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1.
A peer‐to‐peer (P2P) characterization model is proposed in this paper. The purposes of this model are (a) to describe through abstraction the behavior and capability of P2P computing independent of any specific application, and (b) to lead to a cost model of P2P computing. Our approach is based on abstracting the service driven nature of P2P computing separate and distinct from its implementation. This supports the first purpose. Next, we consider the integration of the two aspects. This supports the second purpose. A secondary contribution of our work is a cost model. The cost model is applied to indexing, discovery and resource utilization services. In addition, the characterization model and cost model are applied to a JXTA‐based P2P application. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

2.
In this paper we present the results of a simulation study aimed at assessing an on‐demand transportation system. The on‐demand system uses minibuses that have neither fixed itineraries nor fixed stops. The minibuses are dynamically routed to accommodate the requests received by the users. To use the on‐demand service, users communicate, close to their desired departure time, the origin and destination of the trip. They accept the service if the estimated arrival time at destination fulfills their service level threshold. In the simulation users may decide whether to walk, to use a standard bus, to call the on‐demand service, and, if none of these options is satisfactory, to use a private car. We consider different scenarios to assess the potential benefits of the introduction of an on‐demand service. We also analyze the scalability and responsiveness of the service. The results suggest that an on‐demand system may be able to satisfy a large portion of user transportation requests and may be put beside standard transportation systems in order to provide a better transportation service to the users and substantially reduce the use of private cars.  相似文献   

3.
As peer‐to‐peer (P2P) file‐sharing systems revolve around cooperation, the design of upload incentives has been one of the most important topics in P2P research for more than a decade. Several deployed systems, such as private BitTorrent communities, successfully manage to foster cooperation by banning peers when their sharing ratio becomes too low. Interestingly, recent measurements have shown that such systems tend to have an oversupply instead of an undersupply of bandwidth designers that have been obsessed with since the dawn of P2P. In such systems, the ‘selfish peer’ problem is finally solved, but a new problem has arisen: because peers have to keep up their sharing ratios, they now have to compete to upload. In this paper, we explore this new problem and show how even highly cooperative peers might in the end not survive the upload competition. On the basis of recent measurements of over half a million peers in private P2P communities, we propose and analyze several algorithms for uploader selection under oversupply. Our algorithms enable sustained sharing ratio enforcement and are easy to implement in both existing and new systems. Overall, we offer an important design consideration for the new generation of P2P systems in which selfishness is no longer an issue. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

4.
This paper describes the issues that are involved in designing and implementing a large‐scale cooperative object database server for a collaborative virtual environment. The focus of the paper is about the way to handle the distributing factors and the communication model among nodes within a collaborative virtual environment. Within the system, all objects are decentralized and scattered among three tiers of object databases. By limiting the knowledge and refining the tasks for each server, the network and processor workload can be reduced. The objective of the system is to provide a virtual environment for distributed computing that is k‐fault tolerant and subject to expansion without the interruption of services. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

5.
On‐demand broadcast is an effective data dissemination approach in mobile computing environments. Most of the recent studies on on‐demand data broadcast assume that clients request only a single‐data‐object at a time. This assumption may not be practical for the increasingly sophisticated mobile applications. In this paper, we investigate the scheduling problem of time‐critical requests for multiple data objects in on‐demand broadcast environments and observe that existing scheduling algorithms designed for single‐data‐object requests perform unsatisfactorily in this new setting. Based on our analysis, we propose new algorithms to improve the system performance. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

6.
The inherent complex nature of current distributed computing architectures hinders the widespread adoption of these systems for mainstream use. In general, users have access to a highly heterogeneous set of compute resources, which may include clusters, grids, desktop grids, clouds, and other compute platforms. This heterogeneity is especially problematic when running parallel and distributed applications. Software is needed which easily combines as many resources as possible into one coherent computing platform. In this paper, we introduce Zorilla: peer‐to‐peer (P2P) middleware that creates a single distributed environment from any available set of compute resources. Zorilla imposes minimal requirements on the resource used, is platform independent, and does not rely on central components. In addition to providing functionality on bare resources, Zorilla can exploit locally available middleware. Zorilla explicitly supports distributed and parallel applications, and allows resources from multiple sites to cooperate in a single computation. Zorilla makes extensive use of both virtualization and P2P techniques. We will demonstrate how virtualization and P2P combine into a simple design, while enhancing functionality and ease of use. Together, these techniques bring our goal a step closer: transparent, easy use of resources, even on very heterogeneous distributed systems. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

