23,178 research outputs found

    A Survey on Communication Networks for Electric System Automation

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    Published in Computer Networks 50 (2006) 877ā€“897, an Elsevier journal. The definitive version of this publication is available from Science Direct. Digital Object Identifier:10.1016/j.comnet.2006.01.005In todayā€™s competitive electric utility marketplace, reliable and real-time information become the key factor for reliable delivery of power to the end-users, profitability of the electric utility and customer satisfaction. The operational and commercial demands of electric utilities require a high-performance data communication network that supports both existing functionalities and future operational requirements. In this respect, since such a communication network constitutes the core of the electric system automation applications, the design of a cost-effective and reliable network architecture is crucial. In this paper, the opportunities and challenges of a hybrid network architecture are discussed for electric system automation. More specifically, Internet based Virtual Private Networks, power line communications, satellite communications and wireless communications (wireless sensor networks, WiMAX and wireless mesh networks) are described in detail. The motivation of this paper is to provide a better understanding of the hybrid network architecture that can provide heterogeneous electric system automation application requirements. In this regard, our aim is to present a structured framework for electric utilities who plan to utilize new communication technologies for automation and hence, to make the decision making process more effective and direct.This work was supported by NEETRAC under Project #04-157

    Making justice work : experiences of criminal justice for children and young people affected by sexual exploitation as victims and witnesses

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    Making Justice Work is a one year participatory pilot research project, carried out by The International Centre: Researching Child Sexual Exploitation, Violence and Trafficking at The University of Bedfordshire. The research explored young peopleā€™s experiences of the criminal justice system in child sexual exploitation (CSE) cases, and the ways in which these could be improved

    Post-Westgate SWAT : C4ISTAR Architectural Framework for Autonomous Network Integrated Multifaceted Warfighting Solutions Version 1.0 : A Peer-Reviewed Monograph

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    Police SWAT teams and Military Special Forces face mounting pressure and challenges from adversaries that can only be resolved by way of ever more sophisticated inputs into tactical operations. Lethal Autonomy provides constrained military/security forces with a viable option, but only if implementation has got proper empirically supported foundations. Autonomous weapon systems can be designed and developed to conduct ground, air and naval operations. This monograph offers some insights into the challenges of developing legal, reliable and ethical forms of autonomous weapons, that address the gap between Police or Law Enforcement and Military operations that is growing exponentially small. National adversaries are today in many instances hybrid threats, that manifest criminal and military traits, these often require deployment of hybrid-capability autonomous weapons imbued with the capability to taken on both Military and/or Security objectives. The Westgate Terrorist Attack of 21st September 2013 in the Westlands suburb of Nairobi, Kenya is a very clear manifestation of the hybrid combat scenario that required military response and police investigations against a fighting cell of the Somalia based globally networked Al Shabaab terrorist group.Comment: 52 pages, 6 Figures, over 40 references, reviewed by a reade

    Unattended network operations technology assessment study. Technical support for defining advanced satellite systems concepts

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    The results are summarized of an unattended network operations technology assessment study for the Space Exploration Initiative (SEI). The scope of the work included: (1) identified possible enhancements due to the proposed Mars communications network; (2) identified network operations on Mars; (3) performed a technology assessment of possible supporting technologies based on current and future approaches to network operations; and (4) developed a plan for the testing and development of these technologies. The most important results obtained are as follows: (1) addition of a third Mars Relay Satellite (MRS) and MRS cross link capabilities will enhance the network's fault tolerance capabilities through improved connectivity; (2) network functions can be divided into the six basic ISO network functional groups; (3) distributed artificial intelligence technologies will augment more traditional network management technologies to form the technological infrastructure of a virtually unattended network; and (4) a great effort is required to bring the current network technology levels for manned space communications up to the level needed for an automated fault tolerance Mars communications network

    Solving key design issues for massively multiplayer online games on peer-to-peer architectures

