20,012 research outputs found
Gossip-based service monitoring platform for wireless edge cloud computing
Edge cloud computing proposes to support shared services, by using the infrastructure at the network's edge. An important problem is the monitoring and management of services across the edge environment. Therefore, dissemination and gathering of data is not straightforward, differing from the classic cloud infrastructure. In this paper, we consider the environment of community networks for edge cloud computing, in which the monitoring of cloud services is required. We propose a monitoring platform to collect near real-time data about the services offered in the community network using a gossip-enabled network. We analyze and apply this gossip-enabled network to perform service discovery and information sharing, enabling data dissemination among the community. We implemented our solution as a prototype and used it for collecting service monitoring data from the real operational community network cloud, as a feasible deployment of our solution. By means of emulation and simulation we analyze in different scenarios, the behavior of the gossip overlay solution, and obtain average results regarding information propagation and consistency needs, i.e. in high latency situations, data convergence occurs within minutes.Peer ReviewedPostprint (author's final draft
The Scope of Supreme Court Review in Obscenity Cases
Performance of many P2P systems depends on the ability to construct a ran- dom overlay network among the nodes. Current state-of-the-art techniques for constructing random overlays have an implicit requirement that any two nodes in the system should always be able to communicate and establish a link be- tween them. However, this is not the case in some of the environments where distributed systems are required to be deployed, e.g, Decentralized Online So- cial Networks, Wireless networks, or networks with limited connectivity because of NATs/firewalls, etc. In such restricted networks, every node is able to com- municate with only a predefined set of nodes and thus, the existing solutions for constructing random overlays are not applicable.In this thesis we propose a gossip based peer sampling service capable of running on top of such restricted networks and producing an on-the-fly random overlay. The service provides ev- ery participating node with a set of uniform random nodes from the network, as well as efficient routing paths for reaching those nodes via the restricted net- work. We perform extensive experiments on four real-world networks and show that the resulting overlays rapidly converge to random overlays. The results also exhibit that the constructed random overlays have self healing behaviour under churn and catastrophic failures
Energy Efficiency in MIMO Underlay and Overlay Device-to-Device Communications and Cognitive Radio Systems
This paper addresses the problem of resource allocation for systems in which
a primary and a secondary link share the available spectrum by an underlay or
overlay approach. After observing that such a scenario models both cognitive
radio and D2D communications, we formulate the problem as the maximization of
the secondary energy efficiency subject to a minimum rate requirement for the
primary user. This leads to challenging non-convex, fractional problems. In the
underlay scenario, we obtain the global solution by means of a suitable
reformulation. In the overlay scenario, two algorithms are proposed. The first
one yields a resource allocation fulfilling the first-order optimality
conditions of the resource allocation problem, by solving a sequence of easier
fractional problems. The second one enjoys a weaker optimality claim, but an
even lower computational complexity. Numerical results demonstrate the merits
of the proposed algorithms both in terms of energy-efficient performance and
complexity, also showing that the two proposed algorithms for the overlay
scenario perform very similarly, despite the different complexity.Comment: to appear in IEEE Transactions on Signal Processin
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-
MARVELO: Wireless Virtual Network Embedding for Overlay Graphs with Loops
When deploying resource-intensive signal processing applications in wireless
sensor or mesh networks, distributing processing blocks over multiple nodes
becomes promising. Such distributed applications need to solve the placement
problem (which block to run on which node), the routing problem (which link
between blocks to map on which path between nodes), and the scheduling problem
(which transmission is active when). We investigate a variant where the
application graph may contain feedback loops and we exploit wireless networks?
inherent multicast advantage. Thus, we propose Multicast-Aware Routing for
Virtual network Embedding with Loops in Overlays (MARVELO) to find efficient
solutions for scheduling and routing under a detailed interference model. We
cast this as a mixed integer quadratically constrained optimisation problem and
provide an efficient heuristic. Simulations show that our approach handles
complex scenarios quickly.Comment: 6 page
GRIDKIT: Pluggable overlay networks for Grid computing
A `second generation' approach to the provision of Grid middleware is now emerging which is built on service-oriented architecture and web services standards and technologies. However, advanced Grid applications have significant demands that are not addressed by present-day web services platforms. As one prime example, current platforms do not support the rich diversity of communication `interaction types' that are demanded by advanced applications (e.g. publish-subscribe, media streaming, peer-to-peer interaction). In the paper we describe the Gridkit middleware which augments the basic service-oriented architecture to address this particular deficiency. We particularly focus on the communications infrastructure support required to support multiple interaction types in a unified, principled and extensible manner-which we present in terms of the novel concept of pluggable overlay networks
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