Unity:使用位于同一位置的社会连接的对等体协作下载内容

P. Jassal, Kuldeep Yadav, Abhishek Kumar, Vinayak Naik, Vishesh Narwal, Amarjeet Singh
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引用次数: 12

摘要

移动电话应用程序的大量普及导致了多媒体下载和社交网络通信等数据密集型服务的广泛使用。由于3G/4G网络在发展中国家的渗透率有限,通常使用低带宽的2G服务进行数据通信,从而导致更长的下载时间和相应的高功耗。在本文中,我们提出了一个系统架构,Unity,它可以跨同一位置的对等体进行协作下载。Unity使用蓝牙/WiFi等短距离无线电接口进行本地协调,而实际内容则使用蜂窝连接下载。Unity旨在支持具有多种功能的手机。Unity在基于Android的手机上的端到端执行和评估,具有不同的工作负载大小和节点数量,表明Unity可以使位于同一位置的节点的下载速率增加数倍。我们还描述了基于云的Unity架构,它使用移动性预测、社交互动和机会网络的原则,使协作更加普遍和有用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Unity: Collaborative downloading content using co-located socially connected peers
Large proliferation of mobile phone applications result in extensive use of data intensive services such as multimedia download and social network communication. With limited penetration of 3G/4G networks in developing countries, it is common to use low bandwidth 2G services for data communication, resulting in larger download time and correspondingly high power consumption. In this paper, we present a system architecture, Unity, that enables collaborative downloading across co-located peers. Unity uses short range radio interfaces such as Bluetooth/WiFi for local coordination, while the actual content is downloaded using a cellular connection. Unity is designed to support mobile phones with diverse capabilities. End-to-end implementation and evaluation of Unity on Android based phones, with varying workload sizes and number of peers, show that Unity can result in multifold increase in download rate for the co-located peers. We also describe architecture of cloud-based Unity which uses principles of mobility prediction, social interactions, and opportunistic networking to make collaboration more pervasive and useful.
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