814 resultados para Peer-to-Peers Networks


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In this paper, we study the Foschini Miljanic algorithm, which was originally proposed in a static channel environment. We investigate the algorithm in a random channel environment, study its convergence properties and apply the Gerschgorin theorem to derive sufficient conditions for the convergence of the algorithm. We apply the Foschini and Miljanic algorithm to cellular networks and derive sufficient conditions for the convergence of the algorithm in distribution and validate the results with simulations. In cellular networks, the conditions which ensure convergence in distribution can be easily verified.

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This paper presents a decentralized/peer-to-peer architecture-based parallel version of the vector evaluated particle swarm optimization (VEPSO) algorithm for multi-objective design optimization of laminated composite plates using message passing interface (MPI). The design optimization of laminated composite plates being a combinatorially explosive constrained non-linear optimization problem (CNOP), with many design variables and a vast solution space, warrants the use of non-parametric and heuristic optimization algorithms like PSO. Optimization requires minimizing both the weight and cost of these composite plates, simultaneously, which renders the problem multi-objective. Hence VEPSO, a multi-objective variant of the PSO algorithm, is used. Despite the use of such a heuristic, the application problem, being computationally intensive, suffers from long execution times due to sequential computation. Hence, a parallel version of the PSO algorithm for the problem has been developed to run on several nodes of an IBM P720 cluster. The proposed parallel algorithm, using MPI's collective communication directives, establishes a peer-to-peer relationship between the constituent parallel processes, deviating from the more common master-slave approach, in achieving reduction of computation time by factor of up to 10. Finally we show the effectiveness of the proposed parallel algorithm by comparing it with a serial implementation of VEPSO and a parallel implementation of the vector evaluated genetic algorithm (VEGA) for the same design problem. (c) 2012 Elsevier Ltd. All rights reserved.

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There is a growing recognition of the need to integrate non-trophic interactions into ecological networks for a better understanding of whole-community organization. To achieve this, the first step is to build networks of individual non-trophic interactions. In this study, we analyzed a network of interdependencies among bird species that participated in heterospecific foraging associations (flocks) in an evergreen forest site in the Western Ghats, India. We found the flock network to contain a small core of highly important species that other species are strongly dependent on, a pattern seen in many other biological networks. Further, we found that structural importance of species in the network was strongly correlated to functional importance of species at the individual flock level. Finally, comparisons with flock networks from other Asian forests showed that the same taxonomic groups were important in general, suggesting that species importance was an intrinsic trait and not dependent on local ecological conditions. Hence, given a list of species in an area, it may be possible to predict which ones are likely to be important. Our study provides a framework for the investigation of other heterospecific foraging associations and associations among species in other non-trophic contexts.

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Synfire waves are propagating spike packets in synfire chains, which are feedforward chains embedded in random networks. Although synfire waves have proved to be effective quantification for network activity with clear relations to network structure, their utilities are largely limited to feedforward networks with low background activity. To overcome these shortcomings, we describe a novel generalisation of synfire waves, and define `synconset wave' as a cascade of first spikes within a synchronisation event. Synconset waves would occur in `synconset chains', which are feedforward chains embedded in possibly heavily recurrent networks with heavy background activity. We probed the utility of synconset waves using simulation of single compartment neuron network models with biophysically realistic conductances, and demonstrated that the spread of synconset waves directly follows from the network connectivity matrix and is modulated by top-down inputs and the resultant oscillations. Such synconset profiles lend intuitive insights into network organisation in terms of connection probabilities between various network regions rather than an adjacency matrix. To test this intuition, we develop a Bayesian likelihood function that quantifies the probability that an observed synfire wave was caused by a given network. Further, we demonstrate it's utility in the inverse problem of identifying the network that caused a given synfire wave. This method was effective even in highly subsampled networks where only a small subset of neurons were accessible, thus showing it's utility in experimental estimation of connectomes in real neuronal-networks. Together, we propose synconset chains/waves as an effective framework for understanding the impact of network structure on function, and as a step towards developing physiology-driven network identification methods. Finally, as synconset chains extend the utilities of synfire chains to arbitrary networks, we suggest utilities of our framework to several aspects of network physiology including cell assemblies, population codes, and oscillatory synchrony.

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Transcranial magnetic stimulation (TMS) is a technique that stimulates the brain using a magnetic coil placed on the scalp. Since it is applicable to humans non-invasively, directly interfering with neural electrical activity, it is potentially a good tool to study the direct relationship between perceptual experience and neural activity. However, it has been difficult to produce a clear perceptible phenomenon with TMS of sensory areas, especially using a single magnetic pulse. Also, the biophysical mechanisms of magnetic stimulation of single neurons have been poorly understood.

