1,234 research outputs found
Revamping Cloud Gaming with Distributed Engines
While cloud gaming has brought considerable advantages for its customers, from the point of view of cloud providers, multiple aspects related to infrastructure management still fall short of such kind of service. Indeed, differently from traditional cloud-ready applications, modern game engines are still based on monolithic software architectures. This aspect precludes the applicability of fine-grained resource management and service orchestration schemes, ultimately leading to poor cost-effectiveness. To mitigate these shortcomings, we propose a Cloud-Oriented Distributed Engine for Gaming (CODEG). Thanks to its distributed nature, CODEG is capable of fully exploiting the resource heterogeneity present in cloud data centers, while providing the possibility of spanning its service on multiple network layers up to the edge clouds
Design Criteria to Architect Continuous Experimentation for Self-Driving Vehicles
The software powering today's vehicles surpasses mechatronics as the
dominating engineering challenge due to its fast evolving and innovative
nature. In addition, the software and system architecture for upcoming vehicles
with automated driving functionality is already processing ~750MB/s -
corresponding to over 180 simultaneous 4K-video streams from popular
video-on-demand services. Hence, self-driving cars will run so much software to
resemble "small data centers on wheels" rather than just transportation
vehicles. Continuous Integration, Deployment, and Experimentation have been
successfully adopted for software-only products as enabling methodology for
feedback-based software development. For example, a popular search engine
conducts ~250 experiments each day to improve the software based on its users'
behavior. This work investigates design criteria for the software architecture
and the corresponding software development and deployment process for complex
cyber-physical systems, with the goal of enabling Continuous Experimentation as
a way to achieve continuous software evolution. Our research involved reviewing
related literature on the topic to extract relevant design requirements. The
study is concluded by describing the software development and deployment
process and software architecture adopted by our self-driving vehicle
laboratory, both based on the extracted criteria.Comment: Copyright 2017 IEEE. Paper submitted and accepted at the 2017 IEEE
International Conference on Software Architecture. 8 pages, 2 figures.
Published in IEEE Xplore Digital Library, URL:
http://ieeexplore.ieee.org/abstract/document/7930218
Joining Jolie to Docker Orchestration of Microservices on a Containers-as-a-Service Layer
Cloud computing is steadily growing and, as IaaS vendors have started to
offer pay-as-you-go billing policies, it is fundamental to achieve as much
elasticity as possible, avoiding over-provisioning that would imply higher
costs. In this paper, we briefly analyse the orchestration characteristics of
PaaSSOA, a proposed architecture already implemented for Jolie microservices,
and Kubernetes, one of the various orchestration plugins for Docker; then, we
outline similarities and differences of the two approaches, with respect to
their own domain of application. Furthermore, we investigate some ideas to
achieve a federation of the two technologies, proposing an architectural
composition of Jolie microservices on Docker Container-as-a-Service layer.Comment: 9 pages, 3 figure
Elastic Business Process Management: State of the Art and Open Challenges for BPM in the Cloud
With the advent of cloud computing, organizations are nowadays able to react
rapidly to changing demands for computational resources. Not only individual
applications can be hosted on virtual cloud infrastructures, but also complete
business processes. This allows the realization of so-called elastic processes,
i.e., processes which are carried out using elastic cloud resources. Despite
the manifold benefits of elastic processes, there is still a lack of solutions
supporting them.
In this paper, we identify the state of the art of elastic Business Process
Management with a focus on infrastructural challenges. We conceptualize an
architecture for an elastic Business Process Management System and discuss
existing work on scheduling, resource allocation, monitoring, decentralized
coordination, and state management for elastic processes. Furthermore, we
present two representative elastic Business Process Management Systems which
are intended to counter these challenges. Based on our findings, we identify
open issues and outline possible research directions for the realization of
elastic processes and elastic Business Process Management.Comment: Please cite as: S. Schulte, C. Janiesch, S. Venugopal, I. Weber, and
P. Hoenisch (2015). Elastic Business Process Management: State of the Art and
Open Challenges for BPM in the Cloud. Future Generation Computer Systems,
Volume NN, Number N, NN-NN., http://dx.doi.org/10.1016/j.future.2014.09.00
Network architecture for large-scale distributed virtual environments
Distributed Virtual Environments (DVEs) provide 3D graphical computer generated environments with stereo sound, supporting real-time collaboration between potentially large numbers of users distributed around the world. Early DVEs has been used over local area networks (LANs). Recently with the Internet's development into the most common embedding for DVEs these distributed applications have been moved towards an exploiting IP networks.
This has brought the scalability challenges into the DVEs evolution. The network bandwidth resource is the more limited resource of the DVE system and to improve the DVE's scalability it is necessary to manage carefully this resource. To achieve the saving in the network bandwidth the different types of the network traffic that is produced by the DVEs have to be considered.
