92,026 research outputs found
A Resource Intensive Traffic-Aware Scheme for Cluster-based Energy Conservation in Wireless Devices
Wireless traffic that is destined for a certain device in a network, can be
exploited in order to minimize the availability and delay trade-offs, and
mitigate the Energy consumption. The Energy Conservation (EC) mechanism can be
node-centric by considering the traversed nodal traffic in order to prolong the
network lifetime. This work describes a quantitative traffic-based approach
where a clustered Sleep-Proxy mechanism takes place in order to enable each
node to sleep according to the time duration of the active traffic that each
node expects and experiences. Sleep-proxies within the clusters are created
according to pairwise active-time comparison, where each node expects during
the active periods, a requested traffic. For resource availability and recovery
purposes, the caching mechanism takes place in case where the node for which
the traffic is destined is not available. The proposed scheme uses Role-based
nodes which are assigned to manipulate the traffic in a cluster, through the
time-oriented backward difference traffic evaluation scheme. Simulation study
is carried out for the proposed backward estimation scheme and the
effectiveness of the end-to-end EC mechanism taking into account a number of
metrics and measures for the effects while incrementing the sleep time duration
under the proposed framework. Comparative simulation results show that the
proposed scheme could be applied to infrastructure-less systems, providing
energy-efficient resource exchange with significant minimization in the power
consumption of each device.Comment: 6 pages, 8 figures, To appear in the proceedings of IEEE 14th
International Conference on High Performance Computing and Communications
(HPCC-2012) of the Third International Workshop on Wireless Networks and
Multimedia (WNM-2012), 25-27 June 2012, Liverpool, U
Performance Analysis of Publish/Subscribe Systems
The Desktop Grid offers solutions to overcome several challenges and to
answer increasingly needs of scientific computing. Its technology consists
mainly in exploiting resources, geographically dispersed, to treat complex
applications needing big power of calculation and/or important storage
capacity. However, as resources number increases, the need for scalability,
self-organisation, dynamic reconfigurations, decentralisation and performance
becomes more and more essential. Since such properties are exhibited by P2P
systems, the convergence of grid computing and P2P computing seems natural. In
this context, this paper evaluates the scalability and performance of P2P tools
for discovering and registering services. Three protocols are used for this
purpose: Bonjour, Avahi and Free-Pastry. We have studied the behaviour of
theses protocols related to two criteria: the elapsed time for registrations
services and the needed time to discover new services. Our aim is to analyse
these results in order to choose the best protocol we can use in order to
create a decentralised middleware for desktop grid
Mobile Online Gaming via Resource Sharing
Mobile gaming presents a number of main issues which remain open. These are
concerned mainly with connectivity, computational capacities, memory and
battery constraints. In this paper, we discuss the design of a fully
distributed approach for the support of mobile Multiplayer Online Games (MOGs).
In mobile environments, several features might be exploited to enable resource
sharing among multiple devices / game consoles owned by different mobile users.
We show the advantages of trading computing / networking facilities among
mobile players. This operation mode opens a wide number of interesting sharing
scenarios, thus promoting the deployment of novel mobile online games. In
particular, once mobile nodes make their resource available for the community,
it becomes possible to distribute the software modules that compose the game
engine. This allows to distribute the workload for the game advancement
management. We claim that resource sharing is in unison with the idea of ludic
activity that is behind MOGs. Hence, such schemes can be profitably employed in
these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation
and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012.
Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-
Cross-Layer Peer-to-Peer Track Identification and Optimization Based on Active Networking
P2P applications appear to emerge as ultimate killer applications due to their ability to construct highly dynamic overlay topologies with rapidly-varying and unpredictable traffic dynamics, which can constitute a serious challenge even for significantly over-provisioned IP networks. As a result, ISPs are facing new, severe network management problems that are not guaranteed to be addressed by statically deployed network engineering mechanisms. As a first step to a more complete solution to these problems, this paper proposes a P2P measurement, identification and optimisation architecture, designed to cope with the dynamicity and unpredictability of existing, well-known and future, unknown P2P systems. The purpose of this architecture is to provide to the ISPs an effective and scalable approach to control and optimise the traffic produced by P2P applications in their networks. This can be achieved through a combination of different application and network-level programmable techniques, leading to a crosslayer identification and optimisation process. These techniques can be applied using Active Networking platforms, which are able to quickly and easily deploy architectural components on demand. This flexibility of the optimisation architecture is essential to address the rapid development of new P2P protocols and the variation of known protocols
Enabling scalability by partitioning virtual environments using frontier sets
We present a class of partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is subdivided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells (two frontiers), FAB and FBA. By definition, from no cell in FAB is any cell in FBA visible and vice versa.
Our initial use of frontier sets has been to enable scalability in distributed networking. This is possible because, for example, if at time t0 Player1 is in cell A and Player2 is in cell B, as long as they stay in their respective frontiers, they do not need to send update information to each other.
In this paper we describe two strategies for building frontier sets. Both strategies are dynamic and compute frontiers only as necessary at runtime. The first is distance-based frontiers. This strategy requires precomputation of an enhanced potentially visible set. The second is greedy frontiers. This strategy is more expensive to compute at runtime, however it leads to larger and thus more efficient frontiers.
Network simulations using code based on the Quake II engine show that frontiers have significant promise and may allow a new class of scalable peer-to-peer game infrastructures to emerge
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