1,828 research outputs found

    GRIDKIT: Pluggable overlay networks for Grid computing

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    A `second generation' approach to the provision of Grid middleware is now emerging which is built on service-oriented architecture and web services standards and technologies. However, advanced Grid applications have significant demands that are not addressed by present-day web services platforms. As one prime example, current platforms do not support the rich diversity of communication `interaction types' that are demanded by advanced applications (e.g. publish-subscribe, media streaming, peer-to-peer interaction). In the paper we describe the Gridkit middleware which augments the basic service-oriented architecture to address this particular deficiency. We particularly focus on the communications infrastructure support required to support multiple interaction types in a unified, principled and extensible manner-which we present in terms of the novel concept of pluggable overlay networks

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Dealing with Heterogeneity in a Fully Reliable Multicast Protocol

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    Many of the proposed multicast congestion avoidance algorithms are single-rate where heterogeneity is accommodated by adjusting the transmission rate as a response to the worst receiver in the group. Due to the Internet heterogeneity, a single-rate congestion co ntrol affects the overall satisfaction of the receivers in a multicast session. In this paper, we propose a multi-rate replicated scheme where some receivers (instead of the source) are designated to perform data replication for other receivers with lower capacity. To be more scalable and to minimize the bandwidth consumption due to data replication, the partitioning algorithm is per- formed on-the-fly by the routers depending on the feedback they receive. Neither a prior estimation of the receivers capacity is necessary nor a complex computation is required to execute our partitioning algorithm

    Reliable Multicast Transport for Heterogeneous Mobile IP environment using Cross-Layer Information

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    Reliable multicast transport architecture designed for heterogeneous mobile IP environment using cross-layer information for enhanced Quality of Service (QoS) and seamless handover is discussed. In particular, application-specific reliable multicast retransmission schemes are proposed, which are aimed to minimize the protocol overhead taking into account behaviour of mobile receivers (loss of connectivity and handover) and the specific application requirements for reliable delivery (such as carousel, one-to-many download and streaming delivery combined with recording). The proposed localized retransmission strategies are flexible configured for tree-based multicast transport. Cross layer interactions in order to enhance reliable transport and support seamless handover is discussed considering IEEE 802.21 media independent handover mechanisms. The implementation is based on Linux IPv6 environment. Simulations in ns2 focusing on the benefits of the proposed multicast retransmission schemes for particular application scenarios are presented

    On multicast flow control for heterogeneous receivers

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    Multicast Mobility in Mobile IP Version 6 (MIPv6) : Problem Statement and Brief Survey

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    Network architecture for large-scale distributed virtual environments

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    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 simulation­based 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
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