61 research outputs found

    EESMR: Energy Efficient BFT-SMR for the masses

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    Modern Byzantine Fault-Tolerant State Machine Replication (BFT-SMR) solutions focus on reducing communication complexity, improving throughput, or lowering latency. This work explores the energy efficiency of BFT-SMR protocols. First, we propose a novel SMR protocol that optimizes for the steady state, i.e., when the leader is correct. This is done by reducing the number of required signatures per consensus unit and the communication complexity by order of the number of nodes n compared to the state-of-the-art BFT-SMR solutions. Concretely, we employ the idea that a quorum (collection) of signatures on a proposed value is avoidable during the failure-free runs. Second, we model and analyze the energy efficiency of protocols and argue why the steady-state needs to be optimized. Third, we present an application in the cyber-physical system (CPS) setting, where we consider a partially connected system by optionally leveraging wireless multicasts among neighbors. We analytically determine the parameter ranges for when our proposed protocol offers better energy efficiency than communicating with a baseline protocol utilizing an external trusted node. We present a hypergraph-based network model and generalize previous fault tolerance results to the model. Finally, we demonstrate our approach's practicality by analyzing our protocol's energy efficiency through experiments on a CPS test bed. In particular, we observe as high as 64% energy savings when compared to the state-of-the-art SMR solution for n=10 settings using BLE.Comment: Appearing in Middleware 202

    Distributed control of coded networks

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 97-101).The introduction of network coding has the potential to revolutionize the way people operate networks. For the benefits of network coding to be realized, distributed solutions are needed for various network problems. In this work, we look at three aspects of distributed control of coded networks. The first one is distributed algorithms for establishing minimum-cost multicast connections in coded networks. The subgraph optimization problem can be viewed as an linear optimization problem, and we look at algorithms that solve this problem for both static and dynamic multicasts. For static multicast, we present decentralized dual subgradient algorithms to find the min-cost subgraph. Due to the special structure of the network coding problem, we can recover a feasible primal solution after each iteration, and also derive theoretical bounds on the convergence rate in both the dual and the primal spaces. In addition, we propose heuristics to further improve our algorithm, and demonstrate through simulations that the distributed algorithm converges to the optimal subgraph quickly and is robust against network topology changes. For dynamic multicast, we introduce two types of rearrangements, link rearrangement and code rearrangement, to characterize disturbances to users. We present algorithms to solve the online network coding problem, and demonstrate through simulations that the algorithms can adapt to changing demands of the multicast group while minimizing disturbances to existing users.(cont.) The second part of our work focuses on analysis of COPE, a distributed opportunistic network coding system for wireless mesh networks. Experiments have shown that COPE can improve network throughput significantly, but current theoretical analysis fails to fully explain this performance. We argue that the key factor that shapes COPE's performance curve is the interaction between COPE and the MAC protocol. We also propose a simple modification to COPE that can further increase the network throughput. Finally, we study network coding for content distribution in peer-to-peer networks. Such systems can improve the speed of downloads and the robustness of the systems. However, they are very vulnerable to Byzantine attacks, and we need to have a signature scheme that allows nodes to check the validity of a packet without decoding. In this work, we propose such a signature scheme for network coding. Our scheme makes use of the linearity property of the packets in a coded system, and allows nodes to check the integrity of the packets received easily. We show that the proposed scheme is secure, and its overhead is negligible for large files.by Fang Zhao.Ph.D

    Multicast Services for Multimedia Collaborative Applications

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    This work aims at providing multicast services for multimedia collaborative applications over large inter-networks such as the Internet. Multimedia collaborative applications are typically of small group size, slow group membership dynamics, and awareness of participants\u27 identities and locations. Moreover, they usually consist of several components such as audio, video, shared whiteboard, and single user application sharing engines that collectively help make the collaboration session successful. Each of these components has its demands from the communication layer that may differ from one component to another. This dissertation identifies the overall characteristics of multimedia collaborative applications and their individual components. It also determines the service requirements of the various components from the communication layer. Based on the analysis done in the thesis, new techniques of multicast services that are more suitable for multimedia collaborative applications are introduced. In particular, the focus will be on multicast address management and connection control, routing, congestion and flow control, and error control. First, we investigate multicast address management and connection control and provide a new technique for address management based on address space partitioning. Second, we study the problem of multicast routing and introduce a new approach that fits the real time nature of multimedia applications. Third, we explore the problem of congestion and flow control and introduce a new mechanism that takes into consideration the heterogeneity within the network and within the processing capabilities of the end systems. Last, we exploit the problem of error control and present a solution that supports various levels of error control to the different components within the collaboration session. We present analytic as well as simulation studies to evaluate our work, which show that our techniques outperform previous ones

