788 resultados para Distributed ownership


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In this paper, an innovative approach to perform distributed Bayesian inference using a multi-agent architecture is presented. The final goal is dealing with uncertainty in network diagnosis, but the solution can be of applied in other fields. The validation testbed has been a P2P streaming video service. An assessment of the work is presented, in order to show its advantages when it is compared with traditional manual processes and other previous systems.

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This paper is on homonymous distributed systems where processes are prone to crash failures and have no initial knowledge of the system membership (?homonymous? means that several processes may have the same identi?er). New classes of failure detectors suited to these systems are ?rst de?ned. Among them, the classes H? and H? are introduced that are the homonymous counterparts of the classes ? and ?, respectively. (Recall that the pair h?,?i de?nes the weakest failure detector to solve consensus.) Then, the paper shows how H? and H? can be implemented in homonymous systems without membership knowledge (under different synchrony requirements). Finally, two algorithms are presented that use these failure detectors to solve consensus in homonymous asynchronous systems where there is no initial knowledge ofthe membership. One algorithm solves consensus with hH?, H?i, while the other uses only H?, but needs a majority of correct processes. Observe that the systems with unique identi?ers and anonymous systems are extreme cases of homonymous systems from which follows that all these results also apply to these systems. Interestingly, the new failure detector class H? can be implemented with partial synchrony, while the analogous class A? de?ned for anonymous systems can not be implemented (even in synchronous systems). Hence, the paper provides us with the ?rst proof showing that consensus can be solved in anonymous systems with only partial synchrony (and a majority of correct processes).

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We study a cognitive radio scenario in which the network of sec- ondary users wishes to identify which primary user, if any, is trans- mitting. To achieve this, the nodes will rely on some form of location information. In our previous work we proposed two fully distributed algorithms for this task, with and without a pre-detection step, using propagation parameters as the only source of location information. In a real distributed deployment, each node must estimate its own po- sition and/or propagation parameters. Hence, in this work we study the effect of uncertainty, or error in these estimates on the proposed distributed identification algorithms. We show that the pre-detection step significantly increases robustness against uncertainty in nodes' locations.

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We address a cognitive radio scenario, where a number of secondary users performs identification of which primary user, if any, is trans- mitting, in a distributed way and using limited location information. We propose two fully distributed algorithms: the first is a direct iden- tification scheme, and in the other a distributed sub-optimal detection based on a simplified Neyman-Pearson energy detector precedes the identification scheme. Both algorithms are studied analytically in a realistic transmission scenario, and the advantage obtained by detec- tion pre-processing is also verified via simulation. Finally, we give details of their fully distributed implementation via consensus aver- aging algorithms.

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Distributed target tracking in wireless sensor networks (WSN) is an important problem, in which agreement on the target state can be achieved using conventional consensus methods, which take long to converge. We propose distributed particle filtering based on belief propagation (DPF-BP) consensus, a fast method for target tracking. According to our simulations, DPF-BP provides better performance than DPF based on standard belief consensus (DPF-SBC) in terms of disagreement in the network. However, in terms of root-mean square error, it can outperform DPF-SBC only for a specific number of consensus iterations.

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Este trabajo se focaliza en el estudio y análisis del modelo Total Cost of Ownership (TCO) para obtener como resultado su configuración para la ad-quisición de un paquete informático propietario. Se describe el modelo TCO y se presenta el estado del arte con los diferentes tipos de estudios existentes y aplicaciones prácticas de referencia. Una vez conocida la situación actual de las investigaciones, se crea una base de características relevantes del modelo, para a partir de ellas obtener los factores a tener en cuenta en la adquisición de un pa-quete informático propietario considerando las características específicas de este tipo de producto. A continuación se aplica el modelo a un caso concreto de adquisición de un paquete de gestión de medios de pago.

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Different possible input filter configurations for a modular three-phase PWM rectifier system consisting of three interleaved converter cells are studied. The system is designed for an aircraft application where MIL-STD-461E conducted EMI standards have to be met and system weight is a critical design issue. The importance of a LISN model on the simulated noise levels and the effect of interleaving and power unbalance between the different converter modules is discussed. The effect of the number of filter stages and the degree of distribution of the filter stages among the individual converter modules on the weight and losses of the input filter is studied and optimal filter structures are proposed.

