• Title/Summary/Keyword: peer-to-peer (p2p)

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A TTL-based Peer Grouping Scheme for P2P Streaming Systems (P2P 스트리밍 시스템을 위한 TTL 기반 피어 그룹핑 기법)

  • Kim, Tae-Young;Kim, Eun-Sam
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.1
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    • pp.151-159
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    • 2012
  • In this paper, we propose a new peer grouping scheme to consider locality among peers using TTL values in P2P-based IPTV systems. This scheme can select neighbor peers to minimize the number of intermediate routers between each pair of peers. Thus, it can save the network bandwidth as much as the amount of data that the reduced number of routers should transmit In addition, we have conducted various simulation experiments to show that our proposed TTL-based peer grouping scheme can outperform the conventional RTT-based grouping scheme. The experimental results show that our proposed scheme can reduce the jitter ratio as well as the number of data and control packets that all routers should transmit.

SonicStream: A Network Coding Based Live P2P Media Streaming System With Rich User Experiences

  • Chen, Xiaogang;Ren, Ning;Zhang, Xiaochen;Wang, Xin;Zhao, Jin
    • Journal of Communications and Networks
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    • v.10 no.4
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    • pp.430-436
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    • 2008
  • Recent studies have convinced that network coding can improve the performance of live media streaming in terms of startup delay, resilience to peer dynamics, as well as reduced bandwidth cost on dedicated streaming servers. However, there still exist some strategy drawbacks and neglected problems which need to be further researched. In addition to the commonly used evaluation parameters of the network and user experiences mentioned above, we focus on additional key factors, playback lag and switch lag, which have not been fully explored in previous work. In this paper, we present SonicStream, a novel and fully implemented live peer to peer (P2P) media streaming system with consideration of rich user experiences, including startup delay, playback continuity, playback lag, switch lag, etc. In pursuit of a further enhanced user experience, we revise traditional peer selection/data scheduling methods. Through a series of experimental evaluations and a cautious comparison with the latest similar work $R^2$, the superior performance of SonicStream has been preliminarily verified.

A Mobile P2P Semantic Information Retrieval System with Effective Updates

  • Liu, Chuan-Ming;Chen, Cheng-Hsien;Chen, Yen-Lin;Wang, Jeng-Haur
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.5
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    • pp.1807-1824
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    • 2015
  • As the technologies advance, mobile peer-to-peer (MP2P) networks or systems become one of the major ways to share resources and information. On such a system, the information retrieval (IR), including the development of scalable infrastructures for indexing, becomes more complicated due to a huge increase on the amount of information and rapid information change. To keep the systems on MP2P networks more reliable and consistent, the index structures need to be updated frequently. For a semantic IR system, the index structure is even more complicated than a classic IR system and generally has higher update cost. The most well-known indexing technique used in semantic IR systems is Latent Semantic Indexing (LSI), of which the index structure is generated by singular value decomposition (SVD). Although LSI performs well, updating the index structure is not easy and time consuming. In an MP2P environment, which is fully distributed and dynamic, the update becomes more challenging. In this work, we consider how to update the sematic index generated by LSI and keep the index consistent in the whole MP2P network. The proposed Concept Space Update (CSU) protocol, based on distributed 2-Phase locking strategy, can effectively achieve the objectives in terms of two measurements: coverage speed and update cost. Using the proposed effective synchronization mechanism with the efficient updates on the SVD, re-computing the whole index on the P2P overlay can be avoided and the consistency can be achieved. Simulated experiments are also performed to validate our analysis on the proposed CSU protocol. The experimental results indicate that CSU is effective on updating the concept space with LSI/SVD index structure in MP2P semantic IR systems.

P2P Based Collision Solving Technique for Effective Concurrency Control in a Collaborative Development Environment (협업개발 환경에서의 효율적 동시성 제어를 위한 P2P기반 충돌해결 기법)

  • Park, Hyun-Soo;Kim, Dae-Yeob;Youn, Cheong
    • The KIPS Transactions:PartD
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    • v.16D no.4
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    • pp.571-582
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    • 2009
  • This paper provides a way to overcome limitations of general collaborative software development tools that completely restrict co-ownership of resources among individuals in a team oriented developmental environment. It also provides a solution for users to co-own resources and at the same time manage version control and collision problems that may occur due to the co-ownership of resources.The cooperative development support tool of developed software uses the conventional optimistic technique but employs the algorithm which is improved to reduce costs and efforts required for solving collision. The collaborative software development tool presented in this paper is made up of the classical client/server structure with the P2P(peer to peer) method which supports information exchange among individuals. This tool is developed based on open source software CVS(Concurrent Version System). Functional efficiency was confirmed by comparing it to the utility of prior existing collaborative software development tools.

