1,696 research outputs found
Quality in Measurement: Beyond the deployment barrier
Network measurement stands at an intersection in the development of the science. We explore possible futures for the area and propose some guidelines for the development of stronger measurement techniques. The paper concludes with a discussion of the work of the NLANR and WAND network measurement groups including the NLANR Network Analysis Infrastructure, AMP, PMA, analysis of Voice over IP traffic and separation of HTTP delays into queuing delay, network latency and server delay
Automatic application object migration in sensor networks
Object migration in wireless sensor networks has the potential to reduce energy consumption for a wireless sensor network mesh. Automated migration reduces the need for the programmer to perform manual static analysis to find an efficient layout solution. Instead, the system can self-optimise and adjust to changing conditions. This paper describes an automated, transparent object migration system for wireless sensor networks, implemented on a micro Java virtual machine. The migration system moves objects at runtime around the sensor mesh to reduce communication overheads. The movement of objects is transparent to the application developer. Automated transparent object migration is a core component of Hydra, a distributed operating system for wireless sensor networks that is currently under development. Performance of the system under a complex performance test scenario using a real-world dataset of seismic events is described. The results show that under both simple and complex conditions the migration technique can result in lower data traffic and consequently lower overall energy cost
Performance, Validation and Testing with the Network Simulation Cradle
Much current simulation of TCP makes use of simplified models of TCP, which is a large and complex protocol with many variations possible between implementations. We use direct execution of real world network stacks in the network simulator ns-2 to compare TCP performance between implementations and reproduce existing work. A project called The Network Simulation Cradle provides the real world network stacks and we show how it can be used for performance evaluation and validation. There are large differences in performance between simplified TCP models and TCP implementations in some situations. Such differences are apparent in some reproduced research, with results using the Network Simulation Cradle very different from the results produced with the ns-2 TCP models. In other cases, using the real implementations gives very similar results, validating the original research
Validation of simulated real world TCP stacks
The TCP models in ns-2 have been validated and are widely used in network research. They are however not aimed at producing results consistent with a TCP implementation, they are rather designed to be a general model for TCP congestion control. The Network Simulation Cradle makes real world TCP implementations available to ns-2: Linux, FreeBSD and OpenBSD can all be simulated as easily as using the original simplified models. These simulated TCP implementations can be validated by directly comparing packet traces from simulations to traces measured from a real network. We describe the Network Simulation Cradle, present packet trace comparison results showing the high degree of accuracy possible when simulating with real TCP implementations and briefly show how this is reflected in a simulation study of TCP throughput
Distributed OpenGL Rendering in Network Bandwidth Constrained Environments
Display walls made from multiple monitors are often used when very high resolution images are required. To utilise a display wall, rendering information must be sent to each computer that the monitors are connect to. The network is often the performance bottleneck for demanding applications, like high performance 3D animations. This paper introduces ClusterGL; a distribution library for OpenGL applications. ClusterGL reduces network traffic by using compression, frame differencing and multi-cast. Existing applications can use ClusterGL without recompilation. Benchmarks show that, for most applications, ClusterGL outperforms other systems that support unmodified OpenGL applications including Chromium and BroadcastGL. The difference is larger for more complex scene geometries and when there are more display machines. For example, when rendering OpenArena, ClusterGL outperforms Chromium by over 300% on the Symphony display wall at The University of Waikato, New Zealand. This display has 20 monitors supported by five computers connected by gigabit Ethernet, with a full resolution of over 35 megapixels. ClusterGL is freely available via Google Code
The RIPE NCC internet measurement data repository
This paper describes datasets that will shortly be made available to the research community through an Internet measurement data repository operated by the RIPE NCC. The datasets include measurements collected by RIPE NCC projects, packet trace sets recovered from the defunct NLANR website and datasets collected and currently hosted by other research institutions. This work aims to raise awareness of these datasets amongst researchers and to promote discussion about possible changes to the data collection processes to ensure that the measurements are relevant and useful to the community
A distinctive energy policy for Scotland?
This paper explores the emergence of a distinctive energy policy for Scotland and raises the issue of the desirability of any differentiation from UK energy policy. This requires an examination of both UK and Scottish energy policies, although we adopt a rather broad-brush overview rather than a very detailed analysis
Design of a processor to support the teaching of computer systems
Teaching computer systems, including computer architecture, assembly language programming and operating system implementation, is a challenging occupation. At the University of Waikato this is made doubly true because we require all computer science and information systems students study this material at second year. The challenges of teaching difficult material to a wide range of students have driven us to find ways of making the material more accessible. The corner stone of our strategy for delivering this material is the design and implementation of a custom CPU that meets the needs of teaching. This paper describes our motivation and these needs. We present the CPU and board design and describe the implementation of the CPU in an FPGA. The paper also includes some reflections on the use of a real CPU rather than a simulation environment. We conclude with a discussion of how the CPU can be used for advanced classes in computer architecture and a description of the current status of the project
Improving the performance of HTTP over high bandwidth-delay product circuits
As the WWW continues to grow, providing adequate bandwidth to countries remote from the geographic and topological center of the network, such as those in the Asia/Pacific, becomes more and more difficult. To meet the growing traffic needs of the Internet some Network Service Providers are deploying satellite connections. Through discrete event simulation of a real HTTP workload with differing international architectures this paper is able to give guidance on the architecture that should be deployed for long distance, high capacity Internet links.
We show that a significant increase in the time taken to fetch HTTP requests can be expected when traffic is moved from a long distance international terrestrial link to a satellite link. We then show several modifications to the network architecture that can be used to greatly improve the performance of a satellite link. These modifications include the use of an asymmetric satellite link, the multiplexing of multiple HTTP requests onto a single TCP connection and the use of HTTP1.1
Adolescents\u27 expectancy beliefs and task values for physically interactive video games
The health benefits associated with appropriate levels of physical activity are well documented, but a large percentage of the population is not sufficiently active to attain those health benefits. Children are also not as active as they should be, and their activity levels decline during adolescence. Given that childhood activity patterns are likely to persist into adulthood, it is important to investigate ways to encourage children and adolescents to be physically active. Since virtually all school students participate in physical education programs, one way to do that is to explore ways that physical education programs can motivate children to be physically active. This study examined adolescentsā motivation in middle school physical education and in physically interactive video games within an expectancy-value model developed by Eccles and her colleagues (1983). One hundred and one eighth grade physical education students completed questionnaires assessing their expectancy-related beliefs, subjective task values, and intention for future participation in both the domains of physical education and physically interactive video games. Participantsā activity level was also assessed using the Godin and Shephard (1985) Leisure Time Exercise Questionnaire. Results indicated that expectancy-related beliefs and subjective task values are domain specific. Expectancy-related beliefs and task values are positively related and both constructs are related to intention to participate in the future for both the domains of physical education and physically interactive video games. Expectancy-related beliefs, task values, and intentions across domains, however, were not related supporting the hypothesis that physically interactive video games represent a distinct domain from traditional physical education activities. Physical education was perceived as more important and more useful than physically interactive video games, but findings suggest that girls and less active students found physically interactive video games to be more interesting than traditional physical education activities. Taken together, the findings suggest that physically interactive video games could be a useful tool in physical education programs to increase physical activity levels for students who are at risk for low levels of physical activity
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