819 resultados para online gaming, peer-to-peer, p2p, network coding


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La popolarita` dei giochi online e` in crescita, ma allo stesso tempo le architetture proposte dagli sviluppatori e le connessioni di cui sono dotati gli utenti sembrano restare non adeguate a questo. Nella tesi si descrive un'architettura peer-to-peer che riesce ad effettuare una riduzione nella perdita dei pacchetti grazie al meccanismo del Network Coding senza effetti collaterali per la latenza.

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The poor performance of TCP over multi-hop wireless networks is well known. In this paper we explore to what extent network coding can help to improve the throughput performance of TCP controlled bulk transfers over a chain topology multi-hop wireless network. The nodes use a CSMA/ CA mechanism, such as IEEE 802.11’s DCF, to perform distributed packet scheduling. The reverse flowing TCP ACKs are sought to be X-ORed with forward flowing TCP data packets. We find that, without any modification to theMAC protocol, the gain from network coding is negligible. The inherent coordination problem of carrier sensing based random access in multi-hop wireless networks dominates the performance. We provide a theoretical analysis that yields a throughput bound with network coding. We then propose a distributed modification of the IEEE 802.11 DCF, based on tuning the back-off mechanism using a feedback approach. Simulation studies show that the proposed mechanism when combined with network coding, improves the performance of a TCP session by more than 100%.

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This paper proposes a novel interference cancellation algorithm for the two-path successive relay system using network coding. The two-path successive relay scheme was proposed recently to achieve full date rate transmission with half-duplex relays. Due to the simultaneous data transmission at the relay and source nodes, the two-path relay suffers from the so-called inter-relay interference (IRI) which may significantly degrade the system performance. In this paper, we propose to use the network coding to remove the IRI such that the interference is first encoded with the network coding at the relay nodes and later removed at the destination. The network coding has low complexity and can well suppress the IRI. Numerical simulations show that the proposed algorithm has better performance than existing approaches.

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We present the idea of a programmable structured P2P architecture. Our proposed system allows the key-based routing infrastructure, which is common to all structured P2P overlays, to be shared by multiple applications. Furthermore, our architecture allows the dynamic and on-demand deployment of new applications and services on top of the shared routing layer.

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Information services play a crucial role in grid environments in that the state information can be used to facilitate the discovery of resources and the services available to meet user requirements, and also to help tune the performance of a grid system. However, the large size and dynamic nature of the grid brings forth a number of challenges for information services. This paper presents PIndex, a grouped peer-to-peer network that can be used for scalable grid information services. PIndex builds on Globus MDS4, but introduces peer groups to dynamically split the large grid information search space into many small sections to enhance its scalability and resilience. PIndex is subsequently modeled with Colored Petri Nets for performance evaluation. The simulation results show that PIndex is scalable and resilient in dealing with a large number of peer nodes.

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Online gambling is a popular activity among adolescents. However, there has been a notable increase in the number of young people who suffer or are on the verge of pathological gambling. We review the impact of online gambling on young people and discuss the desiderability of the concept of “gambling responsibly” in order to alert of their risks and effectively prevent access to minors. The main factors associated with pathological gambling are the age of start, the family environment, the infl uence of advertising, the consumption of stimulants, and the attitudes of the peer group. Both the government and the gaming industry itself should consider these factors and develop comprehensive plans that ensure a safe and controlled model game. In this context, advertising must take into account criteria of consumer protection knowing that even if they are not allowed, children can easily have access to online gambling. All agents involved, including public and social agents, must provide mechanisms for prevention and awareness of a problem that arouses little social consciousness and excessive carelessness.

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This research examines the important emerging area of online customer experience (OCE) using data collected from an online survey of frequent and infrequent online shoppers. The study examines a model of antecedents for cognitive and affective experiential states and their influence on outcomes, such as online shopping satisfaction and repurchase intentions. The model also examines the relationships between perceived risk, trust, satisfaction and repurchase intentions. Theoretically, the study provides a broader understanding of OCE, through insights into two shopper segments identified as being important in e-retailing. For managers, the study highlights areas of OCE and their implications for ongoing management of the online channel.

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In this paper, we outline an approach to the task of designing network codes in a non-multicast setting. Our approach makes use of the concept of interference alignment. As an example, we consider the distributed storage problem where the data is stored across the network in n nodes and where a data collector can recover the data by connecting to any k of the n nodes and where furthermore, upon failure of a node, a new node can replicate the data stored in the failed node while minimizing the repair bandwidth.