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Switching of a signal beam by another control beam at different wavelength is demonstrated experimentally using the optical bistability occurring in a 1.55 mm-distributed feedback semiconductor optical amplifier (DFBSOA) working in reflection. Counterclockwise (S-shaped) and reverse (clockwise) bistability are observed in the output of the control and the signal beam respectively, as the power of the input control signal is increased. With this technique an optical signal can be set in either of the optical input wavelengths by appropriate choice of the powers of the input signals. The switching properties of the DFBSOA are studied experimentally as the applied bias current is increased from below to above threshold and for different levels of optical power in the signal beam and different wavelength detunings between both input signals. Higher on-off extinction ratios, wider bistable loops and lower input power requirements for switching are obtained when the DFBSOA is operated slightly above its threshold value.

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The optical bistability occurring in laser diode amplifiers is used to design an all-optical logic gate capable to provide the whole set of logic functions. The structure of the reported logic gate is based on two connected 1550nm laser amplifiers (Fabry-Perot and distributed feedback laser amplifiers).

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Las redes son la esencia de comunidades y sociedades humanas; constituyen el entramado en el que nos relacionamos y determinan cómo lo hacemos, cómo se disemina la información o incluso cómo las cosas se llevan a cabo. Pero el protagonismo de las redes va más allá del que adquiere en las redes sociales. Se encuentran en el seno de múltiples estructuras que conocemos, desde las interaciones entre las proteínas dentro de una célula hasta la interconexión de los routers de internet. Las redes sociales están presentes en internet desde sus principios, en el correo electrónico por tomar un ejemplo. Dentro de cada cliente de correo se manejan listas contactos que agregadas constituyen una red social. Sin embargo, ha sido con la aparición de los sitios web de redes sociales cuando este tipo de aplicaciones web han llegado a la conciencia general. Las redes sociales se han situado entre los sitios más populares y con más tráfico de la web. Páginas como Facebook o Twitter manejan cifras asombrosas en cuanto a número de usuarios activos, de tráfico o de tiempo invertido en el sitio. Pero las funcionalidades de red social no están restringidas a las redes sociales orientadas a contactos, aquellas enfocadas a construir tu lista de contactos e interactuar con ellos. Existen otros ejemplos de sitios que aprovechan las redes sociales para aumentar la actividad de los usuarios y su involucración alrededor de algún tipo de contenido. Estos ejemplos van desde una de las redes sociales más antiguas, Flickr, orientada al intercambio de fotografías, hasta Github, la red social de código libre más popular hoy en día. No es una casualidad que la popularidad de estos sitios web venga de la mano de sus funcionalidades de red social. El escenario es más rico aún, ya que los sitios de redes sociales interaccionan entre ellos, compartiendo y exportando listas de contactos, servicios de autenticación y proporcionando un valioso canal para publicitar la actividad de los usuarios en otros sitios web. Esta funcionalidad es reciente y aún les queda un paso hasta que las redes sociales superen su condición de bunkers y lleguen a un estado de verdadera interoperabilidad entre ellas, tal como funcionan hoy en día el correo electrónico o la mensajería instantánea. Este trabajo muestra una tecnología que permite construir sitios web con características de red social distribuída. En primer lugar, se presenta una tecnología para la construcción de un componente intermedio que permite proporcionar cualquier característica de gestión de contenidos al popular marco de desarrollo web modelo-vista-controlador (MVC) Ruby on Rails. Esta técnica constituye una herramienta para desarrolladores que les permita abstraerse de las complejidades de la gestión de contenidos y enfocarse en las particularidades de los propios contenidos. Esta técnica se usará también para proporcionar las características de red social. Se describe una nueva métrica de reusabilidad de código para demostrar la validez del componente intermedio en marcos MVC. En segundo lugar, se analizan las características de los sitios web de redes sociales más populares, con el objetivo de encontrar los patrones comunes que aparecen en ellos. Este análisis servirá como base para definir los requisitos que debe cumplir un marco para construir redes sociales. A continuación se propone una arquitectura de referencia que proporcione este tipo de características. Dicha arquitectura ha sido implementada en un componente, Social Stream, y probada en varias redes sociales, tanto orientadas a contactos como a contenido, en el contexto de una asociación vecinal tanto como en proyectos de investigación financiados por la UE. Ha sido la base de varios proyectos fin de carrera. Además, ha sido publicado como código libre, obteniendo una comunidad creciente y está siendo usado más allá del ámbito de este trabajo. Dicha arquitectura ha permitido la definición de un nuevo modelo de control de acceso social que supera varias limitaciones presentes en los modelos de control de acceso para redes sociales. Más aún, se han analizado casos de estudio de sitios de red social distribuídos, reuniendo un conjunto de caraterísticas que debe cumplir un marco para construir redes sociales distribuídas. Por último, se ha extendido la arquitectura del marco para dar cabida a las características de redes sociales distribuídas. Su implementación ha sido validada en proyectos de investigación financiados por la UE. Abstract Networks are the substance of human communities and societies; they constitute the structural framework on which we relate to each other and determine the way we do it, the way information is diseminated or even the way people get things done. But network prominence goes beyond the importance it acquires in social networks. Networks are found within numerous known structures, from protein interactions inside a cell to router connections on the internet. Social networks are present on the internet since its beginnings, in emails for example. Inside every email client, there are contact lists that added together constitute a social network. However, it has been with the emergence of social network sites (SNS) when these kinds of web applications have reached general awareness. SNS are now among the most popular sites in the web and with the higher traffic. Sites such as Facebook and Twitter hold astonishing figures of active users, traffic and time invested into the sites. Nevertheless, SNS functionalities are not restricted to contact-oriented social networks, those that are focused on building your own list of contacts and interacting with them. There are other examples of sites that leverage social networking to foster user activity and engagement around other types of content. Examples go from early SNS such as Flickr, the photography related networking site, to Github, the most popular social network repository nowadays. It is not an accident that the popularity of these websites comes hand-in-hand with their social network capabilities The scenario is even richer, due to the fact that SNS interact with each other, sharing and exporting contact lists and authentication as well as providing a valuable channel to publize user activity in other sites. These interactions are very recent and they are still finding their way to the point where SNS overcome their condition of data silos to a stage of full interoperability between sites, in the same way email and instant messaging networks work today. This work introduces a technology that allows to rapidly build any kind of distributed social network website. It first introduces a new technique to create middleware that can provide any kind of content management feature to a popular model-view-controller (MVC) web development framework, Ruby on Rails. It provides developers with tools that allow them to abstract from the complexities related with content management and focus on the development of specific content. This same technique is also used to provide the framework with social network features. Additionally, it describes a new metric of code reuse to assert the validity of the kind of middleware that is emerging in MVC frameworks. Secondly, the characteristics of top popular SNS are analysed in order to find the common patterns shown in them. This analysis is the ground for defining the requirements of a framework for building social network websites. Next, a reference architecture for supporting the features found in the analysis is proposed. This architecture has been implemented in a software component, called Social Stream, and tested in several social networks, both contact- and content-oriented, in local neighbourhood associations and EU-founded research projects. It has also been the ground for several Master’s theses. It has been released as a free and open source software that has obtained a growing community and that is now being used beyond the scope of this work. The social architecture has enabled the definition of a new social-based access control model that overcomes some of the limitations currenly present in access control models for social networks. Furthermore, paradigms and case studies in distributed SNS have been analysed, gathering a set of features for distributed social networking. Finally the architecture of the framework has been extended to support distributed SNS capabilities. Its implementation has also been validated in EU-founded research projects.

