710 research outputs found

    SON : a framework for Internet TV broadcast with incentive forwarding

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    In this thesis, we propose a framework, called Subscription Overlay Network (SON), for real-time Internet TV broadcast, where a subscriber can choose to watch at any time. This framework allows the source server to incrementally build a topology graph that contains the network connections not only from the server to each subscriber, but also among the subscribers themselves. With such topology graph in place, we consider efficient overlay multicast for scalable SON services. We first show that idling nodes, which do not receive video data for their own playback, can actually be used for data forwarding to significantly reduce the cost of overlay multicast. In light of this observation, we then propose a novel overlay multicast technique, which distinguishes itself from existing schemes in three aspects. First, the proposed technique is centered on the topology graph and can take advantage of the actual network connections among the subscribing nodes. Second, the new scheme is able to find and incorporate appropriate idling nodes in multicast to reduce network traffic. Third, with our approach, a node can be used in multiple multicast trees for data forwarding to improve the overall system performance. We evaluate the performance of the proposed technique through simulation. Our extensive studies show that the proposed framework has the potential to enable the Internet, a vehicle up to date mainly for transferring text and image data, for large-scale and cost-effective TV broadcast

    Multicast Mobility in Mobile IP Version 6 (MIPv6) : Problem Statement and Brief Survey

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    Performance-Engineered Network Overlays for High Quality Interaction in Virtual Worlds

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    Overlay hosting systems such as PlanetLab, and cloud computing environments such as Amazonā€™s EC2, provide shared infrastructures within which new applications can be developed and deployed on a global scale. This paper ex-plores how systems of this sort can be used to enable ad-vanced network services and sophisticated applications that use those services to enhance performance and provide a high quality user experience. Specifically, we investigate how advanced overlay hosting environments can be used to provide network services that enable scalable virtual world applications and other large-scale distributed applications requiring consistent, real-time performance. We propose a novel network architecture called Forest built around per-session tree-structured communication channels that we call comtrees. Comtrees are provisioned and support both unicast and multicast packet delivery. The multicast mechanism is designed to be highly scalable and light-weight enough to support the rapid changes to multicast subscriptions needed for efficient support of state updates within virtual worlds. We evaluate performance using a combination of analysis and experimental measurement of a partial system prototype that supports fully functional distributed game sessions. Our results provide the data needed to enable accurate projections of performance for a variety of session and system configurations

    Overlay networks for smart grids

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    VCube-PS: A Causal Broadcast Topic-based Publish/Subscribe System

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    In this work we present VCube-PS, a topic-based Publish/Subscribe system built on the top of a virtual hypercube-like topology. Membership information and published messages are broadcast to subscribers (members) of a topic group over dynamically built spanning trees rooted at the publisher. For a given topic, the delivery of published messages respects the causal order. VCube-PS was implemented on the PeerSim simulator, and experiments are reported including a comparison with the traditional Publish/Subscribe approach that employs a single rooted static spanning-tree for message distribution. Results confirm the efficiency of VCube-PS in terms of scalability, latency, number and size of messages.Comment: Improved text and performance evaluation. Added proof for the algorithms (Section 3.4
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