Currently, several scientific contributions related to the MAAM
framework are submitted to different international conferences.
They will be made available for download shortly after publication.
||Peter Baumung, Stefan Penz, Michael Klein: "P2P-Based Semantic Service Management in Mobile Ad-hoc Networks", in Proceedings of the Seventh International Conference on Mobile Data Management (MDM 2006), Nara (Japan), May 2006.
Abstract — Service management in mobile ad-hoc networks has been a hot research topic in the past few years. With this demonstrator, we present the first service-oriented middleware that unifies semantic service description, service query management and Peer-to-Peer-based query dissemination. By adding a comfortable graphical interface on top of our middleware, we provide and demonstrate a fully functional software package that lets end-users elegantly manage and share application-level services on their wireless devices.
||Peter Baumung: "On the Modular Composition of Scalable Application-Layer Multicast Services for Mobile Ad-hoc Networks", in Proceedings of the 2006 International Workshop on Wireless Ad-hoc and Sensor Networks (IWWAN 2006), New York (USA), June 2006.
Abstract — Mobile ad-hoc networks allow wireless devices to freely communicate without the need of any fixed infrastructure. Although many of the emerging applications share the need for multicast communication, their requirements regarding reliable data delivery strongly differ. One single multicast service will thus not provide an acceptable solution for different application and network scenarios. Instead, a multicast service's flexibility and adaptivity is required in both respects, in order to yield good performance. In this context, application-layer multicast services appear promising: As they rely on so-called overlay networks for data dissemination, they do not require network-wide support and can thus easily be optimized for specific scenarios. We in this contribution propose a novel architecture for the flexible composition of scalable application-layer multicast services. To do so, we subdivide the latter into different modules, such as transport and overlay routing. By making modules arbitrarily interchangeable, we increase a service's adaptability and facilitate its development. The service's scalability is generically ensured, by including our approved technique of Local Broadcast Clustering, which is applicable to arbitrary overlay-multicast algorithms, inside the architecture. As we additionally abstract from a specific network access, developed services can easily be operated and evaluated on top of different network technologies, comprising event-based network simulation software as well as true WLAN-capable devices.
||Peter Baumung: "TrAM: Cross-Layer Efficient Application-Layer Multicast in Mobile Ad-hoc Networks", in Proceedings of the IEEE Wireless Communications and Networking Conference (WCNC 2007), Hong Kong (China), March 2007.
Abstract — Application-layer multicast protocols more and more appear as attractive multicasting approaches, as they combine increased customizability of protocol mechanisms with the latters' ease of deployment. Both features especially become important in mobile ad-hoc networks, in which groups of users running applications with diverging requirements share limited network resources. The core of each application-layer multicast protocol is the so-called overlay network. Since the latter is used for data forwarding between group members, its topology as well as its topology maintenance mechanisms have a direct impact on the communication's efficiency. Their design thus requires special attention and detailed evaluations, with respect to potentially involved cross-layer effects. In this contribution we propose a novel overlay topology, which, because of its lightweight design, features an increased performance. For evaluation, we rely on simulative cross-layer analysis, in which we compare our protocol to other application-layer multicast approaches as well as to a simple n-times unicast strategy.
||Peter Baumung: "Modular P2P Multicast in Wireless Ad-hoc Networks", shown at The 5th International Conference on Mobile Systems, Applications, and Services (MobiSys 2007), Puerto Rico (USA), June 2007.
[abstract] [extended abstract] [poster] [web]
Abstract — Today's world more and more comprises WLAN capable devices. These can be used to set up so-called ad-hoc networks which enable multi-hop communication with no explicitly required fixed infrastructure. In this context numerous applications in military, educational, touristic or gaming scenarios arise: Wireless and distributed voice-over-IP, slideshow and chat applications as well as multiplayer games can become highly attractive as, by use of ad-hoc networks, they can be provided wherever WLAN devices gather. We in this demonstration show fully operational implementations of these applications, which run on a set of Windows and Linux notebooks forming a small ad-hoc network.
||Peter Baumung: "Application-Layer Multicast in MANETs: To Broadcast or not to Broadcast?", in The Fifth Annual Conference on Wireless On demand Network Systems and Services (WONS 2008), Garmisch-Partenkirchen, Germany, January 2008.
Abstract — Mobile ad-hoc networks allow wireless devices to freely communicate without the need of any fixed infrastructure. While many applications rely on group communication, providing a multicast service on the network layer turns out to be difficult because of diverging application requirements. Research in the past year has thus focused on application-layer multicast protocols: These can easily be deployed among group members and flexibly be customized to meet an application's requirements. As group members handle packet duplication they are required to repeatedly access the medium for packet forwarding. Especially in areas of increased group member density this process can result in heavy performance degradation: Indeed, as in this area the wireless medium will be accessed respectively often for forwarding one single packet, the achievable multicast throughput will drop. Broadcast transmissions can improve the situation since one single medium access will forward a data packet to an arbitrary number of group members located within transmission range. With common MAC layers such as IEEE 802.11, broadcasts, however, are not covered by retransmissions and thus show to be more prone to packet errors than unicasts. Depending on the nature of emitted traffic and a multicast group's size, we in this paper analyze in which situations broadcasting data pays for application-layer multicast protocols and in which situations it hurts.
||Peter Baumung: "P2P-basierte Gruppenkommunikation in drahtlosen Ad-hoc-Netzen", published by Universitätsverlag Karlsruhe, ISBN 978-3-86644-268-9, Phd Thesis, September 2008.
Abstract — Die Konzeption eines Gruppenkommunikationsdienstes, welcher nicht nur die Anforderungen eines Kommunikationsnetzes, sondern auch die unterschiedlicher Anwendungen erfüllt, zeigt sich als Herausforderung. Im Kontext drahtloser Ad-hoc-Netze untersucht diese Arbeit inwieweit für ihre Flexibilität renommierte, P2P-basierte Ansätze zur Unterstützung verschiedener Anwendungen geeignet sind und inwieweit sich die Eigenschaften drahtloser Ad-hoc-Netze vorteilhaft von diesen Ansätzen nutzen lassen.
||Peter Baumung: "Banishing Patch-Cables from LAN Parties - Using Ad-hoc P2P Multicast as a Substitute?", in Kommunikation in Verteilten Systemen (KiVS) 2009, Kassel, Germany, March 2009.
Abstract — Although playing realtime multi-player games online over the Internet became more and more popular in the past few years, people still enjoy meeting for so-called "LAN Parties" because of higher social interaction. As the number of participants increases, the deployment of the required infrastructure (i.e. the LAN) however gets more and more bothersome. With the current availability of computers featuring WLAN support, substituting the LAN by an infrastructureless ad-hoc network seems a long awaited and time-saving step. This paper investigates how the wireless environment, its scarce bandwidth and the strong requirements of multi-player games regarding packet latencies constrain the number of a WLAN party's participants.