Demo Data from VLDB 2026 / reviewers in the wild / expert
Yuhua Lin
dblp:01/9917
· DBLP profile ↗
19ranked-venue papers
11as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Systems, architecture and hardware · 12 · 6 first-authorComputer networks · 3 · 2 first-authorSecurity and privacy · 1Software engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer networks
5 papers |
Content delivery and video streaming · 61% Network optimization and economics · 15% Wireless networking · 10% | |
| Computer architecture, parallel and distributed computing, and storage systems
6 papers |
Distributed systems · 45% Storage systems · 40% Cloud and datacenter computing · 15% |
Topics — the 27 heaviest of 28, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Distributed systems › distributed system security › trust management
reputation systems |
0.4 | 2 | 2016 | Enhancing Collusion Resilience in Reputation Systems · IEEE Trans. Parallel Distributed Syst. 2016 Refining Reputation to Truly Select High-QoS Servers in Peer-to-Peer Networks · IEEE Trans. Parallel Distributed Syst. 2013 |
Content delivery and video streaming
adaptive video streaming |
0.4 | 1 | 2019 | AutoTune: Game-Based Adaptive Bitrate Streaming in Cloud-Based Hybrid VoD Systems · IEEE Trans. Serv. Comput. 2019 |
Content delivery and video streaming
video-on-demand |
0.4 | 1 | 2019 | AutoTune: Game-Based Adaptive Bitrate Streaming in Cloud-Based Hybrid VoD Systems · IEEE Trans. Serv. Comput. 2019 |
Content delivery and video streaming › interactive video streaming
cloud gaming |
0.3 | 1 | 2017 | CloudFog: Leveraging Fog to Extend Cloud Gaming for Thin-Client MMOG with High Quality of Service · IEEE Trans. Parallel Distributed Syst. 2017 |
Wireless networking › link adaptation
rate adaptation |
0.3 | 1 | 2017 | CloudFog: Leveraging Fog to Extend Cloud Gaming for Thin-Client MMOG with High Quality of Service · IEEE Trans. Parallel Distributed Syst. 2017 |
Storage systems › file systems
distributed file system |
0.3 | 1 | 2017 | EAFR: An Energy-Efficient Adaptive File Replication System in Data-Intensive Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Storage systems
energy-efficient storage |
0.3 | 1 | 2017 | EAFR: An Energy-Efficient Adaptive File Replication System in Data-Intensive Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Storage systems › file systems › distributed file system
file replication |
0.3 | 1 | 2017 | EAFR: An Energy-Efficient Adaptive File Replication System in Data-Intensive Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Storage systems
storage reliability |
0.3 | 1 | 2017 | EAFR: An Energy-Efficient Adaptive File Replication System in Data-Intensive Clusters · IEEE Trans. Parallel Distributed Syst. 2017 |
Distributed systems
peer-to-peer systems |
0.2 | 2 | 2014 | Refining Reputation to Truly Select High-QoS Servers in Peer-to-Peer Networks · IEEE Trans. Parallel Distributed Syst. 2013 SocialTube: P2P-Assisted Video Sharing in Online Social Networks · IEEE Trans. Parallel Distributed Syst. 2014 |
Routing and switching › traffic engineering
bandwidth cost optimization |
0.2 | 1 | 2015 | EcoFlow: An Economical and Deadline-Driven Inter-Datacenter Video Flow Scheduling System · ACM Multimedia 2015 |
Content delivery and video streaming › peer-to-peer streaming
chunk scheduling |
0.2 | 1 | 2015 | A Social-Network-Aided Efficient Peer-to-Peer Live Streaming System · IEEE/ACM Trans. Netw. 2015 |
Internet architecture and protocols › overlay networks
overlay construction |
0.2 | 1 | 2015 | A Social-Network-Aided Efficient Peer-to-Peer Live Streaming System · IEEE/ACM Trans. Netw. 2015 |
Content delivery and video streaming › peer-to-peer streaming
peer-to-peer live streaming |
0.2 | 1 | 2015 | A Social-Network-Aided Efficient Peer-to-Peer Live Streaming System · IEEE/ACM Trans. Netw. 2015 |
Network optimization and economics › pricing › usage-based pricing
percentile-based charging |
0.2 | 1 | 2015 | EcoFlow: An Economical and Deadline-Driven Inter-Datacenter Video Flow Scheduling System · ACM Multimedia 2015 |
Distributed systems › distributed resource management
resource discovery |
0.2 | 1 | 2015 | Combining Efficiency, Fidelity, and Flexibility in Resource Information Services · IEEE Trans. Computers 2015 |
Cloud and datacenter computing
resource management |
0.2 | 1 | 2015 | Combining Efficiency, Fidelity, and Flexibility in Resource Information Services · IEEE Trans. Computers 2015 |
Content delivery and video streaming › video-on-demand
peer-to-peer video-on-demand |
0.2 | 1 | 2014 | SocialTube: P2P-Assisted Video Sharing in Online Social Networks · IEEE Trans. Parallel Distributed Syst. 2014 |
Content delivery and video streaming › video sharing
social video sharing |
0.2 | 1 | 2014 | SocialTube: P2P-Assisted Video Sharing in Online Social Networks · IEEE Trans. Parallel Distributed Syst. 2014 |
