• Title/Summary/Keyword: resources provisioning

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A Reputation Management Scheme Improving the Trustworthiness of Multi-peers and Shared Resources in P2P Networks (다중 피어 및 공유 자원의 신뢰성 향상을 위한 P2P 네트워크의 평판 관리)

  • Shin, Jung-Hwa;Kim, Tae-Hoon;Tak, Sung-Woo
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1409-1419
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    • 2008
  • Inauthentic resources can be easily spread by P2P (Peer-to-Peer) participants due to the openness and anonymity of P2P networks. A possible way to restrict the distribution of inauthentic resources and prevent malicious peers from joining P2P networks is to exploit peers' reputation which reflect their past behaviors and are also helpful to predict peers' future behaviors. There is a possibility that some peers intentionally plays along with other peers in order to increase/decrease its reputation through false feedback exchanges. Therefore, we propose a new reputation management scheme, called TrustRRep (Trustable Resource sharing service using Reputation) scheme, which improves the trustworthiness and efficiency of P2P networks by identifying peers who give false feedback. The TrustRRep scheme is also capable of providing peers with the trustworthiness of shared resources by discriminating resources distributed by malicious peers. We implement the proposed TrustRRep scheme on the NS-2 simulator for evaluating its performance compared to the recent reputation management work available in literature. A case study on simulations shows that the proposed reputation management scheme yields efficient performance in terms of the minimal download ratio and dissemination of inauthentic resources, the efficient identification of peers who give false feedback, and the provisioning of the trustworthiness of peers' reputation. It also shows that the proposed TrustRRep scheme imposes the restrictions of participating P2P networks on a malicious peers by diminishing its trust value.

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Advance Reservation Framework with Protection Management for Virtual Circuit Services (가상회선 서비스를 위해 보호 관리 기능을 갖는 사전 예약 프레임워크)

  • Lim, Huhnkuk;Lee, Kyungmin;Cha, Youngwook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38B no.11
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    • pp.902-910
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    • 2013
  • The most representative research network in Korea, KREONET, has developed DynamicKL, an advance reservation based Network Service Agent (NSA) for user driven virtual circuit services. DynamicKL provides reservation, provisioning, release, termination, and inquiry web services for network resources by using an open standard network service interface (NSI), as well as web services for network resources by using a GUI interface. In addition, it has the RICE interface to support a protection management function per VC for virtual circuits and reservations. In this article, a protection management per VC for provisioned VCs and reservations is addressed in the DynamicKL framework, as a contribution to the VC protection management issue, which results in more manageable and reliable VC services compared to other advance reservation frameworks. An administrator can detect successful or unsuccessful VC protections in the event of a primary link failure and successful or unsuccessful VC retrievals after a primary link repair, by using RICE.

Integrated Network Management with TINA manager and TMN agent (통합 통신망 관리를 위한 TINA manager와 TMN agent의 연동방안 연구)

  • 김호철;김영탁
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.5A
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    • pp.751-762
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    • 2000
  • In the forthcoming next generation highspeed networks, the provisioning of broadband mobile multimedia services is the most important issue while an efficient network management architecture, which can manage the network resources efficiently, is essential. The next generation highspeed networks will be composed of the ATMand SDH-based transport network systems and the H-based interworking systems. The management functions of these network systems are implemented various technologies, such as TMN and SNMP. In order to integrate these network resources efficiently with heterogeneous management functions, the distributed network management architecture such as TINA is most appropriate. In this pape, we propose an interworking architecture for TINA manager and TMN agent. where the TINA-based EML subnetwork management operations mapped into the related management operations of the TMN NE agent. The proposed interworking architecture is simpler than JIDM, and the processing overhead is minimized.

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Design and Implementation of an Automated Inter-connection Tool for Multi-Point OpenFlow Sites (다지점 오픈플로우 사이트들을 위한 자동화된 연동 도구의 설계 및 구현)

  • Na, TaeHeum;Kim, JongWon
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.1-12
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    • 2015
  • To realize futuristic services with agility, the role of the experimental facility (i.e., testbed) based on integrated resources has become important, so that developers can flexibly utilize the dynamic provisioning power of software-defined networking and cloud computing. Following this trend, an OpenFlow-based SDN testbed environment, denoted as OF@TEIN, connects multiple sites with unique SmartX Racks (i.e., virtualization-enabled converged resources). In this paper, in order to automate the multi-point L2 (i.e., Ethernet) inter-connection of OpenFlow islands, we introduce an automated tool to configure the required Network Virtualization using Generic Routing Encapsulation (NVGRE) tunneling. With the proposed automation tool, the operators can efficiently and quickly manage network inter-connections among multiple OpenFlow sites, while letting developers to control their own traffic flows for service realization experiments.

Bandwidth Analysis of Massively Multiplayer Online Games based on Peer-to-Peer and Cloud Computing (P2P와 클라우드 컴퓨팅에 기반한 대규모 멀티플레이어 온라인 게임의 대역폭 분석)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.5
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    • pp.143-150
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    • 2019
  • Cloud computing has recently become an attractive solution for massively multiplayer online games(MMOGs), as it lifts operators from the burden of buying and maintaining hardware. Peer-to-peer(P2P) -based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. We propose a hybrid architecture for MMOGs that combines technological advantages of two different paradigms, P2P and cloud computing. An efficient and effective provisioning of resources and mapping of load are mandatory to realize an architecture that scales in economical cost and quality of service to large communities of users. As the number of simultaneous players keeps growing, the hybrid architecture relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. For MMOGs, besides server time, bandwidth costs represent a major expense when renting on-demand resources. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed hybrid architecture can reduce the bandwidth at the server while utilizing enough bandwidth of players.

