1,388 research outputs found

    Systematizing Decentralization and Privacy: Lessons from 15 Years of Research and Deployments

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    Decentralized systems are a subset of distributed systems where multiple authorities control different components and no authority is fully trusted by all. This implies that any component in a decentralized system is potentially adversarial. We revise fifteen years of research on decentralization and privacy, and provide an overview of key systems, as well as key insights for designers of future systems. We show that decentralized designs can enhance privacy, integrity, and availability but also require careful trade-offs in terms of system complexity, properties provided, and degree of decentralization. These trade-offs need to be understood and navigated by designers. We argue that a combination of insights from cryptography, distributed systems, and mechanism design, aligned with the development of adequate incentives, are necessary to build scalable and successful privacy-preserving decentralized systems

    LHView: Location Aware Hybrid Partial View

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    The rise of the Cloud creates enormous business opportunities for companies to provide global services, which requires applications supporting the operation of those services to scale while minimizing maintenance costs, either due to unnecessary allocation of resources or due to excessive human supervision and administration. Solutions designed to support such systems have tackled fundamental challenges from individual component failure to transient network partitions. A fundamental aspect that all scalable large systems have to deal with is the membership of the system, i.e, tracking the active components that compose the system. Most systems rely on membership management protocols that operate at the application level, many times exposing the interface of a logical overlay network, that should guarantee high scalability, efficiency, and robustness. Although these protocols are capable of repairing the overlay in face of large numbers of individual components faults, when scaling to global settings (i.e, geo-distributed scenarios), this robustness is a double edged-sword because it is extremely complex for a node in a system to distinguish between a set of simultaneously node failures and a (transient) network partition. Thus the occurrence of a network partition creates isolated sub-sets of nodes incapable of reconnecting even after the recovery from the partition. This work address this challenges by proposing a novel datacenter-aware membership protocol to tolerate network partitions by applying existing overlay management techniques and classification techniques that may allow the system to efficiently cope with such events without compromising the remaining properties of the overlay network. Furthermore, we strive to achieve these goals with a solution that requires minimal human intervention

    Energy efficient resource sharing for networked homes

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    Diese Arbeit beschäftigt sich mit Energieeffizienz für Heimnetzwerke. Sie zeigt inwiefern Stromsparen mittels Ressourcen- und Aufgaben-Sharing durch Kooperation möglich ist. Der globale Stromverbrauch eines Netzwerkes von Heimen, und auch der lokale Stromverbrauch eines einzelnen Heimes, können durch Lastkonzentration reduziert werden. Die Energieeffizienz des verteilten Falls, in welchem Aufgaben unter den Heimen verteilt werden, wird mit der Energieeffizienz des lokalen Falls ohne Verteilung für die gleiche Last verglichen. Eine Architektur, basierend auf Konzepten des Ressourcen-Sharings, der Virtualisierung und virtuellen Heimumgebungen, wird vorgestellt. Für diese Architektur werden Applikationen mit typischen Ressourcen-Anforderungen erforscht um aufzuzeigen unter welchen Umständen Strom gespart werden kann. Analytische Modelle und Simulationsmodelle sind entwickelt worden um den Vorteil des verteilten Falls unter verschiedenen Aspekten darzustellen

    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

    Hybrid Multicasting Using Automatic Multicast Tunnels (AMT)

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    Native Multicast plays an important role in distributing and managing delivery of some of the most popular Internet applications, such as IPTV and media delivery. However, due to patchy support and the existence of multiple approaches for Native Multicast, the support for Native Multicast is fragmented into isolated areas termed Multicast Islands. This renders Native Multicast unfit to be used as an Internet wide application. Instead, Application Layer Multicast, which does not have such network requirements but is more expensive in terms of bandwidth and overhead, can be used to connect the native multicast islands. This thesis proposes Opportunistic Native Multicast (ONM) which employs Application LayerMulticast (ALM), on top of a DHT-based P2P overlay network, and AutomaticMulticast Tunnelling (AMT) to connect these islands. ALM will be used for discovery and initiating the AMT tunnels. The tunnels will encapsulate the traffic going between islands' Primary Nodes (PNs). AMT was used for its added benefits such as security and being better at traffic shaping and Quality Of Service (QoS). While different approaches for connecting multicast islands exists, the system proposed in the thesis was designed with the following characteristics in mind: scalability, availability, interoperability, self-adaptation and efficiency. Importantly, by utilising AMT tunnels, this approach has unique properties that improve network security and management

    Security Engineering of Patient-Centered Health Care Information Systems in Peer-to-Peer Environments: Systematic Review

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    Background: Patient-centered health care information systems (PHSs) enable patients to take control and become knowledgeable about their own health, preferably in a secure environment. Current and emerging PHSs use either a centralized database, peer-to-peer (P2P) technology, or distributed ledger technology for PHS deployment. The evolving COVID-19 decentralized Bluetooth-based tracing systems are examples of disease-centric P2P PHSs. Although using P2P technology for the provision of PHSs can be flexible, scalable, resilient to a single point of failure, and inexpensive for patients, the use of health information on P2P networks poses major security issues as users must manage information security largely by themselves. Objective: This study aims to identify the inherent security issues for PHS deployment in P2P networks and how they can be overcome. In addition, this study reviews different P2P architectures and proposes a suitable architecture for P2P PHS deployment. Methods: A systematic literature review was conducted following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) reporting guidelines. Thematic analysis was used for data analysis. We searched the following databases: IEEE Digital Library, PubMed, Science Direct, ACM Digital Library, Scopus, and Semantic Scholar. The search was conducted on articles published between 2008 and 2020. The Common Vulnerability Scoring System was used as a guide for rating security issues. Results: Our findings are consolidated into 8 key security issues associated with PHS implementation and deployment on P2P networks and 7 factors promoting them. Moreover, we propose a suitable architecture for P2P PHSs and guidelines for the provision of PHSs while maintaining information security. Conclusions: Despite the clear advantages of P2P PHSs, the absence of centralized controls and inconsistent views of the network on some P2P systems have profound adverse impacts in terms of security. The security issues identified in this study need to be addressed to increase patients\u27 intention to use PHSs on P2P networks by making them safe to use

