392 research outputs found

    CliqueStream: an efficient and fault-resilient live streaming network on a clustered peer-to-peer overlay

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    Several overlay-based live multimedia streaming platforms have been proposed in the recent peer-to-peer streaming literature. In most of the cases, the overlay neighbors are chosen randomly for robustness of the overlay. However, this causes nodes that are distant in terms of proximity in the underlying physical network to become neighbors, and thus data travels unnecessary distances before reaching the destination. For efficiency of bulk data transmission like multimedia streaming, the overlay neighborhood should resemble the proximity in the underlying network. In this paper, we exploit the proximity and redundancy properties of a recently proposed clique-based clustered overlay network, named eQuus, to build efficient as well as robust overlays for multimedia stream dissemination. To combine the efficiency of content pushing over tree structured overlays and the robustness of data-driven mesh overlays, higher capacity stable nodes are organized in tree structure to carry the long haul traffic and less stable nodes with intermittent presence are organized in localized meshes. The overlay construction and fault-recovery procedures are explained in details. Simulation study demonstrates the good locality properties of the platform. The outage time and control overhead induced by the failure recovery mechanism are minimal as demonstrated by the analysis.Comment: 10 page

    OnionBots: Subverting Privacy Infrastructure for Cyber Attacks

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    Over the last decade botnets survived by adopting a sequence of increasingly sophisticated strategies to evade detection and take overs, and to monetize their infrastructure. At the same time, the success of privacy infrastructures such as Tor opened the door to illegal activities, including botnets, ransomware, and a marketplace for drugs and contraband. We contend that the next waves of botnets will extensively subvert privacy infrastructure and cryptographic mechanisms. In this work we propose to preemptively investigate the design and mitigation of such botnets. We first, introduce OnionBots, what we believe will be the next generation of resilient, stealthy botnets. OnionBots use privacy infrastructures for cyber attacks by completely decoupling their operation from the infected host IP address and by carrying traffic that does not leak information about its source, destination, and nature. Such bots live symbiotically within the privacy infrastructures to evade detection, measurement, scale estimation, observation, and in general all IP-based current mitigation techniques. Furthermore, we show that with an adequate self-healing network maintenance scheme, that is simple to implement, OnionBots achieve a low diameter and a low degree and are robust to partitioning under node deletions. We developed a mitigation technique, called SOAP, that neutralizes the nodes of the basic OnionBots. We also outline and discuss a set of techniques that can enable subsequent waves of Super OnionBots. In light of the potential of such botnets, we believe that the research community should proactively develop detection and mitigation methods to thwart OnionBots, potentially making adjustments to privacy infrastructure.Comment: 12 pages, 8 figure

    SPAD: a distributed middleware architecture for QoS enhanced alternate path discovery

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    In the next generation Internet, the network will evolve from a plain communication medium into one that provides endless services to the users. These services will be composed of multiple cooperative distributed application elements. We name these services overlay applications. The cooperative application elements within an overlay application will build a dynamic communication mesh, namely an overlay association. The Quality of Service (QoS) perceived by the users of an overlay application greatly depends on the QoS experienced on the communication paths of the corresponding overlay association. In this paper, we present SPAD (Super-Peer Alternate path Discovery), a distributed middleware architecture that aims at providing enhanced QoS between end-points within an overlay association. To achieve this goal, SPAD provides a complete scheme to discover and utilize composite alternate end-to end paths with better QoS than the path given by the default IP routing mechanisms

