Abstract: Over the past several years, there has been a
considerable amount of research within the field of Quality of
Service (QoS) support for distributed multimedia systems. One of the
key issues in providing end-to-end QoS guarantees in packet
networks is determining a feasible path that satisfies a number of
QoS constraints. The problem of finding a feasible path is NPComplete
if number of constraints is more than two and cannot be
exactly solved in polynomial time. We proposed Feasible Path
Selection Algorithm (FPSA) that addresses issues with pertain to
finding a feasible path subject to delay and cost constraints and it
offers higher success rate in finding feasible paths.
Abstract: In this paper, backup and recovery technique for Peer
to Peer applications, such as a distributed asynchronous Web-Based
Training system that we have previously proposed. In order to
improve the scalability and robustness of this system, all contents and
function are realized on mobile agents. These agents are distributed
to computers, and they can obtain using a Peer to Peer network
that modified Content-Addressable Network. In the proposed system,
although entire services do not become impossible even if some
computers break down, the problem that contents disappear occurs
with an agent-s disappearance. As a solution for this issue, backups
of agents are distributed to computers. If a failure of a computer is
detected, other computers will continue service using backups of the
agents belonged to the computer.
Abstract: We have developed a distributed asynchronous Web
based training system. In order to improve the scalability and robustness
of this system, all contents and a function are realized on
mobile agents. These agents are distributed to computers, and they
can use a Peer to Peer network that modified Content-Addressable
Network. In this system, all computers offer the function and exercise
by themselves. However, the system that all computers do the same
behavior is not realistic. In this paper, as a solution of this issue,
we present an e-Learning system that is composed of computers
of different participation types. Enabling the computer of different
participation types will improve the convenience of the system.