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    Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and scale on the Internet and are predominantly implemented by Client/Server architectures. While such a classical approach to distributed system design offers many benefits, it suffers from significant technical and commercial drawbacks, primarily reliability and scalability costs. This realisation has sparked recent research interest in adapting MMOGs to Peer-to-Peer (P2P) architectures. This thesis identifies six key design issues to be addressed by P2P MMOGs, namely interest management, event dissemination, task sharing, state persistency, cheating mitigation, and incentive mechanisms. Design alternatives for each issue are systematically compared, and their interrelationships discussed. How well representative P2P MMOG architectures fulfil the design criteria is also evaluated. It is argued that although P2P MMOG architectures are developing rapidly, their support for task sharing and incentive mechanisms still need to be improved. The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a self-organising super-peer network over a P2P overlay infrastructure, and addresses the six design issues in an integrated system. The Mediator framework is extensible, as it supports flexible policy plug-ins and can accommodate the introduction of new superpeer roles. Key components of this framework have been implemented and evaluated with a simulated P2P MMOG. As the Mediator framework relies on super-peers for computational and administrative tasks, membership management is crucial, e.g. to allow the system to recover from super-peer failures. A new technology for this, namely Membership-Aware Multicast with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated. It reuses the communication structure of a tree-based application-level multicast to track group membership efficiently. Evaluation of a demonstration application shows i that MAMBO is able to quickly detect and handle peers joining and leaving. Compared to a conventional supervision architecture, MAMBO is more scalable, and yet incurs less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P applications, such as collaborative computing and multimedia streaming. This thesis also presents the design, implementation and evaluation of a novel task mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions (DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and specifically in the Mediator framework. However, it can also support the sharing of computational and interactive tasks with various deadlines in general P2P applications. Experimental and analytical results demonstrate that DDA efficiently allocates computing resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately 1000 players. Furthermore, DDA supports gaming interactivity by keeping the communication latency among NPC hosts and ordinary players low. It also supports flexible matchmaking policies, and can motivate application participants to contribute resources to the system

    SatCat5: A Low-Power, Mixed-Media Ethernet Network for Smallsats

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    In any satellite, internal bus and payload systems must exchange a variety of command, control, telemetry, and mission-data. In too many cases, the resulting network is an ad-hoc proliferation of complex, dissimilar protocols with incomplete system-to-system connectivity. While standards like CAN, MIL-STD-1553, and SpaceWire mitigate this problem, none can simultaneously solve the need for high throughput and low power consumption. We present a new solution that uses Ethernet framing and addressing to unify a mixed-media network. Low-speed nodes (0.1-10 Mbps) use simple interfaces such as SPI and UART to communicate with extremely low power and minimal complexity. High-speed nodes use so-called ā€œmedia-independentā€ interfaces such as RMII, RGMII, and SGMII to communicate at rates up to 1000 Mbps and enable connection to traditional COTS network equipment. All are interconnected into a single smallsat-area-network using a Layer-2 network switch, with mixed-media support for all these interfaces on a single network. The result is fast, easy, and flexible communication between any two subsystems. SatCat5 is presented as a free and open-source reference implementation of this mixed-media network switch, with power consumption of 0.2-0.7W depending on network activity. Further discussion includes example protocols that can be used on such networks, leveraging IPv4 when suitable but also enabling full-featured communication without the need for a complex protocol stack

