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FYP%3A+Peer-to-Peer+Communications+Framework+on+Android+Platform

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  • In a recent report by Nielsen, smartphone penetration rate in US is predicted to reach over 50% reaching over 95 millions units in the 2011(Nielsen 2011). A smartphone, is defined here as a mobile phone “that offers more advanced computing ability and connectivity than a contemporary feature phone”(Nusca 2009)\n
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  • A open source peer to peer framework which allow for inter-connectivity between devices.\n
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  • According to the experimental measurements obtained from the transferring of multiple Image files of 350 - 380 kbytes, we observed that the throughput rate stabilizes at around 54Kbits/s for nodes that are more than 1 mores away from the original node.\n
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  • Transcript

    • 1. P2P CommunicationFramework on Android Platform By Liu Tianwei
    • 2. Outline• Introduction• Motivation + Proposed Solutions.• Recap of work done• Design Decision and Limitation• Implementation result and performance• Demo• Limitation and Future Work
    • 3. Introduction
    • 4. Problem• Need for better mobile network infrastructure.• Traditional Mobile Network are not designed to scale fast and cheaply.
    • 5. Motivation• Provide an alternatives to traditional mobile network infrastructure.• Lower the infrastructure cost for each additional devices added to the network.
    • 6. Propose Solution• A P2P communication framework on mobile platform.• Open Source to allow developers to easily integrate with their existing source code.
    • 7. Recap of work done• Server Implementation• Literature Reviews• Geoscribe Webservice implementation
    • 8. Design Decisions and Limitations• Platform• Hardware Choices and Limitation• Network Design• AutoConnection
    • 9. Platform• Open Source• Large Developer Community• Comprehensive Java Apis.
    • 10. Network DesignDesigned Considered:• Centralized Index• Gnutella (Query Flooding)• Hierarchical Overlay• Distributed Hash Table
    • 11. Centralized Index
    • 12. Gnutella
    • 13. Hierarchical Overlay
    • 14. Distributed Hash Table • A distributed database over large number of peers that supported query&update operations. • Information stored in database in the form of key value pairs. • Peers query database with key
    • 15. Network DesignModified Gnutella network. • Easy to implement. • Bluetooth hardware limitations. • Server-less implementation.
    • 16. Hardware Choices and LimitationsAndroids Offers:• Bluetooth• Wireless - Fidelity
    • 17. Bluetooth
    • 18. Bluetooth
    • 19. Bluetooth
    • 20. Bluetooth
    • 21. Bluetooth
    • 22. Wireless Fidelity• IEEE 802.11 Standard (b/g/n)• via router• Direct device to device (ad-hoc)
    • 23. Hardware Choices and LimitationsFocused on Bluetooth • Bluetooth has well defined apis • Wi-Fi ad-hoc mode not supported on android. • rooting is required for Wi-Fi ad-hoc.
    • 24. Hardware Choices and Limitations
    • 25. Hardware Choices and Limitations
    • 26. AutoConnection• Experimental feature to overcome in-ability to stay always discoverable.• Centralized Geo-location indexing server.• Maintain Bluetooth scatter-net topology.
    • 27. Implementation Result and Performance• Framework Overview• Key Features• Performance Metrics
    • 28. Framework Overview
    • 29. Framework OverviewAndroid Interface Definition Language(AIDL)
    • 30. Framework OverviewUse Cases:• Ad-hoc gaming network• Instant Messaging Application• File Sharing• Video Sharing• Internet sharing• Geo-location Triangulations, etcs
    • 31. Key Features• Open-Source• No Rooting Required• Packet Routing• No need for Centralized Index Server• Flow Control / Traffic Policing• Auto Connections
    • 32. Performance MetricsAverage Maximum throughput : 54Kbps 324#565789)6:8-6$ +!" *!" )!" (!" !" !"#$%&% &!" %!" $!" #!" !" !" !," #" #," $" $," %" %," &" &," ()*)+,)-$)./%0120)1
    • 33. Demo
    • 34. Limitations of Framework• Bluetooth chipset on Androids phones.• Pairing between devices• Lack of security• Dependency on Geo-Location Indexing Server(AutoConnection)
    • 35. Future works• Wi-Fi Ad-hoc communication.• Server-less implementation• Optimization• Security
    • 36. Q&A