Distributed systems › distributed resource management
server selection |
0.2 | 1 | 2013 | Refining Reputation to Truly Select High-QoS Servers in Peer-to-Peer Networks · IEEE Trans. Parallel Distributed Syst. 2013 |
Distributed systems › distributed system security › trust management
trust model |
0.2 | 1 | 2013 | Refining Reputation to Truly Select High-QoS Servers in Peer-to-Peer Networks · IEEE Trans. Parallel Distributed Syst. 2013 |
Network optimization and economics › game theory
game-theoretic networking |
0.1 | 1 | 2019 | AutoTune: Game-Based Adaptive Bitrate Streaming in Cloud-Based Hybrid VoD Systems · IEEE Trans. Serv. Comput. 2019 |
Network optimization and economics › game theory › dynamic game
stackelberg game |
0.1 | 1 | 2019 | AutoTune: Game-Based Adaptive Bitrate Streaming in Cloud-Based Hybrid VoD Systems · IEEE Trans. Serv. Comput. 2019 |
Network security
peer-to-peer networks |
0.1 | 1 | 2016 | Enhancing Collusion Resilience in Reputation Systems · IEEE Trans. Parallel Distributed Syst. 2016 |
Authentication and access control › trust management
trust and reputation |
0.1 | 1 | 2016 | Enhancing Collusion Resilience in Reputation Systems · IEEE Trans. Parallel Distributed Syst. 2016 |
Distributed systems › peer-to-peer systems
distributed hash table |
0.1 | 1 | 2015 | Combining Efficiency, Fidelity, and Flexibility in Resource Information Services · IEEE Trans. Computers 2015 |
Distributed systems › peer-to-peer systems
overlay construction |
0.1 | 1 | 2014 | SocialTube: P2P-Assisted Video Sharing in Online Social Networks · IEEE Trans. Parallel Distributed Syst. 2014 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.9preprocessing · 0.5subflow rerouting · 0.4deadline-driven scheduling · 0.4stackelberg game · 0.4reputation-based incentive · 0.4popularity-based cache management · 0.4measurement study · 0.4event-driven simulation · 0.4social network analysis · 0.3reputation-based selection · 0.3load-aware maintenance · 0.3dynamic transmission rate adjustment · 0.3testbed experimentation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Cryptanalysis and Security Improvement of Two Authentication Schemes for Healthcare Systems Using Wireless Medical Sensor NetworksabstractWireless medical sensor networks (WMSNs) play an important role in collecting healthcare data of the remote patient and transmitting them to the medical professional for proper diagnosis via wireless channel. To protect the patient's healthcare data which is private-related and sensitive, some authentication schemes for healthcare systems using WMSN have been proposed to ensure the secure communication between the medical sensors and the medical professional. Since cryptanalyzing the security defects of authenticated protocols is crucial to put forward solutions and propose truly robust protocols, we scrutinize two state-of-the-art authentication protocols using WMSN for healthcare systems. Firstly, we examine Ali et al.’s enhanced three-factor based authentication protocol and show that although it provides a formal proof and a security verification, it still fails to resist offline dictionary guessing attack, desynchronization attack, and privileged insider attack and contains a serious flaw in the password change phase. Secondly, we investigate Shuai et al.’s lightweight and three-factor based authentication protocol and point out that it cannot achieve high security level as they claimed; it is actually subject to offline dictionary guessing attack and privileged insider attack, and it also has a design flaw in the password change phase. In addition, we suggest several countermeasures to thwart these security weaknesses in these two schemes for WMSN and the similar kinds. Jiaqing Mo, Zhongwang Hu, Yuhua Lin |
Secur. Commun. Networks | 3 |
| 2019 | AutoTune: Game-Based Adaptive Bitrate Streaming in Cloud-Based Hybrid VoD SystemsabstractHybrid peer-to-peer assisted cloud-based video-on-demand (VoD) systems augment cloud-based VoD systems with P2P networks to improve scalability and save bandwidth costs in the cloud. In these systems, the VoD service provider (e.g., NetFlix) relies on the cloud to deliver videos to users and pays for the cloud bandwidth consumption. The users can download videos from both the cloud and peers in the P2P network. It is important for the VoD service provider to i) minimize the cloud bandwidth consumption, and ii) guarantee users' satisfaction (i.e., quality-of-experience). Though previous adaptive bitrate streaming (ABR) methods improve video playback smoothness, they cannot achieve these two goals simultaneously. To tackle this challenge, we propose AutoTune, a game-based adaptive bitrate streaming method. In AutoTune, we formulate the bitrate adaptation problem