616 research outputs found

    The state of peer-to-peer network simulators

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    Networking research often relies on simulation in order to test and evaluate new ideas. An important requirement of this process is that results must be reproducible so that other researchers can replicate, validate and extend existing work. We look at the landscape of simulators for research in peer-to-peer (P2P) networks by conducting a survey of a combined total of over 280 papers from before and after 2007 (the year of the last survey in this area), and comment on the large quantity of research using bespoke, closed-source simulators. We propose a set of criteria that P2P simulators should meet, and poll the P2P research community for their agreement. We aim to drive the community towards performing their experiments on simulators that allow for others to validate their results

    Smart PIN: utility-based replication and delivery of multimedia content to mobile users in wireless networks

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    Next generation wireless networks rely on heterogeneous connectivity technologies to support various rich media services such as personal information storage, file sharing and multimedia streaming. Due to users’ mobility and dynamic characteristics of wireless networks, data availability in collaborating devices is a critical issue. In this context Smart PIN was proposed as a personal information network which focuses on performance of delivery and cost efficiency. Smart PIN uses a novel data replication scheme based on individual and overall system utility to best balance the requirements for static data and multimedia content delivery with variable device availability due to user mobility. Simulations show improved results in comparison with other general purpose data replication schemes in terms of data availability

    Internames: a name-to-name principle for the future Internet

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    We propose Internames, an architectural framework in which names are used to identify all entities involved in communication: contents, users, devices, logical as well as physical points involved in the communication, and services. By not having a static binding between the name of a communication entity and its current location, we allow entities to be mobile, enable them to be reached by any of a number of basic communication primitives, enable communication to span networks with different technologies and allow for disconnected operation. Furthermore, with the ability to communicate between names, the communication path can be dynamically bound to any of a number of end-points, and the end-points themselves could change as needed. A key benefit of our architecture is its ability to accommodate gradual migration from the current IP infrastructure to a future that may be a ubiquitous Information Centric Network. Basic building blocks of Internames are: i) a name-based Application Programming Interface; ii) a separation of identifiers (names) and locators; iii) a powerful Name Resolution Service (NRS) that dynamically maps names to locators, as a function of time/location/context/service; iv) a built-in capacity of evolution, allowing a transparent migration from current networks and the ability to include as particular cases current specific architectures. To achieve this vision, shared by many other researchers, we exploit and expand on Information Centric Networking principles, extending ICN functionality beyond content retrieval, easing send-to-name and push services, and allowing to use names also to route data in the return path. A key role in this architecture is played by the NRS, which allows for the co-existence of multiple network "realms", including current IP and non-IP networks, glued together by a name-to-name overarching communication primitive.Comment: 6 page

    Enabling rapid and cost-effective creation of massive pervasive games in very unstable environments

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    Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other sensors, combined with wireless networking, a pervasive game can respond to player's movements and context and enable them to communicate with a game engine and other players. We review our recent deployment examples of pervasive games in order to explain their distinctive characteristics as wireless ad-hoc networking applications. We then identify the network support challenges of scaling pervasive games to include potentially mass numbers of players across extremely heterogeneous and unreliable networks. We propose a P2P overlay capable of storing large amount of game related data, which is the key to combating the loss of coverage and potential dishonesty of players. The proposed protocol decreases the deployment costs of the gaming infrastructure by self organization and utilizing storage space of users' devices. We demonstrate scalability and increased availability of data offered by the proposed protocol in simulation based evaluatio

    Walkabout : an asynchronous messaging architecture for mobile devices

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    Modern mobile devices are prolific producers and consumers of digital data, and wireless networking capabilities enable them to transfer their data over the Internet while moving. Applications running on these devices may perform transfers to upload data for backup or distribution, or to download new content on demand. Unfortunately, the limited connectivity that mobile devices experience can make these transfers slow and impractical as the amount of data increases. This thesis argues that asynchronous messaging supported by local proxies can improve the transfer capabilities of mobile devices, making it practical for them to participate in large Internet transfers. The design of the Walkabout architecture follows this approach: proxies form store-and-forward overlay networks to deliver messages asynchronously across the Internet on behalf of devices. A mobile device uploads a message to a local proxy at rapid speed, and the overlay delivers it to one or more destination devices, caching the message until each one is able to retrieve it from a local proxy. A device is able to partially upload or download a message whenever it has network connectivity, and can resume this transfer at any proxy if interrupted through disconnection. Simulation results show that Walkabout provides better throughput for mobile devices than is possible under existing methods, for a range of movement patterns. Upload and end-to-end to transfer speeds are always high when the device sending the message is mobile. In the basic Walkabout model, a message sent to a mobile device that is repeatedly moving between a small selection of connection points experiences high download and end-to-end transfer speeds, but these speeds fall as the number of connection points grows. Pre-emptive message delivery extensions improve this situation, making fast end-to-end transfers and device downloads possible under any pattern of movement. This thesis describes the design and evaluation of Walkabout, with both practical implementation and extensive simulation under real-world scenarios

