15,224 research outputs found
Transparent and scalable client-side server selection using netlets
Replication of web content in the Internet has been found to improve service response time, performance and reliability offered by web services. When working with such distributed server systems, the location of servers with respect to client nodes is found to affect service response time perceived by clients in addition to server load conditions. This is due to the characteristics of the network path segments through which client requests get routed. Hence, a number of researchers have advocated making server selection decisions at the client-side of the network. In this paper, we present a transparent approach for client-side server selection in the Internet using Netlet services. Netlets are autonomous, nomadic mobile software components which persist and roam in the network independently, providing predefined network services. In this application, Netlet based services embedded with intelligence to support server selection are deployed by servers close to potential client communities to setup dynamic service decision points within the network. An anycast address is used to identify available distributed decision points in the network. Each service decision point transparently directs client requests to the best performing server based on its in-built intelligence supported by real-time measurements from probes sent by the Netlet to each server. It is shown that the resulting system provides a client-side server selection solution which is server-customisable, scalable and fault transparent
Collaborative Virtual Environment for Advanced Computing
Synchronous collaborative systems allow geographically distributed participants to form a virtual work environment enabling cooperation between peers and enriching the human interaction. The technology facilitating this interaction has been studied for several years and various solutions can be found at present. In this paper, we discuss our experiences with one such widely adopted technology, namely the Access Grid. We describe our experiences with using this technology, identify key problem areas and propose our solution to tackle these issues appropriately. Moreover, we propose the integration of Access Grid with an Application Sharing tool, developed by the authors. Our approach allows these integrated tools to utilise the enhanced features provided by our underlying dynamic transport layer
Exploring heterogeneity of unreliable machines for p2p backup
P2P architecture is a viable option for enterprise backup. In contrast to
dedicated backup servers, nowadays a standard solution, making backups directly
on organization's workstations should be cheaper (as existing hardware is
used), more efficient (as there is no single bottleneck server) and more
reliable (as the machines are geographically dispersed).
We present the architecture of a p2p backup system that uses pairwise
replication contracts between a data owner and a replicator. In contrast to
standard p2p storage systems using directly a DHT, the contracts allow our
system to optimize replicas' placement depending on a specific optimization
strategy, and so to take advantage of the heterogeneity of the machines and the
network. Such optimization is particularly appealing in the context of backup:
replicas can be geographically dispersed, the load sent over the network can be
minimized, or the optimization goal can be to minimize the backup/restore time.
However, managing the contracts, keeping them consistent and adjusting them in
response to dynamically changing environment is challenging.
We built a scientific prototype and ran the experiments on 150 workstations
in the university's computer laboratories and, separately, on 50 PlanetLab
nodes. We found out that the main factor affecting the quality of the system is
the availability of the machines. Yet, our main conclusion is that it is
possible to build an efficient and reliable backup system on highly unreliable
machines (our computers had just 13% average availability)
Mobile Online Gaming via Resource Sharing
Mobile gaming presents a number of main issues which remain open. These are
concerned mainly with connectivity, computational capacities, memory and
battery constraints. In this paper, we discuss the design of a fully
distributed approach for the support of mobile Multiplayer Online Games (MOGs).
In mobile environments, several features might be exploited to enable resource
sharing among multiple devices / game consoles owned by different mobile users.
We show the advantages of trading computing / networking facilities among
mobile players. This operation mode opens a wide number of interesting sharing
scenarios, thus promoting the deployment of novel mobile online games. In
particular, once mobile nodes make their resource available for the community,
it becomes possible to distribute the software modules that compose the game
engine. This allows to distribute the workload for the game advancement
management. We claim that resource sharing is in unison with the idea of ludic
activity that is behind MOGs. Hence, such schemes can be profitably employed in
these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation
and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012.
Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-
Cloud for Gaming
Cloud for Gaming refers to the use of cloud computing technologies to build
large-scale gaming infrastructures, with the goal of improving scalability and
responsiveness, improve the user's experience and enable new business models.Comment: Encyclopedia of Computer Graphics and Games. Newton Lee (Editor).
Springer International Publishing, 2015, ISBN 978-3-319-08234-
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