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A Scalable Server Architecture for Mobile Presence Services
in Social Network Applications
ABSTRACT:
Social network applications are becoming increasingly popular on mobile devices. A mobile presence service is an
essential component of a social network application because it maintains each mobile user’s presence information, such
as the current status (online/offline), GPS location and network address, and also updates the user’s online friends with
the information continually. If presence updates occur frequently, the enormous number of messages distributed by
presence servers may lead to a scalability problem in a large-scale mobile presence service.
We propose efficient and scalable server architecture, called Presence Cloud, which enables mobile presence
services to support large-scale social network applications. When a mobile user joins a network, Presence Cloud
searches for the presence of his/her friends and notifies them of his/her arrival. Presence Cloud organizes presence
servers into a quorum-based server-to-server architecture for efficient presence searching. It also leverages a directed
search algorithm and a one-hop caching strategy to achieve small constant search latency.
We analyze the performance of Presence Cloud in terms of the search cost and search satisfaction level. The
search cost is defined as the total number of messages generated by the presence server when a user arrives; and
search satisfaction level is defined as the time it takes to search for the arriving user’s friend list. The results of
simulations demonstrate that Presence Cloud achieves performance gains in the search cost without compromising
search satisfaction.
GLOBALSOFT TECHNOLOGIES
IEEE PROJECTS & SOFTWARE DEVELOPMENTS
IEEE FINAL YEAR PROJECTS|IEEE ENGINEERING PROJECTS|IEEE STUDENTS PROJECTS|IEEE
BULK PROJECTS|BE/BTECH/ME/MTECH/MS/MCA PROJECTS|CSE/IT/ECE/EEE PROJECTS
CELL: +91 98495 39085, +91 99662 35788, +91 98495 57908, +91 97014 40401
Visit: www.finalyearprojects.org Mail to:ieeefinalsemprojects@gmail.com
EXISTING SYSTEM:
In this section, we describe previous researches on presence services, and survey the presence service of
existing systems. Well known commercial IM systems leverage some form of centralized clusters to provide
presence services. Jennings III et al. presented taxonomy of different features and functions supported by the
three most popular IM systems, AIM, Microsoft MSN and Yahoo! Messenger. The authors also provided an
overview of the system architectures and observed that the systems use client-server-based architectures. Skype,
a popular voice over IP application, utilizes the Global Index (GI) technology to provide a presence service for
users. GI is a multi-tiered network architecture where each node maintains full knowledge of all available users.
Since Skype is not an open protocol, it is difficult to determine how GI technology is used exactly. Moreover,
Xiao et al. analyzed the traffic of MSN and AIM system. They found that the presence information is one of
most messaging traffic in instant messaging systems. In, authors shown that the largest message traffic in
existing presence services is buddy NOTIFY messages.
PROPOSED SYSTEM:
Recently, there is an increase amount of interest in how to design a peer-to-peer SIP. P2PSIP has been proposed to
remove the centralized server, reduce maintenance costs, and prevent failures in server-based SIP deployment. To
maintain presence information, P2PSIP clients are organized in a DHT system, rather than in a centralized server.
However, the presence service architectures of Jabber and P2PSIP are distributed, the buddy-list search problem we
defined later also could affect such distributed systems.
Few articles in discuss the scalability issues of the distributed presence server architecture. Saint Andre analyzes the
traffic generated as a result of presence information between users of inter-domains that support the XMPP. Houri et al.
Show that the amount of presence traffic in SIMPLE can be extremely heavy, and they analyze the effect of a large
presence system on the memory and CPU loading. Those works in study related problems and developing an initial set
of guidelines for optimizing inter-domain presence traffic and present DHT-based presence server architecture.
