• Title/Summary/Keyword: P2P Computing

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ObjectPeerWork : Framework for the Development of Peer-to-Peer Applications based on Shared Object Model (ObjectPeerWork : 공유 객체 모델 기반의 피어투피어 어플리케이션 개발을 위한 프레임워크)

  • Kang, Un-Gu;Wang, Chang-Jong
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.630-640
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    • 2001
  • In this paper, we describe the design and implementation of ObjectPeerWork, which is a framework for the development of shared object model-based P2P(Peer-to-Peer) applications. The shared object model can prevent the computing power decrease on the way of resource management by incorporating the resource management function into resources themselves, and raise reliability on shared resources by improving the security problems. Also this model assures expandability by means of distributed component-based request broker manager and module container. The ObjectPeerWork based on this shared object model is a framework which makes the implementation of the enterprise information system possible, and makes distribution of the computing power and efficient resource management possible by improving the weakness in the general P2P model.

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Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

A Study of Secure Agent-Based Management Model for P2P Grid Computing (P2P Grid 컴퓨팅을 위한 에이전트 기반 보안 관리)

  • 김진택;송오영;박세현
    • Proceedings of the Korea Institutes of Information Security and Cryptology Conference
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    • 2003.12a
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    • pp.578-584
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    • 2003
  • 본 논문에서는 인터넷 기반 P2P 네트워크를 이용한 Grid 컴퓨팅에서의 효율적인 보안 관리 모델을 제시한다. 하나는 P2P 네트워크를 이용한 에러 복구 과정과 다른 하나는 에이전트간 신뢰관계 구성 방안이다. 또한 P2P 네트워크에서 다양한 네트워크 간 보안 통신을 보장하기 위해 SOAP을 이용한 보안 메시지 프로토콜을 제안한다. 제안된 새로운 보안 관리 모델은 P2P 네트워크로 구성된 Grid 컴퓨팅 네트워크의 성능을 향상시킬 것으로 기대된다.

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Clustering Technique using Physical Network Information for Efficient Massive Data Transmission (대규모 데이타의 효율적인 전송을 위한 물리적 정보망을 이용한 클러스터링 기법)

  • Joo, Sang-Wook;Lee, Sang-Jun
    • Proceedings of the Korean Information Science Society Conference
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    • 2008.06c
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    • pp.11-14
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    • 2008
  • 웹 2.0 환경에서 인터넷 사용자가 생성하는 정보는 폭발적인 규모로 증가하고 있다. 또한 UCC 등의 사용자 참여 서비스 및 VOD, IPTV 등의 대용량 서비스가 본격화 되고 있다. 그러나 이러한 데이타 전송량 증가 속도를 네트워크 전송 설비의 증설이 따라가지 못하고 있는 실정이다. 이를 극복하기 위해 P2P 기술을 이용하고 있지만 대부분의 P2P 기술들은 실제 물리적인 네트워크 상태를 고려하지 않고 응용 계층만을 고려하기 때문에 데이타 전송의 비효율이 발생하게 된다. 게다가 이러한 비효율을 해결하기 위한 방안들은 분산형 Pure P2P 시스템이나 구조적 P2P 시스템에 대한 연구가 대부분이고 비구조적 중앙 집중형에 대한 연구는 없는 실정이다. 본 논문에서는 물리적인 네트워크 정보와 그래프 클러스터링 기법을 적용한 계층적 클러스터링 방법을 이용하여 실제 기업에서 운영하는 중앙 집중형 P2P 시스템에서 성능을 향상 시킬 수 있는 기법을 제안한다. 그리고 이를 통해 기존의 기법들이 가지고 있는 과도한 메시지 교환, 고정된 랜드마크의 유지 등의 문제점을 보완하여 대규모 데이타의 효율적인 전송을 가능케 하는 실제적인 P2P 환경에 적합한 오버레이 네트워크 모듈을 구현하였다.

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Efficient Service Discovery Scheme based on Clustering for Ubiquitous Computing Environments (유비쿼터스 컴퓨팅 환경에서 클러스터링 기반 효율적인 서비스 디스커버리 기법)

  • Kang, Eun-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.2
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    • pp.123-128
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    • 2009
  • In ubiquitous computing environments, service discovery to search for an available service is an important issue. In this paper, we propose an efficient service discovery scheme that is combined a node id-based clustering service discovery scheme and a P2P caching-based information spreading scheme. To search quickly a service, proposed scheme store key information in neighbor's local cache and search services using it's information. We do not use a central look up server and do not rely on flooding. Through simulation, we show that the proposed scheme improves the performance of response time and network load compared to other methods.