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SSR es el acrónimo de SoundScape Renderer (tool for real-time spatial audio reproduction providing a variety of rendering algorithms), es un programa escrito en su mayoría en C++. El programa permite al usuario escuchar tanto sonidos grabados con anterioridad como sonidos en directo. El sonido o los sonidos se oirán, desde el punto de vista del oyente, como si el sonido se produjese en el punto que el programa decida, lo interesante de este proyecto es que el sonido podrá cambiar de lugar, moverse, etc. Todo en tiempo real. Esto se consigue sin modificar el sonido al grabarlo pero sí al emitirlo, el programa calcula las variaciones necesarias para que al emitir el sonido al oyente le llegue como si el sonido realmente se generase en un punto del espacio o lo más parecido posible. La sensación de movimiento no deja de ser el punto anterior cambiando de lugar. La idea era crear una aplicación web basada en Canvas de HTML5 que se comunicará con esta interfaz de usuario remota. Así se solucionarían todos los problemas de compatibilidad ya que cualquier dispositivo con posibilidad de visualizar páginas web podría correr una aplicación basada en estándares web, por ejemplo un sistema con Windows o un móvil con navegador. El protocolo debía de ser WebSocket porque es un protocolo HTML5 y ofrece las “garantías” de latencia que una aplicación con necesidades de información en tiempo real requiere. Nos permite una comunicación full-dúplex asíncrona sin mucho payload que es justo lo que se venía a evitar al no usar polling normal de HTML. El problema que surgió fue que la interfaz de usuario de red que tenía el programa no era compatible con WebSocket debido a un handshacking inicial y obligatorio que realiza el protocolo, por lo que se necesitaba otra interfaz de red. Se decidió entonces cambiar a JSON como formato para el intercambio de mensajes. Al final el proyecto comprende no sólo la aplicación web basada en Canvas sino también un servidor funcional y la definición de una nueva interfaz de usuario de red con su protocolo añadido. ABSTRACT. This project aims to become a part of the SSR tool to extend its capabilities in the field of the access. SSR is an acronym for SoundScape Renderer, is a program mostly written in C++ that allows you to hear already recorded or live sound with a variety of sound equipment as if the sound came from a desired place in the space. Like the web-page of the SSR says surely better explained: “The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms.” The application can be used with a graphical interface written in Qt but has also a network interface for external applications to use it. This network interface communicates using XML messages. A good example of it is the Android client. This Android client is already working. In order to use the application should be run it by loading an audio source and the wanted environment so that the renderer knows what to do. In that moment the server binds and anyone can use the network interface. Since the network interface is documented everyone can make an application to interact with this network interface. So the application can have as many user interfaces as wanted. The part that is developed in this project has nothing to do neither with audio rendering nor even with the reproduction of the spatial audio. The part that is developed here is about the interface used in the SSR application. As it can be deduced from the title: “Distributed Web Interface for Real-Time Spatial Audio Reproduction System”, this work aims only to offer the interface via web for the SSR (“Real-Time Spatial Audio Reproduction System”). The idea is not to make a new graphical interface for SSR but to allow more types of interfaces and communication. To accomplish the objective of allowing more graphical interfaces this project is going to use a new network interface. By now the SSR application is using only XML for data interchange but this new network interface support JSON. This project comprehends the server that launch the application, the user interface and the new network interface. It is done with these modules in order to allow creating new user interfaces that can communicate with the server or new servers that can communicate with the user interface by defining a complete network interface for data interchange.

