22 research outputs found

    Exploiting the power of multiplicity: a holistic survey of network-layer multipath

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    The Internet is inherently a multipath network: For an underlying network with only a single path, connecting various nodes would have been debilitatingly fragile. Unfortunately, traditional Internet technologies have been designed around the restrictive assumption of a single working path between a source and a destination. The lack of native multipath support constrains network performance even as the underlying network is richly connected and has redundant multiple paths. Computer networks can exploit the power of multiplicity, through which a diverse collection of paths is resource pooled as a single resource, to unlock the inherent redundancy of the Internet. This opens up a new vista of opportunities, promising increased throughput (through concurrent usage of multiple paths) and increased reliability and fault tolerance (through the use of multiple paths in backup/redundant arrangements). There are many emerging trends in networking that signify that the Internet's future will be multipath, including the use of multipath technology in data center computing; the ready availability of multiple heterogeneous radio interfaces in wireless (such as Wi-Fi and cellular) in wireless devices; ubiquity of mobile devices that are multihomed with heterogeneous access networks; and the development and standardization of multipath transport protocols such as multipath TCP. The aim of this paper is to provide a comprehensive survey of the literature on network-layer multipath solutions. We will present a detailed investigation of two important design issues, namely, the control plane problem of how to compute and select the routes and the data plane problem of how to split the flow on the computed paths. The main contribution of this paper is a systematic articulation of the main design issues in network-layer multipath routing along with a broad-ranging survey of the vast literature on network-layer multipathing. We also highlight open issues and identify directions for future work

    Supporting Internet Access and Quality of Service in Distributed Wireless Ad Hoc Networks

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    In this era of wireless hysteria, with continuous technological advances in wireless communication and new wireless technologies becoming standardized at a fast rate, we can expect an increased interest for wireless networks, such as ad hoc and mesh networks. These networks operate in a distributed manner, independent of any centralized device. In order to realize the practical benefits of ad hoc networks, two challenges (among others) need to be considered: distributed QoS guarantees and multi-hop Internet access. In this thesis we present conceivable solutions to both of these problems. An autonomous, stand-alone ad hoc network is useful in many cases, such as search and rescue operations and meetings where participants wish to quickly share information. However, an ad hoc network connected to the Internet is even more desirable. This is because Internet plays an important role in the daily life of many people by offering a broad range of services. In this thesis we present AODV+, which is our solution to achieve this network interconnection between a wireless ad hoc network and the wired Internet. Providing QoS in distributed wireless networks is another challenging, but yet important, task mainly because there is no central device controlling the medium access. In this thesis we propose EDCA with Resource Reservation (EDCA/RR), which is a fully distributed MAC scheme that provides QoS guarantees by allowing applications with strict QoS requirements to reserve transmission time for contention-free medium access. Our scheme is compatible with existing standards and provides both parameterized and prioritized QoS. In addition, we present the Distributed Deterministic Channel Access (DDCA) scheme, which is a multi-hop extension of EDCA/RR and can be used in wireless mesh networks. Finally, we have complemented our simulation studies with real-world ad hoc and mesh network experiments. With the experience from these experiments, we obtained a clear insight into the limitations of wireless channels. We could conclude that a wise design of the network architecture that limits the number of consecutive wireless hops may result in a wireless mesh network that is able to satisfy users’ needs. Moreover, by using QoS mechanisms like EDCA/RR or DDCA we are able to provide different priorities to traffic flows and reserve resources for the most time-critical applications