In the psychophysical part of this thesis, perceptual phenomena induced by TMS of the human visual cortex are demonstrated as results of the interactions with visual inputs. We first introduce a method to create a hole, or a scotoma, in a flashed, large-field visual pattern using single-pulse TMS. Spatial aspects of the interactions are explored using the distortion effect of the scotoma depending on the visual pattern, which can be luminance-defined or illusory. Its similarity to the distortion of afterimages is also discussed. Temporal interactions are demonstrated in the filling-in of the scotoma with temporally adjacent visual features, as well as in the effective suppression of transient visual features. Also, paired-pulse TMS is shown to lead to different brightness modulations in transient and sustained visual stimuli.

In the biophysical part, we first develop a biophysical theory to simulate the effect of magnetic stimulation on arbitrary neuronal structure. Computer simulations are performed on cortical neuron models with realistic structure and channels, combined with the current injection that simulates magnetic stimulation. The simulation results account for general and basic characteristics of the macroscopic effects of TMS including our psychophysical findings, such as a long inhibitory effect, dependence on the background activity, and dependence on the direction of the induced electric field.

The perceptual effects and the cortical neuron model presented here provide foundations for the study of the relationship between perception and neural activity. Further insights would be obtained from extension of our model to neuronal networks and psychophysical studies based on predictions of the biophysical model.

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Erosion is concentrated in steep landscapes such that, despite accounting for only a small fraction of Earth’s total surface area, these areas regulate the flux of sediment to downstream basins, and their rugged morphology records transient changes (or lack thereof) in geologic and climatic forcing. Steep landscapes are geomorphically active; large sediment fluxes and rapid landscape evolution rates can create or destroy habitat for humans and wildlife alike, and landslides, debris flows, and floods common in mountainous areas represent a persistent natural and structural hazard. Despite the central role that steep landscapes play in the geosciences and in landscape management, the processes controlling their evolution have been poorly studied compared to lower-gradient areas. This thesis focuses on the basic mechanics of sediment transport and bedrock incision in steep landscapes, as these are the fundamental processes which set the pace and style of landscape evolution. Chapter 1 examines the spatial distribution of slow-moving landslides; these landslides can dominate sediment fluxes to river networks, but the controls on their occurrence are poorly understood. Using a case-study along the San Andreas Fault, California, I show that slow-moving landslides preferentially occur near the fault, suggesting a rock-strength control on landslide distribution. Chapter 2 provides the first field-measurements of incipient sediment motion in streams steeper than 14% and shows a large influence of slope-dependent flow hydraulics and grain-scale roughness on particle motion. Chapter 3 presents experimental evidence for bedrock erosion by suspended sediment, suggesting that, in contrast to prevailing theoretical predictions, suspension-regime transport in steep streams can be the dominant erosion agent. Steep streams are often characterized by the presence of waterfalls and bedrock steps which can have locally high rates of erosion; Chapters 4 and 5 present newly developed, experimentally validated theory on sediment transport through and bedrock erosion in waterfall plunge pools. Finally, Chapter 6 explores the formation of a bedrock slot canyon where interactions between sediment transport and bedrock incision lead to the formation of upstream-propagating bedrock step-pools and waterfalls.

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[Es]Con el paso de los años, el uso de tecnologías de edición de vídeo ha ido cobrando protagonismo, tanto dentro del mundo del arte cinematográfico, como en reportajes, o, en los últimos años, en vídeos subidos por usuarios a redes sociales. Por otra parte, el software libre se ha ido expandiendo en todos los sectores, proporcionando a los usuarios código de calidad sin tener que pagar las licencias de otros programas similares. Por ello, se decide por optar por la colaboración en Kdenlive, un editor de vídeo de código libre desarrollado en KDE. Este programa cuenta con una multitud de potentes herramientas, y está basado en torno a una comunidad de desarrolladores, que trabajan con el objetivo de crear el editor de vídeo no lineal más avanzado de GNU/Linux. Mediante este trabajo, se pretende contribuir a dicho programa mediante el diseño y codificación de una nueva funcionalidad para el programa, a la vez que colaborar con la documentación ofrecida por los desarrolladores del programa con el objetivo de ayudar a nuevos desarrolladores a incorporarse al desarrollo de la aplicación de una manera más sencilla.

