Demo Data from SIGIR 2026 / reviewers in the wild / expert
Björn Knutsson
dblp:k/BjornKnutsson
· DBLP profile ↗
8ranked-venue papers
2as first author
0since 2021 · last 2012
0000-0003-2714-0700ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 5 · 2 first-authorSystems, architecture and hardware · 3
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
3 papers |
Distributed systems · 64% Parallel and multicore computing · 23% Cloud and datacenter computing · 14% | |
| Computer networks
1 paper |
Cellular and mobile networks · 87% Internet of things and sensor networks · 13% |
Topics — the 10 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Cellular and mobile networks › mobility management
Mobile IP |
0.1 | 1 | 2005 | DHARMA: distributed home agent for robust mobile access · INFOCOM 2005 |
Cellular and mobile networks
mobility management |
0.1 | 1 | 2005 | DHARMA: distributed home agent for robust mobile access · INFOCOM 2005 |
Parallel and multicore computing
load balancing |
0.1 | 1 | 2005 | Locality aware dynamic load management for massively multiplayer games · PPoPP 2005 |
Distributed systems
data transmission |
0.0 | 1 | 2002 | Adaptive Online Data Compression · HPDC 2002 |
Distributed systems › distributed communication
wide-area communication |
0.0 | 1 | 2002 | Adaptive Online Data Compression · HPDC 2002 |
Internet of things and sensor networks
delay tolerant networks |
0.0 | 1 | 2005 | DHARMA: distributed home agent for robust mobile access · INFOCOM 2005 |
Distributed systems › peer-to-peer systems
overlay networks |
0.0 | 1 | 2005 | DHARMA: distributed home agent for robust mobile access · INFOCOM 2005 |
Cloud and datacenter computing
quality of service |
0.0 | 1 | 2005 | Locality aware dynamic load management for massively multiplayer games · PPoPP 2005 |
Cloud and datacenter computing › resource management
server resource management |
0.0 | 1 | 2005 | Locality aware dynamic load management for massively multiplayer games · PPoPP 2005 |
Distributed systems › distributed system architecture › communication architecture
wide-area network |
0.0 | 1 | 2002 | Adaptive Online Data Compression · HPDC 2002 |
Methods — techniques the papers use, named apart from their topics
cross-layer information sharing · 0.1spatial locality-aware load balancing · 0.1dynamic region reassignment · 0.1adaptive compression · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2012 | Smoothlink: Towards a Web-based Media Context Migration EnvironmentabstractCurrent migration mechanisms for multimedia content in ubiquitous environments lack simplicity and wide deployment across user personal devices. To address this concern, we focus on prospects of wider adoption by designing and implementing a mechanism that enables the user to easily migrate media context between her Internet-enabled devices, regardless of the networks they access. Our proposed architecture employs open web standards while highly prioritizing modularity and sketches a path to increase device compatibility. Urko Serrano, Flutra Osmani, Björn Knutsson |
ISPA | 3 |
| 2011 | Sub-second lookups on a large-scale Kademlia-based overlayabstractPrevious studies of large-scale (multimillion node) Kademlia-based DHTs have shown poor performance, measured in seconds; in contrast to the far more optimistic results from theoretical analysis, simulations and testbeds. In this paper, we unexpectedly find that in the Mainline BitTorrent DHT (MDHT), probably the largest DHT overlay on the Internet, many lookups already yield results in less than a second, albeit not consistently. With our backwards-compatible modifications, we show that not only can we reduce median latencies to between 100 and 200 ms, but also consistently achieve sub-second lookups. These results suggest that it is possible to deploy latency-sensitive applications on top of large-scale DHT overlays on the Internet, contrary to what some might have concluded based on previous results reported in the literature. Raúl Jiménez, Flutra Osmani, Björn Knutsson |
Peer-to-Peer Computing | 3 |
| 2009 | Connectivity Properties of Mainline BitTorrent DHT NodesabstractThe birth and evolution of peer-to-peer (P2P) protocols have, for the most part, been about peer discovery. Napster, one of the first P2P protocols, was basically FTP/HTTP plus a way of finding hosts willing to send you the file. Since then, both the transfer and peer discovery mechanisms have improved, but only recently have we seen a real push to completely decentralized peer discovery to increase scalability and resilience. Most such efforts are based on distributed hash tables (DHTs), with Kademlia being a popular choice of DHT implementation. While sound in theory, and performing well in simulators and testbeds, the real-world performance often falls short of expectations. Our hypothesis is that the connectivity artifacts caused by guarded hosts (i.e., hosts behind firewalls and NATs) are the major cause for such poor performance. In this paper, the first steps towards testing this hypothesis are developed. First, we present a taxonomy of connectivity properties which will become the language used to accurately describe connectivity artifacts. Second, based on experiments "in the wild", we analyze the connectivity properties of over 3 million hosts. Finally, we match those properties to guarded host behavior and identify the potential effects on the DHT. Raúl Jiménez, Flutra Osmani, Björn Knutsson |
