Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Michael Kwok

dblp:20/6604 · DBLP profile ↗
← Back
4ranked-venue papers
2as first author
0since 2021 · last 2008
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 2 · 2 first-authorComputer networks · 1

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 architecture, parallel and distributed computing, and storage systems
1 paper
Distributed systems · 70% Performance modeling and evaluation · 30%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Performance modeling and evaluation
analytical modeling
0.112008
Scalability Analysis of the Hierarchical Architecture for Distributed Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2008
Distributed systems › distributed interactive applications › collaborative computing
distributed virtual environments
0.112008
Scalability Analysis of the Hierarchical Architecture for Distributed Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2008
Distributed systems › distributed system architecture
hierarchical architecture
0.112008
Scalability Analysis of the Hierarchical Architecture for Distributed Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2008
Distributed systems › consistency models
weak consistency
0.012008
Scalability Analysis of the Hierarchical Architecture for Distributed Virtual Environments · IEEE Trans. Parallel Distributed Syst. 2008

Methods — techniques the papers use, named apart from their topics

simulation · 0.1consistency protocol design · 0.1analytic modeling · 0.1
YearPublicationVenuePosition
2008 Scalability Analysis of the Hierarchical Architecture for Distributed Virtual Environments
abstract
A distributed virtual environment (DVE) is a shared virtual environment where multiple users at their workstations interact with each other over a network. Some of these systems may support a large number of users, for example, multiplayer online games. An important issue is how well the system scales as the number of users increases. In terms of scalability, a promising system architecture is a two-level hierarchical architecture. At the lower level, multiple servers are deployed; each server interacts with its assigned users. At the higher level, the servers ensure that their copies of the virtual environment are as consistent as possible. Although the two-level architecture is believed to have good properties with respect to scalability, not much is known about its performance characteristics. In this paper, we develop a performance model for the two-level architecture and obtain analytic results on the workload experienced by each server. Our results provide valuable insights into the scalability of the architecture. We also investigate the issue of consistency and develop a novel technique to achieve weak consistency among copies of the virtual environment at the various servers. Simulation results on the consistency/scalability trade-off are presented.
Michael Kwok, Johnny W. Wong
IEEE Trans. Parallel Distributed Syst.1
2006 Capability of IEEE 802.11g networks in supporting multi-player online games
abstract
Multi-player online games have become very pop- ular in the last few years. Meanwhile, the IEEE 802.11 wireless networks have been in wide use. In this paper, we present an experimental study on the capability of an IEEE 802.11g network in supporting multi-player online games. In particular, we focus on the highly interactive first-person-shooter games. We describe the test bed we set up and the experiments we performed. Factors such as the number of game clients and the amount of background traffic are examined. Our results show that the amount of background traffic has a significant impact on the latency and the loss ratio of the game traffic between the game clients and the game server, which in turn affect the observed game performance greatly. I. INTRODUCTION
Yanni Ellen Liu, Michael Kwok, Jeff Diamond, Michel Toulouse
CCNC3
2006 Modelling and Improving Group Communication in Server Operating Systems
abstract
virtual environment (DVE) have become increasingly popular. Many DVE implementations use a client-server architecture that requires the server to send the same data to all members of a collaborating or interacting group. This type of group communication operation is often implemented by sending data from the server to each recipient in a unicast fashion. The problem with this approach is that the cost of communication at the server does not scale very well with the number of participants because the application requires significant interaction with the operating system, network stack and drivers for each individual send. In this paper, we first propose a general analytic framework for predicting how group communication performance impacts DVE server capacity. We then conduct an experimental evaluation to determine the extent to which using a kernel-based group communication mechanism reduces the cost of group send operations. Lastly, we use the measurements obtained from these experiments to demonstrate how to apply the analytic framework by determining the extent to which the kernel-based group communication mechanism permits example applications to scale to more users.
Michael Kwok, Tim Brecht, Martin Karsten
MASCOTS1
2005 Efficient operating system support for group unicast
abstract
A common requirement of many Internet services is to send exactly the same data to a number of hosts at the same time. Without IP-level multicast, this form of group communication is realized by unicasting the data to each desired host. Although this approach is portable and easy to implement, it is extremely inefficient for the sending host. In this paper, we propose a kernel-based technique to efficiently facilitate unicast send operations for group communication with only minimal additions to the sending operating system interface and implementation. We present the design and prototype implementation of our approach and experimentally demonstrate the significant performance improvements it provides. Additionally, we conduct experiments to decompose the processing costs in the network stack and show that the biggest cost reductions are not necessarily due to reduced memory copying.
Martin Karsten, Michael Kwok, Tim Brecht
NOSSDAV3