8 research outputs found
Mobile Computing in Digital Ecosystems: Design Issues and Challenges
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
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
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
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 polÃticas de selección de pares para protocolos basados en BitTorrent*
Este artÃculo propone un algoritmo para ser
utilizado como base para diseñar polÃticas 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 artÃculo
se dibuja con desafÃos y posibles trabajos futuros en este campo
de investigación