7.
The increasing popularity of multi‐player online games is leading to the widespread use of large‐scale Distributed Virtual Environments (DVEs) nowadays. In these systems, peer‐to‐peer (P2P) architectures have been proposed as an efficient and scalable solution for supporting massively multi‐player applications. However, the main challenge for P2P architectures consists of providing each avatar with updated information about which other avatars are its neighbors. This problem is known as the awareness problem. In this paper, we propose a comparative study of the performance provided by those awareness methods that are supposed to fully solve the awareness problem. This study is performed using well‐known performance metrics in distributed systems. Moreover, while the evaluations shown in the literature are performed by executing P2P simulations on a single (sequential) computer, this paper evaluates the performance of the considered methods on actually distributed systems. The evaluation results show that only a single method actually provides full awareness to avatars. This method also provides the best performance results. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

8.
On‐demand education enables individual learners to choose their learning pathways according to their own learning needs. They must use self‐directed learning (SDL) skills involving self‐assessment and task selection to determine appropriate pathways for learning. Learners who lack these skills must develop them because SDL skills are prerequisite to developing domain‐specific skills. This article describes the design of an on‐demand learning environment developed to enable novices to simultaneously develop their SDL and domain‐specific skills. Learners received advice on their self‐assessments and their selections of subsequent learning tasks. In the domain of system dynamics – a way to model a dynamic system and draw graphs depicting the system's behaviour over time – advice on self‐assessment is provided in a scoring rubric containing relevant performance standards. Advice on task selection indicates all relevant task aspects to be taken into account, including recommendations for suitable learning tasks which meet the individual learner's needs. This article discusses the design of the environment and the learners' perceptions of its usefulness. Most of the times, the learners found the advice appropriate and they followed it in 78% of their task selections.  相似文献   

9.
Distributed scene graphs are important in virtual reality, both in collaborative virtual environments and in cluster rendering. Modern scalable visualization systems have high local throughput, but collaborative virtual environments (VEs) over a wide‐area network (WAN) share data at much lower rates. This complicates the use of one scene graph across the whole application. Myriad is an extension of the Syzygy VR toolkit in which individual scene graphs form a peer‐to‐peer network. Myriad connections filter scene graph updates and create flexible relationships between nodes of the scene graph. Myriad's sharing is fine‐grained: the properties of individual scene graph nodes to share are dynamically specified (in C++ or Python). Myriad permits transient inconsistency, relaxing resource requirements in collaborative VEs. A test application, WorldWideCrowd, demonstrates collaborative prototyping of a 300‐avatar crowd animation viewed on two PC‐cluster displays and edited on low‐powered laptops, desktops, and over a WAN. We have further used our framework to facilitate collaborative educational experiences and as a vehicle for undergraduates to experiment with shared virtual worlds. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

10.
On‐body communications show highly polarization selectivity in both radio channels and antennas due to the complex body coupling and scattering effects, and full‐space dimension link distribution. To mitigate the polarization variation of on‐body communication links, multipolarization antennas are proposed to adaptively capture the on‐body channel polarization components. In this article, a tri‐polarization antenna design is introduced with its performance evaluated on a simplified three‐layered human chest model including skin, fat, and muscle tissues. The return loss, frequency response, and the radiation pattern of designed antenna are found to be affected by the relative orientation and distance between the antennas and the trunk, indicating the necessity of the antenna emplacement optimization for realistic on‐body communication devices.  相似文献   