P2P Systems based on Cloud Computing for Scalability of MMOG (MMOG의 확장성을 위한 클라우드 컴퓨팅 기반의 P2P 시스템)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.4
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    • pp.1-8
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    • 2021
  • In this paper, we propose an approach that combines the technological advantages of P2P and cloud computing to support MMOGs that allowing a huge amount of users worldwide to share a real-time virtual environment. The proposed P2P system based on cloud computing can provide a greater level of scalability because their more resources are added to the infrastructure even when the amount of users grows rapidly. This system also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the peers. In this paper, we describe the concept and basic architecture of cloud computing-based P2P Systems for scalability of MMOGs. An efficient and effective provisioning of resources and mapping of load are mandatory to realize this architecture that scales in economical cost and quality of service to large communities of users. Simulation results show that by controlling the amount of cloud and user-provided resource, the proposed P2P system can reduce the bandwidth at the server while utilizing their enough bandwidth when the number of simultaneous users keeps growing.

A Scalable Hybrid P2P MMOG Cloud Architecture for Load Management in a Region (영역내 부하 관리를 위한 확장적 하이브리드 P2P MMOG 클라우드 구조)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.83-91
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    • 2022
  • This paper proposes a scalable hybrid P2P(peer-to-peer) cloud architecture for MMOGs(massively multiplayer online games) which includes load management schemes for each region. A game world is divided into several game regions and each game region is serviced by at least one peer(player) in this MMOG cloud environment. The load must be managed regionally to support smooth interactions among them even in the presence of a high concentration of players in a specific region. In the proposed architecture where an efficient and effective provisioning of resources is realized, it is suitable for players to interact with cloud servers effectively and it avoids bottlenecks of the current client-server MMOG architecture. This architecture also relieves a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players. Simulation results show that the proposed hybrid P2P cloud architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Autoscaling Mechanism based on Execution-times for VNFM in NFV Platforms (NFV 플랫폼에서 VNFM의 실행 시간에 기반한 자동 자원 조정 메커니즘)

  • Mehmood, Asif;Diaz Rivera, Javier;Khan, Talha Ahmed;Song, Wang-Cheol
    • KNOM Review
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    • v.22 no.1
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    • pp.1-10
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    • 2019
  • The process to determine the required number of resources depends on the factors being considered. Autoscaling is one such mechanism that uses a wide range of factors to decide and is a critical process in NFV. As the networks are being shifted onto the cloud after the invention of SDN, we require better resource managers in the future. To solve this problem, we propose a solution that allows the VNFMs to autoscale the system resources depending on the factors such as overhead of hyperthreading, number of requests, execution-times for the virtual network functions. It is a known fact that the hyperthreaded virtual-cores are not fully capable of performing like the physical cores. Also, as there are different types of core having different frequencies so the process to calculate the number of cores needs to be measured accurately and precisely. The platform independency is achieved by proposing another solution in the form of a monitoring microservice, which communicates through APIs. Hence, by the use of our autoscaling application and a monitoring microservice, we enhance the resource provisioning process to meet the criteria of future networks.

Management Techniques of Interest Area Utilizing Subregions in MMORPG based on Cloud and P2P Architecture (클라우드와 P2P 구조 기반의 MMORPG에서 소영역을 활용하는 관심 구역의 관리 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.99-106
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    • 2023
  • In this paper, we propose subregion-based area of interest management techniques for MMORPG(massively multiplayer online role playing games) integrating P2P(peer-to-peer) networking and cloud computing. For the crowded region, the proposed techniques partition it into several subregions and assign a player to manage each subregion as a coordinator. These techniques include a load balancing mechanism which regulates communication and computation overhead of such player below the specified threshold. We also provide a mechanism for satisfying the criterion, where subregions overlapped with each player's view must be switched quickly and seamlessly as the view moves around in the game world. In the proposed techniques where an efficient provisioning of resources is realized, they relieve a lot of computational power and network traffic, the load on the servers in the cloud by exploiting the capacity of the players effectively. Simulation results show that the MMORPG based on cloud and P2P architecture can reduce the considerable bandwidth at the server compared to the client server architecture as the available resources grow with the number of players in crowding or hotspots.

Cloud Security and Privacy: SAAS, PAAS, and IAAS

  • Bokhari Nabil;Jose Javier Martinez Herraiz
    • International Journal of Computer Science & Network Security
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    • v.24 no.3
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    • pp.23-28
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    • 2024
  • The multi-tenancy and high scalability of the cloud have inspired businesses and organizations across various sectors to adopt and deploy cloud computing. Cloud computing provides cost-effective, reliable, and convenient access to pooled resources, including storage, servers, and networking. Cloud service models, SaaS, PaaS, and IaaS, enable organizations, developers, and end users to access resources, develop and deploy applications, and provide access to pooled computing infrastructure. Despite the benefits, cloud service models are vulnerable to multiple security and privacy attacks and threats. The SaaS layer is on top of the PaaS, and the IaaS is the bottom layer of the model. The software is hosted by a platform offered as a service through an infrastructure provided by a cloud computing provider. The Hypertext Transfer Protocol (HTTP) delivers cloud-based apps through a web browser. The stateless nature of HTTP facilitates session hijacking and related attacks. The Open Web Applications Security Project identifies web apps' most critical security risks as SQL injections, cross-site scripting, sensitive data leakage, lack of functional access control, and broken authentication. The systematic literature review reveals that data security, application-level security, and authentication are the primary security threats in the SaaS model. The recommended solutions to enhance security in SaaS include Elliptic-curve cryptography and Identity-based encryption. Integration and security challenges in PaaS and IaaS can be effectively addressed using well-defined APIs, implementing Service Level Agreements (SLAs), and standard syntax for cloud provisioning.