926 research outputs found

    WorldFinder: A tool for finding Virtual Worlds

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    Is a Dominant Service-Centric Sector Good for Diversity of Provision?

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    An obvious assumption underpinning the immense interest in service-oriented computing is that it is an inherently Good Thing, by which we mean that robust processes and tools for developing service-based systems will bring benefits for service providers and service consumers. The arguments, in terms of consumer choice and flexibility, are certainly quite convincing. However, in this position paper, we question the nature of the underlying assumption, in a world where requirements are as many and varied as potential users and ask if safeguards are needed to ensure that diversity of provision is maintained

    Monitoring Challenges and Approaches for P2P File-Sharing Systems

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    Since the release of Napster in 1999, P2P file-sharing has enjoyed a dramatic rise in popularity. A 2000 study by Plonka on the University of Wisconsin campus network found that file-sharing accounted for a comparable volume of traffic to HTTP, while a 2002 study by Saroiu et al. on the University of Washington campus network found that file-sharing accounted for more than treble the volume of Web traffic observed, thus affirming the significance of P2P in the context of Internet traffic. Empirical studies of P2P traffic are essential for supporting the design of next-generation P2P systems, informing the provisioning of network infrastructure and underpinning the policing of P2P systems. The latter is of particular significance as P2P file-sharing systems have been implicated in supporting criminal behaviour including copyright infringement and the distribution of illegal pornograph

    Exploiting P2P in the Creation of Game Worlds

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    Peer-to-peer networks are a promising platform for supporting entirely decentralized, distributed multi-user gaming; however, multi-player games typically require highly predictable performance from the underlying network. This is at odds with the inherently unreliable nature of peer-to-peer environments. Existing approaches to providing peer-to-peer support for multi-player gaming focus on compensating for the unpredictability of the underlying network. We propose that rather than trying to compensate for these factors, they can be exploited together with information about the peer-to-peer network in order to address the problem of maintaining a novel gaming experience in the absence of a central authority. In order to explore our proposition, we model the measurable properties of P2P networks within a distributed multi-player game – NetWorld. We do this in such a way that the heterogeneous and unpredictable nature of the peer-to-peer environment becomes a positive part of the player’s experience

    Peer-to-peer:is deviant behavior the norm on P2P file-sharing networks?

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    P2P file-sharing networks such as Kazaa, eDonkey, and Limewire boast millions of users. Because of scalability concerns and legal issues, such networks are moving away from the semicentralized approach that Napster typifies toward more scalable and anonymous decentralized P2P architectures. Because they lack any central authority, these networks provide a new, interesting context for the expression of human social behavior. However, the activities of P2P community members are sometimes at odds with what real-world authorities consider acceptable. One example is the use of P2P networks to distribute illegal pornography. To gauge the form and extent of P2P-based sharing of illegal pornography, we analyzed pornography-related resource-discovery traffic in the Gnutella P2P network. We found that a small yet significant proportion of Gnutella activity relates to illegal pornography: for example, 1.6 percent of searches and 2.4 percent of responses are for this type of material. But does this imply that such activity is widespread in the file-sharing population? On the contrary, our results show that a small yet particularly active subcommunity of users searches for and distributes illegal pornography, but it isn't a behavioral norm
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