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Full-Text Articles in Computer Engineering

A Lessons Learned Repository For Computer Forensics, Warren Harrison, George Heuston, Mark Morrissey, David Aucsmith, Sarah Mocas, Steve Russelle Oct 2002

A Lessons Learned Repository For Computer Forensics, Warren Harrison, George Heuston, Mark Morrissey, David Aucsmith, Sarah Mocas, Steve Russelle

Computer Science Faculty Publications and Presentations

The Law Enforcement community possesses a large, but informal, community memory with respect to digital forensics. Large, because the experiences of every forensics technician and investigator contribute to the whole. Informal because there is seldom an explicit mechanism for disseminating this wisdom except “over the water cooler”. As a consequence, the same problems and mistakes continue to resurface and the same solutions are re-invented. In order to better exploit this informal collection of wisdom, the key points of each experience can be placed into a Repository for later dissemination. We describe a web-based Lessons Learned Repository (LLR) that facilitates contribution …


Supporting Low-Latency Tcp-Based Media Streams, Ashvin Goel, Charles Krasic, Kang Li, Jonathan Walpole May 2002

Supporting Low-Latency Tcp-Based Media Streams, Ashvin Goel, Charles Krasic, Kang Li, Jonathan Walpole

Computer Science Faculty Publications and Presentations

The dominance of the TCP protocol on the Internet and its success in maintaining Internet stability has led to several TCP-based stored media-streaming approaches. The success of these approaches raises the question whether TCP can be used for low-latency streaming. Low latency streaming allows responsive control operations for media streaming and can make interactive applications feasible. We examined adapting the TCP send buffer size based on TCP's congestion window to reduce application perceived network latency. Our results show that this simple idea significantly improves the number of packets that can be delivered within 200 ms and 500 ms thresholds.


Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Wu-Chang Feng, Francis Chang, Wu-Chi Feng, Jonathan Walpole May 2002

Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Wu-Chang Feng, Francis Chang, Wu-Chi Feng, Jonathan Walpole

Computer Science Faculty Publications and Presentations

This paper describes the results of a 500 million packet trace of a popular on-line, multi-player, game server. The results show that the traffic behavior of this heavily loaded game server is highly predictable and can be attributed to the fact that current game designs target the saturation of the narrowest, last-mile link. Specifically, in order to maximize the interactivity of the game itself and to provide relatively uniform experiences between players playing over different network speeds, on-line games typically fix their usage requirements in such a way as to saturate the network link of their lowest speed players. While …


Poster: Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Francis Chang, Wu-Chang Feng, Wu-Chi Feng, Jonathan Walpole May 2002

Poster: Provisioning On-Line Games: A Traffic Analysis Of A Busy Counter-Strike Server, Francis Chang, Wu-Chang Feng, Wu-Chi Feng, Jonathan Walpole

Computer Science Faculty Publications and Presentations

A poster that illustrates the client/server model employed by an multiplayer online game, focusing on bandwidth usage.


Infopipes: An Abstraction For Multimedia Streaming, Andrew P. Black, Huang Jie, Rainer Koster, Jonathan Walpole, Calton Pu Apr 2002

Infopipes: An Abstraction For Multimedia Streaming, Andrew P. Black, Huang Jie, Rainer Koster, Jonathan Walpole, Calton Pu

Computer Science Faculty Publications and Presentations

To simplify the task of building distributed streaming applications, we propose a new abstraction for information flow – Infopipes. Infopipes make information flow primary, not an auxiliary mechanism that is hidden away. Systems are built by connecting predefined component Infopipes such as sources, sinks, buffers, filters, broadcasting pipes, and multiplexing pipes. The goal of Infopipes is not to hide communication, like an RPC system, but to reify it: to represent communication explicitly as objects that the program can interrogate and manipulate. Moreover, these objects represent communication in application-level terms, not in terms of network or process implementation.


Thread Transparency In Information Flow Middleware, Rainer Koster, Andrew P. Black, Jie Huang, Jonathan Walpole, Calton Pu Jan 2002

Thread Transparency In Information Flow Middleware, Rainer Koster, Andrew P. Black, Jie Huang, Jonathan Walpole, Calton Pu

Computer Science Faculty Publications and Presentations

Existing middleware is based on control-flow centric interaction models such as remote method invocations, poorly matching the structure of applications that process continuous information flows. Difficulties cultiesin building this kind of application on conventional platforms include flow-specific concurrency and timing requirements, necessitating explicit management of threads, synchronization, and timing by the application programmer. We propose Infopipes as a high-level abstraction for information flows, and we are developing a middleware framework that supports this abstraction. Infopipes transparently handle complexities associated with control flow and multi-threading. From high-level configuration descriptions the platform determines what parts of a pipeline require separate threads or …