749 research outputs found
Why We Shouldn't Forget Multicast in Name-oriented Publish/Subscribe
Name-oriented networks introduce the vision of an information-centric,
secure, globally available publish-subscribe infrastructure. Current approaches
concentrate on unicast-based pull mechanisms and thereby fall short in
automatically updating content at receivers. In this paper, we argue that an
inclusion of multicast will grant additional benefits to the network layer,
namely efficient distribution of real-time data, a many-to-many communication
model, and simplified rendezvous processes. These aspects are comprehensively
reflected by a group-oriented naming concept that integrates the various
available group schemes and introduces new use cases. A first draft of this
name-oriented multicast access has been implemented in the HAMcast middleware
NEEM: network-friendly epidemic multicast
Epidemic, or probabilistic, multicast protocols have emerged as a viable mechanism to circumvent the scalabil- ity problems of reliable multicast protocols. However, most existing epidemic approaches use connectionless transport protocols to exchange messages and rely on the intrinsic robustness of the epidemic dissemination to mask network omissions. Unfortunately, such an approach is not network- friendly, since the epidemic protocol makes no effort to re- duce the load imposed on the network when the system is congested. In this paper, we propose a novel epidemic protocol whose main characteristic is to be network-friendly. This property is achieved by relying on connection-oriented transport connections, such as TCP/IP, to support the com- munication among peers. Since during congestion mes- sages accumulate in the border of the network, the pro- tocol uses an innovative buffer management scheme, that combines different selection techniques to discard messages upon overflow. This technique improves the quality of the information delivered to the application during periods of network congestion. The protocol has been implemented and the benefits of the approach are illustrated using a com- bination of experimental and simulation results
3D video coding and transmission
The capture, transmission, and display of
3D content has gained a lot of attention in the last few
years. 3D multimedia content is no longer con fined to
cinema theatres but is being transmitted using stereoscopic
video over satellite, shared on Blu-RayTMdisks,
or sent over Internet technologies. Stereoscopic displays
are needed at the receiving end and the viewer needs to
wear special glasses to present the two versions of the
video to the human vision system that then generates
the 3D illusion. To be more e ffective and improve the
immersive experience, more views are acquired from a
larger number of cameras and presented on di fferent displays,
such as autostereoscopic and light field displays.
These multiple views, combined with depth data, also
allow enhanced user experiences and new forms of interaction
with the 3D content from virtual viewpoints.
This type of audiovisual information is represented by a
huge amount of data that needs to be compressed and
transmitted over bandwidth-limited channels. Part of
the COST Action IC1105 \3D Content Creation, Coding
and Transmission over Future Media Networks" (3DConTourNet)
focuses on this research challenge.peer-reviewe
Semantically reliable multicast: definition, implementation and performance evaluation
Semantic reliability is a novel correctness criterion for multicast protocols based on the concept of message obsolescence: A message becomes obsolete when its content or purpose is superseded by a subsequent message. By exploiting obsolescence, a reliable multicast protocol may drop irrelevant messages to find additional buffer space for new messages. This makes the multicast protocol more resilient to transient performance perturbations of group members, thus improving throughput stability. This paper describes our experience in developing a suite of semantically reliable protocols. It summarizes the motivation, definition, and algorithmic issues and presents performance figures obtained with a running implementation. The data obtained experimentally is compared with analytic and simulation models. This comparison allows us to confirm the validity of these models and the usefulness of the approach. Finally, the paper reports the application of our prototype to distributed multiplayer games.POSI/32869/CHS/200
Efficient Aggregated Deliveries with Strong Guarantees in an Event-based Distributed System
A popular approach to designing large scale distributed systems is to follow an event-based approach. In an event-based approach, a set of software components interact by producing and consuming events. The event-based model allows for the decoupling of software components, allowing distributed systems to scale to a large number of components. Event correlation allows for higher order reasoning of events by constructing complex events from single, consumable events. In many cases, event correlation applications rely on centralized setups or broker overlay networks. In the case of centralized setups, the guarantees for complex event delivery are stronger, however, centralized setups create performance bottlenecks and single points of failure. With broker overlays, the performance and fault tolerance are improved but at the cost of weaker guarantees
SoK: Distributed Computing in ICN
Information-Centric Networking (ICN), with its data-oriented operation and
generally more powerful forwarding layer, provides an attractive platform for
distributed computing. This paper provides a systematic overview and
categorization of different distributed computing approaches in ICN
encompassing fundamental design principles, frameworks and orchestration,
protocols, enablers, and applications. We discuss current pain points in legacy
distributed computing, attractive ICN features, and how different systems use
them. This paper also provides a discussion of potential future work for
distributed computing in ICN.Comment: 10 pages, 3 figures, 1 table. Accepted by ACM ICN 202
Multi-Stream Management for Supporting Multi-Party 3D Tele-Immersive Environments
Three-dimensional tele-immersive (3DTI) environments have great potential to promote collaborative work among geographically distributed participants. However, extensive application of 3DTI environments is still hindered by problems pertaining to scalability, manageability and reliance of special-purpose components. Thus, one critical question is how to organize the acquisition, transmission and display of large volume real-time 3D visual data over commercially available computing and networking infrastructures so that .everybody. would be able to install and enjoy 3DTI environments for high quality tele-collaboration.
