Spring 2018
ENSC 427: COMMUNICATION NETWORKS

FINAL PROJECTS:


  • 1. Chao (James) Duan and Yi (Lynn) Luo
        (cda39 at sfu.ca, luoyil at sfu.ca)

    ARP Spoofing Attack

    Abstract:
    Address resolution protocol (ARP) is a network protocol that is used to associate the linked layer address on LANs with the given IP address. For example, a host wants to send a packet to another host on the same LAN. At the moment the sender hasn’t cached the MAC address of the destination. It broadcasts an ARP request on the LAN with an all-zero MAC address field. In the ARP response, the MAC address field will be filled up by the receiver [1].

    As ARP is a stateless protocol, network hosts will automatically cache any ARP replies they receive, regardless if the hosts have requested them. ARP protocol by itself does not authentic the source of replies. This behaviour makes the ARP protocol vulnerable for malicious users to do ARP spoofing.

    References:
    [1] W. Goralski, The Illustrated Network. Morgan Kaufmann, 2009.
    [2] "LAN ARP Spoofing", 2016. [Online]. Available: http://blog.csdn.net/shuaishuai3409/article/details/50594755 (Links to an external site.)Links to an external site.
    [3] https://en.wikipedia.org/wiki/ARP_spoofing
    [4] http://www.uona.edu/UoNA/files/literature/2514.1107_Trans_Tech_Switzerland_.pdf
    [5] https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4163282/
    [6] http://blog.csdn.net/shuaishuai3409/article/details/50594755


  • 2. Randeep Singh (Randeep) Shahi and Nathan Bays (Nathan) Zavaglia
        (rsshahi at sfu.ca, nzavagli at sfu.ca)

    Comparison of Gaming Client/Server Paradigms: Peer Hosting vs. Dedicated Server

    Abstract:
    Online video gaming accounts for a significant volume of internet traffic worldwide. Traditionally, online game applications rely on a dedicated server to provide the information processing for the player-player and player-environment interactions; while the client provides the graphics rendering. Newer models make use of distributed hosting where the clients distribute the server load for data processing and one client acts as a control node (the host). This project compares the two paradigms with respect to delay, packet loss, and client link type (either Wi-Fi or Ethernet) and dropped clients. Simulations will be performed using the NS-3 open source network simulation software available from: https://www.nsnam.org/.

    References:
    [1] Y. W. Bernier, "Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization," Valve Developer Community. [Online]. Available: https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization. [Accessed: 09-Feb-2018].
    [2] E. Cronin, B. Filstrup, and A. Kurc, “A distributed multiplayer game server system,” in University of Michigan, 2001, p. 01.
    [3] Johannes Farber. 2002. Network game traffic modelling. In Proceedings of the 1st workshop on Network and system support for games (NetGames '02). ACM, New York, NY, USA, 53-57. DOI= http://dx.doi.org/10.1145/566500.566508
    [4] B. Knutsson, Honghui Lu, Wei Xu and B. Hopkins, "Peer-to-peer support for massively multiplayer games," IEEE INFOCOM 2004, 2004, pp. 107. doi: 10.1109/INFCOM.2004.1354485
    [5] C. Neumann, N. Prigent, M. Varvello, and K. Suh, "Challenges in peer-to-peer gaming," SIGCOMM Comput. Commun. Rev., vol. 37, no. 1, pp. 79–82, Jan. 2007. [Online]. Available: http://doi.acm.org/10.1145/1198255.1198269


  • 3. Svetlana Borkovkin and Gursimran Singh (Gur) Kohli
        (sborkovk at sfu.ca, gkohli at sfu.ca)

    Analyzing Performance Differences Between Wired and Wireless Hosts in Multiple Application Scenarios

    Abstract:
    Much of the internet traffic today is by client requiring the following services: video and audio streaming, Voice over IP (VoIP), file transfer (FTP), peer-to-peer transfer (P2P) and web browsing (HTTP). Although the services are the same for clients accessing the internet on wired vs wireless networks, the underlying technology required to serve data to these clients is different. Through this project, we aim to simulate and understand the performance differences between wired and wireless networks accessing such services. Using Riverbed Modeler, we will model a client-server architecture and observe the key metrics for between wired and wireless clients for a given application.

    References:
    [1] B. Ayyoub, "Wired and WLAN optimal design using OPNETTM IT GURU," ces, vol. 7, pp. 263–272, 2014.
    [2] R. Malhotra, V. Gupta, and R. K. Bansal, "Simulation and Performance Analysis of Wired and Wireless Computer Networks," Int. J. Comput. Appl. Technol., vol. 14, no. 7, pp. 11-17, 2011.
    [3] P. Wei, Z. Hong, and M. Shi, "Performance analysis of HTTP and FTP based on OPNET," in 2016 IEEE/ACIS 15th International Conference on Computer and Information Science (ICIS), 2016.
    [4] G. Hiertz, D. Denteneer, L. Stibor, Y. Zang, X. Costa, and B. Walke, "The IEEE 802.11 universe," IEEE Commun. Mag., vol. 48, no. 1, pp. 62–70, Jan. 2010.
    [5] Zainab T. Alisa, "Evaluating the performance of wireless network using OPNET modeler", International Journal of Computer Applications, vol. 62, no. 13, pp. 22-28, January 2013


  • 4. Jacob Daniel Teen-Houng (Jacob) Cheng and Daniel Zhu Jiun (Daniel) Tan
        (jdcheng at sfu.ca, dzt2 at sfu.ca)

    Simulation of Software Defined Networks in ns-3

    Abstract:
    Software defined networking (SDN) has been a hot topic in the recent years and with the growing internet usage worldwide, a more dynamic solution to utilize the network is necessary to maximize efficiency. Since building your own network can be expensive and also might not be used for a long period, software defined networks are up and coming in providing specific network topologies for a cheaper price. In this report, we are going to use ns-3 with the OFSwitch1.3 openflow module to simulate different SDN topologies and analyze the results to determine the benefits and drawbacks of each type of topology.

