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Stefano Ferretti

Publications and source records attributed to Stefano Ferretti.

At least 55 records · Page 3Linked to original sources

On the Modeling of Musical Solos as Complex Networks

Notes in a musical piece are building blocks employed in non-random ways to create melodies. It is the "interaction" among a limited amount of notes that allows constructing the variety of musical compositions that have been written in centuries and within different cultures. Networks are a modeling tool that is commonly employed to represent a set of entities interacting in some way. Thus, notes composing a melody can be seen as nodes of a network that are connected whenever these are played in sequence. The outcome of such a process results in a directed graph. By using complex network theory, some main metrics of musical graphs can be measured, which characterize the related musical pieces. In this paper, we define a framework to represent melodies as networks. Then, we provide an analysis on a set of guitar solos performed by main musicians. Results of this study indicate that the presented model can have an impact on audio and multimedia applications such as music classification, identification, e-learning, automatic music generation, multimedia entertainment.

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Highly intensive data dissemination in complex networks

This paper presents a study on data dissemination in unstructured Peer-to-Peer (P2P) network overlays. The absence of a structure in unstructured overlays eases the network management, at the cost of non-optimal mechanisms to spread messages in the network. Thus, dissemination schemes must be employed that allow covering a large portion of the network with a high probability (e.g.~gossip based approaches). We identify principal metrics, provide a theoretical model and perform the assessment evaluation using a high performance simulator that is based on a parallel and distributed architecture. A main point of this study is that our simulation model considers implementation technical details, such as the use of caching and Time To Live (TTL) in message dissemination, that are usually neglected in simulations, due to the additional overhead they cause. Outcomes confirm that these technical details have an important influence on the performance of dissemination schemes and that the studied schemes are quite effective to spread information in P2P overlay networks, whatever their topology. Moreover, the practical usage of such dissemination mechanisms requires a fine tuning of many parameters, the choice between different network topologies and the assessment of behaviors such as free riding. All this can be done only using efficient simulation tools to support both the network design phase and, in some cases, at runtime.

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Simulation of the Internet of Things

This paper presents main concepts and issues concerned with the simulation of Internet of Things (IoT). The heterogeneity of possible scenarios, arising from the massive deployment of an enormous amount of sensors and devices, imposes the use of sophisticated modeling and simulation techniques. In fact, the simulation of IoT introduces several issues from both quantitative and qualitative aspects. We discuss novel simulation techniques to enhance scalability and to permit the real-time execution of massively populated IoT environments (e.g., large-scale smart cities). In particular, we claim that agent-based, adaptive Parallel and Distributed Simulation (PADS) approaches are needed, together with multi-level simulation, which provide means to perform highly detailed simulations, on demand. We present a use case concerned with the simulation of smart territories.

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Smart Shires: The Revenge of Countrysides (Extended Version)

This paper discusses the need to devise novel strategies to create smart services specifically designed to non-metropolitan areas, i.e. countrysides. These solutions must be viable, cheap an should take into consideration the different nature of countrysides, that cannot afford the deployment of services designed for smart cities. These solutions would have an important social impact for people leaving in these countrysides, and might slow down the constant migration of citizens towards metropolis. In this work, we focus on communication technologies and practical technological/software distributed architectures. An important aspect for the real deployment of these smart shires is their simulation. We show that priority-based broadcast schemes over ad-hoc networks can represent an effective communication substrate to be used in a software middleware promoting the creation of applications for smart shire scenarios.

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Smart Multihoming in Smart Shires: Mobility and Communication Management for Smart Services in Countrysides

This paper discusses on the need to focus on effective and cheap communication solutions for the deployment of smart services in countrysides. We present the main wireless technologies, software architectures and protocols that need to be exploited, such as multihop, multipath communication and mobility support through multihoming. We present Always Best Packet Switching (ABPS), an operation mode to perform network handover in a seamless way without the need to change the current network infrastructure and configuration. This is in accordance with the need of having cheap solutions that may work in a smart shire scenario. A simulation assessment confirms the effectiveness of our approach.

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Cloud for Gaming

Cloud for Gaming refers to the use of cloud computing technologies to build large-scale gaming infrastructures, with the goal of improving scalability and responsiveness, improve the user's experience and enable new business models.