In the thesis, we explore the design space from the angle of multi-stream Quality-of-Service (QoS) management to support multi-party 3DTI communication. In 3DTI environments, multiple correlated 3D video streams are deployed to provide a comprehensive representation of the physical scene. Traditional QoS approach in 2D and single-stream scenario has become inadequate. On the other hand, the existence of multiple streams provides unique opportunity for QoS provisioning.
We propose an innovative cross-layer hierarchical and distributed multi-stream management middleware framework for QoS provisioning to fully enable multi-party 3DTI communication over general delivery infrastructure. The major contributions are as follows. First, we introduce the view model for representing the user interest in the application layer. The design revolves around the concept of view-aware multi-stream coordination, which leverages the central role of view semantics in 3D video systems. Second, in the stream differentiation layer we present the design of view to stream mapping, where a subset of relevant streams are selected based on the relative importance of each stream to the current view. Conventional streaming controllers focus on a fixed set of streams specified by the application. Different from all the others, in our management framework the application layer only specifies the view information while the underlying controller dynamically determines the set of streams to be managed. Third, in the stream coordination layer we present two designs applicable in different situations. In the case of end-to-end 3DTI communication, a learning-based controller is embedded which provides bandwidth allocation for relevant streams. In the case of multi-party 3DTI communication, we propose a novel ViewCast protocol to coordinate the multi-stream content dissemination upon an end-system overlay network
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An Event System Architecture for Scaling Scale-Resistant Services
Large organizations are deploying ever-increasing numbers of networked compute devices, from utilities installing smart controllers on electricity distribution cables, to the military giving PDAs to soldiers, to corporations putting PCs on the desks of employees. These computers are often far more capable than is needed to accomplish their primary task, whether it be guarding a circuit breaker, displaying a map, or running a word processor. These devices would be far more useful if they had some awareness of the world around them: a controller that resists tripping a switch, knowing that it would set off a cascade failure, a PDA that warns its owner of imminent danger, a PC that exchanges reports of suspicious network activity to its peers to identify stealthy computer crackers. In order to provide these higher-level services, the devices need a model of their environment. The controller needs a model of the distribution grid, the PDA needs a model of the battlespace, and the PC needs a model of the network and of normal network and user behavior. Unfortunately, not only might models such as these require substantial computational resources, but generating and updating them is even more demanding. Modelbuilding algorithms tend to be bad in three ways: requiring large amounts of CPU and memory to run, needing large amounts of data from the outside to stay up to date, and running so slowly that can't keep up with any fast changes in the environment that might occur. We can solve these problems by reducing the scope of the model to the immediate locale of the device, since reducing the size of the model makes the problem of model generation much more tractable. But such models are also much less useful, having no knowledge of the wider system. This thesis proposes a better solution to this problem called Level of Detail, after the computer graphics technique of the same name. Instead of simplifying the representation of distant objects, however, we simplify less-important data. Compute devices in the system receive streams of data that is a mixture of detailed data from devices that directly affect them and data summaries (aggregated data) from less directly influential devices. The degree to which the data is aggregated (i.e., how much it is reduced) is determined by calculating an influence metric between the target device and the remote device. The smart controller thus receives a continuous stream of raw data from the adjacent transformer, but only an occasional small status report summarizing all the equipment in a neighborhood in another part of the city. This thesis describes the data distribution system, the aggregation functions, and the influence metrics that can be used to implement such a system. I also describe my current towards establishing a test environment and validating the concepts, and describe the next steps in the research plan
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