8 research outputs found

    Mobile Computing in Digital Ecosystems: Design Issues and Challenges

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    In this paper we argue that the set of wireless, mobile devices (e.g., portable telephones, tablet PCs, GPS navigators, media players) commonly used by human users enables the construction of what we term a digital ecosystem, i.e., an ecosystem constructed out of so-called digital organisms (see below), that can foster the development of novel distributed services. In this context, a human user equipped with his/her own mobile devices, can be though of as a digital organism (DO), a subsystem characterized by a set of peculiar features and resources it can offer to the rest of the ecosystem for use from its peer DOs. The internal organization of the DO must address issues of management of its own resources, including power consumption. Inside the DO and among DOs, peer-to-peer interaction mechanisms can be conveniently deployed to favor resource sharing and data dissemination. Throughout this paper, we show that most of the solutions and technologies needed to construct a digital ecosystem are already available. What is still missing is a framework (i.e., mechanisms, protocols, services) that can support effectively the integration and cooperation of these technologies. In addition, in the following we show that that framework can be implemented as a middleware subsystem that enables novel and ubiquitous forms of computation and communication. Finally, in order to illustrate the effectiveness of our approach, we introduce some experimental results we have obtained from preliminary implementations of (parts of) that subsystem.Comment: Proceedings of the 7th International wireless Communications and Mobile Computing conference (IWCMC-2011), Emergency Management: Communication and Computing Platforms Worksho

    Analyzing Peer Selection Policies for BitTorrent Multimedia On-Demand Streaming Systems in Internet

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    The adaptation of the BitTorrent protocol to multimedia on-demand streaming systems essentially lies on the modification of its two core algorithms, namely the piece and the peer selection policies, respectively. Much more attention has though been given to the piece selection policy. Within this context, this article proposes three novel peer selection policies for the design of BitTorrent-like protocols targeted at that type of systems: Select Balanced Neighbour Policy (SBNP), Select Regular Neighbour Policy (SRNP), and Select Optimistic Neighbour Policy (SONP). These proposals are validated through a competitive analysis based on simulations which encompass a variety of multimedia scenarios, defined in function of important characterization parameters such as content type, content size, and client interactivity profile. Service time, number of clients served and efficiency retrieving coefficient are the performance metrics assessed in the analysis. The final results mainly show that the novel proposals constitute scalable solutions that may be considered for real project designs. Lastly, future work is included in the conclusion of this paper.Comment: 19 PAGE

    A PERSISTENT SCHEME FOR MAPPING ROUTE QUERYING ON SHAPELESS PEER NETWORKS

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    Among the principal functions of the systems is earnestly resolving queries or data files/sources. This is absolutely the complication addressed in a period this study. In create systems, peers/files/sources are tabulated to start overlays with specialized geopolitics and qualities. Locating a detail or capital not outside a disorganized peer-to-peer chain is unquestionably an inordinately embarrassing situation. The program is proven to come sustain the quiz load prone to a category and services message inhibition, i.e., a guarantee that queries' routes meet pre-specified class-stationed bounds on their own united deduced action of quiz finding. The inefficiencies of quite unregulated systems likely partly addressed by amalgam P2P systems. Additional aspects associated with shortening convolution, guessing parameters, and variation to class-planted quiz proposal odds and trade loads are planned. The job of proposes a planning site peer’s hideout the finished product of past queries as knowledgeable by reverse-path forwarding. This structure involves substantial overhead, isn't load hypersensitive, and hasn't yet addicted guarantees on opera. An exact likeness from the capability field for such systems is offered and numerically fit it linked with indiscriminate walk occupying searches

    A DEPENDABLE PROCEDURE IN PURSUANCE OF ROUTE QUERIES IN OPEN P2P NETWORKS

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    One of the key functions of these programs is to effectively solve questions or search for files / resources. This is actually a problem addressed to this paper. For organized programs, colleagues / files / sources are organized to create a set of specific problems and attributes. Finding a document or service within an unwanted network is very difficult. This approach has been shown to reinforce the query burden in the services and services sector, which means that the query paths are consistent with the boundaries of the same category that are related to the layer being resolved. Unused applications may follow P2P hybrid programs. Additional features are taken with respect to limiting restrictions, measuring boundaries, and tuning classroom-based queries and car loads. Employee promotion strategy where peers hide recent query results as described in the redirection process. This method includes high quality, no risk, and no guarantee yet. Exposure is provided from the rope area of ​​these programs and corresponds to the number associated with random searches

    Análisis del comportamiento interactivo del cliente para diseñar políticas de selección de pares para protocolos basados en BitTorrent*

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    Este artículo propone un algoritmo para ser utilizado como base para diseñar políticas de selección de pares de protocolos basados en BitTorrent, teniendo en cuenta aplicaciones multimedia del tipo on-demand streaming y los escenarios interactivos. Para ello, se analiza el comportamiento interactivo del cliente al acceder a sistemas multimedia reales. Este análisis consiste en examinar cargas de trabajo de proveedores de contenidos reales y evaluar tres parámetros importantes, a saber, la dispersión temporal, la dispersión espacial, y la popularidad de la posición del objeto multimedia. Estos parámetros se utilizan como las principales pautas para escribir el algoritmo. Por último, la conclusión de este artículo se dibuja con desafíos y posibles trabajos futuros en este campo de investigación
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