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Extending SDN to Handle Dynamic Middlebox Actions via FlowTags∗
"... Software-defined networking (SDN) seeks to simplify and enhance network management by decoupling the management logic from its implementation. Our overarching vision is to integrate advanced data plane functions or middleboxes (e.g., firewalls, NATs, proxies, intrusion detection and prevention syste ..."
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Software-defined networking (SDN) seeks to simplify and enhance network management by decoupling the management logic from its implementation. Our overarching vision is to integrate advanced data plane functions or middleboxes (e.g., firewalls, NATs, proxies, intrusion detection and prevention
FlowTags: Enforcing Network-Wide Policies in the Presence of Dynamic Middlebox Actions
"... Past studies show that middleboxes are a critical piece of network infrastructure for providing security and performance guarantees. Unfortunately, the dynamic and traffic-dependent modifications induced by middleboxes make it difficult to reason about the correctness of network-wide policy enforcem ..."
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Cited by 37 (7 self)
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enforcement (e.g., access control, accounting, and performance diagnostics). Using practical application scenarios, we argue that we need a flow tracking capability to ensure consistent policy enforcement in the presence of such dynamic traffic modifications. To this end, we propose FlowTags, an extended SDN
Enforcing Network-Wide Policies in the Presence of Dynamic Middlebox Actions using FlowTags
"... Middleboxes provide key security and performance guarantees in networks. Unfortunately, the dynamic traf-fic modifications they induce make it difficult to reason about network management tasks such as access control, accounting, and diagnostics. This also makes it difficult to integrate middleboxes ..."
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the feasibility of minimally extend-ing middleboxes to support FlowTags. We also show that FlowTags imposes low overhead over traditional SDN mechanisms. Finally, we demonstrate the early promise of FlowTags in enabling new verification and diagnosis capabilities. 1
USENIX Association 11th USENIX Symposium on Networked Systems Design and Implementation 533 Enforcing Network-Wide Policies in the Presence of Dynamic Middlebox Actions using FlowTags
"... Middleboxes provide key security and performance guarantees in networks. Unfortunately, the dynamic traf-fic modifications they induce make it difficult to reason about network management tasks such as access control, accounting, and diagnostics. This also makes it difficult to integrate middleboxes ..."
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the feasibility of minimally extend-ing middleboxes to support FlowTags. We also show that FlowTags imposes low overhead over traditional SDN mechanisms. Finally, we demonstrate the early promise of FlowTags in enabling new verification and diagnosis capabilities. 1
Acknowledgements
, 2006
"... First, I would like to thank to Dimka Karastoyanova and Mariano Cilia for all the fruitful discussions, their guidance and support through the course of this project. Thanks also to Prof. Alejandro Buchmann who sponsored my stay at Technische Universität Darmstadt during the spring of 2004. The spec ..."
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First, I would like to thank to Dimka Karastoyanova and Mariano Cilia for all the fruitful discussions, their guidance and support through the course of this project. Thanks also to Prof. Alejandro Buchmann who sponsored my stay at Technische Universität Darmstadt during the spring of 2004. The special thanks go to my advisor, Mariano Cilia, who has made all this possible. Finally, I’d like to thank to my family for all these years of support.
Design and Implementation for an Android based Massively Multiplayer Online Augmented Reality Game Entwurf und Implementierung für ein Android basiertes Massively Multiplayer Online Augmented Reality Game
, 2014
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den an-gegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbeh ..."
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Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den an-gegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehörde vorgelegen. Darmstadt, den 28th February 2014 (Denis Lapiner) This Master’s Thesis proposes and implements a game design for an Android based massively multiplayer online augmented reality game. The proposed game design is based on an analysis of other popular aug-mented reality games such as Ingress, a game created by Google Inc. The game of this thesis motivates the players to meet in the real world and move in groups to certain points of interest like historic mon-uments. The spatial locality of players, which comes up when players move in groups, makes the game interesting for the research on mobile ad hoc networks (MANETs). The provided implementation of the game contains a centralized communication component that logs the network communication between players and therefore, is usable for data collection of network traffic in MANETs. The collected data
ative Commons Attribution Non-Commercial No Derivatives licence. Researchers
"... I herewith certify that all material in this dissertation which is not my own work has been properly acknowledged. ..."
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I herewith certify that all material in this dissertation which is not my own work has been properly acknowledged.
22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements
"... Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are ..."
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Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are client-server based, which is feasible for relatively slow role-playing games. Those have modest bandwidth and latency requirements and are paid for by their customers. For MMOGs with higher realtime requirements and/or a smaller number of customers willing to pay, peer-to-peer networking seems to be a serious alternative. This work analyzes the implementation of both a client-server and a peer-to-peer networking model for the prototype shooter game Planet π4. Initially, a survey introduces recent academic approaches to peer-to-peer systems specifically designed for games. Of those, one system is selected for implementation with Planet π4. Planet π4 is improved in several aspects for the purpose of analyzing various network implementations. First, its architecture is restructured and cleaned to allow for an easy replacement of the networking component. Second, its core is modified to work in a completely event-based mode, supporting the execution of the game in an discrete-event-based network simulator. Third, a simple artificial intelligence player is developed for workload generation in large (and possibly simulated) networks. Furthermore, the newly developed transport protocol CUSP is applied for the network implementation, thus the game is the first real application using CUSP. Finally the game Planet π4 is integrated with the CUSP network simulator, allowing to run the whole game in a simulated network without the need for modification of its core components. Kurzfassung Massen-Mehrspieler-Onlinespiele (Massively multiplayer online games; MMOGs) wurden in den vergangenen Jahren zunehmend populär, insbesondere in Form von Online-Rollenspielen (MMORPGs). In
Software and Systems Modeling The final publication is available at www.springerlink.com Performance Modeling and Analysis of Message-oriented Event-driven Systems
"... Abstract Message-oriented event-driven systems are becoming increasingly ubiquitous in many industry do-mains including telecommunications, transportation and supply chain management. Applications in these areas typically have stringent requirements for performance and scalability. To guarantee adeq ..."
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Abstract Message-oriented event-driven systems are becoming increasingly ubiquitous in many industry do-mains including telecommunications, transportation and supply chain management. Applications in these areas typically have stringent requirements for performance and scalability. To guarantee adequate quality-of-service, systems must be subjected to a rigorous performance and scalability analysis before they are put into produc-tion. In this paper, we present a comprehensive modeling methodology for message-oriented event-driven systems in the context of a case study of a representative ap-plication in the supply chain management domain. The methodology, which is based on queueing Petri nets, pro-vides a basis for performance analysis and capacity plan-ning. We study a deployment of the SPECjms2007 stan-dard benchmark on a leading commercial middleware platform. A detailed system model is built in a step-by-step fashion and then used to predict the system perfor-mance under various workload and configuration scenar-ios. After the case study, we present a set of generic per-formance modeling patterns that can be used as build-ing blocks when modeling message-oriented event-driven systems. The results demonstrate the effectiveness, prac-ticality and accuracy of the proposed modeling and pre-diction approach. 1
Raj Jain! Routing vs Switching
"... 1. Networking trends 2. QoS over data networks 3. Label switching 4. Gigabit, 10 Gb Ethernet, RPR 5. Storage area networks 6. IP over DWDM 7. Wireless 8. Voice over IP ..."
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1. Networking trends 2. QoS over data networks 3. Label switching 4. Gigabit, 10 Gb Ethernet, RPR 5. Storage area networks 6. IP over DWDM 7. Wireless 8. Voice over IP
Results 1 - 10
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