11.
In peer‐to‐peer lending, it is important to predict the repayment of the borrower to reduce the lender's financial loss. However, it is difficult to design a powerful feature extractor for predicting the repayment as user and transaction data continue to increase. Convolutional neural networks automatically extract useful features from big data, but they use only high‐level features; hence, it is difficult to capture a variety of representations. In this study, we propose a deep dense convolutional network for repayment prediction in social lending, which maintains the borrower's semantic information and obtains a good representation by automatically extracting important low‐ and high‐level features simultaneously. We predict the repayment of the borrower by learning discriminative features depending on the loan status. Experimental results on the Lending Club dataset show that our model is more effective than other methods. A fivefold cross‐validation is performed to run the experiments.  相似文献   

12.
In unstructured peer‐to‐peer (P2P) networks, two autonomous peer nodes can be connected if users in those nodes are interested in each other's data. Owing to the similarity between P2P networks and social networks, where peer nodes can be regarded as people and connections can be regarded as relationships, social strategies are useful for improving the performance of resource discovery by self‐organizing autonomous peers on unstructured P2P networks. In this paper, we present an efficient social‐like peer‐to‐peer (ESLP) method for resource discovery by mimicking different human behaviours in social networks. ESLP has been simulated in a dynamic environment with a growing number of peer nodes. From the simulation results and analysis, ESLP achieved better performance than current methods. Copyright © 2008 John Wiley & Sons, Ltd.  相似文献   

13.
传统的多媒体远程教学系统中,教学资源大多存放在中心服务器上,各分散学习点需要从服务器下载资源,服务器的性能及网络带宽将直接影响教学活动。将混合P2P技术引入多媒体网络教学中,会对多媒体的远程教育进行优化。本文设计一个基于混合P2P技术的远程教学系统,主要利用混合型P2P模型来实现视频点播和文件共享功能。  相似文献   

14.
Haoxue Ma  Tore Risch 《Software》2007,37(11):1193-1213
Timely and efficient information communication is a key factor in ensuring successful collaboration in engineering collaborative design. This work proposes a database approach to support information communication between distributed and autonomous CAD systems. It provides the designer with an easy and flexible way, a project‐based propagation meta‐table, to specify what parts of a CAD information model should be communicated to other collaborating designers. A CAD peer manager, containing a peer database that stores information to be exchanged with the other collaborators, wraps each participating CAD system. The peer manager identifies changes made to the CAD model by using stored procedures and active rules in the peer database that are automatically generated based on the propagation meta‐table. The identified updates are propagated in a timely manner to other peers via inter‐database message passing, thereby minimizing the volume of necessary information to be exchanged. Furthermore, remote peer designers can flexibly incorporate, filter, or delete received updates by using a propagation control interface, which is also used to issue user's commands to download the data from the CAD system to the peer database and lookup the received messages in the peer database. The approach is applicable on any CAD system having a CORBA interface and can also be applied to other kinds of object‐oriented interfaces. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

15.
P2P-VOD缓存策略MVC   总被引:1,自引:0,他引:1  
本文介绍了P2P-VOD系统中的MVC缓存策略,该策略是为了改进流媒体系统视频播放的流畅程度,服务器负载压力而提出的。P2P-VOD系统视频的连续播放,服务器的被请求频率和用户的满意程度是系统重要因素,然而现在系统中的SVC缓存策略没有充分考虑到冷热门频道节点重叠存储数据的情况,由此本文提出MVC缓存策略,该策略充分考虑到点播系统中视频冷热度,流行值等会引起系统整体缓存不均衡的因素,提高冷门视频数据分块缓存量,在节点多的情况下,热门频道节点帮助冷门频道下载数据分片,在服务器通信量不足的情况下,提高视频播放的流畅程度,减轻服务器的负载压力。  相似文献   

