11,781 research outputs found
Managing client bandwidth in the presence of both real-time and non real-time network traffic
Abstract—Managing client downstream bandwidth is an issue that is rapidly gaining in importance due to the increasing extent to which multimedia content is being exploited in networked applications. Depending on its characteristics, this multimedia content is exchanged in either a real-time or non real-time manner. In this paper, we present the NIProxy, a network intermediary which introduces different types of intelligence in the transportation network in an attempt to improve the Quality of Experience (QoE) provided to users of networked applications. In particular, we concentrate on the NIProxy’s bandwidth distri-bution functionality and we report on how support for non real-time network traffic was incorporated through the adoption of buffering as well as rate control techniques. Using representative experimental results, we demonstrate the NIProxy’s capability to successfully manage client downstream bandwidth in the presence of both real-time and non real-time network traffic. In addition, the presented experimental results are compared to the default scenario in which the NIProxy is not involved, revealing a considerable improvement in the user’s QoE in case the NIProxy’s bandwidth management functionality is leveraged. I
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
The evaluation of an active networking approach for supporting the QOS requirements of distributed virtual environments
This paper describes work that is part of a more general investigation into how Active Network ideas
might benefit large scale Distributed-Virtual-Environments (DVEs). Active Network approaches have been
shown to offer improved solutions to the Scalable Reliable Multicast problem, and this is in a sense the lowest
level at which Active Networks might benefit DVEs in supporting the peer-to-peer architectures considered
most promising for large scale DVEs. To go further than this, the key benefit of Active Networking is the ability
to take away from the application the need to understand the network topology and delegate the execution of
certain actions, for example intelligent message pruning, to the network itself. The need to exchange geometrical
information results in a type of traffic that can place occasional, short-lived, but heavy loads on the network.
However, the Level of Detail (LoD) concept provides the potential to reduce this loading in certain circumstances.
This paper introduces the performance modelling approach being used to evaluate the effectiveness of
active network approaches for supporting DVEs and presents an evaluation of messages filtering mechanisms,
which are based on the (LoD) concept. It describes the simulation experiment used to carry out the evaluation,
presents its results and discusses plans for future work
Recommended from our members
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
Managing a Fleet of Autonomous Mobile Robots (AMR) using Cloud Robotics Platform
In this paper, we provide details of implementing a system for managing a
fleet of autonomous mobile robots (AMR) operating in a factory or a warehouse
premise. While the robots are themselves autonomous in its motion and obstacle
avoidance capability, the target destination for each robot is provided by a
global planner. The global planner and the ground vehicles (robots) constitute
a multi agent system (MAS) which communicate with each other over a wireless
network. Three different approaches are explored for implementation. The first
two approaches make use of the distributed computing based Networked Robotics
architecture and communication framework of Robot Operating System (ROS) itself
while the third approach uses Rapyuta Cloud Robotics framework for this
implementation. The comparative performance of these approaches are analyzed
through simulation as well as real world experiment with actual robots. These
analyses provide an in-depth understanding of the inner working of the Cloud
Robotics Platform in contrast to the usual ROS framework. The insight gained
through this exercise will be valuable for students as well as practicing
engineers interested in implementing similar systems else where. In the
process, we also identify few critical limitations of the current Rapyuta
platform and provide suggestions to overcome them.Comment: 14 pages, 15 figures, journal pape
- …