Recently, presence services are also integrated into mobile services. For example, 3GPP has defined the integration of
presence service into its specification in UMTS. It is based on SIP protocol, and uses SIMPLE to manage presence
information. Recently, some mobile devices also support mobile presence services. For example, the Instant Messaging
and Presence Services (IMPS) was developed by the Wireless Village consortium and was united into Open Mobile
Alliance (OMA) IMPS in 2005. In, Chen et al. proposed a weakly consistent scheme to reduce the number of updating
messages in mobile presence services of IP Multimedia Subsystem (IMS). However, it also suffers scalability problem
since it uses a central SIP server to perform presence update of mobile users. In, authors presented the server scalability
and distributed management issues in IMS-based presence service.
FUTURE ENHANCEMENT:
Scalable Mobile Presence Cloud with Communication Security
We analyze the performance of Presence Cloud in terms of the search cost and search satisfaction level. Our
current PresenceCloud does not address the communication security problem, and the presence server
authentication problem, we discuss the possible solutions as follows. The distributed presence service may
make the mobile presence service more prone to communication security problems, such as malicious user
attacks and the user privacy.
Several approaches are possible for addressing the communication security issues. For example, the Skype protocol
offers private key mechanisms for end-to-end encryption. In PresenceCloud, the TCP connection between a presence
server and users, or a presence server could be established over SSL to prohibit user impersonation and man-in-the-
middle attacks. This end-to-end encryption approach is also used in XMPP/SIMPLE protocol.
The presence server authentication problem is another security problem in distributed presence services. In centralized
presence architectures, it is no presence server authentication problem, since users only connect to an authenticated
presence server. In Presence Cloud, however, requires a system that assumes no trust between presence servers, it
means that a malicious presence server is possible in Presence Cloud. To address this authentication problem, a simple
approach is to apply a centralized authentication server.
Every presence server needs to register an authentication server; Presence Cloud could certificate the presence server
every time when the presence server joins to Presence Cloud. An alternative solution is PGP web of trust model, which is
a decentralized approach. In this model, a presence server wishing to join the system would create a certifying authority
and ask any existing presence server to validate the new presence server’s certificate. However, such a certificate is only
valid to another presence server if the relying party recognizes the verifier as a trusted introducer in the system. These
two mechanisms both can address the directory authentication problem principally.
User satisfaction of mobile presence service is another search issue. Several studies have investigated the issues of user
satisfaction in several domains, including VOIP WWW search engine. To the best of our knowledge, there is no study of
exploring the user satisfaction issues, such as search response time, search precise, etc, about mobile presence services.
Given the growth of social network applications and mobile device computing capacity, it is an interesting research
direction to explore the user satisfaction both on mobile presence services or mobile devices.
HARDWARE & SOFTWARE REQUIREMENTS:
HARDWARE REQUIREMENT:
 Processor - Pentium –IV
 Speed - 1.1 GHz
 RAM - 256 MB (min)
 Hard Disk - 20 GB
 Floppy Drive - 1.44 MB
 Key Board - Standard Windows Keyboard
 Mouse - Two or Three Button Mouse
 Monitor - SVGA
SOFTWARE REQUIREMENTS:
 Operating System :Windows95/98/2000/XP
 Application Server : Tomcat5.0/6.X
 Front End : HTML, Java, Jsp
 Scripts : JavaScript.
 Server side Script : Java Server Pages.
 Database : Mysql
 Database Connectivity : JDBC.
MODULES:
1. PRESENCE CLOUD SERVER OVERLAY.
2. ONE-HOP CACHING STRATEGY.
3. DIRECTED BUDDY SEARCH.
4. PERFORMANCE ANALYSIS:
MODULES DESCRIPTION:
PRESENCE CLOUD SERVER OVERLAY:
The Presence Cloud server overlay construction algorithm organizes the PS nodes into a server-to-server overlay, which
provides a good low-diameter overlay property. The low-diameter property ensures that a PS node only needs two hops
to reach any other PS nodes.
