38,779 research outputs found
Building a P2P RDF Store for Edge Devices
The Semantic Web technologies have been used in the Internet of Things (IoT)
to facilitate data interoperability and address data heterogeneity issues. The
Resource Description Framework (RDF) model is employed in the integration of
IoT data, with RDF engines serving as gateways for semantic integration.
However, storing and querying RDF data obtained from distributed sources across
a dynamic network of edge devices presents a challenging task. The distributed
nature of the edge shares similarities with Peer-to-Peer (P2P) systems. These
similarities include attributes like node heterogeneity, limited availability,
and resources. The nodes primarily undertake tasks related to data storage and
processing. Therefore, the P2P models appear to present an attractive approach
for constructing distributed RDF stores. Based on P-Grid, a data indexing
mechanism for load balancing and range query processing in P2P systems, this
paper proposes a design for storing and sharing RDF data on P2P networks of
low-cost edge devices. Our design aims to integrate both P-Grid and an
edge-based RDF storage solution, RDF4Led for building an P2P RDF engine. This
integration can maintain RDF data access and query processing while scaling
with increasing data and network size. We demonstrated the scaling behavior of
our implementation on a P2P network, involving up to 16 nodes of Raspberry Pi 4
devices.Comment: Accepted to IoT Conference 202
Porqpine: a peer-to-peer search engine
In this paper, we present a fully distributed and collaborative search
engine for web pages: Porqpine. This system uses a novel query-based model
and collaborative filtering techniques in order to obtain user-customized
results. All knowledge about users and profiles is stored in each user
node?s application. Overall the system is a multi-agent system that runs on
the computers of the user community. The nodes interact in a peer-to-peer
fashion in order to create a real distributed search engine where
information is completely distributed among all the nodes in the network.
Moreover, the system preserves the privacy of user queries and results by
maintaining the anonymity of the queries? consumers and results? producers.
The knowledge required by the system to work is implicitly caught through
the monitoring of users actions, not only within the system?s interface but
also within one of the most popular web browsers. Thus, users are not
required to explicitly feed knowledge about their interests into the system
since this process is done automatically. In this manner, users obtain the
benefits of a personalized search engine just by installing the application
on their computer. Porqpine does not intend to shun completely conventional
centralized search engines but to complement them by issuing more accurate
and personalized results.Postprint (published version
CHORUS Deliverable 2.1: State of the Art on Multimedia Search Engines
Based on the information provided by European projects and national initiatives related to multimedia search as well as domains experts that participated in the CHORUS Think-thanks and workshops, this document reports on the state of the art related to multimedia content search from, a technical, and socio-economic perspective.
The technical perspective includes an up to date view on content based indexing and retrieval technologies, multimedia search in the context of mobile devices and peer-to-peer networks, and an overview of current evaluation and benchmark inititiatives to measure the performance of multimedia search engines.
From a socio-economic perspective we inventorize the impact and legal consequences of these technical advances and point out future directions of research
Exploiting P2P in the Creation of Game Worlds
Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game â NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the playerâs experience
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