    Service management for multi-domain Active Networks

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    The Internet is an example of a multi-agent system. In our context, an agent is synonymous with network operators, Internet service providers (ISPs) and content providers. ISPs mutually interact for connectivity's sake, but the fact remains that two peering agents are inevitably self-interested. Egoistic behaviour manifests itself in two ways. Firstly, the ISPs are able to act in an environment where different ISPs would have different spheres of influence, in the sense that they will have control and management responsibilities over different parts of the environment. On the other hand, contention occurs when an ISP intends to sell resources to another, which gives rise to at least two of its customers sharing (hence contending for) a common transport medium. The multi-agent interaction was analysed by simulating a game theoretic approach and the alignment of dominant strategies adopted by agents with evolving traits were abstracted. In particular, the contention for network resources is arbitrated such that a self-policing environment may emerge from a congested bottleneck. Over the past 5 years, larger ISPs have simply peddled as fast as they could to meet the growing demand for bandwidth by throwing bandwidth at congestion problems. Today, the dire financial positions of Worldcom and Global Crossing illustrate, to a certain degree, the fallacies of over-provisioning network resources. The proposed framework in this thesis enables subscribers of an ISP to monitor and police each other's traffic in order to establish a well-behaved norm in utilising limited resources. This framework can be expanded to other inter-domain bottlenecks within the Internet. One of the main objectives of this thesis is also to investigate the impact on multi-domain service management in the future Internet, where active nodes could potentially be located amongst traditional passive routers. The advent of Active Networking technology necessitates node-level computational resource allocations, in addition to prevailing resource reservation approaches for communication bandwidth. Our motivation is to ensure that a service negotiation protocol takes account of these resources so that the response to a specific service deployment request from the end-user is consistent and predictable. To promote the acceleration of service deployment by means of Active Networking technology, a pricing model is also evaluated for computational resources (e.g., CPU time and memory). Previous work in these areas of research only concentrate on bandwidth (i.e., communication) - related resources. Our pricing approach takes account of both guaranteed and best-effort service by adapting the arbitrage theorem from financial theory. The central tenet for our approach is to synthesise insights from different disciplines to address problems in data networks. The greater parts of research experience have been obtained during direct and indirect participation in the 1ST-10561 project known as FAIN (Future Active IP Networks) and ACTS-AC338 project called MIAMI (Mobile Intelligent Agent for Managing the Information Infrastructure). The Inter-domain Manager (IDM) component was integrated as an integral part of the FAIN policy-based network management systems (PBNM). Its monitoring component (developed during the MIAMI project) learns about routing changes that occur within a domain so that the management system and the managed nodes have the same topological view of the network. This enabled our reservation mechanism to reserve resources along the existing route set up by whichever underlying routing protocol is in place

    \u3ci\u3eSony\u3c/i\u3e, Tort Doctrines, and the Puzzle of Peer-to-Peer

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    A NOVEL LINEAR DIOPHANTINE EQUATION-BAESD LOW DIAMETER STRUCTURED PEER-TO-PEER NETWORK

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    This research focuses on introducing a novel concept to design a scalable, hierarchical interest-based overlay Peer-to-Peer (P2P) system. We have used Linear Diophantine Equation (LDE) as the mathematical base to realize the architecture. Note that all existing structured approaches use Distributed Hash Tables (DHT) and Secure Hash Algorithm (SHA) to realize their architectures. Use of LDE in designing P2P architecture is a completely new idea; it does not exist in the literature to the best of our knowledge. We have shown how the proposed LDE-based architecture outperforms some of the most well established existing architecture. We have proposed multiple effective data query algorithms considering different circumstances, and their time complexities are bounded by (2+ r/2) only; r is the number of distinct resources. Our alternative lookup scheme needs only constant number of overlay hops and constant number of message exchanges that can outperform DHT-based P2P systems. Moreover, in our architecture, peers are able to possess multiple distinct resources. A convincing solution to handle the problem of churn has been offered. We have shown that our presented approach performs lookup queries efficiently and consistently even in presence of churn. In addition, we have shown that our design is resilient to fault tolerance in the event of peers crashing and leaving. Furthermore, we have proposed two algorithms to response to one of the principal requests of P2P applicationsā€™ users, which is to preserve the anonymity and security of the resource requester and the responder while providing the same light-weighted data lookup

    A credit-based approach to scalable video transmission over a peer-to-peer social network

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    PhDThe objective of the research work presented in this thesis is to study scalable video transmission over peer-to-peer networks. In particular, we analyse how a credit-based approach and exploitation of social networking features can play a significant role in the design of such systems. Peer-to-peer systems are nowadays a valid alternative to the traditional client-server architecture for the distribution of multimedia content, as they transfer the workload from the service provider to the final user, with a subsequent reduction of management costs for the former. On the other hand, scalable video coding helps in dealing with network heterogeneity, since the content can be tailored to the characteristics or resources of the peers. First of all, we present a study that evaluates subjective video quality perceived by the final user under different transmission scenarios. We also propose a video chunk selection algorithm that maximises received video quality under different network conditions. Furthermore, challenges in building reliable peer-to-peer systems for multimedia streaming include optimisation of resource allocation and design mechanisms based on rewards and punishments that provide incentives for users to share their own resources. Our solution relies on a credit-based architecture, where peers do not interact with users that have proven to be malicious in the past. Finally, if peers are allowed to build a social network of trusted users, they can share the local information they have about the network and have a more complete understanding of the type of users they are interacting with. Therefore, in addition to a local credit, a social credit or social reputation is introduced. This thesis concludes with an overview of future developments of this research work
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