ONE-HOP CACHING STRATEGY:
To improve the efficiency of the search operation, Presence Cloud requires a caching strategy to replicate presence
information of users. In order to adapt to changes in the presence of users, the caching strategy should be asynchronous
and not require expensive mechanisms for distributed agreement. In Presence Cloud, each PS node maintains a user list
of presence information of the attached users, and it is responsible for caching the user list of each node in its PS list, in
other words, PS nodes only replicate the user list at most one hop away from itself. The cache is updated when
neighbors establish connections to it, and periodically updated with its neighbors. Therefore, when a PS node receives a
query, it can respond not only with matches from its own user list, but also provide matches from its caches that are the
user lists offered by all of its neighbors.
DIRECTED BUDDY SEARCH:
We contend that minimizing searching response time is important to mobile presence services. Thus, the buddy list
searching algorithm of Presence Cloud coupled with the two-hop overlay and one-hop caching strategy ensures that
Presence Cloud can typically provide swift responses for a large number of mobile users. First, by organizing PS nodes in
a server-to-server overlay network, we can therefore use one-hop search exactly for queries and thus reduce the
network traffic without significant impact on the search results. Second, by capitalizing the one-hop caching that
maintains the user lists of its neighbors, we improve response time by increasing the chances of finding buddies. Clearly,
this mechanism both reduces the network traffic and response time. Based on the mechanism, the population of mobile
users can be retrieved by a broadcasting operation in any PS node in the mobile presence service. Moreover, the
broadcasting message can be piggybacked in a buddy search message for saving the cost.
PERFORMANCE ANALYSIS:
To improve the efficiency of the search operation, PresenceCloud requires a caching strategy to replicate presence
information of users. In order to adapt to changes in the presence of users, the caching strategy should be asynchronous
and not require expensive mechanisms for distributed agreement. In PresenceCloud, each PS node maintains a user list
of presence information of the attached users, and it is responsible for caching the user list of each node in its PS list, in
other words, PS nodes only replicate the user list at most one hop away from itself. The cache is updated when
neighbors establish connections to it, and periodically updated with its neighbors. Therefore, when a PS node receives a
query, it can respond not only with matches from its own user list, but also provide matches from its caches that are the
user lists offered by all of its neighbors.
CONCLUSION:
In this paper, we have presented Presence Cloud, a scalable server architecture that supports mobile presence services
in large-scale social network services. We have shown that Presence Cloud achieves low search latency and enhances
the performance of mobile presence services. In addition, we discussed the scalability problem in server architecture
designs, and introduced the buddy-list search problem, which is a scalability problem in the distributed server
architecture of mobile presence services. Through a simple mathematical model, we show that the total number of
buddy search messages increases substantially with the user arrival rate and the number of presence servers. The
results of simulations demonstrate that Presence Cloud achieves major performance gains in terms of the search cost
and search satisfaction. Overall, Presence Cloud is shown to be a scalable mobile presence service in large-scale social
network services.
REFERENCES:
[1] Facebook, http://www.facebook.com, 2012.
[2] Twitter, http://twitter.com, 2012.
[3] Foursquare, http://www.foursquare.com, 2012.
[4] Google Latitude, http://www.google.com/intl/enus/latitude/intro.html, 2012.
[5] Buddycloud, http://buddycloud.com, 2012.
[6] Mobile Instant Messaging, http://en.wikipedia.org/wiki/ Mobile_instant_messaging, 2012.
[7] R.B. Jennings, E.M. Nahum, D.P. Olshefski, D. Saha, Z.-Y. Shae, and C. Waters, “A Study of Internet Instant Messaging
and Chat Protocols,” IEEE Network, vol. 20, no. 6, pp. 16-21, July/Aug. 2006.
[8] Gobalindex, http://www.skype.com/intl/en-us/support/userguides/ p2pexplained, 2012.
*9+ Z. Xiao, L. Guo, and J. Tracey, “Understanding Instant Messaging Traffic Characteristics,” Proc. IEEE 27th Int’l Conf.
Distributed Computing Systems (ICDCS), 2007.
[10] C. Chi, R. Hao, D. Wang, and Z.-Z. Cao, “IMS Presence Server: Traffic Analysis and Performance Modelling,” Proc.
IEEE Int’l Conf. Network Protocols (ICNP), 2008.