    An Overlay Architecture for Personalized Object Access and Sharing in a Peer-to-Peer Environment

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    Due to its exponential growth and decentralized nature, the Internet has evolved into a chaotic repository, making it difficult for users to discover and access resources of interest to them. As a result, users have to deal with the problem of information overload. The Semantic Web's emergence provides Internet users with the ability to associate explicit, self-described semantics with resources. This ability will facilitate in turn the development of ontology-based resource discovery tools to help users retrieve information in an efficient manner. However, it is widely believed that the Semantic Web of the future will be a complex web of smaller ontologies, mostly created by various groups of web users who share a similar interest, referred to as a Community of Interest. This thesis proposes a solution to the information overload problem using a user driven framework, referred to as a Personalized Web, that allows individual users to organize themselves into Communities of Interests based on ontologies agreed upon by all community members. Within this framework, users can define and augment their personalized views of the Internet by associating specific properties and attributes to resources and defining constraint-functions and rules that govern the interpretation of the semantics associated with the resources. Such views can then be used to capture the user's interests and integrate these views into a user-defined Personalized Web. As a proof of concept, a Personalized Web architecture that employs ontology-based semantics and a structured Peer-to-Peer overlay network to provide a foundation of semantically-based resource indexing and advertising is developed. In order to investigate mechanisms that support the resource advertising and retrieval of the Personalized Web architecture, three agent-driven advertising and retrieval schemes, the Aggressive scheme, the Crawler-based scheme, and the Minimum-Cover-Rule scheme, were implemented and evaluated in both stable and churn environments. In addition to the development of a Personalized Web architecture that deals with typical web resources, this thesis used a case study to explore the potential of the Personalized Web architecture to support future web service workflow applications. The results of this investigation demonstrated that the architecture can support the automation of service discovery, negotiation, and invocation, allowing service consumers to actualize a personalized web service workflow. Further investigation will be required to improve the performance of the automation and allow it to be performed in a secure and robust manner. In order to support the next generation Internet, further exploration will be needed for the development of a Personalized Web that includes ubiquitous and pervasive resources

    Media handling for conferencing in MANETs

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    Mobile Ad hoc NETworks (MANETs) are formed by devices set up temporarily to communicate without using a pre-existing network infrastructure. Devices in these networks are disparate in terms of resource capabilities (e.g. processing power, battery energy). Multihop Cellular Networks (MCNs) incorporate multihop mobile ad-hoc paradigms into 3G conventional single-hop cellular networks. Conferencing, an essential category of applications in MANETs and MCNs, includes popular applications such as audio/video conferencing. It is defined as an interactive multimedia service comprising online exchange of multimedia content among several users. Conferencing requires two sessions: a call signaling session and a media handling session. Call signaling is used to set up, modify, and tear down conference sessions. Media handling deals with aspects such as media transportation, media mixing, and transcoding. In this thesis, we are concerned with media handling for conferencing in MANETs and MCNs. We propose an architecture based on two overlay networks: one for mixing and one for control. The first overlay is composed of nodes acting as mixers. Each node in the network has a media connection with one mixer in the first overlay. A novel distributed mixing architecture that minimizes the number of mixers in end-to-end paths is proposed as an architectural solution for this first overlay. A sub-network of nodes, called controllers, composes the second overlay. Each controller controls a set of mixers, and collectively, they manage and control the two-overlay network. The management and control tasks are assured by a media signaling architecture based on an extended version of Megaco/H.L248. The two-overlay network is self-organizing, and thus automatically assigns users to mixers, controls mixers and controllers, and recovers the network from failures. We propose a novel self-organizing scheme that has three components: self-growing, self-shrinking and self-healing. Self-growing and self-shrinking use novel workload balancing schemes that make decisions to enable and disable mixers and controllers. The workload balancing schemes use resources efficiently by balancing the load among the nodes according to their capabilities. Self-healing detects failed nodes and recovers the network when failures of nodes with responsibilities (mixers and controllers) occur. Detection of failed nodes is based on a novel application-level failure detection architecture. A novel architecture for media handling in MCNs is proposed. We use mediator concepts to connect the media handling entities of a MANET with the media entities of a 3G cellular network. A media mediator assures signaling and media connectivity between the two networks and acts as a translator of the different media handling protocols

    Currency management system: a distributed banking service for the grid

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    Market based resource allocation mechanisms require mechanisms to regulate and manage the usage of traded resources. One mechanism to control this is the definition of some kind of currency. Within this context, we have implemented a first prototype of our Currency Management System, which stands for a decentralized and scalable banking service for the Grid. Basically, our system stores user accounts within a DHT and its basic operation is the transferFunds which, as its name suggests, transfers virtual currency from an account to one another
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