• Title/Summary/Keyword: peer communication

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Provisioning Anonymous Communication in Ad Hoc Networks (Ad Hoc 네트워크상에서 익명성을 보장하는 방법에 관한 연구)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.15 no.1
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    • pp.77-85
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    • 2006
  • The cost of downloading content from the Internet may be costly for mobile device users using its 3G connection, because the 3G connection cost to download data from the Internet is a function of the amount of data downloaded. This paper introduces an approach in which mobile devices, called peers, form an ad hoc network and share their downloaded content with others. As an example, spectators may want to collect/share information about players and game records in a stadium. In an art gallery, visitors may want to retrieve some background information about the displayed work from the nearby ad hoc network. In an outdoor class, a teacher may download today's topic files from the Internet, and all students may share the content with minimal or no cost paid. This is possible if mobile device has both a 3G interface and a wireless LAN interface. If the peers want to improve privacy md discourage traffic analysis when sharing content, this paper describes a low-delay anonymous connection between the sending peer and the receiving peer using two additional peers. Simulation results show that the transmission time overhead of the anonymous connection may increase 50% or less as the number of peers increase or the peers are scattered over the larger area.

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A P2P-to-UPnP Proxy Gateway Architecture for Home Multimedia Content Distribution

  • Hu, Chih-Lin;Lin, Hsin-Cheng;Hsu, Yu-Feng;Hsieh, Bing-Jung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.406-425
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    • 2012
  • Deploying advanced home networking technologies and modern home-networked devices in residential environments provides a playground for new home applications and services. Because home multimedia entertainment is among the most essential home applications, this paper presents an appealing home media content sharing scenario: home-networked devices can discover neighboring devices and share local media content, as well as enormous amounts of Internet media content in a convenient and networked manner. This ideal scenario differs from traditional usages that merely offer local media content and require tedious manual operations of connection setup and file transfer among various devices. To achieve this goal, this study proposes a proxy gateway architecture for home multimedia content distribution. The proposed architecture integrates several functional mechanisms, including UPnP-based device discovery, home gateway, Internet media provision, and in-home media content delivery. This design addresses several inherent limitations of device heterogeneity and network interoperability on home and public networks, and allows diverse home-networked devices to play media content in an identical and networked manner. Prototypical implementation of the proposed proxy gateway architecture develops a proof-of-concept software, integrating a BitTorrent peer-to-peer client, a UPnP protocol stack, and a UPnP AV media server, as well as media distribution and management components on the OSGi home gateway platform. Practical demonstration shows the proposed design and scenario realization, offering users an unlimited volume of media content for home multimedia entertainment.

Improvement of Peer Search Time and Control Messages with Rendezvous Peer in P2P Virtual Network

  • Jeong, Wang-Boo;Sohn, Young-Ho;Suh, Hyun-Gon;Kim, Ki-Hyung
    • International Journal of Contents
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    • v.5 no.1
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    • pp.21-26
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    • 2009
  • Peer to Peer (P2P) utilizes the resources of an offered service without the need for a central server or preexistent server-client, making it a desirable network environment for data exchange based on direct connection between peers. Proposed by Sun Microsystems. JXTA(Juxtapose) is a typical P2P system and distributed computing model that does not require central service resources and is flexible to deal with various network configuration changes. Meanwhile. Mobile Ad-hoc NETwork(MANET) is a typical wireless network configured with mobile nodes and without an infrastructure. where a network is established by direct connection or through other peers in the propagation area. Thus, MANET maintains the latest path information by establishing paths and changing path information for communication between peers in a highly mobile wireless network. Accordingly. this article proposes the JXTAMANET method for wireless networks to enable JXTA to be applied to MANET. NS2 is used to evaluate the performance and the proposed architecture is shown to produce better results than a conventional flooding method.

Communication protocol for 1:N subscribers using half-duplex radio equipments based on CSMA/CA (CSMA/CA 기반 반이중 전송방식 무전기를 이용한 1:N 가입자간 통신 프로토콜)

  • Jang, Myung-Jin;Park, Seong-Jin
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.531-534
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    • 2010
  • Currently the functionality of the PRC-999K radio that is widely used in Korean Army is half-duplex and the broadcasting system that all subscribers have to listen when one subscriber speaks in time. Radio data communication system configures peer-to-peer network between command post and network members in military fire control system. And the system applies CSMA/CA(Carrier Sense Multiple Access/Collision Avoidance) technique to avoid data collision. Such a data transmitting/receiving time could be reduced by allocating address in serial order to each network members. By doing that, command post need to broadcast data only one time and assigned members will reply in order without data collision. This paper provides such a protocol and algorithm.

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A Study on Research Scheme for Peer-to-Peer Network Using Smart Network (스마트 네트워크 구조를 활용한 Peer-to-Peer 기반 콘텐츠 검색 기법 연구)

  • Kang, Mi-Young;Nam, Ji-Seung
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.2
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    • pp.57-62
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    • 2014
  • In order to provide real-time multimedia streaming service, a lot of system resources and network bandwidth required. Thus each computer is any computer other equivalent has the ability to act as a client and a server Peer-to-Peer(P2P) architecture with much interest. In this paper, techniques of P2P content that requires a user to efficiently retrieve the desired time in the streaming service have placed the focus of the research techniques. In a number present in the P2P contents, the user requests to find out the desired amount of time the content streaming services in order to provide seamless lookup latency contents search algorithm to minimize the study. P2P based smart network system and the structure of the super-node and the peer node is composed of super-gateway. Smart network system architecture proposed by performing a content search algorithm. The user requests a desired content, the service can be retrieved within the provided the flexibility.

Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.73-80
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    • 2016
  • Multiplayer Online Games(MOG) using the Internet are typically organized based on a CS(client-server) or P2P(peer-to-peer) architecture. We then propose a method that combines a P2P architecture with a CS architecture in order to utilize their advantages. Most MOGs use a primary-copy replication approach that provides strong consistency control over an object. For each object and character there exists an authoritative copy, called primary copy and all other copies are secondary copies or replicas. Any update to the object has to be first performed on the primary copy. In the proposed hybrid architecture, primary copies may reside on the server or be held by clients. In this architecture, load balancing between a server and clients can be achieved by reducing the number of objects maintained by the server. Games consist of various types of actions with different consistency requirements. A multi-level approach to game consistency is sensible as it provides the best trade-off between consistency and performance. The performance for the hybrid game architecture with the primary-copy model is evaluated through simulation experiments and analysis in this paper.

Effects on How the Peer Counseling Program in on-offline helps to improve university student's Self-esteem and Self-efficacy (온·오프라인 동료상담훈련 참여 경험이 신입생의 자아존중감과 자기효능감에 미치는 영향)

  • Jo, Hye-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.965-976
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    • 2017
  • The purpose of this study was to investigate how the Peer counseling program in on-offline would effect university students on their self-esteem and self-efficacy. In order to achieve this purpose, ten participants were in the experimental group and the other ten were in the control group. The subjects in the experimental group receive to the peer counseling program training for 120 minutes once a week for 10 weeks. The next day, practiced counseling online The data were analyzed by using t-test and ANCOVA. As the participants of the Peer counseling program reported that they experienced significant difference of improvement on their self-esteem(F=13.258, p<.01) and self-efficacy(F=15.565, p<.01) than those were in the control group. The Peer counseling program suggested that expected to positive effects it would help improve university freshmen students' self-esteem and self-efficacy.

A Security Protocol for Swarming Technique in Peer-to-Peer Networks (피어 투 피어 네트워크에서 스워밍 기법을 위한 보안 프로토콜)

  • Lee, Kwan-Seob;Lee, Kwan-Sik;Lee, Jang-Ho;Han, Seung-Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.1955-1964
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    • 2011
  • With fast deployment of high-speed networks and various online services, the demand for massive content distribution is also growing fast. An approach that is increasingly visible in communication research community and in industry domain is peer-to-peer (P2P) networks. The P2P swarming technique enables a content distribution system to achieve higher throughput, avoid server or network overload, and be more resilient to failure and traffic fluctuation. Moreover, as a P2P-based architecture pushed the computing and bandwidth cost toward the network edge, it allows scalability to support a large number of subscribers on a global scale, while imposing little demand for equipment on the content providers. However, the P2P swarming burdens message exchange overheads on the system. In this paper, we propose a new protocol which provides confidentiality, authentication, integrity, and access control to P2P swarming. We implemented a prototype of our protocol on Android smart phone platform. We believe our approach can be straightforwardly adapted to existing commercial P2P content distribution systems with modest modifications to current implementations.

A Multi-Agent Message Transfer Architecture based on the Messaging Middleware ZeroMQ (메시지 지향 미들웨어 ZeroMQ 기반의 다중 에이전트 메시지 전송 구조)

  • Chang, Hai Jin
    • KIISE Transactions on Computing Practices
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    • v.21 no.4
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    • pp.290-298
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    • 2015
  • This paper suggests a multi-agent message transport architecture based on the message-oriented middleware ZeroMQ. Compared with the other middlewares such as CORBA, Ice, and Thrift, ZeroMQ receives a good score in the evaluation of performance, QoS (Quality of Service), patterns, user friendliness, and resources. The suggested message transfer architecture borrowed many basic concepts like agent platform, AMS (Agent Management System), and MTS (Message Transfer System) from FIPA (Foundation for Intelligent Physical Agents) standard multi-agent specifications, and the architecture inherited the strength of the architecture from the multi-agent framework SMAF (Smart Multi-Agent Framework). The architecture suggested in this paper is a novel peer-to-peer architecture which is not known to the ZeroMQ community. In the suggested architecture, every MTS agent uses only one ZeroMQ router socket to support peer-to-peer communication among MTS agents. The suggested architecture can support closely collaborating software areas such as intelligent robots as well as the traditional application areas of multi-agent architecture. The suggested architecture has interoperability and scalability with the ZeroMQ devices and patterns.

A transport-history-based peer selection algorithm for P2P-assisted DASH systems based on WebRTC (WebRTC 기반 P2P 통신 병용 DASH 시스템을 위한 전달 이력 기반 피어 선택 알고리듬)

  • Seo, Ju Ho;Choi, Seong Hyun;Kim, Sang Jin;Jeon, Jae Young;Kim, Yong Han
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.251-263
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    • 2019
  • Recently the huge demand for Internet media streaming has dramatically increased the cost of the CDN (Content Delivery Network) and the need for a means to reduce it is increasing day by day. In this situation, a P2P-assisted DASH technology has recently emerged, which uses P2P (Peer-to-Peer) communications based on WebRTC (Web Real-Time Communication) standards to reduce the CDN cost. This paper proposes an algorithm that can significantly improve CDN cost savings in this technology by selecting peers based on the transport history. Also we implemented this algorithm in an experimental system and, after setting experimental conditions that emulate the actual mobile network environment, we measured the performance of the experimental system. As a result, we demonstrated that the proposed algorithm can achieve higher CDN cost savings compared to the conventional algorithm where peers are selected at random.