    Content delivery over multi-antenna wireless networks

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    The past few decades have witnessed unprecedented advances in information technology, which have significantly shaped the way we acquire and process information in our daily lives. Wireless communications has become the main means of access to data through mobile devices, resulting in a continuous exponential growth in wireless data traffic, mainly driven by the demand for high quality content. Various technologies have been proposed by researchers to tackle this growth in 5G and beyond, including the use of increasing number of antenna elements, integrated point-to-multipoint delivery and caching, which constitute the core of this thesis. In particular, we study non-orthogonal content delivery in multiuser multiple-input-single-output (MISO) systems. First, a joint beamforming strategy for simultaneous delivery of broadcast and unicast services is investigated, based on layered division multiplexing (LDM) as a means of superposition coding. The system performance in terms of minimum required power under prescribed quality-of-service (QoS) requirements is examined in comparison with time division multiplexing (TDM). It is demonstrated through simulations that the non-orthogonal delivery strategy based on LDM significantly outperforms the orthogonal strategy based on TDM in terms of system throughput and reliability. To facilitate efficient implementation of the LDM-based beamforming design, we further propose a dual decomposition-based distributed approach. Next, we study an efficient multicast beamforming design in cache-aided multiuser MISO systems, exploiting proactive content placement and coded delivery. It is observed that the complexity of this problem grows exponentially with the number of subfiles delivered to each user in each time slot, which itself grows exponentially with the number of users in the system. Therefore, we propose a low-complexity alternative through time-sharing that limits the number of subfiles that can be received by a user in each time slot. Moreover, a joint design of content delivery and multicast beamforming is proposed to further enhance the system performance, under the constraint on maximum number of subfiles each user can decode in each time slot. Finally, conclusions are drawn in Chapter 5, followed by an outlook for future works.Open Acces

    Synchronous and Concurrent Transmissions for Consensus in Low-Power Wireless

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    With the emergence of the Internet of Things, autonomous vehicles and the Industry 4.0, the need for dependable yet adaptive network protocols is arising. Many of these applications build their operations on distributed consensus. For example, UAVs agree on maneuvers to execute, and industrial systems agree on set-points for actuators.Moreover, such scenarios imply a dynamic network topology due to mobility and interference, for example. Many applications are mission- and safety-critical, too.Failures could cost lives or precipitate economic losses.In this thesis, we design, implement and evaluate network protocols as a step towards enabling a low-power, adaptive and dependable ubiquitous networking that enables consensus in the Internet of Things. We make four main contributions:- We introduce Orchestra that addresses the challenge of bringing TSCH (Time Slotted Channel Hopping) to dynamic networks as envisioned in the Internet of Things. In Orchestra, nodes autonomously compute their local schedules and update automatically as the topology evolves without signaling overhead. Besides, it does not require a central or distributed scheduler. Instead, it relies on the existing network stack information to maintain the schedules.- We present A2 : Agreement in the Air, a system that brings distributed consensus to low-power multihop networks. A2 introduces Synchrotron, a synchronous transmissions kernel that builds a robust mesh by exploiting the capture effect, frequency hopping with parallel channels, and link-layer security. A2 builds on top of this layer and enables the two- and three-phase commit protocols, and services such as group membership, hopping sequence distribution, and re-keying.- We present Wireless Paxos, a fault-tolerant, network-wide consensus primitive for low-power wireless networks. It is a new variant of Paxos, a widely used consensus protocol, and is specifically designed to tackle the challenges of low-power wireless networks. By utilizing concurrent transmissions, it provides a dependable low-latency consensus.- We present BlueFlood, a protocol that adapts concurrent transmissions to Bluetooth. The result is fast and efficient data dissemination in multihop Bluetooth networks. Moreover, BlueFlood floods can be reliably received by off-the-shelf Bluetooth devices such as smartphones, opening new applications of concurrent transmissions and seamless integration with existing technologies

