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Collaborative Peer-to-peer Services within Mobile Environments

Xiaogeng Zhao, Peter Clayton & George Wells

Computer Science Department, Rhodes University

Abstract — this paper describes a study of peer-to-peer network concepts, architecture, applications and services over a heterogeneous mobile network environment, focusing primarily on communications and interactions between connected mobile devices. The aim of the project is to construct a framework for peer-to-peer computation, facilitating the rapid development of services for delivery, coordination, and collaboration.

I. INTRODUCTION

T

HIS document is a work-in-progress paper of our current research.

A.  Background

1)  The Internet is ready for “peer-to-peer computation”

“As the Web continues to grow in both content and the number of connected devices, peer-to-peer computing is becoming increasingly popular. Popular software based on peer-to-peer technologies includes file sharing, distributed computing, and instant messenger services.” [Sun Microsystems, 2003]

2)  Networks are ready for “ wireless peer-to-peer computation”

Marketing statistic[1] shows that new technologies like 806.11 and Bluetooth, which provide wireless network connectivity, are maturing, enjoying wider adoption, and larger scale deployment.

3)  Devices are ready for “mobile wireless peer-to-peer computation”

On the other hand, the use of mobile devices (cell phones, PDAs, Laptops and even newly emerging wearable mobile devices) keeps increasing. Participation of mobile devices in the growth of the Internet makes it possible to implement peer-to-peer connections and deliver peer-to-peer services to mobile devices over a wider range.

B.  Why choose peer-to-peer

Traditionally, devices/peers connected to the Internet, especially mobile devices, are considered to be pure clients, and are structurally placed at the edges of the Internet. In technical terms, they are not included in DNS systems since they have no fixed IP addresses. Consequently, these devices are not be able to access resources across the Internet.

Peer-to-peer is a concept of applications, computational models or frameworks that leverage previously unused resources: storage, cycles, content. “As hardware and software improved, the unused resources that existed behind this veil of second-class connectivity started to look like something worth getting at. At a conservative estimate, the world's Net-connected PCs presently host an aggregate ten billion MHz of processing power and ten thousand terabytes of storage, assuming only 100 million PCs among the net's 300 million users, and only a 100 MHz chip and 100 Mb drive on the average PC.” [Clay Shirky, 2000] As cutting edge mobile devices are equipped with higher frequency CPUs and more memory, this also applies to the fast growing wireless and mobile computation field.

C.  Problem domain and research direction

Currently, peer-to-peer application development is frequently inefficient, with many developers solving the same problems and duplicating similar infrastructure. Most applications are peculiar to a specific platform, and are unable to communicate and share data with applications on other platforms. While peer-to-peer applications perform different tasks, they share many common areas of functionality, such as discovery of peers, searching, and file or data transfer. A primary goal of this project is to provide a platform which contains the basic functions necessary for a peer-to-peer network. Our efforts seek to overcome potential shortcomings in many current peer-to-peer systems, such as interoperability, and rapid prototype development.

II. Implementation platform/environment

A.  Choice of development environment

JXTA has been chosen as the underlying infrastructure upon which a proof-of-concept mobile peer-to-peer applications and services framework is to be built.

1)  What is JXTA?

Project JXTA is an open network computing platform designed for peer-to-peer (P2P) computing. Its goal is to develop basic building blocks and services to enable innovative applications for peer groups. The term “JXTA” is short for juxtapose, as in side by side. It is a recognition that peer-to-peer is juxtaposed to client-server or Web-based computing, which is today’s traditional distributed computing model. JXTA provides a common set of open protocols and an open source reference implementation for developing peer-to-peer applications.

2)  Why JXTA?

JXTA provides platform independ3ence. Its protocols are designed to be independent of programming languages, and independent of transport protocols. The protocols can be implemented in Java, C/C++, Perl, and numerous other languages. They can be implemented on top of TCP/IP, HTTP, Bluetooth, HomePNA, or other transport protocols.

B.  Software and Hardware Requirement

Software Requirement:

Java 2 Standard Edition

Java 2 Mobile Edition

JXTA class files and source code

Mobile Device Emulators

Hardware Requirement:

PC, Laptop, Pocket PC, Cell Phone and other mobile device if available

III.  Current Progress

The project is still in its conceptual phase. A testbed has been set up for evaluating and demonstrating individual aspects of the envisaged proof-of-concept system. The next phase will be to integrate the subassemblies, and to test the validity, feasibility, and efficiency of the conceptual design.

IV.  Expected Output and novel contributions

The expecting contribution of the project is to construct a novel framework to support peer-to-peer interactions for delivering and coordinating services to mobile devices over a heterogeneous networks. The intention is to improve compatibly, interoperability, and collaborative-ability over what is currently available.

References

[1]  [Clay Shirky, 2000] “What is P2P, what isn't”, Clay Shirky, 2000. Ref Type: Internet Communication

[2]  [Couloris, et al. 2001] “Distributed Systems - Concepts and Design”. Couloris, G,. Dollimore, January 2001. Addison Wesley. The Logical Design. Addison Wesley Publishing.

[3]  [Dejan, et al, 2002] “Peer-to-Peer Computing”, Dejan S. Milojicic, Vana Kalogeraki, Rajan Lukose, Kiran Nagaraja1, Jim Pruyne, Bruno Richard, Sami Rollins 2 ,Zhichen Xu, HP Laboratories Palo Alto, Rutgers University, University of California at Santa Barbara. March 2002

[4]  [Leigh, Benyola, 2001] “Future Developments in Peer Networking”. Equity Research, WhitePaper, Leigh, P; Benyola, P. Raymond James & Associates, INC. 2001

[5]  [Oram, 2000] “Peer-to-Peer Make the Internet Interesting Again”, Andy Oram, O'Reilly Network, September 2000

[6]  [Klampanos, 2002] “A brief history”. Computer Science, University of Glasgow, Iraklis Angelos Klampanos. June 2002 http://www.dcs.gla.ac.uk/~iraklis/fyp_report/node7.html

[7]  [Sun Microsystems, 2003] Project JXTA V2.0: Java Programmer's Guide, Sun Microsystems, Inc. 2003

[8]  [VDC, 2004] Hight Adoption rates forecast for wire line and wireless Ethernet in industrial facilities http://www.vdc-corp.com/industrial/press/04/pr04-16.html

Zhao, Xiaogeng, is currently studying towards his PhD degree in the Computer Science Department at Rhodes University. His current research interest is collaborative mobile Peer-to-Peer network applications and services.

[(]This work was undertaken in the Distributed Multimedia CoE at Rhodes University, with financial support from Telkom, Business Connexion and THRIP. We also acknowledge the bursary support of the Andrew Mellon Foundation.

[1] Forecast and data analysis from Venture Development Corporation [VDC, 2004]