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Esta tesis doctoral está enmarcada en dos diferentes pero complementarias áreas de investigación: las redes de Publicación/Subscripción y los servicios móviles distribuidos. Con el paso de los años las redes de Publicación/Subscripción han ido ofreciendo el soporte de comunicaciones desacopladas y ligeras que a su vez, han mejorado la distribución de la información en muchos escenarios de aplicación como lo son la ejecución de servicios distribuidos en entornos fijos. Los servicios móviles distribuidos han de ser desplegados en ambientes inalámbricos en donde los dispositivos móviles deben confiar en las mismas características que las redes de Publicación/Subscripción han estado ofreciendo a sus contrapartes fijos. En este contexto, una de las líneas de investigación pendientes consiste en cómo tomar ventaja de estas características, y cómo avanzar hacia nuevas soluciones no existentes con el fin de mejorar la integración entre los dispositivos fijos y móviles, y la ejecución de los servicios móviles distribuidos. En esta tesis doctoral se pretende avanzar en los mecanismos de integración y coordinación de los servicios móviles distribuidos en el contexto de las redes de Publicación/Subscripción. Los objetivos específicos de esta disertación están enfocados en lograr la integración de los sistemas de Publicación/Suscripción fijos y móviles, y la pro-visión de una versión de red de Publicación/Subscripción específica y uniforme que cuente con mecanismos de coordinación que mejoren la ejecución de los servicios móviles distribuidos. Los resultados de esta tesis doctoral están enmarcados en una versión específica de una red de Publicación/Subscripción que integra brokers fijos y móviles, y permite una coordinación totalmente desacoplada y mejorada entre dispositivos móviles que ejecutan fragmentos de servicios. Las contribuciones específicas son las siguientes: una nueva arquitectura de broker móvil que he llamado Rendezvous Mobile broker, un modelo abstracto de servicios móviles distribuidos coordinados sobre una red de Publicación/Subscripción, mejoras en los mecanismos de enrutamiento epidémicos para diseminar eventos de control producidos por fragmentos de servicios, una solución para soportar servicios altamente fragmentados y geográficamente dispersos, y finalmente una solución de interconexión entre dos dominios de red basados en Publicación/Subscripción: una red basada en el protocolo PubSubHubbub y otro en una red basada en el Publish/Subscribe Internet Routing Paradigm (PSIRP). Los experimentos llevados a cabo confirman que la versión específica de red de Pu-blicación/Subscripción propuesta incrementa el rendimiento de la red en términos de tiempo de espera entre nodos finales, permite una coordinación de los servicios móviles distribuidos más resistente a interrupciones y un mejor uso de los recursos de red, y finalmente logra exitosamente, con variaciones mínimas en el rendimiento de las comunicaciones, la interconexión entre estos dominios de Publicación/Subscripción diferentes. ABSTRACT This dissertation is made up of two different but complementary research areas: Publish/Subscribe networks and mobile distributed services. Over the years, Publish/Subscribe networks have been offering the lightweight and decoupled communication characteristics to improve the information distribution in several application domains such as the execution of distributed services. Mobile distributed services are set to be deployed in wireless environments where mobile devices must rely on the same features Publish/Subscribe networks can offer; so one of the pending research directions consists of how to take advantage of these features and further advance to-wards new un-existing solutions that enhance the integration between mobile and fixed systems and the execution of mobile distributed services. This dissertation seeks to advance the integration and coordination mechanisms of mobile distributed services in the context of Publish/Subscribe networks. The specific objectives aim to enable the integration of mobile and fixed Publish/Subscribe systems and provide a uniform and specific version of a Publish/Subscribe network with new coordination mechanisms that improve the execution of mobile distributed services. The results of this dissertation are enclosed in one specific version of a Publish/Subscribe network that integrates mobile and fixed brokers and coordinates the execution of mobile distributed services. These specific contributions are: a new architecture of a mobile broker I called Rendezvous Mobile Broker, an abstract model for coordinating mobile distributed services executions using a Publish/Subscribe net-work, new gossip routing solutions to disseminate events of services, mechanisms to support highly partitioned and geographically dispersed services and finally, an inter-networking solution between two Publish/Subscribe domains: a PubSubHubbub-based network and the Publish/Subscribe Internet Routing Paradigm (PSIRP)-based network. The experimental efforts confirm that the specific version of the Publish/Subscribe proposed in this dissertation improves the performance of the overall network in terms of end-to-end delay, enables a more resilience execution of mobile distributed services, a better usage of the existing network resources, and finally successfully achieves, with minor variations in the network performance, the internetworking between two different Publish/Subscribe domains.