in ABR as a noncooperative Stackelberg game, where VoD service provider and the users are players. The VoD service provider acts as a leader and it decides the VoD service price for users with the objective of minimizing cloud bandwidth consumption while ensuring users' participation. In response to the VoD service price, the users select video bitrates that lead to maximum utility (defined as a function of its satisfaction minus associated VoD service fee). Finally, the Stackelberg equilibrium is reached in which the cloud bandwidth consumption is minimized while users are satisfied with selected video bitrates. To enhance the performance of AutoTune, we further propose the reputation-based incentive scheme and the popularity-based cache management scheme. Experimental results from the PeerSim simulator and the PlanetLab real-world testbed show that compared to existing methods, AutoTune can provide high user satisfaction and save cloud bandwidth consumption. Also, the proposed enhancement schemes are effective in improving the performance of AutoTune. Yuhua Lin, Haiying Shen |
IEEE Trans. Serv. Comput. | 1 |
| 2018 | SmartQ: A Question and Answer System for Supplying High-Quality and Trustworthy AnswersabstractQuestion and Answer (Q&A) systems aggregate the collected intelligence of all users to provide satisfying answers for questions. A well-developed Q&A system should incorporate features such as high question response rate, high answer quality, a spam-free environment for users and bridging disjoint social clusters. Previous works use reputation systems to achieve the goals. However, these reputation systems evaluate a user with an overall rating for all questions the user has answered regardless of the question categories, thus the reputation score does not accurately reflect the user's ability to answer a question in a specific category. We propose SmartQ: a reputation based Q&A System. SmartQ employs a category and theme based reputation management system to evaluate users' willingness and capability to answer various kinds of questions. The reputation system facilitates the forwarding of a question to favorable experts, which improves the question response rate and answer quality. SmartQ bridges disjoint social clusters by calculating reputation scores for each cluster on each question theme; SmartQ incorporates a lightweight spammer detection method to identify potential spammers. In order to reduce the loads of experts, we propose a strategy to recommend suggested answers from similar questions to each new question. Our trace-driven simulation on PeerSim demonstrates the effectiveness of SmartQ in providing good user experience. We then develop a real application of SmartQ and deploy it for use in a student group in Clemson University. The user feedback shows that SmartQ can provide high-quality answers for users in a community. Yuhua Lin, Haiying Shen |
IEEE Trans. Big Data | 1 |
| 2018 | Remote user authentication and key agreement for mobile client-server environments on elliptic curve cryptography
Jiaqing Mo, Zhongwang Hu, Yuhua Lin |
J. Supercomput. | 3 |
| 2017 | CloudFog: Leveraging Fog to Extend Cloud Gaming for Thin-Client MMOG with High Quality of ServiceabstractWith the increasing popularity of Massively Multiplayer Online Game (MMOG) and fast growth of mobile gaming, cloud gaming exhibits great promises over the conventional MMOG gaming model as it frees players from the requirement of hardware and game installation on their local computers. However, as the graphics rendering is offloaded to the cloud, the data transmission between the end-users and the cloud significantly increases the response latency and limits the user coverage, thus preventing cloud gaming to achieve high user Quality of Service (QoS). To solve this problem, previous research suggested deploying more datacenters, but it comes at a prohibitive cost. We propose a lightweight system called CloudFog, which incorporates “fog” consisting of supernodes that are responsible for rendering game videos and streaming them to their nearby players. Fog enables the cloud to be only responsible for the intensive game state computation and sending update information to supernodes, which significantly reduce the traffic hence the latency and bandwidth consumption. To further enhance QoS, we propose the reputation based supernode selection strategy to assign each player with a suitable supernode that can provide satisfactory game video streaming service, the receiver-driven encoding rate adaptation strategy to increase the playback continuity, the social network based server assignment strategy to avoid the communication interaction between servers in a datacenter to reduce latency, and the dynamic supernode provisioning strategy to deal with user churns. Experimental results from PeerSim and PlanetLab show the effectiveness and efficiency of CloudFog and our individual strategies in increasing user coverage, reducing response latency and bandwidth consumption. Yuhua Lin, Haiying Shen |
