette is the editing platform of the AMC adapter for Salesforce.com, allowing agents to communicate with customers through the AMC adapter/ Softphone. Using Agent Palette, the task was to integrate Video Chat using WebRTC into the AMC toolbar. Two agents use a peer-to-peer connection to establish communication with one another. The connected two can communicate through video chat which supports screen pop. The components that were provided and used were the AMC adapter for salesforce.com, the Agent Palette, and the salesforce.com Customer Relation Management (CRM) database. The AMC adapter is an HTML Softphone that can be used to voice enable salesforce.com, while Socket.io and Node.js were used to communicate with the server side. Eventually this video chat will advance to the point where communication will be established between agents and their customers.https://scholarscompass.vcu.edu/capstone/1162/thumbnail.jp

    EVALUASI DAN ANALISIS PERFORMANSI PEER TO PEER SESSION INITIATION PROTOCOL (P2PSIP) PADA LAYANAN VOICE OVER INTERNET PROTOCOL(VOIP)<br>EVALUATION AND ANALYSIS OF PERFORMANCE PEER TO PEER SESSION INITIATION PROTOCOL (P2PSIP) FOR VOICE OVER INTERNET PROTOCO

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    ABSTRAKSI: Komunikasi adalah sesuatu yang sangat penting saat ini. Komunikasi berupa voice saat ini tidak hanya berupa melalui jaringan tradisional telepon biasa yaitu melalui POTS atau jaringan circuit switch tetapi sudah dapat melalui jaringan paket yang dikenal dengan VoIP (Voice Over Internet Protocol).Komunikasi VoIP dengan SIP (Session Initiation Protocol) paling sering berupa client dan server dimana client jika ingin melakukan koneksi VoIP maka harus mendaftar melalui server VoIP dan baru kemudian melakukan hubungan ke user VoIP lain yang terdaftar di server tersebut. Dalam kasus ini server sebenarnya hanya berfungsi sebagai tempat register dan database client. Saat ini dalam perkembangannya user ingin melakukan komunikasi VoIP tetapi tidak ingin melalui atau tidak terdapat server VoIP SIP. Mengingat dari pengertian SIP sendiri adalah komunikasi peer-to-peer yang dimungkinkan untuk tidak menggunakan server. Maka model komunikasi secara peer to peer dilakukan dimana sekumpulan user VoIP SIP yang ingin melakukan komunikasi mengadakan komunikasi satu sama lain tanpa menggunakan server VoIP. Komunikasi VoIP antara user SIP satu dengan user yang lain dapat menggunakan P2PSIP (Peer-to-Peer Session Initiation Protocol). Dalam komunikasi peer-to-peer sangat erat dengan algoritma DHT (Distribution Hash Table) untuk pengaturan penyambungan dan pemisahan maupun routing client dalam sebuah jaringan peer-to-peer. Pada Tugas Akhir ini dilakukan perbandingan komunikasi antara VoIP menggunakan server dengan P2PSIP dan performansi jaringan berupa QoS(Quality of Service) meliputi delay, jitter, packet loss, troughput, dan PDD dalam pembangunan hubungan komunikasi antara penggunaan server dengan P2PSIP. Selain itu juga dibandingkan kualitas layanan suara berupa MOS (Mean Opinion Score) baik itu melalui pengukuran subjektif maupun objektif.Setelah melakukan pengujian antara jaringan Client-Server SIP dan Peer-to-Peer SIP, hasil yang diperoleh yang paling baik dilihat dari parameter QoS (Quality of Service) layanan untuk delay dan PDD adalah Peer-to-Peer SIP. Sedangkan untuk nilai throughput, jitter, dan packet loss adalah Client-Server SIP. Untuk nilai kualitas layanan suara berupa Mean Opinion Score (MOS), Peer-to-Peer SIP lebih baik dibandingkan Client-Server SIP. Secara keseluruhan, nilai parameter-parameter tersebut masih memenuhi syarat standar kualitas internasional (ITU-T) yang telah ditetapkan sehingga kedua jaringan tersebut layak untuk diimplementasikan.Kata Kunci : Peer to Peer, P2SIP, SIP, Distribution Hash TableABSTRACT: Communication is something very important today. The current form of voice communication is not just a regular phone through traditional networks through POTS or circuit switched network however it through a packet network, known as VoIP (Voice Over Internet Protocol).Communications VoIP with SIP (Session Initiation Protocol) The most frequent form of client and server where the client if you want to make a VoIP connection then must apply through a VoIP server and then make links to other VoIP users who registered on that server. In this case the server actually serves only as a place to register and database client. Currently in development, users want to communicate via VoIP but do not want it or not there is a SIP VoIP server. In view of understanding their own SIP is a peer to peer communication that may not be possible to use the server. So the model in a peer to peer communication carried out in which a set of SIP VoIP users who want to communicate communicating with each other without using a VoIP server. VoIP communications between a SIP user with another user can use the P2PSIP (Peer to Peer Session Initiation Protocol). In a communication peer to peer very closely with DHT algorithm (Distribution Hash Table) to the settings for connecting and routing separation as well as clients in a peer to peer network. In this final comparison between the VoIP communication using a server with P2PSIP and network performance of QoS (Quality of Service) includes delay, jitter, packet loss, throughput, and PDD in the development of communication links between the use of a server with P2PSIP. It also compared the quality of voice services in the form of MOS (Mean Opinion Score) either through subjective and objective measurements.After testing between network Client-Server SIP and Peer-to-Peer SIP, the results obtained are best viewed from the parameters of QoS (Quality of Service) services for the delay and PDD is a Peer-to-Peer SIP. As for the value of throughput, jitter, and packet loss is a Client-Server SIP. To value the quality of voice services in the form of Mean Opinion Score (MOS), Peer-to-Peer SIP is better than Client-Server SIP. Overall, the value of these parameters is still acceptable international quality standards (ITU-T) which has been established so that both networks are feasible to implement.Keyword: Peer to Peer, P2SIP, SIP, Distribution Hash Tabl