    Content Replication and Placement Schemes for Wireless Mesh Networks

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    Recently, Wireless Mesh Networks (WMNs) have attracted much of interest from both academia and industry, due to their potential to provide an alternative broadband wireless Internet connectivity. However, due to different reasons such as multi-hop forwarding and the dynamic wireless link characteristics, the performance of current WMNs is rather low when clients are soliciting Web contents. Due to the evolution of advanced mobile computing devices; it is anticipated that the demand for bandwidth-onerous popular content (especially multimedia content) in WMNs will dramatically increase in the coming future. Content replication is a popular approach for outsourcing content on behalf of the origin content provider. This area has been well explored in the context of the wired Internet, but has received comparatively less attention from the research community when it comes to WMNs. There are a number of replica placement algorithms that are specifically designed for the Internet. But they do not consider the special features of wireless networks such as insufficient bandwidth, low server capacity, contention to access the wireless medium, etc. This thesis studies the technical challenges encountered when transforming the traditional model of multi-hop WMNs from an access network into a content network. We advance the thesis that support from packet relaying mesh routers to act as replica servers for popular content such as media streaming, results in significant performance improvement. Such support from infrastructure mesh routers benefits from knowledge of the underlying network topology (i.e., information about the physical connections between network nodes is available at mesh routers). The utilization of cross-layer information from lower layers opens the door to developing efficient replication schemes that account for the specific features of WMNs (e.g., contention between the nodes to access the wireless medium and traffic interference). Moreover, this can benefit from the underutilized resources (e.g., storage and bandwidth) at mesh routers. This utilization enables those infrastructure nodes to participate in content distribution and play the role of replica servers. In this thesis, our main contribution is the design of two lightweight, distributed, and scalable object replication schemes for WMNs. The first scheme follows a hierarchical approach, while the second scheme follows a flat one. The challenge is to replicate content as close as possible to the requesting clients and thus, reduce the access latency per object, while minimizing the number of replicas. The two schemes aim to address the questions of where and how many replicas should be placed in the WMN. In our schemes, we consider the underlying topology joint with link-quality metrics to improve the quality of experience. We show using simulation tests that the schemes significantly enhance the performance of a WMN in terms of reducing the access cost, bandwidth consumption and computation/communication cost

    Actas da 10ª Conferência sobre Redes de Computadores

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    Universidade do MinhoCCTCCentro AlgoritmiCisco SystemsIEEE Portugal Sectio

    A Peer-to-Peer Network Framework Utilising the Public Mobile Telephone Network

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    P2P (Peer-to-Peer) technologies are well established and have now become accepted as a mainstream networking approach. However, the explosion of participating users has not been replicated within the mobile networking domain. Until recently the lack of suitable hardware and wireless network infrastructure to support P2P activities was perceived as contributing to the problem. This has changed with ready availability of handsets having ample processing resources utilising an almost ubiquitous mobile telephone network. Coupled with this has been a proliferation of software applications written for the more capable `smartphone' handsets. P2P systems have not naturally integrated and evolved into the mobile telephone ecosystem in a way that `client-server' operating techniques have. However as the number of clients for a particular mobile application increase, providing the `server side' data storage infrastructure becomes more onerous. P2P systems offer mobile telephone applications a way to circumvent this data storage issue by dispersing it across a network of the participating users handsets. The main goal of this work was to produce a P2P Application Framework that supports developers in creating mobile telephone applications that use distributed storage. Effort was assigned to determining appropriate design requirements for a mobile handset based P2P system. Some of these requirements are related to the limitations of the host hardware, such as power consumption. Others relate to the network upon which the handsets operate, such as connectivity. The thesis reviews current P2P technologies to assess which was viable to form the technology foundations for the framework. The aim was not to re-invent a P2P system design, rather to adopt an existing one for mobile operation. Built upon the foundations of a prototype application, the P2P framework resulting from modifications and enhancements grants access via a simple API (Applications Programmer Interface) to a subset of Nokia `smartphone' devices. Unhindered operation across all mobile telephone networks is possible through a proprietary application implementing NAT (Network Address Translation) traversal techniques. Recognising that handsets operate with limited resources, further optimisation of the P2P framework was also investigated. Energy consumption was a parameter chosen for further examination because of its impact on handset participation time. This work has proven that operating applications in conjunction with a P2P data storage framework, connected via the mobile telephone network, is technically feasible. It also shows that opportunity remains for further research to realise the full potential of this data storage technique

