13,113 research outputs found

    Scalable propagation of continuous actions in peer-to-peer-based massively multiuser virtual environments : the continuous events approach

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    Peer-to-Peer-based Massively Multiuser Virtual Environments (P2P-MMVEs) provide a shared virtual environment for up to several thousand simultaneous users based on a peer-to-peer network. Users interact in the virtual environment by controlling virtual representations of themselves, so-called avatars. Their computers communicate with each other via a wide area network such as the Internet to provide the shared virtual environment. A crucial challenge for P2P-MMVEs is propagating state changes of objects in the virtual environment between a large number of user computers in a scalable way. Objects may change their state on one of the computers, e.g. their position. Information about a state change has to be propagated via the peer-to-peer network to computers of other users whose avatars are able to perceive the object. Optimization algorithms for a scalable propagation of state changes are needed because of the very large number of users and the typically limited bandwidth of their Internet connections. This thesis describes an approach that optimizes the propagation of state changes caused by continuous actions. Continuous actions lead to multiple subsequent state changes over a given period of time. Instead of propagating each subsequent state change caused by continuous actions via the network, the approach propagates descriptions of the actions included in so-called continuous events. Based on the descriptions, the subsequent state changes are calculated and applied over time on each user's computer. Continuous events contain information about (1) the timing of calculations, (2) the spatial extent of the influence of the continuous action in the virtual environment over time and (3) the effect of the continuous action on influenced objects over time. The propagation and management of continuous events is performed based on the spatial publish subscribe communication model. Each user computer declares interest in a certain space in the virtual environment. If the space intersects with the spatial extent of the influence of a continuous event, the particular computer is provided with the continuous event. This thesis describes the basic concept of continuous events, presents a system architecture for support of continuous events in the context of a given target system model for P2P-MMVEs, and evaluates the continuous events approach based on a prototypical implementation of the system architecture

    JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing

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    With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft

    Exploiting P2P in the Creation of Game Worlds

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    Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game – NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the player’s experience

    Query management in a sensor environment

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    Traditional sensor network deployments consisted of fixed infrastructures and were relatively small in size. More and more, we see the deployment of ad-hoc sensor networks with heterogeneous devices on a larger scale, posing new challenges for device management and query processing. In this paper, we present our design and prototype implementation of XSense, an architecture supporting metadata and query services for an underlying large scale dynamic P2P sensor network. We cluster sensor devices into manageable groupings to optimise the query process and automatically locate appropriate clusters based on keyword abstraction from queries. We present experimental analysis to show the benefits of our approach and demonstrate improved query performance and scalability

    The essence of P2P: A reference architecture for overlay networks

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    The success of the P2P idea has created a huge diversity of approaches, among which overlay networks, for example, Gnutella, Kazaa, Chord, Pastry, Tapestry, P-Grid, or DKS, have received specific attention from both developers and researchers. A wide variety of algorithms, data structures, and architectures have been proposed. The terminologies and abstractions used, however, have become quite inconsistent since the P2P paradigm has attracted people from many different communities, e.g., networking, databases, distributed systems, graph theory, complexity theory, biology, etc. In this paper we propose a reference model for overlay networks which is capable of modeling different approaches in this domain in a generic manner. It is intended to allow researchers and users to assess the properties of concrete systems, to establish a common vocabulary for scientific discussion, to facilitate the qualitative comparison of the systems, and to serve as the basis for defining a standardized API to make overlay networks interoperable

    Experimental Results and Evaluation of SmartBox Stimulation Device in a P2P E-learning System

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    In this paper, we present the experimental results and evaluation of the SmartBox stimulation device in P2P e-learning system which is based on JXTA-Overlay. We also show the design and implementation of the SmartBox environment that is used for stimulating the learners motivation to increase the learning efficiency. The SmartBox is integrated with our P2P system as a useful tool for monitoring and controlling learnersÂż activity. We found by experimental results that the SmartBox is an effective way to increase the learnerÂżs concentration. We also investigated the relation between learnerÂżs body movement, concentration, and amount of study. From the experimental results, we conclude that the use of SmartBox is an effective way to stimulate the learners in order to continue studying while maintaining the concentration.En aquest article es presenten els resultats experimentals i l'avaluaciĂł del dispositiu d'estimulaciĂł SmartBox en un sistema d'aprenentatge en lĂ­nia P2P que es basa en la superposiciĂł de JXTA. TambĂ© es mostra el disseny i implementaciĂł de l'ambient de l'SmartBox que s'utilitza per a estimular la motivaciĂł dels estudiants per augmentar l'eficiĂšncia en l'aprenentatge. L'SmartBox s'integra amb el nostre sistema de P2P com una eina Ăștil per al monitoratge i per controlar l'activitat dels alumnes. Pels resultats experimentals trobem que l'SmartBox Ă©s una forma efectiva d'augmentar la concentraciĂł de l'alumne. TambĂ© es va investigar la relaciĂł entre el moviment del cos de l'alumne, la concentraciĂł i la quantitat d'estudis. Dels resultats experimentals es conclou que l'Ășs de l'SmartBox Ă©s una manera efectiva d'estimular els estudiants per tal que continuĂŻn els seus estudis mentre es mantĂ© la seva concentraciĂł.En este artĂ­culo se presentan los resultados experimentales y la evaluaciĂłn del dispositivo de estimulaciĂłn SmartBox en un sistema de aprendizaje en lĂ­nea P2P que se basa en la superposiciĂłn de JXTA. TambiĂ©n se muestra el diseño e implementaciĂłn del ambiente del SmartBox que se utiliza para estimular la motivaciĂłn de los estudiantes para aumentar la eficiencia en el aprendizaje. El SmartBox se integra con nuestro sistema de P2P como una herramienta Ăștil para la monitorizaciĂłn y para controlar la actividad de los alumnos. Por los resultados experimentales encontramos que la SmartBox es una forma efectiva de aumentar la concentraciĂłn del alumno. TambiĂ©n se investigĂł la relaciĂłn entre el movimiento del cuerpo del alumno, la concentraciĂłn y la cantidad de estudios. De los resultados experimentales se concluye que el uso del SmartBox es una manera efectiva de estimular a los estudiantes para que continĂșen sus estudios mientras se mantiene su concentraciĂłn
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