This file was created by the TYPO3 extension bib --- Timezone: CEST Creation date: 2024-04-20 Creation time: 07-08-58 --- Number of references 12 conference rieche2006cerco Cerco: Supporting Range Queries with a Hierarchically Structured Peer-to-Peer System 2006 11 14 509-510 Structured Peer-to-Peer systems are designed for a highly scalable, self organizing, and efficient lookup for data. The key space of the so-called Distributed Hash Tables (DHTs) is partitioned and each partition with its keys and values is assigned to a node in the DHT. For data retrieval however, the very nature of hash tables allows only exact pattern matches. We propose Cerco, a simple solution for the problem of range queries by employing a hierarchically structured P2P approach based on the principles of Distributed Hash Tables. We show that a dynamic hierarchy of DHTs with on-demand classification of items can positively influence the response time of queries while maintaining lookup correctness. RWTH Aachen University - Distributed Systems Group http://ieeexplore.ieee.org/xpls/abs_all.jsp?isnumber=4116490&arnumber=4116594&count=192&index=90 http://web.archive.org/web/20061008091738/http://www.ieeelcn.org/ Print IEEE Press Proceedings of 31st IEEE Conference on Local Computer Networks (LCN 2006) IEEE Tampa, Florida, USA 31st IEEE Conference on Local Computer Networks (LCN 2006) 14-16 November 2006 en 1-4244-0418-5 10.1109/LCN.2006.322147 1 SimonRieche KlausWehrle LeoPetrak ClemensWrzodek techreport 200608riechetrmmog Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games 2006 8 WSI-2006-04 Online games are an interesting challenge and chance for the future development of the Peer-to-Peer paradigm. Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive beta-testing suffer from downtimes because of hard- and software problems. Our approach is to use structured P2P technology for the server infrastructure of MMOGs to improve their reliability and scalability. Such P2P networks are also able to adapt to the current state of the game and handle uneven distributions of the players in the game world. Another feature of our approach is being able to add supplementary servers at runtime. Our system allows using off-the-shelf PCs as infrastructure peers for participation in different game worlds as needed. Due to the nature of the Economy of Scale the same number of hosts will provide a better service than dedicated servers for each game world. RWTH Aachen University - Distributed Systems Group http://www.rieche.net/pdf/wsi-2006-04.pdf Online
Tübingen, Germany
Wilhelm-Schickard-Institute for Computer Science, University of Tübingen Technical Report en SimonRieche MarcFouquet HeikoNiedermayer LeoPetrak KlausWehrle GeorgCarle
inproceedings 200606LandsiedelRatWatch Rat Watch: Using Sensor Networks for Animal Observation 2006 6 19 1 1--2 In an attempt to employ sensor network technology for animal observation, in particular of wild rats, we identified several restrictive shortcomings in existing sensor network research, which we discuss in this paper. (Poster and Abstract) RatPack fileadmin/papers/2006/2006-06-Landsiedel-RatWatch.pdf http://www.sics.se/realwsn06/program.html Online Pedro José Marron and Thiemo Voigt SICS
Uppsala, Sweden
ACM Workshop on Real-World Wireless Sensor Networks (RealWSN) in conjunction with ACM MobiSys, Uppsala, Sweden ACM Uppsala, Sweden ACM Workshop on Real-World Wireless Sensor Networks, REALWSN'06 June 19, 2006 en 1 OlafLandsiedel Jó AgilaBitsch Link KlausWehrle JohannesThiele HanspeterMallot
inproceedings 2006-heer-percomws-adapt-dht Adapting Distributed Hash Tables for Mobile Ad Hoc Networks 2006 3 16 1 1-6 http://www.comsys.rwth-aachen.de/fileadmin/papers/2005/2006-heer-percomws-dht-adhoc.pdf Print IEEE
Washington, DC, USA
In Proceedings of 3. IEEE International Workshop on Mobile Peer-to-Peer Computing (MP2P'06), Pisa, Italy. Pisa, Italy IEEE International Workshop on Mobile Peer-to-Peer Computing March 2006 en 0-7695-2520-2 10.1109/PERCOMW.2006.16 1 TobiasHeer StefanGötz SimonRieche KlausWehrle
poster rieche2006poster Peer-to-Peer-based Infrastructure Support for Massively Multiplayer Online Games 2006 3 Massively multiplayer online games (MMOGs) are becoming increasingly popular today. However, even high-budget titles like World of Warcraft that have gone through extensive beta-testing suffer from downtimes because of hard- and software problems and lags on overloaded servers. Our approach is to use structured P2P technology for the server infrastructure of massively multiplayer online games to improve reliability and scalability of these applications. Structured P2P networks are able to adapt to the current state of the game world and handle uneven distributions of the players. For load balancing, we propose algorithms based on the virtual server concept. RWTH Aachen University - Distributed Systems Group http://www.dagstuhl.de/de/programm/kalender/semhp/?semnr=06131 Print Dagstuhl Seminar 06131 "Peer-to-Peer Systems and Applications" Dagstuhl Dagstuhl Seminar 06131 en SimonRieche KlausWehrle inproceedings 200602LandsiedelEWSNModularSN Modular Communication Protocols for Sensor Networks 2006 2 13 507 22 -- 23 In this paper we present our ongoing work on modular communication protocols for sensor networks. Their modularity allows recomposing a protocol dynamically at runtime and adapting it to the changing needs of a sensor network. Compared to existing work, our componentization is fine grained and protocol independent, enabling a high degree of component reusability. (Poster and Abstract) fileadmin/papers/2006/2006-02-Landsiedel-EWSN-ModularSN.pdf ftp://ftp.inf.ethz.ch/pub/publications/tech-reports/5xx/507.pdf Technical Report Online Kay Römer and Holger Karl and Friedemann Matterns Department of Computer Science, ETH Zurich