IEEE Trans. Parallel Distributed Syst. | 1 |
| 2017 | EAFR: An Energy-Efficient Adaptive File Replication System in Data-Intensive ClustersabstractIn data intensive clusters, a large amount of files are stored, processed and transferred simultaneously. To increase the data availability, some file systems create and store three replicas for each file in randomly selected servers across different racks. However, they neglect the file heterogeneity and server heterogeneity, which can be leveraged to further enhance data availability and file system efficiency. As files have heterogeneous popularities, a rigid number of three replicas may not provide immediate response to an excessive number of read requests to hot files, and waste resources (including energy) for replicas of cold files that have few read requests. Also, servers are heterogeneous in network bandwidth, hardware configuration and capacity (i.e., the maximal number of service requests that can be supported simultaneously), it is crucial to select replica servers to ensure low replication delay and request response delay. In this paper, we propose an Energy-Efficient Adaptive File Replication System (EAFR), which incorporates three components. It is adaptive to time-varying file popularities to achieve a good tradeoff between data availability and efficiency. Higher popularity of a file leads to more replicas and vice versa. Also, to achieve energy efficiency, servers are classified into hot servers and cold servers with different energy consumption, and cold files are stored in cold servers. EAFR then selects a server with sufficient capacity (including network bandwidth and capacity) to hold a replica. To further improve the performance of EAFR, we propose a dynamic transmission rate adjustment strategy to prevent potential incast congestion when replicating a file to a server, a networkaware data node selection strategy to reduce file read latency, and a load-aware replica maintenance strategy to quickly create file replicas under replica node failures. Experimental results on a real-world cluster show the effectiveness of EAFR and proposed strategies in reducing file read latency, replication time, and power consumption in large clusters. Yuhua Lin, Haiying Shen |
IEEE Trans. Parallel Distributed Syst. | 1 |
| 2016 | Enhancing Collusion Resilience in Reputation SystemsabstractReal-world applications, such as peer-to-peer (P2P) networks, e-commerce and social networks, usually employ reputation systems to provide guidance in selecting trustworthy node for high system reliability and security. A reputation system computes and publishes reputation score for each node based on a collection of opinions from others about the node. However, collusion behaviors impair the effectiveness of reputation systems in trustworthy node selection. Though many reputation calculation methods have been proposed to mitigate collusion's influence, little effort has been devoted to specifically tackling collusion. Based on the important collusion behavior characteristics in reputation evaluation and influence on reputation values, we propose a basic collusion detection method to specifically detect suspicious collusion behaviors in pairs. We further optimize the method by reducing the computing overhead. We also propose two pre-processing methods to firstly identify partial reputation raters of a node that are more likely to be colluders before applying the collusion detection method on them, thus reducing the collusion detection overhead. Extensive experimental results show that our proposed methods can significantly enhance the capability of existing reputation systems to detect collusion with low overhead. Also, the pre-processing methods are effective in reducing the collusion detection overhead without affecting the collusion detection accuracy. Haiying Shen, Yuhua Lin, Karan Sapra, Ze Li 0001 |
IEEE Trans. Parallel Distributed Syst. | 2 |