[11] Instant Messaging and Presence Protocol IETF Working Group, http://www.ietf.org/html.charters/impp-
charter.html, 2012.
CLOUING
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  • 1. A Scalable Server Architecture for Mobile Presence Services in Social Network Applications ABSTRACT: Social network applications are becoming increasingly popular on mobile devices. A mobile presence service is an essential component of a social network application because it maintains each mobile user’s presence information, such as the current status (online/offline), GPS location and network address, and also updates the user’s online friends with the information continually. If presence updates occur frequently, the enormous number of messages distributed by presence servers may lead to a scalability problem in a large-scale mobile presence service. We propose efficient and scalable server architecture, called Presence Cloud, which enables mobile presence services to support large-scale social network applications. When a mobile user joins a network, Presence Cloud searches for the presence of his/her friends and notifies them of his/her arrival. Presence Cloud organizes presence servers into a quorum-based server-to-server architecture for efficient presence searching. It also leverages a directed search algorithm and a one-hop caching strategy to achieve small constant search latency. We analyze the performance of Presence Cloud in terms of the search cost and search satisfaction level. The search cost is defined as the total number of messages generated by the presence server when a user arrives; and search satisfaction level is defined as the time it takes to search for the arriving user’s friend list. The results of simulations demonstrate that Presence Cloud achieves performance gains in the search cost without compromising search satisfaction. GLOBALSOFT TECHNOLOGIES IEEE PROJECTS & SOFTWARE DEVELOPMENTS IEEE FINAL YEAR PROJECTS|IEEE ENGINEERING PROJECTS|IEEE STUDENTS PROJECTS|IEEE BULK PROJECTS|BE/BTECH/ME/MTECH/MS/MCA PROJECTS|CSE/IT/ECE/EEE PROJECTS CELL: +91 98495 39085, +91 99662 35788, +91 98495 57908, +91 97014 40401 Visit: www.finalyearprojects.org Mail to:ieeefinalsemprojects@gmail.com
  • 2. EXISTING SYSTEM: In this section, we describe previous researches on presence services, and survey the presence service of existing systems. Well known commercial IM systems leverage some form of centralized clusters to provide presence services. Jennings III et al. presented taxonomy of different features and functions supported by the three most popular IM systems, AIM, Microsoft MSN and Yahoo! Messenger. The authors also provided an overview of the system architectures and observed that the systems use client-server-based architectures. Skype, a popular voice over IP application, utilizes the Global Index (GI) technology to provide a presence service for users. GI is a multi-tiered network architecture where each node maintains full knowledge of all available users. Since Skype is not an open protocol, it is difficult to determine how GI technology is used exactly. Moreover, Xiao et al. analyzed the traffic of MSN and AIM system. They found that the presence information is one of most messaging traffic in instant messaging systems. In, authors shown that the largest message traffic in existing presence services is buddy NOTIFY messages. PROPOSED SYSTEM: Recently, there is an increase amount of interest in how to design a peer-to-peer SIP. P2PSIP has been proposed to remove the centralized server, reduce maintenance costs, and prevent failures in server-based SIP deployment. To maintain presence information, P2PSIP clients are organized in a DHT system, rather than in a centralized server. However, the presence service architectures of Jabber and P2PSIP are distributed, the buddy-list search problem we defined later also could affect such distributed systems. Few articles in discuss the scalability issues of the distributed presence server architecture. Saint Andre analyzes the traffic generated as a result of presence information between users of inter-domains that support the XMPP. Houri et al. Show that the amount of presence traffic in SIMPLE can be extremely heavy, and they analyze the effect of a large presence system on the memory and CPU loading. Those works in study related problems and developing an initial set of guidelines for optimizing inter-domain presence traffic and present DHT-based presence server architecture. Recently, presence services are also integrated into mobile services. For example, 3GPP has defined the integration of presence service into its specification in UMTS. It is based on SIP protocol, and uses SIMPLE to manage presence information. Recently, some mobile devices also support mobile presence services. For example, the Instant Messaging and Presence Services (IMPS) was developed by the Wireless Village consortium and was united into Open Mobile Alliance (OMA) IMPS in 2005. In, Chen et al. proposed a weakly consistent scheme to reduce the number of updating messages in mobile presence services of IP Multimedia Subsystem (IMS). However, it also suffers scalability problem since it uses a central SIP server to perform presence update of mobile users. In, authors presented the server scalability and distributed management issues in IMS-based presence service.