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Desde o final do século XX, o tema saúde é um das mais procurados na internet para diversos fins. As pessoas que convivem com HIV/AIDS não estão afastadas dessa tendência, formando inclusive um dos grupos de usuários que mais acessam a internet. Um grupo com um passado e presente de produção de movimento social que muito contribuiu para a reconhecida política HIV/AIDS brasileira. O objetivo desta tese é identificar e analisar os padrões de busca e interação com o conteúdo em saúde na internet no cotidiano das pessoas com HIV/AIDS, em particular nos potenciais desdobramentos em processos de medicalização, tomada de decisão sobre condutas em saúde e relação com movimento social. A metodologia se baseou em análise de conteúdo de entrevistas e realização de etnografia virtual de uma página fechada no Facebook. As discussões sobre o material pesquisado foram divididas em categorias analíticas, cuja análise gerou os seguintes resultados: a sociabilidade produzida na internet contribui para diminuir o sofrimento em relação ao preconceito, tanto em relação ao HIV/AIDS, quanto à homossexualidade; há uma carência de espaços de acolhimento virtual em detrimento a uma maior oferta de espaços para discussão sobre políticas públicas; a medicalização na rede produz a chance de se obter condutas não recomendadas, no entanto, pessoas vinculadas a grupos virtuais possuem mais estímulos a não abandonar a medicação; a confiabilidade nos conteúdos da internet em geral possui um padrão de acesso a sites recomendados pelos órgãos oficiais do setor saúde; é comum pesquisar antes ou depois da consulta médica, no entanto a negociação se dá em cyberespaços de acolhimento; muitos ativistas do HIV/AIDS foram estimulados a participar do ativismo político através da internet. Há necessidade de se ampliar espaços virtuais de acolhimento através de políticas públicas incentivadoras; a formação médica precisa contemplar questões relacionadas à internet e saúde sobre sociabilidade, adesão, e terapêutica digital, prescrição de sites, blogs e redes sociais, devendo-se ponderar com questões de medicalização e prevenção quaternária.

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随着Internet的快速发展,P2P系统在研究领域和产品开发中备受关注。鉴于P2P系统的应用背景差异较大,我们将其划分为P2P平台层和P2P应用层。本文主要讨论P2P平台的关键技术,着重分析了定位、通信、安全、性能等方面的技术,为我们设计和实现P2P应用提供借鉴。

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A foundational issue underlying many overlay network applications ranging from routing to peer-to-peer file sharing is that of connectivity management, i.e., folding new arrivals into an existing overlay, and rewiring to cope with changing network conditions. Previous work has considered the problem from two perspectives: devising practical heuristics for specific applications designed to work well in real deployments, and providing abstractions for the underlying problem that are analytically tractable, especially via game-theoretic analysis. In this paper, we unify these two thrusts by using insights gleaned from novel, realistic theoretic models in the design of Egoist – a distributed overlay routing system that we implemented, deployed, and evaluated on PlanetLab. Using extensive measurements of paths between nodes, we demonstrate that Egoist’s neighbor selection primitives significantly outperform existing heuristics on a variety of performance metrics, including delay, available bandwidth, and node utilization. Moreover, we demonstrate that Egoist is competitive with an optimal, but unscalable full-mesh approach, remains highly effective under significant churn, is robust to cheating, and incurs minimal overhead. Finally, we use a multiplayer peer-to-peer game to demonstrate the value of Egoist to end-user applications. This technical report supersedes BUCS-TR-2007-013.

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Overlay networks have been used for adding and enhancing functionality to the end-users without requiring modifications in the Internet core mechanisms. Overlay networks have been used for a variety of popular applications including routing, file sharing, content distribution, and server deployment. Previous work has focused on devising practical neighbor selection heuristics under the assumption that users conform to a specific wiring protocol. This is not a valid assumption in highly decentralized systems like overlay networks. Overlay users may act selfishly and deviate from the default wiring protocols by utilizing knowledge they have about the network when selecting neighbors to improve the performance they receive from the overlay. This thesis goes against the conventional thinking that overlay users conform to a specific protocol. The contributions of this thesis are threefold. It provides a systematic evaluation of the design space of selfish neighbor selection strategies in real overlays, evaluates the performance of overlay networks that consist of users that select their neighbors selfishly, and examines the implications of selfish neighbor and server selection to overlay protocol design and service provisioning respectively. This thesis develops a game-theoretic framework that provides a unified approach to modeling Selfish Neighbor Selection (SNS) wiring procedures on behalf of selfish users. The model is general, and takes into consideration costs reflecting network latency and user preference profiles, the inherent directionality in overlay maintenance protocols, and connectivity constraints imposed on the system designer. Within this framework the notion of user’s "best response" wiring strategy is formalized as a k-median problem on asymmetric distance and is used to obtain overlay structures in which no node can re-wire to improve the performance it receives from the overlay. Evaluation results presented in this thesis indicate that selfish users can reap substantial performance benefits when connecting to overlay networks composed of non-selfish users. In addition, in overlays that are dominated by selfish users, the resulting stable wirings are optimized to such great extent that even non-selfish newcomers can extract near-optimal performance through naïve wiring strategies. To capitalize on the performance advantages of optimal neighbor selection strategies and the emergent global wirings that result, this thesis presents EGOIST: an SNS-inspired overlay network creation and maintenance routing system. Through an extensive measurement study on the deployed prototype, results presented in this thesis show that EGOIST’s neighbor selection primitives outperform existing heuristics on a variety of performance metrics, including delay, available bandwidth, and node utilization. Moreover, these results demonstrate that EGOIST is competitive with an optimal but unscalable full-mesh approach, remains highly effective under significant churn, is robust to cheating, and incurs minimal overheads. This thesis also studies selfish neighbor selection strategies for swarming applications. The main focus is on n-way broadcast applications where each of n overlay user wants to push its own distinct file to all other destinations as well as download their respective data files. Results presented in this thesis demonstrate that the performance of our swarming protocol for n-way broadcast on top of overlays of selfish users is far superior than the performance on top of existing overlays. In the context of service provisioning, this thesis examines the use of distributed approaches that enable a provider to determine the number and location of servers for optimal delivery of content or services to its selfish end-users. To leverage recent advances in virtualization technologies, this thesis develops and evaluates a distributed protocol to migrate servers based on end-users demand and only on local topological knowledge. Results under a range of network topologies and workloads suggest that the performance of the distributed deployment is comparable to that of the optimal but unscalable centralized deployment.

