Proceedings of the 2006 20th Anniversary Conference on Computer Supported Cooperative Work 2006
DOI: 10.1145/1180875.1180895
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Response times in N-user replicated, centralized, and proximity-based hybrid collaboration architectures

Abstract: We evaluate response times, in N-user collaborations, of the popular centralized (client-server) and replicated (peer-to-peer) architectures, and a hybrid architecture in which each replica serves a cluster of nearby clients. Our work consists of definitions of aspects of these architectures that have previously been unspecified but must be resolved for the analysis, a formal evaluation model, and a set of experiments. The experiments are used to define the parameters of and validate the formal analysis. In ad… Show more

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Cited by 6 publications
(5 citation statements)
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“…The architectures or cloud patterns used to deploy cloud-hosted services to the cloud are of great importance to software architects because they determine whether or not the system's essential quality attributes (e.g., performance) will be exhibited [1,8,9].…”
Section: Architectures For Cloud-hosted Servicesmentioning
confidence: 99%
See 2 more Smart Citations
“…The architectures or cloud patterns used to deploy cloud-hosted services to the cloud are of great importance to software architects because they determine whether or not the system's essential quality attributes (e.g., performance) will be exhibited [1,8,9].…”
Section: Architectures For Cloud-hosted Servicesmentioning
confidence: 99%
“…Architectural and design patterns have long been used to provide known solutions to many common problems a distributed system face [1,10]. A system/ application architecture decides whether or not it will show its necessary quality attributes (e.g., performance, availability, and security) [1,8].…”
Section: Architectural Patternsmentioning
confidence: 99%
See 1 more Smart Citation
“…These surveys introduce other techniques such as dead-reckoning that have been used in games and distributed simulations, and also mention some of the network techniques seen here (aggregation and compression, although the details are different to those of the game libraries). Finally, a core of groupware researchers is also looking at performance issues, including performance aspects of groupware distribution architectures [14,16], scalability [13], QoS [8,9], generalized compression [10], and interface techniques for hiding delay [11,12]. This work offers a valuable complement to the present study; although the performance models are often based on abstractions of the real network environment, and thus do not have sufficient detail to capture the issues addressed in our study, prior research provides a high-level context of toolkits and distribution architectures in which our techniques can be used.…”
Section: Related Workmentioning
confidence: 99%
“…By using the replication architecture [4,5], the system has multiple copies of application data at various distribution sites, which enables the system have high reliability and scalability. However, the biggest problem which is brought about by using this structure is that the mechanisms adopted to maintain and ensure the consistency of the distributed data will be more complicated.…”
Section: Introductionmentioning
confidence: 99%