482 research outputs found

    A dynamically adaptive, unstructured multicast overlay

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    The simplicity of multicast as a communication primitive belies its broad utility as a building block for distributed applications. Nevertheless, creating and maintaining multicast structures can be challenging, particularly when networks are transient and/or dynamic. We introduce a new unstructured multi-source multicast (UMM) overlay approach that we argue is less complex than, but as efficient as, current state-of-the-art solutions based either on structured overlays or on running full routing protocols at the overlay level. UMM builds a base overlay independently from the routing mechanisms employed to route messages. On top of this base overlay, it selects distribution trees for each multicast source by first flooding the base overlay and then using the implicit information contained in duplicated messages to select and filter out redundant tunnels. Simple heuristics are used to maintain and evolve both the base overlay and the multicast distribution trees in response to changes in the set of overlay participants or in underlying network conditions. We experiment on a 65-node PlanetLab deployment and on ModelNet emulated distributed platforms to quantify the overheads associated with UMM operation and to explore its performance and adaptability to changes in the underlying network conditions

    Overlay networks for smart grids

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    GRIDKIT: Pluggable overlay networks for Grid computing

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    A `second generation' approach to the provision of Grid middleware is now emerging which is built on service-oriented architecture and web services standards and technologies. However, advanced Grid applications have significant demands that are not addressed by present-day web services platforms. As one prime example, current platforms do not support the rich diversity of communication `interaction types' that are demanded by advanced applications (e.g. publish-subscribe, media streaming, peer-to-peer interaction). In the paper we describe the Gridkit middleware which augments the basic service-oriented architecture to address this particular deficiency. We particularly focus on the communications infrastructure support required to support multiple interaction types in a unified, principled and extensible manner-which we present in terms of the novel concept of pluggable overlay networks

    Multiple-Tree Push-based Overlay Streaming

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    Multiple-Tree Overlay Streaming has attracted a great amount of attention from researchers in the past years. Multiple-tree streaming is a promising alternative to single-tree streaming in terms of node dynamics and load balancing, among others, which in turn addresses the perceived video quality by the streaming user on node dynamics or when heterogeneous nodes join the network. This article presents a comprehensive survey of the different aproaches and techniques used in this research area. In this paper we identify node-disjointness as the property most approaches aim to achieve. We also present an alternative technique which does not try to achieve this but does local optimizations aiming global optimizations. Thus, we identify this property as not being absolute necessary for creating robust and heterogeneous multi-tree overlays. We identify two main design goals: robustness and support for heterogeneity, and classify existing approaches into these categories as their main focus

    Mobile Computing in Digital Ecosystems: Design Issues and Challenges

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    In this paper we argue that the set of wireless, mobile devices (e.g., portable telephones, tablet PCs, GPS navigators, media players) commonly used by human users enables the construction of what we term a digital ecosystem, i.e., an ecosystem constructed out of so-called digital organisms (see below), that can foster the development of novel distributed services. In this context, a human user equipped with his/her own mobile devices, can be though of as a digital organism (DO), a subsystem characterized by a set of peculiar features and resources it can offer to the rest of the ecosystem for use from its peer DOs. The internal organization of the DO must address issues of management of its own resources, including power consumption. Inside the DO and among DOs, peer-to-peer interaction mechanisms can be conveniently deployed to favor resource sharing and data dissemination. Throughout this paper, we show that most of the solutions and technologies needed to construct a digital ecosystem are already available. What is still missing is a framework (i.e., mechanisms, protocols, services) that can support effectively the integration and cooperation of these technologies. In addition, in the following we show that that framework can be implemented as a middleware subsystem that enables novel and ubiquitous forms of computation and communication. Finally, in order to illustrate the effectiveness of our approach, we introduce some experimental results we have obtained from preliminary implementations of (parts of) that subsystem.Comment: Proceedings of the 7th International wireless Communications and Mobile Computing conference (IWCMC-2011), Emergency Management: Communication and Computing Platforms Worksho

    04411 Abtracts Collection -- Service Management and Self-Organization in IP-based Networks

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    From 03.10.04 to 06.10.04, the Dagstuhl Seminar 04411 ``Service Management and Self-Organization in IP-based Networks\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Resource-Aware Multimedia Content Delivery: A Gambling Approach