    Analisis Performansi Algoritma Kademlia dan Bamboo pada Local Area Network (LAN) IT Telkom Berbasis Peer-to-Peer Session Initiation Protocol (P2P-SIP)

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    ABSTRAKSI: Komunikasi adalah sesuatu yang sangat penting saat ini. Komunikasi suara saat ini tidak hanya berupa melalui jaringan telepon tradisional yaitu melalui POTS atau jaringan circuit switch tetapi sudah dapat melalui jaringan paket yang dikenal dengan VoIP (Voice Over Internet Protocol).Komunikasi VoIP dengan SIP (Session Initiation Protocol) saat ini berupa client dan server dimana client jika ingin melakukan koneksi VoIP maka harus mendaftar melalui server VoIP dan baru kemudian melakukan hubungan ke user VoIP lain yang terdaftar di server tersebut. Dalam kasus ini server sebenarnya hanya berfungsi sebagai tempat register dan database client. Bagaimana jika user ingin melakukan komunikasi VoIP SIP tetapi tidak terdapat server VoIP SIP? Mengingat dari SIP sendiri adalah komunikasi peer-to-peer yang dimungkinkan untuk dapat tidak menggunakan server. Maka model komunikasi secara peer-to-peer dilakukan dimana sekumpulan user VoIP SIP yang ingin melakukan komunikasi mengadakan komunikasi satu sama lain tanpa menggunakan server VoIP. Agar komunikasi VOIP antara user SIP satu user dengan yang lain dapat digunakan P2P-SIP (Peer-to-peer SIP). Dalam komunikasi peer-to-peer sangat erat dengan algoritma DHT (Distribution Hash Table) dalam pengaturan penyambungan dan pemisahan maupun routing client dalam sebuah jaringan peer-to-peer.Pada Tugas Akhir ini dilakukan komunikasi P2P-SIP dan analisis performa jaringan berupa QoS meliputi jitter, packet loss, troughput, Post Dial Delay (PDD) dalam penggunaan algoritma DHT yang berbeda, yaitu algoritma DHT Kademlia dan algoritma DHT Bamboo. Dari hasil percobaan menunjukkan bahwa untuk performansi QoS layanan VoIP P2P-SIP masih masuk toleransi ITU-T. Penggunaan Algoritma Kademlia menunjukkan hasil yang lebih bagus dibandingkan dengan algoritma Bamboo pada P2P-SIP.Kata Kunci : Peer-to-peer, P2P-SIP, SIP, Distributioh Hash TableABSTRACT: Communication is something very important today. Voice communication is not just a traditional telephone network via POTS or circuit switched network however it through a packet network, known as VoIP (Voice Over Internet Protocol).VoIP communication with SIP (Session Initiation Protocol) is now a client and the server where the client if you want to make a VoIP connection then must apply through a VoIP server and then make links to other VoIP users who registered on that server. In this case the server actually serves only as a place to register and database client. What if a user wants to communicate but do not have VoIP SIP VoIP SIP server? In view of its own SIP is a communication peer-to-peer may be possible to become serverless. So the model of communication in a peer-to-peer performed in which a set of SIP VoIP users who want to communicate communicating with each other without using a VoIP server. In order for VOIP communication between SIP user one user to another can be used in P2P-SIP (Peer-to-peer SIP). In a communication peer-to-peer very closely with DHT (Distribution Hash Table) algorithm in the settings for client connecting and routing in a peer-to-peer network.In this Final Task have been implemented P2P-SIP communications and network performance analysis of QoS include jitter, packet loss, throughput, Post Dial Delay (PDD) in the use of different DHT algorithms, namely Kademlia DHT algorithm and Bamboo DHT algorithm. Experimental results show that the QoS performance of VoIP services for P2P-SIP is still in tolerance of ITU-T standardization . Using Kademlia algorithm shows better results than using Bamboo algorithm in P2P-SIP.Keyword: Peer-to-peer, P2P-SIP, SIP, Distributioh Hash Tabl

    Sharing clinical information in P2P environment with RBAC mechanism.

