3,250 research outputs found

    Architecture for Analysis of Streaming Data

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    While several attempts have been made to construct a scalable and flexible architecture for analysis of streaming data, no general model to tackle this task exists. Thus, our goal is to build a scalable and maintainable architecture for performing analytics on streaming data. To reach this goal, we introduce a 7-layered architecture consisting of microservices and publish-subscribe software. Our study shows that this architecture yields a good balance between scalability and maintainability due to high cohesion and low coupling of the solution, as well as asynchronous communication between the layers. This architecture can help practitioners to improve their analytic solutions. It is also of interest to academics, as it is a building block for a general architecture for processing streaming data

    Peer-to-Peer Based Trading and File Distribution for Cloud Computing

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    In this dissertation we take a peer-to-peer approach to deal with two specific issues, fair trading and file distribution, arisen from data management for cloud computing. In mobile cloud computing environment cloud providers may collaborate with each other and essentially organize some dedicated resources as a peer to peer sharing system. One well-known problem in such peer to peer systems with exchange of resources is free riding. Providing incentives for peers to contribute to the system is an important issue in peer to peer systems. We design a reputation-based fair trading mechanism that favors peers with higher reputation. Based on the definition of the reputation used in the system, we derive a fair trading policy. We evaluate the performance of reputation-based trading mechanisms and highlight the scenarios in which they can make a difference. Distribution of data to the resources within a cloud or to different collaborating clouds efficiently is another issue in cloud computing. The delivery efficiency is dependent on the characteristics of the network links available among these network nodes and the mechanism that takes advantage of them. Our study is based on the Global Environment for Network Innovations (GENI), a testbed for researchers to build a virtual laboratory at scale to explore future Internets. Our study consists of two parts. First, we characterize the links in the GENI network. Even though GENI has been used in many research and education projects, there is no systematic study about what we can expect from the GENI testbeds from a performance perspective. The goal is to characterize the links of the GENI networks and provide guidance for GENI experiments. Second, we propose a peer to peer approach to file distribution for cloud computing. We develop a mechanism that uses multiple delivery trees as the distribution structure, which takes into consideration the measured performance information in the GENI network. Files are divided into chunks to improve parallelism among different delivery trees. With a strict scheduling mechanism for each chunk, we can reduce the overall time for getting the file to all relevant nodes. We evaluate the proposed mechanism and show that our mechanism can significantly reduce the overall delivery time

    Quality of experience driven control of interactive media stream parameters

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    In recent years, cloud computing has led to many new kinds of services. One of these popular services is cloud gaming, which provides the entire game experience to the users remotely from a server, but also other applications are provided in a similar manner. In this paper we focus on the option to render the application in the cloud, thereby delivering the graphical output of the application to the user as a video stream. In more general terms, an interactive media stream is set up over the network between the user's device and the cloud server. The main issue with this approach is situated at the network, that currently gives little guarantees on the quality of service in terms of parameters such as available bandwidth, latency or packet loss. However, for interactive media stream cases, the user is merely interested in the perceived quality, regardless of the underlaying network situation. In this paper, we present an adaptive control mechanism that optimizes the quality of experience for the use case of a race game, by trading off visual quality against frame rate in function of the available bandwidth. Practical experiments verify that QoE driven adaptation leads to improved user experience compared to systems solely taking network characteristics into account
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