| 2015 | EAFR: An Energy-Efficient Adaptive File Replication System in Data-Intensive ClustersabstractIn data intensive clusters, a large amount of files are stored, processed and transferred simultaneously. To increase the data availability, some file systems create and store three replicas for each file in randomly selected servers across different racks. However, they neglect the file heterogeneity and server heterogeneity, which can be leveraged to further enhance data availability and file system efficiency (in terms of replication delay and request response delay). As files have heterogeneous popularities, a rigid number of three replicas may not provide immediate response to an excessive number of read requests to hot files, and waste resources (including energy) for replicas of cold files that have few read requests. Also, servers are heterogeneous in network bandwidth, hardware configuration and capacity (i.e., the maximal number of service requests that can be supported simultaneously), it is crucial to select replica servers to ensure low replication delay and request response delay. In this paper, we propose an Energy-Efficient Adaptive File Replication System (EAFR), which incorporates three components. It is adaptive to time-varying file popularities to achieve a good tradeoff between data availability and efficiency. Higher popularity of a file leads to more replicas and vice versa. Also, to achieve energy efficiency, servers are classified into hot servers and cold servers with different energy consumption, and cold files are stored in cold servers. Further, EAFR selects a server with sufficient capacity (including network bandwidth and capacity) to hold a replica. Experimental results on a real-world cluster show the effectiveness of EAFR in reducing file read latency, replication time, and power consumption in large clusters. Yuhua Lin, Haiying Shen |
ICCCN | 1 |
| 2015 | Leveraging Fog to Extend Cloud Gaming for Thin-Client MMOG with High Quality of ExperienceabstractWith the increasing popularity of Massively Multiplayer Online Game (MMOG) and fast growth of mobile gaming, cloud gaming exhibits great promises over the conventional MMOG gaming model as it frees players from the requirement of hardware and game installation on their local computers. However, as the graphics rendering is offloaded to the cloud, the data transmission between the end-users and the cloud significantly increases the response latency and limits the user coverage, thus preventing cloud gaming to achieve high user Quality of Experience (QoE). To solve this problem, previous research suggested deploying more data centers, but it comes at a prohibitive cost. We propose a lightweight system called Cloud Fog, which incorporates "fog" consisting of super nodes that are responsible for rendering game videos and streaming them to their nearby players. Fog enables the cloud to be only responsible for the intensive game state computation and sending update information to super nodes, which significantly reduce the traffic hence the latency and bandwidth consumption. Experimental results from PeerSim and Planet Lab show the effectiveness and efficiency of Cloud Fog in increasing user coverage, reducing response latency and bandwidth consumption. Yuhua Lin, Haiying Shen |
ICDCS | 1 |
| 2015 | EcoFlow: An Economical and Deadline-Driven Inter-datacenter Video Flow Scheduling SystemabstractAs video streaming applications are deployed on the cloud, cloud providers are charged by ISPs for inter-data enter transfers under the dominant percentile-based charging models. In order to minimize the payment costs, existing works aim to keep the traffic on each link under the charging volume (i.e., 95th percentile traffic volume from the beginning of a charging period up to current time). However, these methods cannot fully utilize each link's available bandwidth capacity, and may increase the charging volumes. To further reduce the bandwidth payment cost by fully utilizing link bandwidth, we propose an economical and deadline-driven video flow scheduling system, called EcoFlow. Considering different video flows have different transmission deadlines, EcoFlow transmits videos in the order of their deadline tightness and postpones the deliveries of later-deadline videos to later time slots so that the charging volume at current time interval will not increase. The flows that are expected to miss their deadlines are divided into sub flows to be rerouted to other underutilized links in order to meet their deadlines without increasing charging volumes. Experimental results on Planet Lab and EC2 show that compared to existing methods, EcoFlow achieves the least bandwidth costs for cloud providers. Yuhua Lin, Haiying Shen, Liuhua Chen |
ICDCS | 1 |