    On service optimization in community network micro-clouds

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    Cotutela Universitat Politècnica de Catalunya i KTH Royal Institute of TechnologyInternet coverage in the world is still weak and local communities are required to come together and build their own network infrastructures. People collaborate for the common goal of accessing the Internet and cloud services by building Community networks (CNs). The use of Internet cloud services has grown over the last decade. Community network cloud infrastructures (i.e. micro-clouds) have been introduced to run services inside the network, without the need to consume them from the Internet. CN micro-clouds aims for not only an improved service performance, but also an entry point for an alternative to Internet cloud services in CNs. However, the adaptation of the services to be used in CN micro-clouds have their own challenges since the use of low-capacity devices and wireless connections without a central management is predominant in CNs. Further, large and irregular topology of the network, high software and hardware diversity and different service requirements in CNs, makes the CN micro-clouds a challenging environment to run local services, and to achieve service performance and quality similar to Internet cloud services. In this thesis, our main objective is the optimization of services (performance, quality) in CN micro-clouds, facilitating entrance to other services and motivating members to make use of CN micro-cloud services as an alternative to Internet services. We present an approach to handle services in CN micro-cloud environments in order to improve service performance and quality that can be approximated to Internet services, while also giving to the community motivation to use CN micro-cloud services. Furthermore, we break the problem into different levels (resource, service and middleware), propose a model that provides improvements for each level and contribute with information that helps to support the improvements (in terms of service performance and quality) in the other levels. At the resource level, we facilitate the use of community devices by utilizing virtualization techniques that isolate and manage CN micro-cloud services in order to have a multi-purpose environment that fosters services in the CN micro-cloud environment. At the service level, we build a monitoring tool tailored for CN micro-clouds that helps us to analyze service behavior and performance in CN micro-clouds. Subsequently, the information gathered enables adaptation of the services to the environment in order to improve their quality and performance under CN environments. At the middleware level, we build overlay networks as the main communication system according to the social information in order to improve paths and routes of the nodes, and improve transmission of data across the network by utilizing the relationships already established in the social network or community of practices that are related to the CNs. Therefore, service performance in CN micro-clouds can become more stable with respect to resource usage, performance and user perceived quality.Acceder a Internet sigue siendo un reto en muchas partes del mundo y las comunidades locales se ven en la necesidad de colaborar para construir sus propias infraestructuras de red. Los usuarios colaboran por el objetivo común de acceder a Internet y a los servicios en la nube construyendo redes comunitarias (RC). El uso de servicios de Internet en la nube ha crecido durante la última década. Las infraestructuras de nube en redes comunitarias (i.e., micronubes) han aparecido para albergar servicios dentro de las mismas redes, sin tener que acceder a Internet para usarlos. Las micronubes de las RC no solo tienen por objetivo ofrecer un mejor rendimiento, sino también ser la puerta de entrada en las RC hacia una alternativa a los servicios de Internet en la nube. Sin embargo, la adaptación de los servicios para ser usados en micronubes de RC conlleva sus retos ya que el uso de dispositivos de recursos limitados y de conexiones inalámbricas sin una gestión centralizada predominan en las RC. Más aún, la amplia e irregular topología de la red, la diversidad en el hardware y el software y los diferentes requisitos de los servicios en RC convierten en un desafío albergar servicios locales en micronubes de RC y obtener un rendimiento y una calidad del servicio comparables a los servicios de Internet en la nube. Esta tesis tiene por objetivo la optimización de servicios (rendimiento, calidad) en micronubes de RC, facilitando la entrada a otros servicios y motivando a sus miembros a usar los servicios en la micronube de RC como una alternativa a los servicios en Internet. Presentamos una aproximación para gestionar los servicios en entornos de micronube de RC para mejorar su rendimiento y calidad comparable a los servicios en Internet, a la vez que proporcionamos a la comunidad motivación para usar los servicios de micronube en RC. Además, dividimos el problema en distintos niveles (recursos, servicios y middleware), proponemos un modelo que proporciona mejoras para cada nivel y contribuye con información que apoya las mejoras (en términos de rendimiento y calidad de los servicios) en los otros niveles. En el nivel de los recursos, facilitamos el uso de dispositivos comunitarios al emplear técnicas de virtualización que aíslan y gestionan los servicios en micronubes de RC para obtener un entorno multipropósito que fomenta los servicios en el entorno de micronube de RC. En el nivel de servicio, construimos una herramienta de monitorización a la medida de las micronubes de RC que nos ayuda a analizar el comportamiento de los servicios y su rendimiento en micronubes de RC. Luego, la información recopilada permite adaptar los servicios al entorno para mejorar su calidad y rendimiento bajo las condiciones de una RC. En el nivel de middleware, construimos redes de overlay que actúan como el sistema de comunicación principal de acuerdo a información social para mejorar los caminos y las rutas de los nodos y mejoramos la transmisión de datos a lo largo de la red al utilizar las relaciones preestablecidas en la red social o la comunidad de prácticas que están relacionadas con las RC. De este modo, el rendimiento en las micronubes de RC puede devenir más estable respecto al uso de recursos, el rendimiento y la calidad percibidas por el usuario.Postprint (published version

    Enhancing the multicast performance of structured P2P overlay in supporting Massively Multiplayer Online Games

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    Scribe is a scalable application level multicast infrastructure. We have developed two techniques to improve the performance of Scribe in terms of latency and bandwidth distribution. The first technique identifies that the final hop of Scribe traffic path is largely selected without any proximity consideration and incurs the longest distance traveled. To overcome this, we introduce Proximity Neighbor Selection (PNS) into the final hop for latency improvement. The second technique builds a hierarchical two-level overlay. While PNS can be applied at both levels for latency performance, the bandwidth stress required by applications can now be distributed among the nodes in the higher level overlay. Our simulation using GT-ITM topology has shown that both techniques have improved the latency performance for more than 30 percent, and the two-level overlay has improved the bandwidth distribution up to 2.7 times, comparing with what can be achieved by a standard Scribe overlay. We have developed the techniques in the context of Massively Multiplayer Online Games (MMOGs). While Scribe provides a possible platform for the scalable deployment of MMOGs, game developers may leverage the techniques to enhance the design of real-time interactions between players in the game world
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