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With the advent of cloud computing, many applications have embraced the ensuing paradigm shift towards modern distributed key-value data stores, like HBase, in order to benefit from the elastic scalability on offer. However, many applications still hesitate to make the leap from the traditional relational database model simply because they cannot compromise on the standard transactional guarantees of atomicity, isolation, and durability. To get the best of both worlds, one option is to integrate an independent transaction management component with a distributed key-value store. In this paper, we discuss the implications of this approach for durability. In particular, if the transaction manager provides durability (e.g., through logging), then we can relax durability constraints in the key-value store. However, if a component fails (e.g., a client or a key-value server), then we need a coordinated recovery procedure to ensure that commits are persisted correctly. In our research, we integrate an independent transaction manager with HBase. Our main contribution is a failure recovery middleware for the integrated system, which tracks the progress of each commit as it is flushed down by the client and persisted within HBase, so that we can recover reliably from failures. During recovery, commits that were interrupted by the failure are replayed from the transaction management log. Importantly, the recovery process does not interrupt transaction processing on the available servers. Using a benchmark, we evaluate the impact of component failure, and subsequent recovery, on application performance.

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This paper presents the model named Accepting Networks of Evolutionary Processors as NP-problem solver inspired in the biological DNA operations. A processor has a rules set, splicing rules in this model,an object multiset and a filters set. Rules can be applied in parallel since there exists a large number of copies of objects in the multiset. Processors can form a graph in order to solve a given problem. This paper shows the network configuration in order to solve the SAT problem using linear resources and time. A rule representation arquitecture in distributed environments can be easily implemented using these networks of processors, such as decision support systems, as shown in the paper.

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Cloud-based infrastructure has been increasingly adopted by the industry in distributed software development (DSD) environments. Its proponents claim that its several benefits include reduced cost, increased speed and greater productivity in software development. Empirical evaluations, however, are in the nascent stage of examining both the benefits and the risks of cloud-based infrastructure. The objective of this paper is to identify potential benefits and risks of using cloud in a DSD project conducted by teams based in Helsinki and Madrid. A cross-case qualitative analysis is performed based on focus groups conducted at the Helsinki and Madrid sites. Participants observations are used to supplement the analysis. The results of the analysis indicated that the main benefits of using cloud are rapid development, continuous integration, cost savings, code sharing, and faster ramp-up. The key risks determined by the project are dependencies, unavailability of access to the cloud, code commitment and integration, technical debt, and additional support costs. The results revealed that if such environments are not planned and set up carefully, the benefits of using cloud in DSD projects might be overshadowed by the risks associated with it.