581 research outputs found

    Distributed computation in computer networks

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    Adaptive management of an active services network

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    The benefits of active services and networks cannot be realised unless the associated increase in system complexity can be efficiently managed. An adaptive management solution is required. Simulation results show that a distributed genetic algorithm, inspired by observations of bacterial communities, can offer many key management functions. The algorithm is fast and efficient, even when the demand for network services is rapidly varying

    Comparative Study Of The VMTP, XTP, and TP4 Protocols And Their Functionalities From The Perspective Of The OSI Reference Model: Investigation Of OSI Protocols For Distributed Interactive Simulation

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    Report presents a comparative study of three communication protocols at the transport layer of the communication protocol stack, focusing on the similarities and differences of these three protocols in terms of transport layer functions

    Provenance Threat Modeling

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    Provenance systems are used to capture history metadata, applications include ownership attribution and determining the quality of a particular data set. Provenance systems are also used for debugging, process improvement, understanding data proof of ownership, certification of validity, etc. The provenance of data includes information about the processes and source data that leads to the current representation. In this paper we study the security risks provenance systems might be exposed to and recommend security solutions to better protect the provenance information.Comment: 4 pages, 1 figure, conferenc

    Multicast communications in distributed systems

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    PhD ThesisOne of the numerous results of recent developments in communication networks and distributed systems has been an increased interest in the study of applications and protocolsfor communications between multiple, as opposed to single, entities such as processes and computers. For example, in replicated file storage, a process attempts to store a file on several file servers, rather than one. MUltiple entity communications, which allow one-to-many and many-to-one communications, are known as multicast communications. This thesis examines some of the ways in which the architectures of computer networks and distributed systems can affect the design and development of multicast communication applications and protocols.To assist in this examination, the thesis presents three contributions. First, a set of classification schemes are developed for use in the description and analysis of various multicast communication strategies. Second, a general set of multicast communication primitives are presented, unrelated to any specific network or distributed system, yet efficiently implementable on a variety of networks. Third, the primitives are used to obtain experimental results for a study ofintranetwork and internetwork multicast communications.Postgraduate Scholarship, The Natural Sciences and Engineering Research Council of Canada: Overseas Research Student Award: the Committee of Vice-Chancellors and Principals of the Universities of the Uni ted Kingdom

    An investigation into the use of B-Nodes and state models for computer network technology and education

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    This thesis consists of a series of internationally published, peer reviewed, conference research papers and one journal paper. The papers evaluate and further develop two modelling methods for use in Information Technology (IT) design and for the educational and training needs of students within the area of computer and network technology. The IT age requires technical talent to fill positions such as network managers, web administrators, e-commerce consultants and network security experts as IT is changing rapidly, and this is placing considerable demands on higher educational institutions, both within Australia and internationally, to respond to these changes

    Quality of Service improvements for real time multimedia applications using next generation network architectures and blockchain in Internet Service Provider cooperative scenario

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    Real time communications are becoming part of our daily life, requiring constrained requisites with the purpose of being enjoyed in harmony by end users. The factors ruling these requisites are Quality of Service parameters of the users' Internet connections. Achieving a satisfactory QoS level for real time communications depends on parameters that are strongly influenced by the quality of the network connections among the Internet Service Providers, which are located in the path between final users and Over The Top service providers that are supplying them with real time services. Final users can be: business people having real time videoconferences, or adopting crytpocurrencies in their exchanges, videogamers playing online games together with others residing in other countries, migrants talking with their relatives or watching their children growing up in their home countries, people with disabilities adopting tecnologies to help them, doctors performing remote surgeries, manufacturers adopting augmented reality devices to perform dangerous tasks. Each of them performing their daily activities are requiring specific QoS parameters to their ISPs, that nowadays seem to be unable to provide them with a satisfactory QoS level for these kinds of real time services. Through the adoption of next generation networks, such as the Information Centric Networking, it would be possible to overcome the QoS problems that nowadays are experienced. By adopting Blockchain technologies, in several use cases, it would be possible to improve those security aspects related to the non-temperability of information and privacy. I started this thesis analyzing next generation architectures enabling real time multimedia communications. In Software Defined Networking, Named Data Networking and Community Information Centric Networking, I highlighted potential approaches to solve QoS problems that are affecting real time multimedia applications. During my experiments I found that applications able to transmit high quality videos, such as 4k or 8k videos, or to directly interact with devices AR/VR enabled are missing for both ICN approaches. Then I proposed a REST interface for the enforcing of a specific QoS parameter, the round trip time (RTT) taking into consideration the specific use case of a game company that connects with the same telecommunication company of the final user. Supposing that the proposed REST APIs have been deployed in the game company and in the ISP, when one or more users are experiencing lag, the game company will try to ask the ISP to reduce the RTT for that specific user or that group of users. This request can be done by performing a call to a method where IP address(es) and the maximum RTT desired are passed. I also proposed other methods, through which it would be possible to retrieve information about the QoS parameters, and exchange, if necessary, an exceeding parameter in change of another one. The proposed REST APIs can also be used in more complex scenarios, where ISPs along the path are chained together, in order to improve the end to end QoS among Over The Top service provider and final users. To store the information exchanged by using the proposed REST APIs, I proposed to adopt a permissioned blockchain, analizying the ISPs cooperative use case with Hyperledger Fabric, where I proposed the adoption of the Proof of Authority consensus algorithm, to increase the throughput in terms of transactions per second. In a specific case that I examined, I am proposing a combination of Information Centric Networking and Blockchain, in an architecture where ISPs are exchanging valuable information regarding final Users, to improve their QoS parameters. I also proposed my smart contract for the gaming delay use case, that can be used to rule the communication among those ISPs that are along the path among OTT and final users. An extension of this work can be done, by defining billing costs for the QoS improvements
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