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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Peer-to-peer collaborative streaming among mobiles for video broadcasting /

Leung, Man-Fung. January 2006 (has links)
Thesis (M.Phil.)--Hong Kong University of Science and Technology, 2006. / Includes bibliographical references (leaves 57-61). Also available in electronic version.
62

Anonymous and trustworthy computing in peer-to-peer systems /

Han, Jinsong. January 2007 (has links)
Thesis (Ph.D.)--Hong Kong University of Science and Technology, 2007. / Includes bibliographical references (leaves 164-170). Also available in electronic version.
63

Peer-to-peer content distribution network design /

Luan, Hao. January 2007 (has links)
Thesis (M.Phil.)--Hong Kong University of Science and Technology, 2007. / Includes bibliographical references (leaves 100-104). Also available in electronic version.
64

Resource sharing in distributed peer-to-peer internet applications

Danzfuss, Theodor Louis Ferdinand 25 April 2005 (has links)
A dissertation presented on distributed Peer-to-Peer (P2P) Internet applications, focusing on distributed resource sharing as a P2P application. The history of Internet applications is researched to point out the roots of P2P applications as well as the dependency between modern technology and legacy technology. P2P applications are compared with traditional client/server applications. A classification system for categorizing P2P applications according to functionality and computing model is devised. The classification system is used to group applications with similar attributes and behavior. Five main mechanisms utilized by all content sharing P2P applications are identified. These mechanisms are node discovery, content discovery, content retrieval, content publishing and content storage. Napster, Gnutella and Freenet are discussed in detail as examples of distributed P2P resource sharing applications which utilize these mechanisms. These applications are then compared to point out similarities and differences. Other P2P initiatives known to the author are briefly presented. Challenges that need to be overcome if P2Papplications are to be widely adopted are identified and discussed. A typical content sharing P2P application is implemented for constraint mobile devices such as cell phones. The unique characteristics, possibilities and challenges of P2P on mobile devices are explored. / Dissertation (MSc)--University of Pretoria, 2005. / Computer Science / unrestricted
65

Analyzing, modeling, and improving the performance of overlay networks

Thommes, Richard Winfried. January 2007 (has links)
No description available.
66

State and file sharing in peer-to-peer systems

Zou, Li 07 June 2004 (has links)
No description available.
67

Non-cooperative peer-to-peer media streaming: game theoretic analysis and algorithms

Yeung, Kai-ho, Mark., 楊啟豪. January 2007 (has links)
published_or_final_version / abstract / Electrical and Electronic Engineering / Doctoral / Doctor of Philosophy
68

Socio-aware random walk search and replication in peer-to-peer networks

Xie, Jing, 謝靜 January 2009 (has links)
published_or_final_version / Electrical and Electronic Engineering / Master / Master of Philosophy
69

Agent Extensions for Peer-to-Peer Networks.

Valiveti, Kalyan 12 1900 (has links)
Peer-to-Peer (P2P) networks have seen tremendous growth in development and usage in recent times. This attention has brought many developments as well as new challenges to these networks. We will show that agent extensions to P2P networks offer solutions to many problems faced by P2P networks. In this research, an attempt is made to bring together JXTA P2P infrastructure and Jinni, a Prolog based agent engine to form an agent based P2P network. On top of the JXTA, we define simple Java API providing P2P services for agent programming constructs. Jinni is deployed on this JXTA network using an automated code update mechanism. Experiments are conducted on this Jinni/JXTA platform to implement a simple agent communication and data exchange protocol.
70

Peer-to-peer network architecture for massive online gaming

Shongwe, Bongani 01 September 2014 (has links)
A dissertation submitted to the Faculty of Science, University of the Witwatersrand, Johannesburg, in fulfilment of the requirements for the degree of Master of Science. Johannesburg, 2014. / Virtual worlds and massive multiplayer online games are amongst the most popular applications on the Internet. In order to host these applications a reliable architecture is required. It is essential for the architecture to handle high user loads, maintain a complex game state, promptly respond to game interactions, and prevent cheating, amongst other properties. Many of today’s Massive Multiplayer Online Games (MMOG) use client-server architectures to provide multiplayer service. Clients (players) send their actions to a server. The latter calculates the game state and publishes the information to the clients. Although the client-server architecture has been widely adopted in the past for MMOG, it suffers from many limitations. First, applications based on a client-server architecture are difficult to support and maintain given the dynamic user base of online games. Such architectures do not easily scale (or handle heavy loads). Also, the server constitutes a single point of failure. We argue that peer-to-peer architectures can provide better support for MMOG. Peer-to-peer architectures can enable the user base to scale to a large number. They also limit disruptions experienced by players due to other nodes failing. This research designs and implements a peer-to-peer architecture for MMOG. The peer-to-peer architecture aims at reducing message latency over the network and on the application layer. We refine the communication between nodes in the architecture to reduce network latency by using SPDY, a protocol designed to reduce web page load time. For the application layer, an event-driven paradigm was used to process messages. Through user load simulation, we show that our peer-to-peer design is able to process and reliably deliver messages in a timely manner. Furthermore, by distributing the work conducted by a game server, our research shows that a peer-to-peer architecture responds quicker to requests compared to client-server models.

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