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Privacy-Preserving ID-based Service in Anonymity-based Ubiquitous Computing Environment (익명기반 유비쿼터스 환경의 프라이버시 보장 ID기반 서비스)

  • Kim Hak-Joon;Hwang Kyoung-Soon;Lee Keon Myung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.1
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    • pp.65-68
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    • 2005
  • Privacy preservation is crucial in ubiquitous computing environment in which lots of privacy- sensitive information can be collected and distributed without appropriate control. The anonymity-based approach is a famous one used for privacy preservation communication, which allows users to use pseudonyms instead of real ID so as not to reveal their identities. This approach is effective in that it can hide the identity of users. However, it makes it difficult to provide ID-based services like buddy service, dangerous area alert, P2P communication in the ubiquitous computing. We proposes a system architecture which enables ID-based services in the ubiquitous computing environment employing anonymity - based privacy - preserving approach.

A Workflow Enactment Model supporting Internet-scale Collaboration (인터넷 규모의 협업 지원을 위한 워크플로우 수행 모델)

  • 이이섭;박수현;백두권
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.662-673
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    • 2003
  • This paper proposed a workflow enactment model to provide process management functions for the next generation Internet service environment such as Web Service and Grid Computing. The existing enterprise workflow enactment models could not meet the scalability and reliability requirements for aforementioned environments. To satisfy these requirements, this study addressed on applying P2P model to the workflow enactment model. Mathematical description and proof were employed to show the recovery based on set theory and we also showed performance enhancement through simulations, which demonstrated a comprehensive result giving more than 100 times fast response time than the existing centralized model on the same resources.

An Efficient Management Scheme of Hierarchical P2P System based on Network Distance (계층적 P2P 시스템의 효율적 관리를 위한 네트워크 거리 기반 운영 기법)

  • Hong, Chung-Pyo;Kim, Cheong-Ghil;Kim, Shin-Dug
    • Journal of The Institute of Information and Telecommunication Facilities Engineering
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    • v.10 no.4
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    • pp.121-127
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    • 2011
  • Many peer-to-peer (p2p) systems have been studied in distributed, ubiquitous computing environments. Distributed hash table (DHT)-based p2p systems can improve load-balancing even though locality utilization and user mobility are not guaranteed. We propose a mobile locality-based hierarchical p2p overlay network (MLH-Net) to address locality problems without any other services. MLH-Net utilizes mobility features in a mobile environment. MLH-Net is constructed as two layers, an upper layer formed with super-nodes and a lower layer formed with normal-nodes. Because super-nodes can share advertisements, we can guarantee physical locality utilization between a requestor and a target during any discovery process. To overcome a node failure, we propose a simple recovery mechanism. The simulation results demonstrate that MLH-Net can decrease discovery routing hops by 15% compared with JXTA and 66% compared with Chord.

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AN ALGORITHM FOR COMPUTING A SEQUENCE OF RICHELOT ISOGENIES

  • Takashima, Katsuyuki;Yoshida, Reo
    • Bulletin of the Korean Mathematical Society
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    • v.46 no.4
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    • pp.789-802
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    • 2009
  • We show that computation of a sequence of Richelot isogenies from specified supersingular Jacobians of genus-2 curves over $\mathbb{F}_p$ can be executed in $\mathbb{F}_{p2}$ or $\mathbb{F}_{p4}$ . Based on this, we describe a practical algorithm for computing a Richelot isogeny sequence.

JXTA Based P2P Services for Mobile Devices

  • Park, Hae-Woo;Jung, Hun;Seo, Yeung-Su;Yu, Chun-Gun;Lee, Jun-Hyuk;Kang, Byung-Wook
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.195-198
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    • 2008
  • The JXTA was made in order to solve the problem of being generated with the computer platform suggested with the P2P(Peer-to-peer) method in the distributed computing. JXTA makes a communication between the various network and the devices is connected to a network which possible. It was designed to the client having the minimum computing ability could attend in the peer-to-peer network. However, for smoothly applying JXTA in the wireless environment, there is a limit with the limited resource of the Mobile Device. By using the Relay of the JXTA based for the Mobile Device, this paper implemented the P2P service which is flexibly effective in the wireless network environment.

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