    Distributed Data Management in Vehicular Networks Using Mobile Agents

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    En los últimos años, las tecnologías de la información y las comunicaciones se han incorporado al mundo de la automoción gracias a sus avances, y han permitido la creación de dispositivos cada vez más pequeños y potentes. De esta forma, los vehículos pueden ahora incorporar por un precio asequible equipos informáticos y de comunicaciones.En este escenario, los vehículos que circulan por una determinada zona (como una ciudad o una autopista) pueden comunicarse entre ellos usando dispositivos inalámbricos que les permiten intercambiar información con otros vehículos cercanos, formando así una red vehicular ad hoc, o VANET (Vehicular Ad hoc Network). En este tipo de redes, las comunicaciones se establecen con conexiones punto a punto por medio de dispositivos tipo Wi-Fi, que permiten la comunicación con otros del mismo tipo dentro de su alcance, sin que sea necesaria la existencia previa de una infraestructura de comunicaciones como ocurre con las tecnologías de telefonía móvil (como 3G/4G), que además requieren de una suscripción y el pago de una tarifa para poder usarlas.Cada vehículo puede enviar información y recibirla de diversos orígenes, como el propio vehículo (por medio de los sensores que lleva incorporados), otros vehículos que se encuentran cerca, así como de la infraestructura de tráfico presente en las carreteras (como semáforos, señales, paneles electrónicos de información, cámaras de vigilancia, etc.). Todos estas fuentes pueden transmitir datos de diversa índole, como información de interés para los conductores (por ejemplo, atascos de tráfico o accidentes en la vía), o de cualquier otro tipo, mientras sea posible digitalizarla y enviarla a través de una red.Todos esos datos pueden ser almacenados localmente en los ordenadores que llevan los vehículos a medida que son recibidos, y sería muy interesante poder sacarles partido por medio de alguna aplicación que los explotara. Por ejemplo, podrían utilizarse los vehículos como plataformas móviles de sensores que obtengan datos de los lugares por los que viajan. Otro ejemplo de aplicación sería la de ayudar a encontrar plazas de aparcamiento libres en una zona de una ciudad, usando la información que suministrarían los vehículos que dejan una plaza libre.Con este fin, en esta tesis se ha desarrollado una propuesta de la gestión de datos basada en el uso de agentes móviles para poder hacer uso de la información presente en una VANET de forma eficiente y flexible. Esta no es una tarea trivial, ya que los datos se encuentran dispersos entre los vehículos que forman la red, y dichos vehículos están constantemente moviéndose y cambiando de posición. Esto hace que las conexiones de red establecidas entre ellos sean inestables y de corta duración, ya que están constantemente creándose y destruyéndose a medida que los vehículos entran y salen del alcance de sus comunicaciones debido a sus movimientos.En un escenario tan complicado, la aproximación que proponemos permite que los datos sean localizados, y que se puedan hacer consultas sobre ellos y transmitirlos de un sitio cualquiera de la VANET a otro, usando estrategias multi-salto que se adaptan a las siempre cambiantes posiciones de los vehículos. Esto es posible gracias a la utilización de agentes móviles para el procesamiento de datos, ya que cuentan con una serie de propiedades (como su movilidad, autonomía, adaptabilidad, o inteligencia), que hace que sean una elección muy apropiada para este tipo de entorno móvil y con un elevado grado de incertidumbre.La solución propuesta ha sido extensamente evaluada y probada por medio de simulaciones, que demuestran su buen rendimiento y fiabilidad en redes vehiculares con diferentes condiciones y en diversos escenarios.<br /

    User-centric power-friendly quality-based network selection strategy for heterogeneous wireless environments

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    The ‘Always Best Connected’ vision is built around the scenario of a mobile user seamlessly roaming within a multi-operator multi-technology multi-terminal multi-application multi-user environment supported by the next generation of wireless networks. In this heterogeneous environment, users equipped with multi-mode wireless mobile devices will access rich media services via one or more access networks. All these access networks may differ in terms of technology, coverage range, available bandwidth, operator, monetary cost, energy usage etc. In this context, there is a need for a smart network selection decision to be made, to choose the best available network option to cater for the user’s current application and requirements. The decision is a difficult one, especially given the number and dynamics of the possible input parameters. What parameters are used and how those parameters model the application requirements and user needs is important. Also, game theory approaches can be used to model and analyze the cooperative or competitive interaction between the rational decision makers involved, which are users, seeking to get good service quality at good value prices, and/or the network operators, trying to increase their revenue. This thesis presents the roadmap towards an ‘Always Best Connected’ environment. The proposed solution includes an Adapt-or-Handover solution which makes use of a Signal Strength-based Adaptive Multimedia Delivery mechanism (SAMMy) and a Power-Friendly Access Network Selection Strategy (PoFANS) in order to help the user in taking decisions, and to improve the energy efficiency at the end-user mobile device. A Reputation-based System is proposed, which models the user-network interaction as a repeated cooperative game following the repeated Prisoner’s Dilemma game from Game Theory. It combines reputation-based systems, game theory and a network selection mechanism in order to create a reputation-based heterogeneous environment. In this environment, the users keep track of their individual history with the visited networks. Every time, a user connects to a network the user-network interaction game is played. The outcome of the game is a network reputation factor which reflects the network’s previous behavior in assuring service guarantees to the user. The network reputation factor will impact the decision taken by the user next time, when he/she will have to decide whether to connect or not to that specific network. The performance of the proposed solutions was evaluated through in-depth analysis and both simulation-based and experimental-oriented testing. The results clearly show improved performance of the proposed solutions in comparison with other similar state-of-the-art solutions. An energy consumption study for a Google Nexus One streaming adaptive multimedia was performed, and a comprehensive survey on related Game Theory research are provided as part of the work
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