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by Stefan Götz last modified 2008-12-12 14:41
Secure Wi-Fi Sharing on Global Scales by Tobias Heer — last modified 2008-12-12 14:40
The proliferation of broadband Internet connections has lead to an almost pervasive coverage of densely populated areas with private wireless access points. To leverage this coverage, sharing of access points as Internet uplinks among users has first become popular in communities of individuals and has recently been adopted as a business model by several companies. However, existing implementations and proposals suffer from the security risks of directly providing Internet access to strangers. In this paper, we present the P2P Wi-Fi Internet Sharing Architecture PISA, which eliminates these risks by introducing secure tunneling, cryptographic identities, and certificates as primary security concepts. Thus, PISA offers nomadic users the same security that they expect from a wired Internet connection at home. Based on its three fundamental mechanisms, PISA achieves a flexibility which opens significant advantages over existing systems. They include user mobility, anonymity, service levels with different performance and availability characteristics, and different revenue models for operators. With this combination of key features, PISA forms an essential basis for global, seamless, and secure Wi-Fi sharing for large communities.
Bug Hunting in Sensor Network Applications by Jó Á. Bitsch Link — last modified 2008-12-12 12:06
Testing sensor network applications is an essential and a difficult task. Due to their distributed and faulty nature, severe resource constraints, unobservable interactions, and limited human interaction, sensor networks, make monitoring and debugging of applications strenuous and more challenging. In this paper we present KleeNet — a Klee based platform independent bug hunting tool for sensor network applications before deployment — which can automatically test applications for all possible inputs, and hence, ensures memory safety for TinyOS based applications. Upon finding a bug, KleeNet generates a concrete test case with real input values identifying a specific error path in a program. Additionally, we show that KleeNet integrates well into TinyOS application development life cycle with minimum manual effort, making it easy for developers to test their applications.
Bug Hunting in Sensor Network Applications by Jó Á. Bitsch Link — last modified 2008-12-12 12:06
Testing sensor network applications is an essential and a difficult task. Due to their distributed and faulty nature, severe resource constraints, unobservable interactions, and limited human interaction, sensor networks, make monitoring and debugging of applications strenuous and more challenging. In this paper we present KleeNet — a Klee based platform independent bug hunting tool for sensor network applications before deployment — which can automatically test applications for all possible inputs, and hence, ensures memory safety for TinyOS based applications. Upon finding a bug, KleeNet generates a concrete test case with real input values identifying a specific error path in a program. Additionally, we show that KleeNet integrates well into TinyOS application development life cycle with minimum manual effort, making it easy for developers to test their applications.
Bug Hunting in Sensor Network Applications by Jó Á. Bitsch Link — last modified 2008-12-12 12:06
Testing sensor network applications is an essential and a difficult task. Due to their distributed and faulty nature, severe resource constraints, unobservable interactions, and limited human interaction, sensor networks, make monitoring and debugging of applications strenuous and more challenging. In this paper we present KleeNet — a Klee based platform independent bug hunting tool for sensor network applications before deployment — which can automatically test applications for all possible inputs, and hence, ensures memory safety for TinyOS based applications. Upon finding a bug, KleeNet generates a concrete test case with real input values identifying a specific error path in a program. Additionally, we show that KleeNet integrates well into TinyOS application development life cycle with minimum manual effort, making it easy for developers to test their applications.
Clustering Players for Load Balancing in Virtual Worlds by Simon Rieche — last modified 2008-12-12 17:34
Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special ingame events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas.
Clustering Players for Load Balancing in Virtual Worlds by Simon Rieche — last modified 2008-12-12 17:34
Massively Multiplayer Online Games (MMOGs) have become increasingly popular in the last years. So far the distribution of load, caused by the players in these games, is not distributed dynamically. After the launch of a new game, the introduction of new content, during special ingame events, or also during normal operations, players tend to concentrate in certain regions of the game worlds and cause overload conditions. Therefore we propose the use of structured P2P technology for the server infrastructure of the MMOGs to improve the reliability and scalability. Previous work segmented the game work into rectangular areas; however this approach often split a group of players to different servers, causing additional overhead. This work presents a cluster-based Peer-to-Peer approach, which can be used for load balancing in MMOGs or in other virtual worlds. The system is able to dynamically adapt to the current state of the game and handle uneven distributions of the players in the game world. We show through simulation, also with traces from real online games, that the cluster-based approach performs better than the previous P2P-based systems, which split the world in rectangular areas.
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How does the Internet work?
Wie funktioniert das Internet?
Wie funktioniert das Internet? - Explaining the Internet to Kids
P2P'08 at RWTH
The 8th International Conference on Peer-to-Peer Computing (P2P'08)
www.p2p08.org
 

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