| 2015 | Cloud Fog: Towards High Quality of Experience in Cloud GamingabstractWith the increasing popularity of Massively Multiplayer Online Game (MMOG) and fast growth of mobile gaming, cloud gaming exhibits great promises over the conventional MMOG gaming model as it frees players from the requirement of hardware and game installation on their local computers. However, as the graphics rendering is offloaded to the cloud, the data transmission between the end-users and the cloud significantly increases the response latency and limits the user coverage, thus preventing cloud gaming to achieve high user Quality of Experience (QoE). To solve this problem, previous research suggested deploying more data centers, but it comes at a prohibitive cost. We propose a lightweight system called Cloud Fog, which incorporates "fog" consisting of super nodes that are responsible for rendering game videos and streaming them to their nearby players. Fog enables the cloud to be only responsible for the intensive game state computation and sending update information to super nodes, which significantly reduce the traffic hence the latency and bandwidth consumption. To further enhance QoE, we propose the receiver-driven encoding rate adaptation strategy to increase the playback continuity and the deadline-driven sender buffer scheduling strategy to ensure that the segments arrive at the players within their response latency. Experimental results from Peer Sim and Planet Lab show the effectiveness and efficiency of Cloud Fog and our individual strategies in increasing user coverage, reducing response latency and bandwidth consumption. Yuhua Lin, Haiying Shen |
ICPP | 1 |
| 2015 | EcoFlow: An Economical and Deadline-Driven Inter-Datacenter Video Flow Scheduling SystemabstractCloud providers are charged by ISPs for inter-datacenter transfers under the dominant percentile-based charging models. In order to minimize the payment costs, existing works aim to keep the traffic on each link under the charging volume. However, these methods cannot fully utilize each link's available bandwidth capacity, and may increase the charging volumes. To further reduce the bandwidth payment cost by fully utilizing link bandwidth, we propose an economical and deadline-driven video flow scheduling system, called EcoFlow. Considering different video flows have different transmission deadlines, EcoFlow transmits videos in the order of their deadline tightness and postpones the deliveries of later-deadline videos to later time slots so that the charging volume at current time interval will not increase. The flows that are expected to miss their deadlines are divided into subflows to be rerouted to other under-utilized links in order to meet their deadlines without increasing charging volumes. We also design the implementation of EcoFlow in a distributed manner. Experimental results on EC2 show that compared to existing methods, EcoFlow achieves the least bandwidth costs for cloud providers. Yuhua Lin, Haiying Shen, Liuhua Chen |
ACM Multimedia | 1 |
| 2015 | Autotune: game-based adaptive bitrate streaming in P2P-assisted cloud-based vod systemsabstractHybrid peer-to-peer assisted cloud-based video-on-demand (VoD) systems augment cloud-based VoD systems with P2P networks to improve scalability and save bandwidth costs in the cloud. In these systems, the VoD service provider (e.g., NetFlix) relies on the cloud to deliver videos to users and pays for the cloud bandwidth consumption. The users can download videos from both the cloud and peers in the P2P network. It is important for VoD service provider to (i) minimize the cloud bandwidth consumption, and (ii) guarantee users' satisfaction (i.e., quality-of-experience). Though previous adaptive bitrate streaming (ABR) methods improve video playback smoothness, they cannot achieve these two goals simultaneously. To tackle this challenge, we propose AutoTune, a game-based adaptive bitrate streaming method. In AutoTune, we formulate the bitrate adaptation problem in ABR as a noncooperative Stackelberg game, where VoD service provider and the users are players. The VoD service provider acts as a leader and it decides the VoD service price for users with the objective of minimizing cloud bandwidth consumption while ensuring users' participation. In response to the VoD service price, the users select video bitrates that lead to maximum utility (defined as a function of its satisfaction minus associated VoD service fee). Finally, the Stackelberg equilibrium is reached in which the cloud bandwidth consumption is minimized while users are satisfied with selected video bitrates. Experimental results from the PeerSim simulator and the PlanetLab real-world testbed show that compared to existing methods, AutoTune can provide high user satisfaction and save cloud bandwidth consumption. Yuhua Lin, Haiying Shen |
P2P | 1 |