  • 3. FUTURE ENHANCEMENT: Scalable Mobile Presence Cloud with Communication Security We analyze the performance of Presence Cloud in terms of the search cost and search satisfaction level. Our current PresenceCloud does not address the communication security problem, and the presence server authentication problem, we discuss the possible solutions as follows. The distributed presence service may make the mobile presence service more prone to communication security problems, such as malicious user attacks and the user privacy. Several approaches are possible for addressing the communication security issues. For example, the Skype protocol offers private key mechanisms for end-to-end encryption. In PresenceCloud, the TCP connection between a presence server and users, or a presence server could be established over SSL to prohibit user impersonation and man-in-the- middle attacks. This end-to-end encryption approach is also used in XMPP/SIMPLE protocol. The presence server authentication problem is another security problem in distributed presence services. In centralized presence architectures, it is no presence server authentication problem, since users only connect to an authenticated presence server. In Presence Cloud, however, requires a system that assumes no trust between presence servers, it means that a malicious presence server is possible in Presence Cloud. To address this authentication problem, a simple approach is to apply a centralized authentication server. Every presence server needs to register an authentication server; Presence Cloud could certificate the presence server every time when the presence server joins to Presence Cloud. An alternative solution is PGP web of trust model, which is a decentralized approach. In this model, a presence server wishing to join the system would create a certifying authority and ask any existing presence server to validate the new presence server’s certificate. However, such a certificate is only valid to another presence server if the relying party recognizes the verifier as a trusted introducer in the system. These two mechanisms both can address the directory authentication problem principally. User satisfaction of mobile presence service is another search issue. Several studies have investigated the issues of user satisfaction in several domains, including VOIP WWW search engine. To the best of our knowledge, there is no study of exploring the user satisfaction issues, such as search response time, search precise, etc, about mobile presence services. Given the growth of social network applications and mobile device computing capacity, it is an interesting research direction to explore the user satisfaction both on mobile presence services or mobile devices.
  • 4. HARDWARE & SOFTWARE REQUIREMENTS: HARDWARE REQUIREMENT:  Processor - Pentium –IV  Speed - 1.1 GHz  RAM - 256 MB (min)  Hard Disk - 20 GB  Floppy Drive - 1.44 MB  Key Board - Standard Windows Keyboard  Mouse - Two or Three Button Mouse  Monitor - SVGA SOFTWARE REQUIREMENTS:  Operating System :Windows95/98/2000/XP  Application Server : Tomcat5.0/6.X  Front End : HTML, Java, Jsp  Scripts : JavaScript.  Server side Script : Java Server Pages.  Database : Mysql  Database Connectivity : JDBC.