    End-to-end security in active networks

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    Active network solutions have been proposed to many of the problems caused by the increasing heterogeneity of the Internet. These ystems allow nodes within the network to process data passing through in several ways. Allowing code from various sources to run on routers introduces numerous security concerns that have been addressed by research into safe languages, restricted execution environments, and other related areas. But little attention has been paid to an even more critical question: the effect on end-to-end security of active flow manipulation. This thesis first examines the threat model implicit in active networks. It develops a framework of security protocols in use at various layers of the networking stack, and their utility to multimedia transport and flow processing, and asks if it is reasonable to give active routers access to the plaintext of these flows. After considering the various security problem introduced, such as vulnerability to attacks on intermediaries or coercion, it concludes not. We then ask if active network systems can be built that maintain end-to-end security without seriously degrading the functionality they provide. We describe the design and analysis of three such protocols: a distributed packet filtering system that can be used to adjust multimedia bandwidth requirements and defend against denial-of-service attacks; an efficient composition of link and transport-layer reliability mechanisms that increases the performance of TCP over lossy wireless links; and a distributed watermarking servicethat can efficiently deliver media flows marked with the identity of their recipients. In all three cases, similar functionality is provided to designs that do not maintain end-to-end security. Finally, we reconsider traditional end-to-end arguments in both networking and security, and show that they have continuing importance for Internet design. Our watermarking work adds the concept of splitting trust throughout a network to that model; we suggest further applications of this idea

    Network architecture for large-scale distributed virtual environments

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    Distributed Virtual Environments (DVEs) provide 3D graphical computer generated environments with stereo sound, supporting real-time collaboration between potentially large numbers of users distributed around the world. Early DVEs has been used over local area networks (LANs). Recently with the Internet's development into the most common embedding for DVEs these distributed applications have been moved towards an exploiting IP networks. This has brought the scalability challenges into the DVEs evolution. The network bandwidth resource is the more limited resource of the DVE system and to improve the DVE's scalability it is necessary to manage carefully this resource. To achieve the saving in the network bandwidth the different types of the network traffic that is produced by the DVEs have to be considered. DVE applications demand· exchange of the data that forms different types of traffic such as a computer data type, video and audio, and a 3D data type to keep the consistency of the application's state. The problem is that the meeting of the QoS requirements of both control and continuous media traffic already have been covered by the existing research. But QoS for transfer of the 3D information has not really been considered. The 3D DVE geometry traffic is very bursty in nature and places a high demands on the network for short intervals of time due to the quite large size of the 3D models and the DVE application requirements to transmit a 3D data as quick as possible. The main motivation in carrying out the work presented in this thesis is to find a solution to improve the scalability of the DVE applications by a consideration the QoS requirements of the 3D DVE geometrical data type. In this work we are investigating the possibility to decrease the network bandwidth utilization by the 3D DVE traffic using the level of detail (LOD) concept and the active networking approach. The background work of the thesis surveys the DVE applications and the scalability requirements of the DVE systems. It also discusses the active networks and multiresolution representation and progressive transmission of the 3D data. The new active networking approach to the transmission of the 3D geometry data within the DVE systems is proposed in this thesis. This approach enhances the currently applied peer-to-peer DVE architecture by adding to the peer-to-peer multicast neny_ork layer filtering of the 3D flows an application level filtering on the active intermediate nodes. The active router keeps the application level information about the placements of users. This information is used by active routers to prune more detailed 3D data flows (higher LODs) in the multicast tree arches that are linked to the distance DVE participants. The exploration of possible benefits of exploiting the proposed active approach through the comparison with the non-active approach is carried out using the simulation­based performance modelling approach. Complex interactions between participants in DVE application and a large number of analyzed variables indicate that flexible simulation is more appropriate than mathematical modelling. To build a test bed will not be feasible. Results from the evaluation demonstrate that the proposed active approach shows potential benefits to the improvement of the DVE's scalability but the degree of improvement depends on the users' movement pattern. Therefore, other active networking methods to support the 3D DVE geometry transmission may also be required

    New Waves of IoT Technologies Research – Transcending Intelligence and Senses at the Edge to Create Multi Experience Environments

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    The next wave of Internet of Things (IoT) and Industrial Internet of Things (IIoT) brings new technological developments that incorporate radical advances in Artificial Intelligence (AI), edge computing processing, new sensing capabilities, more security protection and autonomous functions accelerating progress towards the ability for IoT systems to self-develop, self-maintain and self-optimise. The emergence of hyper autonomous IoT applications with enhanced sensing, distributed intelligence, edge processing and connectivity, combined with human augmentation, has the potential to power the transformation and optimisation of industrial sectors and to change the innovation landscape. This chapter is reviewing the most recent advances in the next wave of the IoT by looking not only at the technology enabling the IoT but also at the platforms and smart data aspects that will bring intelligence, sustainability, dependability, autonomy, and will support human-centric solutions.acceptedVersio

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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