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To provide real-time service or engineer constrained-based paths, networks require the underlying routing algorithm to be able to find low-cost paths that satisfy given Quality-of-Service (QoS) constraints. However, the problem of constrained shortest (least-cost) path routing is known to be NP-hard, and some heuristics have been proposed to find a near-optimal solution. However, these heuristics either impose relationships among the link metrics to reduce the complexity of the problem which may limit the general applicability of the heuristic, or are too costly in terms of execution time to be applicable to large networks. In this paper, we focus on solving the delay-constrained minimum-cost path problem, and present a fast algorithm to find a near-optimal solution. This algorithm, called DCCR (for Delay-Cost-Constrained Routing), is a variant of the k-shortest path algorithm. DCCR uses a new adaptive path weight function together with an additional constraint imposed on the path cost, to restrict the search space. Thus, DCCR can return a near-optimal solution in a very short time. Furthermore, we use the method proposed by Blokh and Gutin to further reduce the search space by using a tighter bound on path cost. This makes our algorithm more accurate and even faster. We call this improved algorithm SSR+DCCR (for Search Space Reduction+DCCR). Through extensive simulations, we confirm that SSR+DCCR performs very well compared to the optimal but very expensive solution.

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Making use of very detailed neurophysiological, anatomical, and behavioral data to build biological-realistic computational models of animal behavior is often a difficult task. Until recently, many software packages have tried to resolve this mismatched granularity with different approaches. This paper presents KInNeSS, the KDE Integrated NeuroSimulation Software environment, as an alternative solution to bridge the gap between data and model behavior. This open source neural simulation software package provides an expandable framework incorporating features such as ease of use, scalabiltiy, an XML based schema, and multiple levels of granularity within a modern object oriented programming design. KInNeSS is best suited to simulate networks of hundreds to thousands of branched multu-compartmental neurons with biophysical properties such as membrane potential, voltage-gated and ligand-gated channels, the presence of gap junctions of ionic diffusion, neuromodulation channel gating, the mechanism for habituative or depressive synapses, axonal delays, and synaptic plasticity. KInNeSS outputs include compartment membrane voltage, spikes, local-field potentials, and current source densities, as well as visualization of the behavior of a simulated agent. An explanation of the modeling philosophy and plug-in development is also presented. Further developement of KInNeSS is ongoing with the ultimate goal of creating a modular framework that will help researchers across different disciplines to effecitively collaborate using a modern neural simulation platform.

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Making use of very detailed neurophysiological, anatomical, and behavioral data to build biologically-realistic computational models of animal behavior is often a difficult task. Until recently, many software packages have tried to resolve this mismatched granularity with different approaches. This paper presents KInNeSS, the KDE Integrated NeuroSimulation Software environment, as an alternative solution to bridge the gap between data and model behavior. This open source neural simulation software package provides an expandable framework incorporating features such as ease of use, scalability, an XML based schema, and multiple levels of granularity within a modern object oriented programming design. KInNeSS is best suited to simulate networks of hundreds to thousands of branched multi-compartmental neurons with biophysical properties such as membrane potential, voltage-gated and ligand-gated channels, the presence of gap junctions or ionic diffusion, neuromodulation channel gating, the mechanism for habituative or depressive synapses, axonal delays, and synaptic plasticity. KInNeSS outputs include compartment membrane voltage, spikes, local-field potentials, and current source densities, as well as visualization of the behavior of a simulated agent. An explanation of the modeling philosophy and plug-in development is also presented. Further development of KInNeSS is ongoing with the ultimate goal of creating a modular framework that will help researchers across different disciplines to effectively collaborate using a modern neural simulation platform.