Peer-to-Peer Computing | 3 |
| 2005 | DHARMA: distributed home agent for robust mobile accessabstractMobile wireless devices have intermittent connectivity, sometimes intentional. This is a problem for conventional Mobile IP, beyond its well-known routing inefficiencies and deployment issues. DHARMA selects a location-optimized instance from a distributed set of home agents to minimize routing overheads; set management and optimization are done using the PlanetLab overlay network. DHARMA's session support overcomes both transitions between home agent instances and intermittent connectivity. Cross-layer information sharing between the session layer and the overlay network are used to exploit multiple wireless links when available. The DHARMA prototype supports intermittently connected legacy TCP applications in a variety of scenarios and is largely portable across host operating systems. Experiments with DHARMA deployed on more than 200 PlanetLab nodes demonstrate routing performance consistently better than that for best-case Mobile IP. Yun Mao, Björn Knutsson, Honghui Lu, Jonathan M. Smith |
INFOCOM | 2 |
| 2005 | Locality aware dynamic load management for massively multiplayer gamesabstractMost massively multiplayer game servers employ static partitioning of their game world into distinct mini-worlds that are hosted on separate servers. This limits cross-server interactions between players, and exposes the division of the world to players. We have designed and implemented an architecture in which the partitioning of game regions across servers is transparent to players and interactions are not limited to objects in a single region or server. This allows a finer grain partitioning, which combined with a dynamic load management algorithm enables us to better handle transient crowding by adaptively dispersing or aggregating regions from servers in response to quality of service violations.Our load balancing algorithm is aware of the spatial locality in the virtual game world. Based on localized information, the algorithm balances the load and reduces the cross server communication, while avoiding frequent reassignment of regions. Our results show that locality aware load balancing reduces the average user response time by up to a factor of 6 compared to a global algorithm that does not consider spatial locality and by up to a factor of 8 compared to static partitioning. Jin Chen 0006, Baohua Wu, Margaret DeLap, Björn Knutsson, Honghui Lu, Cristiana Amza |
PPoPP | 4 |
| 2003 | Architecture and performance of server-directed transcodingabstractProxy-based transcoding adapts Web content to be a better match for client capabilities (such as screen size and color depth) and last-hop bandwidths. Traditional transcoding breaks the end-to-end model of the Web, because the proxy does not know the semantics of the content. Server-directed transcoding preserves end-to-end semantics while supporting aggressive content transformations.We show how server-directed transcoding can be integrated into the HTTP protocol and into the implementation of a proxy. We discuss several useful transformations for image content, and present measurements of the performance impacts. Our results demonstrate that server-directed transcoding is a natural extension to HTTP, can be implemented without great complexity, and can provide good performance when carefully implemented. Björn Knutsson, Honghui Lu, Jeffrey C. Mogul, Bryan Hopkins |
ACM Trans. Internet Techn. | 1 |
| 2002 | Adaptive Online Data CompressionabstractQuickly transmitting large datasets in the context of distributed computing on wide area networks can be achieved by compressing data before transmission, However such an approach is not efficient when dealing with higher speed networks. Indeed, the time to compress a large file and to send it is greater than the time to send the uncompressed file. In this paper we explore and enhance an algorithm that allows us to overlap communications with compression and to automatically adapt the compression effort to currently available network and processor resources. Emmanuel Jeannot, Björn Knutsson, Mats Björkman |
HPDC | 2 |
| 1999 | Adaptive end-to-end compression for variable-bandwidth communication
Björn Knutsson, Mats Björkman |
Comput. Networks | 1 |