In this paper, we propose a novel multicast routing algorithm that is based on application-level priorities and network characteristics: The application may specify an individual priority for each packetreceiver pair. The multicast distribution tree is then constructed such that the higher the priority, the more direct the path from the sender to the packet's destination and the lower the resulting endto-end delay. This algorithm can be used to realize applicationlevel multicast for delay-sensitive applications such as networked computer games. However, optimizing the multicast tree with respect to the end-to-end delay comes at the cost of an increase in link stress -the more direct a path, the less likely it is that it can be integrated efficiently into an overlay distribution tree. Our algorithm takes this tradeoff into account and constructs efficient prioritybased multicast trees. We demonstrate the performance and characteristics of the algorithm through simulation.
Abstract-The 4CaaSt project aims at developing a PaaS framework that enables flexible definition, marketing, deployment and management of Cloud-based services and applications. The major innovations proposed by 4CaaSt are the blueprint and its lifecycle management, a one stop shop for Cloud services and a PaaS level resource management featuring elasticity. 4CaaSt also provides a portfolio of ready to use Cloud native services and Cloud-aware immigrant technologies. The necessary tools to monitor the execution and manage the lifecycle of applications. Overall, the project will bring significant benefits to the European economy via a greatly simplified design and delivery model for services and service compositions thus contributing to the establishment of new and highly dynamic and innovative service ecosystems.
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In this paper we present a generic late-join service for dis~buted interactive media, i.e., networked media which involve user interactions. Examples for distributed interactive media are shared whiteboards, networked computer games and distributed virtual environments. The generic late-join service allows a latecomer to join an ongoing session. This requires that the shared state of the medium is transmitted from the old participants of the session to the latecomer in an efficient and scalable way. In order to be generic and useful for a broad range of distributed interactive media, we have implemented the late-join service based on the Real Time Application Level Protocol for Distributed Interactive Media (RTP/I). All applications which employ this protocol can also use the generic late-join service. Furthermore the late-join service can be adapted to the specific needs of a given application by specifying policies for the late-join process. Applications which do use a different application level protocol than RTP/I may still use the concepts presented in this work. However, they will not be able to profit from our RTP/I based implementation.
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