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We study the problem of optimizing the cost of content delivery in a cooperative network of caches at end-nodes. The caches could be, for example, within the computers of users downloading videos from websites (such as Netflix, Blockbuster etc.), DVRs (such as TiVo, or cable boxes) used as part of video on demand services or public hot-spots (e.g. Wi-Fi access points with a cache) deployed over a...
We propose a novel, scalable video on demand delivery approach that attempts to take advantage of multicast in hierarchical distribution networks. Using a typical IPTV network as an example, we assume that each level of the network has the ability to store videos and attempt to pre-populate different portions of videos at each of these levels. Pre-population of portions of videos, enable the requests...
Traditional models of file-sharing are less effective for mobile devices due to the low availability of files on the network. In this paper, we discuss the replication strategy of the Bounced filesharing system, and create a framework to evaluate the benefits of this approach. Bounced intelligently replicates requested files on-demand to improve availability of scarce files and increase the probability...
One way to conserve energy in cloud data centers is to transition idle servers into a power saving state during periods of low utilization. Dynamic virtual machine (VM) consolidation (VMC) algorithms are proposed to create idle times by periodically repacking VMs on the least number of physical machines (PMs). Existing works mostly apply VMC on top of centralized, hierarchical, or ring-based system...
Peer-to-Peer (P2P) systems are generally known as open and free systems since resources are often contributed from voluntary participants. Their limitation, however, is that they only support simple resource sharing such as file (storage) sharing and bandwidth sharing. On the other hand, based on virtualization techniques, cloud computing provides a more flexible mechanism to share all types of resources...
Simulation is a popular method used for analysis and validation of distributed communication systems due to their complex dynamics. Visualization has proven to be an added value especially when large networks are concerned. In this paper we propose a novel approach and tool support for simulation visualization of formally described distributed communication systems. The system is modeled using Specification...
Refereeing for Massively Multiplayer Online Games (MMOGs) currently relies on centralized architectures, which facilitates cheat prevention but also prohibits MMOGs from scaling properly. Centralization limits the size of the virtual world as well as the number of players that can evolve in it. The present paper shows that it is possible to design a peer-to-peer refereeing system that remains highly...
A fundamental problem for the development of Massively Multiplayer Online Games (MMOGs) is the definition of a mechanism supporting interest management, i.e. determining all the entities of the virtual world that are relevant for a given peer. To this end, we propose a hybrid architecture combining centralized and P2P solutions. Our proposal exploits a P2P gossip-based approach supporting a best-effort...
Traditional C/S structure mode faces the problems such as overloaded server, system hard to expand and high operation cost in the process of building streaming media server, which seriously hinder the further development of streaming media application. However these problems may be effectively solved by introducing P2P technology into streaming media application. On the basis of analysis of defects...
Real-time online interactive application (ROIA) is an emerging distributed application in recent years. Compared with other general distributed applications, ROIA has its own challenging features. In this paper, we focus on the architecture and state consistency of ROIA. First, the paper classifies the architectures of ROIA in detail and compares their merits and disadvantages. Then, the paper discusses...
StarCraft II uses a client-server architecture while StarCraft I uses a peer-to-peer architecture. StarCraft I clients utilize more outgoing bandwidth for each additional player in the game, while StarCraft II clients maintain constant client-to-server bandwidth regardless of the number of players. StarCraft I and StarCraft II exhibit distinct packet size and inter-packet size distributions. For StarCraft...
File replication in distributed environment has been discussed by many researchers, but the issues like confidentiality and integrity of files during replication are rarely focused, when deployed in the cloud environment. Distributed computing started with the cluster followed by the grid and is now era of cloud computing, where most of the services are accessed, by few clicks. In cloud, services...
File replication and consistency are well known techniques in distributed systems to address the key issues such as scalability, reliability and fault tolerance. For many years, file replication and consistency in distributed environment has been researched to enhance and optimize the availability and reliability of the entire system. An effort has been made in the present work to propose a file popularity...
Streaming services have grown rapidly in the last few years and providers of video on-demand, such as Netflix or YouTube, are increasing the number of users even more quickly. The majority of these companies implement their services using huge Content Delivery Networks that are as much powerful as expensive, e.g. Amazon and Akamai. In this paper we propose a hybrid CDN/P2P solution that aims at reducing...
Over the years of the emergence of peer-to-peer systems a phenomenon named 'Free Riding' has affected its performance and become a serious threat to be resolved. Free riding phenomenon was first felt in the study of Gnutella. As the number of free riders increases, the performance of the overall system decreases as free riders use resources without giving anything to the system. To solve the problem...
We propose a different approach to determining network availability of mobile nodes which leverages on the fact that nodes on the move will meet other nodes who will be able to share conditions of networks they have recently encountered. In our previous works, we present MOBIX, a system where nodes exchange information about network conditions using short-range communication such as Bluetooth. In...
In this paper, we propose a buffer map notification scheme for Peer-to-Peer Video-on-Demand systems (P2P VoDs) which support VCR operations such as fast-forward, fast-backward, and seek. In order to enhance the fluidity of such operations, the size of pieces must be much smaller than conventional P2P VoDs, although it would significantly degrade the performance of buffer map notification schemes with...
Live streaming distribution services have spread as one of the most popular services. The technique of creating contents has been developed, and users can use it easily. Accordingly, the number of contents rapidly increased. In the existing content distribution system, users must select an interesting content from a large amount of contents in the Internet. It takes long time to find out the most...
In recent years, there has been an increasing interest in P2P (Peer-to-Peer) streaming environments. There are various types of streaming contents. One of them is a content that can be separated into model and motion data like CG animations. The interruption times that occur during playing the data can be reduced by considering the time to start playing each type of data. However, previous researches...
Peer-to-Peer Content Delivery Networks (P2P CDNs) have attracted considerable attention as a way to distribute digital contents to paid users in a scalable and dependable manner. However, due to its peer-to-peer nature, it faces threat from colluders who paid for the contents but illegally share the contents to unauthorized peers. the detection of colluders is an important task for commercial P2P...
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