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    In this paper, we propose a resource-aware solution to achieving reliable and scalable stream diffusion in a probabilistic model, i.e. where communication links and processes are subject to message losses and crashes, respectively. Our solution is resource-aware in the sense that it limits the memory consumption, by strictly scoping the knowledge each process has about the system, and the bandwidth available to each process, by assigning a fixed quota of messages to each process. We describe our approach as gambling in the sense that it consists in accepting to give up on a few processes sometimes, in the hope of better serving all processes most of the time. That is, our solution deliberately takes the risk not to reach some processes in some executions, in order to reach every process in most executions. The underlying stream diffusion algorithm is based on a tree-construction technique that dynamically distributes the load of forwarding stream packets among processes, based on their respective available bandwidths. Simulations show that this approach pays off when compared to traditional gossiping, when the latter faces identical bandwidth constraint

    An Overlay Architecture for Personalized Object Access and Sharing in a Peer-to-Peer Environment

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    Due to its exponential growth and decentralized nature, the Internet has evolved into a chaotic repository, making it difficult for users to discover and access resources of interest to them. As a result, users have to deal with the problem of information overload. The Semantic Web's emergence provides Internet users with the ability to associate explicit, self-described semantics with resources. This ability will facilitate in turn the development of ontology-based resource discovery tools to help users retrieve information in an efficient manner. However, it is widely believed that the Semantic Web of the future will be a complex web of smaller ontologies, mostly created by various groups of web users who share a similar interest, referred to as a Community of Interest. This thesis proposes a solution to the information overload problem using a user driven framework, referred to as a Personalized Web, that allows individual users to organize themselves into Communities of Interests based on ontologies agreed upon by all community members. Within this framework, users can define and augment their personalized views of the Internet by associating specific properties and attributes to resources and defining constraint-functions and rules that govern the interpretation of the semantics associated with the resources. Such views can then be used to capture the user's interests and integrate these views into a user-defined Personalized Web. As a proof of concept, a Personalized Web architecture that employs ontology-based semantics and a structured Peer-to-Peer overlay network to provide a foundation of semantically-based resource indexing and advertising is developed. In order to investigate mechanisms that support the resource advertising and retrieval of the Personalized Web architecture, three agent-driven advertising and retrieval schemes, the Aggressive scheme, the Crawler-based scheme, and the Minimum-Cover-Rule scheme, were implemented and evaluated in both stable and churn environments. In addition to the development of a Personalized Web architecture that deals with typical web resources, this thesis used a case study to explore the potential of the Personalized Web architecture to support future web service workflow applications. The results of this investigation demonstrated that the architecture can support the automation of service discovery, negotiation, and invocation, allowing service consumers to actualize a personalized web service workflow. Further investigation will be required to improve the performance of the automation and allow it to be performed in a secure and robust manner. In order to support the next generation Internet, further exploration will be needed for the development of a Personalized Web that includes ubiquitous and pervasive resources

    Enabling Large-Scale Peer-to-Peer Stored Video Streaming Service with QoS Support

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    This research aims to enable a large-scale, high-volume, peer-to-peer, stored-video streaming service over the Internet, such as on-line DVD rentals. P2P allows a group of dynamically organized users to cooperatively support content discovery and distribution services without needing to employ a central server. P2P has the potential to overcome the scalability issue associated with client-server based video distribution networks; however, it brings a new set of challenges. This research addresses the following five technical challenges associated with the distribution of streaming video over the P2P network: 1) allow users with limited transmit bandwidth capacity to become contributing sources, 2) support the advertisement and discovery of time-changing and time-bounded video frame availability, 3) Minimize the impact of distribution source losses during video playback, 4) incorporate user mobility information in the selection of distribution sources, and 5) design a streaming network architecture that enables above functionalities.To meet the above requirements, we propose a video distribution network model based on a hybrid architecture between client-server and P2P. In this model, a video is divided into a sequence of small segments and each user executes a scheduling algorithm to determine the order, the timing, and the rate of segment retrievals from other users. The model also employs an advertisement and discovery scheme which incorporates parameters of the scheduling algorithm to allow users to share their life-time of video segment availability information in one advertisement and one query. An accompanying QoS scheme allows reduction in the number of video playback interruptions while one or more distribution sources depart from the service prematurely.The simulation study shows that the proposed model and associated schemes greatly alleviate the bandwidth requirement of the video distribution server, especially when the number of participating users grows large. As much as 90% of load reduction was observed in some experiments when compared to a traditional client-server based video distribution service. A significant reduction is also observed in the number of video presentation interruptions when the proposed QoS scheme is incorporated in the distribution process while certain percentages of distribution sources depart from the service unexpectedly
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