    A survey of application-level multicast group communication and a proposal for intelligent reflectors

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    The article proposes the state of the art in techniques and models designed to solve issues in application-layer IP multicast. Specifically, the issue of group communication for distributing video flows using reflectors to participants at a videoconference is considered. A proposed solution is introduced, involving an algorithm capable of dynamically discovering the appropriate reflector to meet a given client’s needs. Simulations results show the efficiency of using reflectors in this type of application.5th IFIP International Conference on Network Control & Engineering for QoS, Security and MobilityRed de Universidades con Carreras en Informática (RedUNCI

    Smart PIN: performance and cost-oriented context-aware personal information network

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    The next generation of networks will involve interconnection of heterogeneous individual networks such as WPAN, WLAN, WMAN and Cellular network, adopting the IP as common infrastructural protocol and providing virtually always-connected network. Furthermore, there are many devices which enable easy acquisition and storage of information as pictures, movies, emails, etc. Therefore, the information overload and divergent content’s characteristics make it difficult for users to handle their data in manual way. Consequently, there is a need for personalised automatic services which would enable data exchange across heterogeneous network and devices. To support these personalised services, user centric approaches for data delivery across the heterogeneous network are also required. In this context, this thesis proposes Smart PIN - a novel performance and cost-oriented context-aware Personal Information Network. Smart PIN's architecture is detailed including its network, service and management components. Within the service component, two novel schemes for efficient delivery of context and content data are proposed: Multimedia Data Replication Scheme (MDRS) and Quality-oriented Algorithm for Multiple-source Multimedia Delivery (QAMMD). MDRS supports efficient data accessibility among distributed devices using data replication which is based on a utility function and a minimum data set. QAMMD employs a buffer underflow avoidance scheme for streaming, which achieves high multimedia quality without content adaptation to network conditions. Simulation models for MDRS and QAMMD were built which are based on various heterogeneous network scenarios. Additionally a multiple-source streaming based on QAMMS was implemented as a prototype and tested in an emulated network environment. Comparative tests show that MDRS and QAMMD perform significantly better than other approaches

    Hybrid Multicasting Using Automatic Multicast Tunnels (AMT)

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    Native Multicast plays an important role in distributing and managing delivery of some of the most popular Internet applications, such as IPTV and media delivery. However, due to patchy support and the existence of multiple approaches for Native Multicast, the support for Native Multicast is fragmented into isolated areas termed Multicast Islands. This renders Native Multicast unfit to be used as an Internet wide application. Instead, Application Layer Multicast, which does not have such network requirements but is more expensive in terms of bandwidth and overhead, can be used to connect the native multicast islands. This thesis proposes Opportunistic Native Multicast (ONM) which employs Application LayerMulticast (ALM), on top of a DHT-based P2P overlay network, and AutomaticMulticast Tunnelling (AMT) to connect these islands. ALM will be used for discovery and initiating the AMT tunnels. The tunnels will encapsulate the traffic going between islands' Primary Nodes (PNs). AMT was used for its added benefits such as security and being better at traffic shaping and Quality Of Service (QoS). While different approaches for connecting multicast islands exists, the system proposed in the thesis was designed with the following characteristics in mind: scalability, availability, interoperability, self-adaptation and efficiency. Importantly, by utilising AMT tunnels, this approach has unique properties that improve network security and management

    Effects of Data Replication on Data Exfiltration in Mobile Ad hoc Networks Utilizing Reactive Protocols

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    A swarm of autonomous UAVs can provide a significant amount of ISR data where current UAV assets may not be feasible or practical. As such, the availability of the data the resides in the swarm is a topic that will benefit from further investigation. This thesis examines the impact of le replication and swarm characteristics such as node mobility, swarm size, and churn rate on data availability utilizing reactive protocols. This document examines the most prominent factors affecting the networking of nodes in a MANET. Factors include network routing protocols and peer-to-peer le protocols. It compares and contrasts several open source network simulator environments. Experiment implementation is documented, covering design considerations, assumptions, and software implementation, as well as detailing constant, response and variable factors. Collected data is presented and the results show that in swarms of sizes of 30, 45, and 60 nodes, le replication improves data availability until network saturation is reached, with the most significant benefit gained after only one copy is made. Mobility, churn rate, and swarm density all influence the replication impact
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