| 2015 | Combining Efficiency, Fidelity, and Flexibility in Resource Information ServicesabstractA large-scale resource sharing system (e.g., collaborative cloud computing and grid computing) creates a virtual supercomputer by providing an infrastructure for sharing tremendous amounts of resources (e.g., computing, storage, and data) distributed over the Internet. A resource information service, which collects resource data and provides resource search functionality for locating desired resources, is a crucial component of the resource sharing system. In addition to resource discovery speed and cost (i.e., efficiency), the ability to accurately locate all satisfying resources (i.e., fidelity) is also an important metric for evaluating service quality. Previously, a number of resource information service systems have been proposed based on Distributed Hash Tables (DHTs) that offer scalable key-based lookup functions. However, these systems either achieve high fidelity at low efficiency, or high efficiency at low fidelity. Moreover, some systems have limited flexibility by only providing exact-matching services or by describing a resource using a pre-defined list of attributes. This paper presents a resource information service that offers high efficiency and fidelity without restricting resource expressiveness, while also providing a similar-matching service. Extensive simulation and PlanetLab experimental results show that the proposed service outperforms other services in terms of efficiency, fidelity, and flexibility; it dramatically reduces overhead and yields significant enhancements in efficiency and fidelity. Haiying Shen, Yuhua Lin, Ting Li 0025 |
IEEE Trans. Computers | 2 |
| 2015 | A Social-Network-Aided Efficient Peer-to-Peer Live Streaming SystemabstractIn current peer-to-peer (P2P) live streaming systems, nodes in a channel form a P2P overlay for video sharing. To watch a new channel, a node depends on the centralized server to join in the overlay of the channel. In today's live streaming applications, the increase in the number of channels triggers users' desire of watching multiple channels successively or simultaneously. However, the support of such watching modes in current applications is no better than joining in different channel overlays successively or simultaneously through the centralized server, which if widely used, poses a heavy burden on the server. In order to achieve higher efficiency and scalability, we propose a Social-network-Aided efficient liVe strEaming system (SAVE). SAVE regards users' channel switching or multichannel watching as interactions between channels. By collecting the information of channel interactions, nodes' interests, and watching times, SAVE forms nodes in multiple channels with frequent interactions into an overlay, constructs bridges between overlays of channels with less frequent interactions, and enables nodes to identify friends sharing similar interests and watching times. Thus, a node can connect to a new channel while staying in its current overlay, using bridges or relying on its friends, reducing the need to contact the centralized server. We further propose the channel-closeness-based chunk-pushing strategy and capacity-based chunk provider selection strategy to enhance the system performance. Extensive experimental results from the PeerSim simulator and PlanetLab verify that SAVE outperforms other systems in system efficiency and server load reduction, as well as the effectiveness of the two proposed strategies. Haiying Shen, Yuhua Lin, Jin Li 0001 |
IEEE/ACM Trans. Netw. | 2 |
| 2014 | An Interest-Based Per-Community P2P Hierarchical Structure for Short Video Sharing in the YouTube Social NetworkabstractThe past few years have seen an explosion in the popularity of online short-video sharing in You Tube. As the number of users continued to grow, the bandwidth required to maintain acceptable quality of service (QoS) has greatly increased. Peer-to-peer (P2P) architectures have shown promise in reducing the bandwidth costs, however, the previous works build one P2P overlay for each video, which provides limited availability of video providers and produces high overlay maintenance overhead. To handle these problems, in this work, we novelly leverage the existing social network in You Tube, where a user subscribes to another user's channel to track all his uploaded videos. The subscribers of a channel tend to watch the channel's videos and common-interest nodes tend to watch the same videos. Also, the popularity of videos in one channel varies greatly. We study real trace data to confirm these properties. Based on these properties, we propose Social Tube that builds the subscribers of one channel into a P2P overlay and also clusters common-interest nodes in a higher level. It also incorporates a prefetching algorithm that prefetches higher-popularity videos. Extensive trace-driven simulation results and Planet Lab real world experimental results verify the effectiveness of Social Tube at reducing server load and overlay maintenance overhead and at improving QoS for users. Haiying Shen, Yuhua Lin, Harrison Chandler |
ICDCS | 2 |
