This file was created by the TYPO3 extension
bib
--- Timezone: CEST
Creation date: 2024-09-07
Creation time: 20-34-28
--- 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