  • 5. MODULES: 1. PRESENCE CLOUD SERVER OVERLAY. 2. ONE-HOP CACHING STRATEGY. 3. DIRECTED BUDDY SEARCH. 4. PERFORMANCE ANALYSIS: MODULES DESCRIPTION: PRESENCE CLOUD SERVER OVERLAY: The Presence Cloud server overlay construction algorithm organizes the PS nodes into a server-to-server overlay, which provides a good low-diameter overlay property. The low-diameter property ensures that a PS node only needs two hops to reach any other PS nodes. ONE-HOP CACHING STRATEGY: To improve the efficiency of the search operation, Presence Cloud requires a caching strategy to replicate presence information of users. In order to adapt to changes in the presence of users, the caching strategy should be asynchronous and not require expensive mechanisms for distributed agreement. In Presence Cloud, each PS node maintains a user list of presence information of the attached users, and it is responsible for caching the user list of each node in its PS list, in other words, PS nodes only replicate the user list at most one hop away from itself. The cache is updated when neighbors establish connections to it, and periodically updated with its neighbors. Therefore, when a PS node receives a query, it can respond not only with matches from its own user list, but also provide matches from its caches that are the user lists offered by all of its neighbors. DIRECTED BUDDY SEARCH: We contend that minimizing searching response time is important to mobile presence services. Thus, the buddy list searching algorithm of Presence Cloud coupled with the two-hop overlay and one-hop caching strategy ensures that Presence Cloud can typically provide swift responses for a large number of mobile users. First, by organizing PS nodes in a server-to-server overlay network, we can therefore use one-hop search exactly for queries and thus reduce the network traffic without significant impact on the search results. Second, by capitalizing the one-hop caching that maintains the user lists of its neighbors, we improve response time by increasing the chances of finding buddies. Clearly, this mechanism both reduces the network traffic and response time. Based on the mechanism, the population of mobile users can be retrieved by a broadcasting operation in any PS node in the mobile presence service. Moreover, the broadcasting message can be piggybacked in a buddy search message for saving the cost.
  • 6. PERFORMANCE ANALYSIS: To improve the efficiency of the search operation, PresenceCloud requires a caching strategy to replicate presence information of users. In order to adapt to changes in the presence of users, the caching strategy should be asynchronous and not require expensive mechanisms for distributed agreement. In PresenceCloud, each PS node maintains a user list of presence information of the attached users, and it is responsible for caching the user list of each node in its PS list, in other words, PS nodes only replicate the user list at most one hop away from itself. The cache is updated when neighbors establish connections to it, and periodically updated with its neighbors. Therefore, when a PS node receives a query, it can respond not only with matches from its own user list, but also provide matches from its caches that are the user lists offered by all of its neighbors.
  • 7. CONCLUSION: In this paper, we have presented Presence Cloud, a scalable server architecture that supports mobile presence services in large-scale social network services. We have shown that Presence Cloud achieves low search latency and enhances the performance of mobile presence services. In addition, we discussed the scalability problem in server architecture designs, and introduced the buddy-list search problem, which is a scalability problem in the distributed server architecture of mobile presence services. Through a simple mathematical model, we show that the total number of buddy search messages increases substantially with the user arrival rate and the number of presence servers. The results of simulations demonstrate that Presence Cloud achieves major performance gains in terms of the search cost and search satisfaction. Overall, Presence Cloud is shown to be a scalable mobile presence service in large-scale social network services. REFERENCES: [1] Facebook, http://www.facebook.com, 2012. [2] Twitter, http://twitter.com, 2012. [3] Foursquare, http://www.foursquare.com, 2012. [4] Google Latitude, http://www.google.com/intl/enus/latitude/intro.html, 2012. [5] Buddycloud, http://buddycloud.com, 2012. [6] Mobile Instant Messaging, http://en.wikipedia.org/wiki/ Mobile_instant_messaging, 2012. [7] R.B. Jennings, E.M. Nahum, D.P. Olshefski, D. Saha, Z.-Y. Shae, and C. Waters, “A Study of Internet Instant Messaging and Chat Protocols,” IEEE Network, vol. 20, no. 6, pp. 16-21, July/Aug. 2006. [8] Gobalindex, http://www.skype.com/intl/en-us/support/userguides/ p2pexplained, 2012. *9+ Z. Xiao, L. Guo, and J. Tracey, “Understanding Instant Messaging Traffic Characteristics,” Proc. IEEE 27th Int’l Conf. Distributed Computing Systems (ICDCS), 2007. [10] C. Chi, R. Hao, D. Wang, and Z.-Z. Cao, “IMS Presence Server: Traffic Analysis and Performance Modelling,” Proc. IEEE Int’l Conf. Network Protocols (ICNP), 2008. [11] Instant Messaging and Presence Protocol IETF Working Group, http://www.ietf.org/html.charters/impp- charter.html, 2012.
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