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The algebraic formulation for linear network coding in acyclic networks with each link having an integer delay is well known. Based on this formulation, for a given set of connections over an arbitrary acyclic network with integer delay assumed for the links, the output symbols at the sink nodes at any given time instant is a Fq-linear combination of the input symbols across different generations, where Fq denotes the field over which the network operates. We use finite-field discrete Fourier transform (DFT) to convert the output symbols at the sink nodes at any given time instant into a Fq-linear combination of the input symbols generated during the same generation. We call this as transforming the acyclic network with delay into n-instantaneous networks (n is sufficiently large). We show that under certain conditions, there exists a network code satisfying sink demands in the usual (non-transform) approach if and only if there exists a network code satisfying sink demands in the transform approach. Furthermore, assuming time invariant local encoding kernels, we show that the transform method can be employed to achieve half the rate corresponding to the individual source-destination mincut (which are assumed to be equal to 1) for some classes of three-source three-destination multiple unicast network with delays using alignment strategies when the zero-interference condition is not satisfied.

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Thesis (Master's)--University of Washington, 2016-06

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Network coding is a method for achieving channel capacity in networks. The key idea is to allow network routers to linearly mix packets as they traverse the network so that recipients receive linear combinations of packets. Network coded systems are vulnerable to pollution attacks where a single malicious node floods the network with bad packets and prevents the receiver from decoding correctly. Cryptographic defenses to these problems are based on homomorphic signatures and MACs. These proposals, however, cannot handle mixing of packets from multiple sources, which is needed to achieve the full benefits of network coding. In this paper we address integrity of multi-source mixing. We propose a security model for this setting and provide a generic construction.

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There is little question of the social, cultural and economic importance of video games in the world today, with gaming now rivalling the movie and music sectors as a major leisure industry and pastime. The significance of video games within our everyday lives has certainly been increased and shaped by new technologies and gaming patterns, including the rise of home-based games consoles, advances in mobile telephone technology, the rise in more 'sociable' forms of gaming, and of course the advent of the Internet. This book explores the opportunities, challenges and patterns of gameplay and sociality afforded by the Internet and online gaming. Bringing together a series of original essays from both leading and emerging academics in the field of game studies, many of which employ new empirical work and innovative theoretical approaches to gaming, this book considers key issues crucial to our understanding of online gaming and associated social relations, including: patterns of play, legal and copyright issues, player production, identity construction, gamer communities, communication, patterns of social exclusion and inclusion around religion, gender and disability, and future directions in online gaming.

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A single-source network is said to be memory-free if all of the internal nodes (those except the source and the sinks) do not employ memory but merely send linear combinations of the incoming symbols (received at their incoming edges) on their outgoing edges. Memory-free networks with delay using network coding are forced to do inter-generation network coding, as a result of which the problem of some or all sinks requiring a large amount of memory for decoding is faced. In this work, we address this problem by utilizing memory elements at the internal nodes of the network also, which results in the reduction of the number of memory elements used at the sinks. We give an algorithm which employs memory at all the nodes of the network to achieve single- generation network coding. For fixed latency, our algorithm reduces the total number of memory elements used in the network to achieve single- generation network coding. We also discuss the advantages of employing single-generation network coding together with convolutional network-error correction codes (CNECCs) for networks with unit- delay and illustrate the performance gain of CNECCs by using memory at the intermediate nodes using simulations on an example network under a probabilistic network error model.

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Problems related to network coding for acyclic, instantaneous networks (where the edges of the acyclic graph representing the network are assumed to have zero-delay) have been extensively dealt with in the recent past. The most prominent of these problems include (a) the existence of network codes that achieve maximum rate of transmission, (b) efficient network code constructions, and (c) field size issues. In practice, however, networks have transmission delays. In network coding theory, such networks with transmission delays are generally abstracted by assuming that their edges have integer delays. Using enough memory at the nodes of an acyclic network with integer delays can effectively simulate instantaneous behavior, which is probably why only acyclic instantaneous networks have been primarily focused on thus far. However, nulling the effect of the network delays are not always uniformly advantageous, as we will show in this work. Essentially, we elaborate on issues ((a), (b) and (c) above) related to network coding for acyclic networks with integer delays, and show that using the delay network as is (without adding memory) turns out to be advantageous, disadvantageous or immaterial, depending on the topology of the network and the problem considered i.e., (a), (b) or (c).