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    This paper proposes a Peer-to-Peer (P2P) distributed database system (PDBS) with Role Based Access Control (RBAC) mechanism for sharing the clinical information. In the proposed system, peers as health centers have their own local databases and information in these local databases can be shared among health centers through user queries. As a fully decentralized P2P distributed database information sharing system, each health center has both server and client functions. Each health center can act as a client that sends queries to others and also can act as a server which responses to the client health center. The proposed system supports health center operators to send queries and update queries to other health centers and integrates the distributed query results and displays the results through a user interface based on the role of the user in the system. Furthermore, health centers are able to discover other online health centers to send queries and receive responses. The proposed system is implemented with the JXTA platform in P2P environment

    Bandwidth Efficient Advertising With P2p Asset Retrieval Using Bluetooth

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    A system and method are disclosed for sharing advertisement content by distributed delivery via peer-to-peer connections. The system has multiple devices that are interconnected via a localized communications protocol such as NFC, Bluetooth or Wi-Fi. The system uses an algorithm to identify the top requested advertisements from the ad server’s database and then sends it to a subset of devices that are geographically close to each other. A few among the users are selected as seed users who then receive the ad content directly over the Internet from the server. The seed users then broadcast the received ad content via the localized communication protocol

    Evaluation of Scalability and Communication in MMOGs

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    Massively Multiplayer Online Games (MMOGs) can involve millions of synchronous players scattered across the world and participating with each other within a single shared game. One of the most significant issues in MMOGs is scalability and it is impact on the responsiveness and the quality of the game. In this paper, we propose a new architecture to increase the scalability without affecting the responsiveness of the game, using a hybrid Peer-to-Peer system. This mechanism consists of central servers to control and manage the game state, as well as super-peer and clone-super-peer to control and manage sub-networks of nodes sharing common regions of the game world. We use the OPNET Modeler to simulate the system and compare the results with client/server system to show the difference in delay and traffic received for various applications such as remote login, database, HTTP, and FTP sessions which are all part of an MMOG system. We use four scenarios for each system to evaluate the scalability of the system with different number of peers (i.e.125, 250, 500, and 1000 peers). The results show that the hybrid P2P system is more scalable for MMOGs when compared with client/server system

    A secure data outsourcing scheme based on Asmuth – Bloom secret sharing

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Data outsourcing is an emerging paradigm for data management in which a database is provided as a service by third-party service providers. One of the major benefits of offering database as a service is to provide organisations, which are unable to purchase expensive hardware and software to host their databases, with efficient data storage accessible online at a cheap rate. Despite that, several issues of data confidentiality, integrity, availability and efficient indexing of users’ queries at the server side have to be addressed in the data outsourcing paradigm. Service providers have to guarantee that their clients’ data are secured against internal (insider) and external attacks. This paper briefly analyses the existing indexing schemes in data outsourcing and highlights their advantages and disadvantages. Then, this paper proposes a secure data outsourcing scheme based on Asmuth–Bloom secret sharing which tries to address the issues in data outsourcing such as data confidentiality, availability and order preservation for efficient indexing

    Device History Recall Optimization with Virtual, Locally-Stored Acquisition Databases Using Previously Encountered Communication Access Points and Services

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    A mobile communication device of an end user (user equipment or “UE”) can use more than one radio access technology (“RAT”) such as GSM, WCDMA, TDS-CDMA, LTE, and NR. Searching for information needed by the UE to use a specific RAT can consume large amounts of power and time. Locally stored acquisition databases (“PLMN Info DBs”) of previously encountered communication access points and services can speed up searches, but can be limited by the storage capacity of the UE. Also a locally stored PLMN Info DB may be invalided when a UE moves to a location that is distant from locations where access points and services were previously encountered; e.g., when the UE is moved to a new region, state, or country. A Virtual PLMN Info DB stored on a remote server (e.g., “in the cloud”) can contain a more complete set of acquisition information. A full or abbreviated copy of the Virtual PLMN Info DB can be loaded onto UE from a server or from a peer UE device. Access information contained in the Virtual PLMN Info DB can be obtained by crowdsourcing data acquisition or by peer-to-peer communication. The Virtual PLMN Info DB can be implemented as a database or as a logic entity with specific functions to enable the acquisition of corresponding data elements on demand
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