1,004 research outputs found
Optimal configuration of active and backup servers for augmented reality cooperative games
Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective
GCP: Gossip-based Code Propagation for Large-scale Mobile Wireless Sensor Networks
Wireless sensor networks (WSN) have recently received an increasing interest.
They are now expected to be deployed for long periods of time, thus requiring
software updates. Updating the software code automatically on a huge number of
sensors is a tremendous task, as ''by hand'' updates can obviously not be
considered, especially when all participating sensors are embedded on mobile
entities. In this paper, we investigate an approach to automatically update
software in mobile sensor-based application when no localization mechanism is
available. We leverage the peer-to-peer cooperation paradigm to achieve a good
trade-off between reliability and scalability of code propagation. More
specifically, we present the design and evaluation of GCP ({\emph Gossip-based
Code Propagation}), a distributed software update algorithm for mobile wireless
sensor networks. GCP relies on two different mechanisms (piggy-backing and
forwarding control) to improve significantly the load balance without
sacrificing on the propagation speed. We compare GCP against traditional
dissemination approaches. Simulation results based on both synthetic and
realistic workloads show that GCP achieves a good convergence speed while
balancing the load evenly between sensors
Gossiping with Multiple Messages
This paper investigates the dissemination of multiple pieces of information
in large networks where users contact each other in a random uncoordinated
manner, and users upload one piece per unit time. The underlying motivation is
the design and analysis of piece selection protocols for peer-to-peer networks
which disseminate files by dividing them into pieces. We first investigate
one-sided protocols, where piece selection is based on the states of either the
transmitter or the receiver. We show that any such protocol relying only on
pushes, or alternatively only on pulls, is inefficient in disseminating all
pieces to all users. We propose a hybrid one-sided piece selection protocol --
INTERLEAVE -- and show that by using both pushes and pulls it disseminates
pieces from a single source to users in time, while obeying
the constraint that each user can upload at most one piece in one unit of time,
with high probability for large . An optimal, unrealistic centralized
protocol would take time in this setting. Moreover, efficient
dissemination is also possible if the source implements forward erasure coding,
and users push the latest-released coded pieces (but do not pull). We also
investigate two-sided protocols where piece selection is based on the states of
both the transmitter and the receiver. We show that it is possible to
disseminate pieces to users in time, starting from an
initial state where each user has a unique piece.Comment: Accepted to IEEE INFOCOM 200
Resource-Aware Multimedia Content Delivery: A Gambling Approach
In this paper, we propose a resource-aware solution to achieving reliable and scalable stream diffusion in a probabilistic model, i.e. where communication links and processes are subject to message losses and crashes, respectively. Our solution is resource-aware in the sense that it limits the memory consumption, by strictly scoping the knowledge each process has about the system, and the bandwidth available to each process, by assigning a fixed quota of messages to each process. We describe our approach as gambling in the sense that it consists in accepting to give up on a few processes sometimes, in the hope of better serving all processes most of the time. That is, our solution deliberately takes the risk not to reach some processes in some executions, in order to reach every process in most executions. The underlying stream diffusion algorithm is based on a tree-construction technique that dynamically distributes the load of forwarding stream packets among processes, based on their respective available bandwidths. Simulations show that this approach pays off when compared to traditional gossiping, when the latter faces identical bandwidth constraint
Overview of Polkadot and its Design Considerations
In this paper we describe the design components of the heterogenous
multi-chain protocol Polkadot and explain how these components help Polkadot
address some of the existing shortcomings of blockchain technologies. At
present, a vast number of blockchain projects have been introduced and employed
with various features that are not necessarily designed to work with each
other. This makes it difficult for users to utilise a large number of
applications on different blockchain projects. Moreover, with the increase in
number of projects the security that each one is providing individually becomes
weaker. Polkadot aims to provide a scalable and interoperable framework for
multiple chains with pooled security that is achieved by the collection of
components described in this paper
Resource-Aware Multimedia Content Delivery: A Gambling Approach
In this paper, we propose a resource-aware solution to achieving reliable and scalable stream diffusion in a probabilistic model, i.e. where communication links and processes are subject to message losses and crashes, respectively. Our solution is resource-aware in the sense that it limits the memory consumption, by strictly scoping the knowledge each process has about the system, and the bandwidth available to each process, by assigning a fixed quota of messages to each process. We describe our approach as gambling in the sense that it consists in accepting to give up on a few processes sometimes, in the hope of better serving all processes most of the time. That is, our solution deliberately takes the risk not to reach some processes in some executions, in order to reach every process in most executions. The underlying stream diffusion algorithm is based on a tree-construction technique that dynamically distributes the load of forwarding stream packets among processes, based on their respective available bandwidths. Simulations show that this approach pays off when compared to traditional gossiping, when the latter faces identical bandwidth constraint
OnionBots: Subverting Privacy Infrastructure for Cyber Attacks
Over the last decade botnets survived by adopting a sequence of increasingly
sophisticated strategies to evade detection and take overs, and to monetize
their infrastructure. At the same time, the success of privacy infrastructures
such as Tor opened the door to illegal activities, including botnets,
ransomware, and a marketplace for drugs and contraband. We contend that the
next waves of botnets will extensively subvert privacy infrastructure and
cryptographic mechanisms. In this work we propose to preemptively investigate
the design and mitigation of such botnets. We first, introduce OnionBots, what
we believe will be the next generation of resilient, stealthy botnets.
OnionBots use privacy infrastructures for cyber attacks by completely
decoupling their operation from the infected host IP address and by carrying
traffic that does not leak information about its source, destination, and
nature. Such bots live symbiotically within the privacy infrastructures to
evade detection, measurement, scale estimation, observation, and in general all
IP-based current mitigation techniques. Furthermore, we show that with an
adequate self-healing network maintenance scheme, that is simple to implement,
OnionBots achieve a low diameter and a low degree and are robust to
partitioning under node deletions. We developed a mitigation technique, called
SOAP, that neutralizes the nodes of the basic OnionBots. We also outline and
discuss a set of techniques that can enable subsequent waves of Super
OnionBots. In light of the potential of such botnets, we believe that the
research community should proactively develop detection and mitigation methods
to thwart OnionBots, potentially making adjustments to privacy infrastructure.Comment: 12 pages, 8 figure
Resource-Aware Multimedia Content Delivery: A Gambling Approach
In this paper, we propose a resource-aware solution to achieving reliable and scalable stream diffusion in a probabilistic model, i.e. where communication links and processes are subject to message losses and crashes, respectively. Our solution is resource-aware in the sense that it limits the memory consumption, by strictly scoping the knowledge each process has about the system, and the bandwidth available to each process, by assigning a fixed quota of messages to each process. We describe our approach as gambling in the sense that it consists in accepting to give up on a few processes sometimes, in the hope of better serving all processes most of the time. That is, our solution deliberately takes the risk not to reach some processes in some executions, in order to reach every process in most executions. The underlying stream diffusion algorithm is based on a tree-construction technique that dynamically distributes the load of forwarding stream packets among processes, based on their respective available bandwidths. Simulations show that this approach pays off when compared to traditional gossiping, when the latter faces identical bandwidth constraints
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