Blockchain-Based Mobile Cryptocurrency Wallet

  • Yeom, Gwyduk
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.59-66
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    • 2019
  • As the monetary value of cryptocurrency increases, the security measures for cryptocurrency becomes more important. A limitation of the existing cryptocurrency exchanges is their vulnerability to threats of hacking due to their centralized manner of management. In order to overcome such limitation, blockchain technology is increasingly adopted. The blockchain technology enables decentralization and Peer-to-Peer(P2P) transactions, in which blocks of information are linked in chain topology, and each node participating in the blockchain shares a distributed ledger. In this paper, we propose and implement a mobile electronic wallet that can safely store, send and receive cryptocurrencies. The proposed mobile cryptocurrency wallet connects to the network only when the wallet actively is used. Wallet owner manages his or her private key offline, which is advantageous in terms of security. JavaScript based wallet apps were implemented to respectively run on Android and iOS mobile phones. I demonstrate the process of transferring Ethereum cryptocurrency from an account to another account through Ropsten, a test net for Ethereum. Hardware wallets, such as Ledger Nano S, provide a slightly higher level of security, yet have the disadvantages of added burden of carrying additional physical devices and high costs (about 80$).

An Integrated Prefetching/Caching Scheme for P2P Live Streaming (P2P 라이브 스트리밍 시스템을 위한 프리패칭/캐싱 통합 기법)

  • Kim, Taeyoung;Kim, Eunsam
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.69-76
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    • 2014
  • In this paper, we propose a buffering scheme to improve the performance in P2P live streaming systems by adjusting the ratio of caching and prefetching portion of each peer. To this end, we assign all the peers into many groups depending on their playback periods. We then determine the ratio of caching and prefetching portion in each peer depending on its playback time position relative to those of other peers within the same group. In other words, as the playback position of a peer gets later, we increase the ratio of its caching portion. On the contrary, as the playback position of a peer gets eariler, we increase the ratio of its prefetching portion. This can significantly increase the degree of data duplication among peers that belong to each specific group. By simulation experiments, we show that our proposed an integrated prefetching/caching scheme can improve the performance considerably in terms of jitter ratio, initial playback delay and shared buffermap ratio when compared to the existing fixed portion buffering scheme.

Hierarchical extended Chord to Support Efficient Keyword Search (효율적인 키워드 검색을 지원하기 위한 계층적 확장 Chord)

  • 이승은;진명희;김경석
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10c
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    • pp.574-576
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    • 2004
  • 현재 Peer-to-Peer (P2P) 파일 공유 시스템은 특정 데이터 항목을 저장한 노드의 위치를 어떻게 효율적으로 찾을 것인가에 대해 연구되고 있다. DHT 기반 구조는 확장 가능하며 정확한 매치(exact-match) 질의가 가능하지만, 정확한 매치가 아닌 질의에 대해서는 효율적이지 못하다. 본 논문은 DT 기반의 P2P 파일 공유 시스템에서 확장 가능한 키워드 기반 파일 검색을 제공하기 위한 메커니즘을 제안한다. 우리의 제안된 구조는 높은 능력을 가진 ' 슈퍼피어 ' 를 둠으로써 많은 파일을 가진 공통 키워드로 인친 발생하는 과도한 저장 공간 소비와 네트워크 트래픽을 감소시킨다.래픽을 감소시킨다.

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Load Balancing Strategy for P2P VoD Systems

  • Huang, Guimin;Li, Chengsen;Liu, Pingshan
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4207-4222
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    • 2016
  • In a P2P (Peer-to-Peer) VoD (video-on-Demand) streaming system, the nodes' load is an important factor which affects the system performance. In the system, some nodes may receive too many requests, which leads to overload. On the other hand, some other nodes may receive too few requests, which leads to low utilization. Therefore, designing a reasonable load balancing strategy is important. However, existing related studies cannot handle this problem effectively, because they don't have an efficient dynamic load information management mechanism, and they don't distinguish the difference of requests when transfer the nodes' load. In this paper, to manage the dynamic load information efficiently, we design a load management table for each node. Based on the load information, we propose a load balancing strategy which uses a request migration algorithm (LBRM). Through simulations, our scheme can handle the load imbalance problem effectively and improve the users' playback fluency.

P2P Group Search Algorithm to Improve Usability (사용성 개선을 위한 P2P 그룹 검색 알고리즘)

  • Kim, Boon-Hee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.2
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    • pp.185-192
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    • 2010
  • A P2P technology in distributed environments is very useful in the respect that persons to have resources efficiently share the resources. A P2P system is caused as follows : resource search, resource transmission, resource transmission again and then excessively occurred network traffic. To improve performance about this a lot of studies is proceeding. One of this various study's directions to improve performance is recently come to a field to improve usability as such person. At this point this study is proposed P2P group search algorithm to improve usability.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.