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Guitar Solos as Networks

This paper presents an approach to model melodies (and music pieces in general) as networks. Notes of a melody can be seen as nodes of a network that are connected whenever these are played in sequence. This creates a directed graph. By using complex network theory, it is possible to extract some main metrics, typical of networks, that characterize the piece. Using this framework, we provide an analysis on a set of guitar solos performed by main musicians. The results of this study indicate that this model can have an impact on multimedia applications such as music classification, identification, and automatic music generation.

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A Survey on Handover Management in Mobility Architectures

This work presents a comprehensive and structured taxonomy of available techniques for managing the handover process in mobility architectures. Representative works from the existing literature have been divided into appropriate categories, based on their ability to support horizontal handovers, vertical handovers and multihoming. We describe approaches designed to work on the current Internet (i.e. IPv4-based networks), as well as those that have been devised for the "future" Internet (e.g. IPv6-based networks and extensions). Quantitative measures and qualitative indicators are also presented and used to evaluate and compare the examined approaches. This critical review provides some valuable guidelines and suggestions for designing and developing mobility architectures, including some practical expedients (e.g. those required in the current Internet environment), aimed to cope with the presence of NAT/firewalls and to provide support to legacy systems and several communication protocols working at the application layer.

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Self-Healing Protocols for Connectivity Maintenance in Unstructured Overlays

In this paper, we discuss on the use of self-organizing protocols to improve the reliability of dynamic Peer-to-Peer (P2P) overlay networks. Two similar approaches are studied, which are based on local knowledge of the nodes' 2nd neighborhood. The first scheme is a simple protocol requiring interactions among nodes and their direct neighbors. The second scheme adds a check on the Edge Clustering Coefficient (ECC), a local measure that allows determining edges connecting different clusters in the network. The performed simulation assessment evaluates these protocols over uniform networks, clustered networks and scale-free networks. Different failure modes are considered. Results demonstrate the effectiveness of the proposal.

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Auction-Based Resource Allocation in Digital Ecosystems

The proliferation of portable devices (PDAs, smartphones, digital multimedia players, and so forth) allows mobile users to carry around a pool of computing, storage and communication resources. Sharing these resources with other users ("Digital Organisms" -- DOs) opens the door to novel interesting scenarios, where people trade resources to allow the execution, anytime and anywhere, of applications that require a mix of capabilities. In this paper we present a fully distributed approach for resource sharing among multiple devices owned by different mobile users. Our scheme enables DOs to trade computing/networking facilities through an auction-based mechanism, without the need of a central control. We use a set of numerical experiments to compare our approach with an optimal (centralized) allocation strategy that, given the set of resource demands and offers, maximizes the number of matches. Results confirm the effectiveness of our approach since it produces a fair allocation of resources with low computational cost, providing DOs with the means to form an altruistic digital ecosystem.

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Mobile Online Gaming via Resource Sharing

Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.

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Time Warp on the Go (Updated Version)

In this paper we deal with the impact of multi and many-core processor architectures on simulation. Despite the fact that modern CPUs have an increasingly large number of cores, most softwares are still unable to take advantage of them. In the last years, many tools, programming languages and general methodologies have been proposed to help building scalable applications for multi-core architectures, but those solutions are somewhat limited. Parallel and distributed simulation is an interesting application area in which efficient and scalable multi-core implementations would be desirable. In this paper we investigate the use of the Go Programming Language to implement optimistic parallel simulations based on the Time Warp mechanism. Specifically, we describe the design, implementation and evaluation of a new parallel simulator. The scalability of the simulator is studied when in presence of a modern multi-core CPU and the effects of the Hyper-Threading technology on optimistic simulation are analyzed.

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LUNES: Agent-based Simulation of P2P Systems (Extended Version)

We present LUNES, an agent-based Large Unstructured NEtwork Simulator, which allows to simulate complex networks composed of a high number of nodes. LUNES is modular, since it splits the three phases of network topology creation, protocol simulation and performance evaluation. This permits to easily integrate external software tools into the main software architecture. The simulation of the interaction protocols among network nodes is performed via a simulation middleware that supports both the sequential and the parallel/distributed simulation approaches. In the latter case, a specific mechanism for the communication overhead-reduction is used; this guarantees high levels of performance and scalability. To demonstrate the efficiency of LUNES, we test the simulator with gossip protocols executed on top of networks (representing peer-to-peer overlays), generated with different topologies. Results demonstrate the effectiveness of the proposed approach.