Zurich, Switzerland
Technical Report ETH Zurich / Dept. of Computer Science European Workshop on Wireless Sensor Networks (EWSN 2006), Zurich Switzerland EWSN Zurich, Switzerland 3rd European Workshop on Wireless Sensor Networks (EWSN 2006) February 13-15, 2006 en 1 OlafLandsiedel Jó AgilaBitsch Link KatharinaDenkinger KlausWehrle
conference 200607landsiedelfgsnmodular When Modularity Matters 2006 In an attempt to employ sensor network technology for animal observation, in particular of wild rats, we identified several restrictive shortcomings in existing sensor network research. In this paper, we present modular and flexible communication protocols as an efficient substrate to address these shortcomings. Their modularity allows recomposing a protocol dynamically at runtime and adapting it to the changing needs of a deployed sensor network. 5th GI/ITG KuVS Fachgespräch "Wireless Sensor Networks", Stuttgart, Germany OlafLandsiedel KlausWehrle conference 200607landsiedelngimodels Towards flexible and modular simulation models 2006 In this talk we discuss the increasing need for flexible and modular simulation models and our ongoing work in this area. Although a huge number of simulation models are available today, these models do not interoperate and cannot be easily combined to form a full protocol simulation stack. Visions of Future Generation Networks, Würzburg, Germany OlafLandsiedel LeoPetrak KlausWehrle inproceedings 2006-thissen-ISCC-qosws Considering QoS Aspects in Web Service Composition 2006 371-376 Print IEEE Proceedings of the 11th IEEE Symposium on Computers and Communications (ISCC 2006), Cagliari, Sardinia, Italy Cagliari, Sardinia, Italy 11th IEEE Symposium on Computers and Communications (ISCC 2006) en 0-7695-2588-1 1 DirkThißen PimjaiWesnarat inproceedings 2006-thissen-ICWI-qosws QoS-based Composition of Web Services 2006 170-177 Print IADIS Press Proceedings of the IADIS International Conference on WWW and Internet (ICWI 2006), Murcia, Spain Murcia, Spain IADIS International Conference on WWW and Internet (ICWI 2006) en 972-8924-19-4 1 DirkThißen PimjaiWesnarat inproceedings 200605NSDIOCALA OCALA: An Architecture for Supporting Legacy Applications over Overlays 2006 In order for overlays and new network architectures to gain real user acceptance, users should be able to leverage overlay functionality without any modifications to their applications and operating systems. We present our design, implementation, and experience with OCALA, an overlay convergence architecture that achieves this goal. OCALA interposes an overlay convergence layer below the transport layer. This layer is composed of an overlay independent sub-layer that interfaces with legacy applications, and an overlay dependent sub-layer that delivers packets to the overlay. Unlike previous efforts, OCALA enables: (a) simultaneous access to multiple overlays (b) communication between hosts in different overlays (c) communication between overlay hosts and legacy hosts (d) extensibility, allowing researchers to incorporate their overlays into OCALA. We currently support five overlays, i3 [32], RON [1], HIP [19], DOA [39] and OverDoSe [31] on Linux, Windows XP/2000 and Mac OS X. We (and a few other research groups and end-users) have used OCALA for over a year with many legacy applications ranging from web browsers to remote desktop applications. San Jose, California USENIX / ACM Proceedings of 3rd ACM Sigcomm/ACM Sigops Symposium on Networked Systems Design and Implementation (NSDI 2006) ACM Dilip AJoseph KarthikLakshminarayanan IonStoica KlausWehrle inproceedings 200608landsiedelp2p06scalablemobility Towards Scalable Mobility in Distributed Hash Tables 2006 203-209 For the use in the Internet domain, distributed hash tables (DHTs) have proven to be an efficient and scalable approach to distributed content storage and access. In this paper, we explore how DHTs and mobile ad-hoc networks (MANETs) fit together. We argue that both share key characteristics in terms of self organization, decentralization, redundancy requirements, and limited infrastructure. However, node mobility and the continually changing physical topology pose a special challenge to scalability and the design of a DHT for mobile ad-hoc networks. In this paper, we show that with some local knowledge we can build a scalable and mobile structured peer-to-peer network, called Mobile Hash Table (MHT). Furthermore, we argue that with little global knowledge, such as a map of the city or whatever area the nodes move in, one can even further improve the scalability and reduce DHT maintenance overhead significantly, allowing MHT to scale up to several ten thousands of nodes. https://www.comsys.rwth-aachen.de/fileadmin/papers/2006/2006-landsiedel-p2p-mobility.pdf print IEEE
Washington, DC, USA
print Proceedings of the Sixth IEEE International Conference on Peer-to-Peer Computing (P2P'06), Cambridge, UK IEEE Cambridge, UK Sixth IEEE International Conference on Peer-to-Peer Computing (P2P'06) 2006-09-06 en 0-7695-2679-9 10.1109/P2P.2006.46 1 OlafLandsiedel StefanGötz KlausWehrle