| 2014 | SmartQ: A question and answer system for supplying high-quality and trustworthy answersabstractQuestion and Answer (Q&A) systems aggregate the collected intelligence of all users to provide satisfying answers for questions. A well-developed Q&A system should incorporate features such as high question response rate, high answer quality, a spam-free environment for users. Previous works use reputation systems to achieve the goals. However, these reputation systems evaluate a user with an overall rating for all questions the user has answered regardless of the question categories, thus the reputation score does not accurately reflect the user's ability to answer a question in a specific category. We propose SmartQ: a reputation based Q&A System. SmartQ employs a category and theme based reputation management system to evaluate users' willingness and capability to answer various kinds of questions. The reputation system facilitates the forwarding of a question to favorable experts, which improves the question response rate and answer quality. Also, SmartQ incorporates a lightweight spammer detection method to identify potential spammers. Our trace-driven simulation on PeerSim demonstrates the effectiveness of SmartQ in providing a good user experience. We then develop a real application of SmartQ and deploy it for use in a student group in Clemson University. The user feedback shows that SmartQ can provide high-quality answers for users in a community. Yuhua Lin, Haiying Shen |
ICPADS | 1 |
| 2014 | SocialTube: P2P-Assisted Video Sharing in Online Social NetworksabstractVideo sharing has been an increasingly popular application in online social networks (OSNs). However, its sustainable development is severely hindered by the intrinsic limit of the client/server architecture deployed in current OSN video systems, which is not only costly in terms of server bandwidth and storage but also not scalable with the soaring amount of users and video content. The peer-assisted Video-on-Demand (VoD) technique, in which participating peers assist the server in delivering video content, has been proposed recently. Unfortunately, videos can only be disseminated through friends in OSNs. Therefore, current VoD works that explore clustering nodes with similar interests or close location for high performance are suboptimal, if not entirely inapplicable, in OSNs. Based on our long-term real-world measurement of over 1,000,000 users and 2,500 videos on Facebook, we propose SocialTube, a novel peer-assisted video sharing system that explores social relationship, interest similarity, and physical location between peers in OSNs. Specifically, SocialTube incorporates four algorithms: a social network (SN)-based P2P overlay construction algorithm, an SN-based chunk prefetching algorithm, chunk delivery, and scheduling algorithm, and a buffer management algorithm. Experimental results from a prototype on PlanetLab and an event-driven simulator show that SocialTube can improve the quality of user experience and system scalability over current P2P VoD techniques. Haiying Shen, Ze Li 0001, Yuhua Lin, Jin Li 0001 |
IEEE Trans. Parallel Distributed Syst. | 3 |
| 2013 | Refining Reputation to Truly Select High-QoS Servers in Peer-to-Peer NetworksabstractPeer-to-peer networks (P2Ps) use reputation systems to provide incentives for nodes to offer high quality of service (QoS) and thwart the intentions of dishonest or selfish nodes. Existing reputation systems have two problems. First, they directly regard node reputation as trust. Rather, reputation represents the opinions formed by others about a node's QoS behavior, while trust represents a node's honesty and willingness to cooperate. In addition to trust, factors such as node capacity and lifetime also influence reputation. Due to these factors' heterogeneity and variance over time, reputation cannot directly reflect a node's trust or current QoS. Second, existing reputation systems guide a node to select the server with the highest reputation, which may not actually select the highest QoS server and would overload the highest reputed nodes. This work aims to accurately reflect node trust and provide guidance for high-QoS server selection. Through experimental study, we find that node trust, available capacity, and lifetime positively affect node reputation. Based on this observation, we first propose a manual trust model and an automatic trust model that remove the influence of additional factors on reputation to truly reflect node trust. We then propose a high-QoS server selection algorithm that separately considers node trust, current available capacity, and lifetime. Extensive simulation results demonstrate the effectiveness of the trust models in accurate node trust reflection compared with an existing reputation system. Moreover, the server selection algorithm dramatically increases the success rate of service requests and avoids overloading nodes. Haiying Shen, Yuhua Lin, Ze Li 0001 |
IEEE Trans. Parallel Distributed Syst. | 2 |