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Mobile Computing in Digital Ecosystems: Design Issues and Challenges

In this paper we argue that the set of wireless, mobile devices (e.g., portable telephones, tablet PCs, GPS navigators, media players) commonly used by human users enables the construction of what we term a digital ecosystem, i.e., an ecosystem constructed out of so-called digital organisms (see below), that can foster the development of novel distributed services. In this context, a human user equipped with his/her own mobile devices, can be though of as a digital organism (DO), a subsystem characterized by a set of peculiar features and resources it can offer to the rest of the ecosystem for use from its peer DOs. The internal organization of the DO must address issues of management of its own resources, including power consumption. Inside the DO and among DOs, peer-to-peer interaction mechanisms can be conveniently deployed to favor resource sharing and data dissemination. Throughout this paper, we show that most of the solutions and technologies needed to construct a digital ecosystem are already available. What is still missing is a framework (i.e., mechanisms, protocols, services) that can support effectively the integration and cooperation of these technologies. In addition, in the following we show that that framework can be implemented as a middleware subsystem that enables novel and ubiquitous forms of computation and communication. Finally, in order to illustrate the effectiveness of our approach, we introduce some experimental results we have obtained from preliminary implementations of (parts of) that subsystem.

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Adaptive Event Dissemination for Peer-to-Peer Multiplayer Online Games

In this paper we show that gossip algorithms may be effectively used to disseminate game events in Peer-to-Peer (P2P) Multiplayer Online Games (MOGs). Game events are disseminated through an overlay network. The proposed scheme exploits the typical behavior of players to tune the data dissemination. In fact, it is well known that users playing a MOG typically generate game events at a rate that can be approximated using some (game dependent) probability distribution. Hence, as soon as a given node experiences a reception rate, for messages coming from a given peer, which is lower than expected, it can send a stimulus to the neighbor that usually forwards these messages, asking it to increase its dissemination probability. Three variants of this approach will be studied. According to the first one, upon reception of a stimulus from a neighbor, a peer increases its dissemination probability towards that node irrespectively from the sender. In the second protocol a peer increases only the dissemination probability for a given sender towards all its neighbors. Finally, the third protocol takes into consideration both the sender and the neighbor in order to decide how to increase the dissemination probability. We performed extensive simulations to assess the efficacy of the proposed scheme, and based on the simulation results we compare the different dissemination protocols. The results confirm that adaptive gossip schemes are indeed effective and deserve further investigation.

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On the Topology Maintenance of Dynamic P2P Overlays through Self-Healing Local Interactions

This paper deals with the use of self-organizing protocols to improve the reliability of dynamic Peer-to-Peer (P2P) overlay networks. We present two approaches, that employ local knowledge of the 2nd neighborhood of nodes. The first scheme is a simple protocol requiring interactions among nodes and their direct neighbors. The second scheme extends this approach by resorting to the Edge Clustering Coefficient (ECC), a local measure that allows to identify those edges that connect different clusters in an overlay. A simulation assessment is presented, which evaluates these protocols over uniform networks, clustered networks and scale-free networks. Different failure modes are considered. Results demonstrate the viability of the proposal.

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Searching in Unstructured Overlays Using Local Knowledge and Gossip

This paper analyzes a class of dissemination algorithms for the discovery of distributed contents in Peer-to-Peer unstructured overlay networks. The algorithms are a mix of protocols employing local knowledge of peers' neighborhood and gossip. By tuning the gossip probability and the depth k of the k-neighborhood of which nodes have information, we obtain different dissemination protocols employed in literature over unstructured P2P overlays. The provided analysis and simulation results confirm that, when properly configured, these schemes represent a viable approach to build effective P2P resource discovery in large-scale, dynamic distributed systems.

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Resilience of Dynamic Overlays through Local Interactions

This paper presents a self-organizing protocol for dynamic (unstructured P2P) overlay networks, which allows to react to the variability of node arrivals and departures. Through local interactions, the protocol avoids that the departure of nodes causes a partitioning of the overlay. We show that it is sufficient to have knowledge about 1st and 2nd neighbours, plus a simple interaction P2P protocol, to make unstructured networks resilient to node faults. A simulation assessment over different kinds of overlay networks demonstrates the viability of the proposal.

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