5,428 research outputs found
The state of peer-to-peer network simulators
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
Taxonomy of P2P Applications
Peer-to-peer (p2p) networks have gained immense popularity in recent years and the number of services they provide continuously rises. Where p2p-networks were formerly known as file-sharing networks, p2p is now also used for services like VoIP and IPTV. With so many different p2p applications and services the need for a taxonomy framework rises. This paper describes the available p2p applications grouped by the services they provide. A taxonomy framework is proposed to classify old and recent p2p applications based on their characteristics
Aiming for ultra-scalable ePortfolio distribution using peer-to-peer networks
In this paper the authors discuss how peer-to-peer technology offers a practical solution to building highly scalable Europe-wide and worldwide ePortfolio networks over existing network infrastructures.This solution also offers the effect of empowering individuals through moving the management and storage responsibilities onto the portfolio owners, decoupling users from any single institutional ePortfolio service provider The authors do not present this solution as the single way forward, but as an alternative to what is seen as a mainly client-server and Web-based approach to ePortfolio development, and to encourage developers to explore the possibilities for ePortfolio integration with emerging and relatively immature technologies. A prototype implementation is reported and future developments described
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Multimedia delivery in the future internet
The term “Networked Media” implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizens’ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications “on the move”, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Let Your CyberAlter Ego Share Information and Manage Spam
Almost all of us have multiple cyberspace identities, and these {\em
cyber}alter egos are networked together to form a vast cyberspace social
network. This network is distinct from the world-wide-web (WWW), which is being
queried and mined to the tune of billions of dollars everyday, and until
recently, has gone largely unexplored. Empirically, the cyberspace social
networks have been found to possess many of the same complex features that
characterize its real counterparts, including scale-free degree distributions,
low diameter, and extensive connectivity. We show that these topological
features make the latent networks particularly suitable for explorations and
management via local-only messaging protocols. {\em Cyber}alter egos can
communicate via their direct links (i.e., using only their own address books)
and set up a highly decentralized and scalable message passing network that can
allow large-scale sharing of information and data. As one particular example of
such collaborative systems, we provide a design of a spam filtering system, and
our large-scale simulations show that the system achieves a spam detection rate
close to 100%, while the false positive rate is kept around zero. This system
has several advantages over other recent proposals (i) It uses an already
existing network, created by the same social dynamics that govern our daily
lives, and no dedicated peer-to-peer (P2P) systems or centralized server-based
systems need be constructed; (ii) It utilizes a percolation search algorithm
that makes the query-generated traffic scalable; (iii) The network has a built
in trust system (just as in social networks) that can be used to thwart
malicious attacks; iv) It can be implemented right now as a plugin to popular
email programs, such as MS Outlook, Eudora, and Sendmail.Comment: 13 pages, 10 figure
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