DVE applications demand· exchange of the data that forms different types of traffic such as a computer data type, video and audio, and a 3D data type to keep the consistency of the application's state. The problem is that the meeting of the QoS requirements of both control and continuous media traffic already have been covered by the existing research. But QoS for transfer of the 3D information has not really been considered. The 3D DVE geometry traffic is very bursty in nature and places a high demands on the network for short intervals of time due to the quite large size of the 3D models and the DVE application requirements to transmit a 3D data as quick as possible.
The main motivation in carrying out the work presented in this thesis is to find a solution to improve the scalability of the DVE applications by a consideration the QoS requirements of the 3D DVE geometrical data type.
In this work we are investigating the possibility to decrease the network bandwidth utilization by the 3D DVE traffic using the level of detail (LOD) concept and the active networking approach.
The background work of the thesis surveys the DVE applications and the scalability requirements of the DVE systems. It also discusses the active networks and multiresolution representation and progressive transmission of the 3D data. The new active networking approach to the transmission of the 3D geometry data within the DVE systems is proposed in this thesis. This approach enhances the currently applied peer-to-peer DVE architecture by adding to the peer-to-peer multicast neny_ork layer filtering of the 3D flows an application level filtering on the active intermediate nodes. The active router keeps the application level information about the placements of users. This information is used by active routers to prune more detailed 3D data flows (higher LODs) in the multicast tree arches that are linked to the distance DVE participants.
The exploration of possible benefits of exploiting the proposed active approach through the comparison with the non-active approach is carried out using the simulationÂbased performance modelling approach. Complex interactions between participants in DVE application and a large number of analyzed variables indicate that flexible simulation is more appropriate than mathematical modelling. To build a test bed will not be feasible.
Results from the evaluation demonstrate that the proposed active approach shows potential benefits to the improvement of the DVE's scalability but the degree of improvement depends on the users' movement pattern. Therefore, other active networking methods to support the 3D DVE geometry transmission may also be required
Squeezing the most benefit from network parallelism in datacenters
One big non-blocking switch is one of the most powerful and pervasive abstractions in datacenter networking. As Moore's law begins to wane, using parallelism to scale out processing units, vs. scale them up, is becoming exceedingly popular. The one-big-switch abstraction, for example, is typically implemented via leveraging massive degrees of parallelism behind the scene. In particular, in today's datacenters that exhibit a high degree of multi-pathing, each logical path between a communicating pair in the one-big-switch abstraction is mapped to a set of paths that can carry traffic in parallel. Similarly, each one-big-switch abstraction function, such as the firewall functionality, is mapped to a set of distributed hardware and software switches.
Efficiently deploying this pool of networking connectivity and preserving the functional correctness of network functions, in spite of the parallelism, are challenging. Efficiently balancing the load among multiple paths is challenging because microbursts, responsible for the majority of packet loss in datacenters today, usually last for only a few microseconds. Even the fastest traffic engineering schemes today have control loops that are several orders of magnitude slower (a few milliseconds to a few seconds), and are therefore ineffective in controlling microbursts. Correctly implementing network functions in the face of parallelism is hard because the distributed set of elements that in parallel implement a one-big-switch abstraction can inevitably have inconsistent states that may cause them to behave differently than one physical switch.
The first part of this thesis presents DRILL, a datacenter fabric for Clos networks which performs micro load balancing to distribute load as evenly as possible on microsecond timescales. To achieve this, DRILL employs packet-level decisions at each switch based on local queue occupancies and randomized algorithms to distribute load. Despite making per-packet forwarding decisions, by enforcing a tight control on queue occupancies, DRILL manages to keep the degree of packet reordering low. DRILL adapts to topological asymmetry (e.g. failures) in Clos networks by decomposing the network into symmetric components. Using a detailed switch hardware model, we simulate DRILL and show it outperforms recent edge-based load balancers particularly in the tail latency under heavy load, e.g., under 80% load, it reduces the 99.99th percentile of flow completion times of Presto and CONGA by 32% and 35%, respectively. Finally, we analyze DRILL's stability and throughput-efficiency.
In the second part, we focus on the correctness of one-big-switch abstraction's implementation. We first show that naively using parallelism to scale networking elements can cause incorrect behavior. For example, we show that an IDS system which operates correctly as a single network element can erroneously and permanently block hosts when it is replicated. We then provide a system, COCONUT, for seamless scale-out of network forwarding elements; that is, an SDN application programmer can program to what functionally appears to be a single forwarding element, but which may be replicated behind the scenes. To do this, we identify the key property for seamless scale out, weak causality, and guarantee it through a practical and scalable implementation of vector clocks in the data plane. We build a prototype of COCONUT and experimentally demonstrate its correct behavior. We also show that its abstraction enables a more efficient implementation of seamless scale-out compared to a naive baseline.
Finally, reasoning about network behavior requires a new model that enables us to distinguish between observable and unobservable events. So in the last part, we present the Input/Output Automaton (IOA) model and formalize networks' behaviors. Using this framework, we prove that COCONUT enables seamless scale out of networking elements, i.e., the user-perceived behavior of any COCONUT element implemented with a distributed set of concurrent replicas is provably indistinguishable from its singleton implementation
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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
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