16.
High‐accuracy inductor model is vital for the success of RF/mm‐wave circuit design. In this article, the development of two‐π scalable model with four ladder skin effect structure has been described in detail. For the scalable compact circuit modeling, a set of formulas by which all of the compact circuit elements can be calculated according to the components geometric dimensions and process parameters will be given. The proposed modeling method is regarded as full scalable as all the component parameters are calculated by physical equations or revise equations. A series of spiral inductors with various geometries have been fabricated with 0.13 μm SiGe BiCMOS aluminum process to verify the model. Excellent agreements are obtained between the measured data and calculation form the proposed model up to frequencies above self‐resonant. This scalable 28‐element two‐π model enables to accurately characterize RF behaviors of on‐chip spiral inductors and optimize the inductor performance. © 2014 Wiley Periodicals, Inc. Int J RF and Microwave CAE 25:93–100, 2015.  相似文献   

17.
The increasing need of the developed countries to carry out effective distance learning strategies has led to a great development of Internet‐based learning technologies (e‐learning). Despite its evident advantages, the expansion of e‐learning has been limited by the difficulty in reaching important social sectors, and also by the absence of mechanisms to fight the feeling of isolation of the users, which often leads them to abandoning the distance learning activities. This paper tackles these problems by introducing ATLAS, a framework for the development and deployment of multiuser t‐learning services (i.e. learning services over Interactive Digital TV). This framework is built around three major features: an architecture for the services that exploits the multimedia capabilities of the television, a communications infrastructure that promotes the establishment of virtual learning communities, and a development tool that allows services to be created with minimum programming knowledge. ATLAS has been designed by considering several features that make Interactive Digital TV quite different from the PC, advising against the direct translation of the models developed for the Internet. In particular, ATLAS adheres to the Multimedia Home Platform (MHP) standard, which is gaining worldwide acceptance as one of the technical solutions that will shape the future of Interactive Digital TV. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

18.
A new equivalent circuit model for 3D multilayer on‐chip inductors based on physical principles is presented in this article. The model consists of multiple elementary cells, and every cell in the distributed model represents a single stacked inductor. The model also takes into account the distributed effect of the via‐hole with feedline which is used to connect the test pad to the lowest mental layer. A parameter‐extraction approach for proposed model which combines the analytical approach and empirical optimization procedure is investigated. Good agreement is obtained between simulated and measured results for a six metal layers on‐chip inductor on silicon in the frequency range of 50 MHz to 20 GHz. © 2012 Wiley Periodicals, Inc. Int J RF and Microwave CAE, 2013.  相似文献   

19.
基于P2P模式的新型视频点播系统   总被引:6,自引:4,他引:6  
对扩展视频点播系统服务能力进行了研究。在所提出的ContribVoD系统中,通过用户相互共享各自拥有的视频数据,使服务器不再是视频数据的唯一来源,从而可分散视频服务器的负担,提高系统的服务能力。系统通过优化查询、数据传输动态监控及初始缓冲来保证用户的播放质量,同时利用种子选择策略来尽量避免远程数据传输,减小主干网络的负担。仿真实验显示,系统的服务能力比基于C/S模式的视频点播系统有显著提高。  相似文献   

20.
Conventional remote data access middlewares usually provide client applications with either a pre‐staging scheme or an on‐demand access scheme to fetch data. The pre‐staging scheme uses parallel downloads to fetch a completed input file from multiple data sources, even when only a tiny file fragment is required. Such a transfer scheme consumes unnecessary data transmission time and storage space. In contrast, the on‐demand scheme downloads only the required data blocks from a single data source and does not fully utilize the downstream bandwidth of the computing nodes. This paper presents a middleware called ‘Spigot’ that facilitates legacy (grid‐unaware) applications to transparently access remote data by using native I/O function calls. Spigot uses the on‐demand concept to avoid unnecessary data transfer and adopts a co‐allocation download algorithm to improve the data transfer performance. Moreover, it uses the pre‐fetching strategy to reduce the data waiting time by overlapping data acquisition and data processing. It also provides the client application with its own user‐level cache, which is advantageous since a larger cache space is available in comparison with the kernel‐level cache. Further, it is easy to maintain data consistency between Spigot nodes. The experimental results indicate that Spigot achieves superior performance in reducing the data waiting time than the pre‐staging and the on‐demand access schemes. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

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