    References:
    [1] D. Kreutz, F.Ramos, P.Verissimo, "Software-Defined Networking: A Comprehensive Survey," in Proceedings of the IEEE, vol. 103, issue 1, pp 14-76, Jan 2015
    [2] E. Jimson, K. Nisar, M. Hijazi, "Bandwidth management using software defined network and comparison of the throughput performance with traditional network," in Proc of the 2017 Int. Conf. on Computer and Drone Applications (IConDA), Kuching, Malaysia, November 9-11, 2017
    [3] M. Priyadarsini, P. Bera, R. Bhampal, "Performance analysis of software defined network controller architecture—A simulation based survey," in Wireless Communications :Proc of the 2017 Int. Conf. on Signal Processing and Networking (WiSPNET), Chemai, India, India, March 22-24, 2017
    [4] M. Jany, N. Islam, R. Khondoker, "Performance analysis of OpenFlow based software defined wired and wireless network," in Proc of the 20th Int. Conf. on Computer and Information Technology (ICCIT) 2017, Dhaka, Bangladesh, December 22-24, 2017
    [5] A. Aliyu, P. Bull, A. Abdallah, "Performance Implication and Analysis of the OpenFlow SDN Protocol," in Proc of the 31st Int. Conf on Advanced Information Networking and Applications Workshops (WAINA), 2017, Taipei, Taiwan, March 27-29, 2017


  • 5. Alfonso Diaz Alonso and Jeremy Cheuk Lun (Jeremy) Leung
        (adiazalo at sfu.ca, jcleung at sfu.ca)

    What is IoT? With Analysis of Zigbee Network Performance

    Abstract:
    Although the "Internet of Things" (IoT) is a term that has been utilized since 1999 [1], it has recently become one of the trendiest topics in the world of technology. The Internet of Things can be defined as "a global infrastructure for the information society, enabling advanced services by interconnecting (physical and virtual) things based on existing and evolving interoperable information and communication technologie" [2]. This essentially means that the interconnectivity of devices with the internet has allowed those devices to go beyond their technological limit and in turn, advance the way humans live and operate. For example, an early and common form of an IoT application is found in Electrical Utilities where "using sensors to monitor equipment [has helped] customers reduce energy bills" [3]. Going even further, IoT is applicable in nearly every industry such as advancing the way we farm, home automation for efficiency and functionality, and even used in human bodies to monitor and determine health risks.
    Although the IoT sounds simple and has many applications, developing IoT devices is harder than one thinks. There are potential hazards that developers must consider before shipping out an IoT product such as issues with privacy and security, complicated IoT devices that are not easily handled, and most importantly, battery life. According to the Harvard Business Review, the “miniaturization of sensors and communications chips have made it possible for more than 10 billion devices to be networked” to be used for IoT applications [5]. The key point to take away from this quote is how the miniaturization of sensors and communication chips also affects the rest of the solution as it now requires that the size of the battery be reduced as well. As such, it is vital to develop the IoT solution with a smaller battery in mind, namely using a low-power communication protocol like Bluetooth Low Energy rather than the original Bluetooth.
    To analyze the behavior and limit of low-power communication protocols for IoT devices, this project goes over one of the leading lower-power communication protocols that is utilized, Zigbee. The OPNET Riverbed Modeler shall be used to simulate the behavior of the protocol and we will be analyzing the performance of Zigbee such as the simulated traffic, throughput, delay, and error rate in different scenarios. The goal is to detail out the performance and limits of Zigbee.

    References:
    [1] International Telecommunication Union (ITU), "Internet of Things Global Standards Initiative," 2018. [Online]. Avaliable: https://www.itu.int/en/ITU-T/gsi/iot/Pages/default.aspx. [Accessed March 2, 2018].
    [2] E. Brown, "Who Needs the Internet of Things?," September 13, 2016. [Online]. Available: https://www.linux.com/news/who-needs-internet-things. [Accessed March 2, 2018].
    [3] Harvard Business Review, "Internet Of Things: Science fiction of business fact?," Harvard Business School Publishing, Harvard Business Review Analytic Services Report, 2014.
    [4] L. Columbus, "2017 Roundup Of Internet Of Things Forecasts," Forbes, December 10, 2017. [Online]. Avaliable: https://www.forbes.com/sites/louiscolumbus/2017/12/10/2017-roundup-of-internet-of-things-forecasts [Accessed March 2, 2018].
    [5] K. Ashton, "That 'Internet of Things' Thing," RFID Journal, June 22, 2009. [4986], Available: http://www.rfidjournal.com/ [Accessed Mar, 2, 2018].


  • 6. Chang Shuo (Tony) Feng, Xinyi Li, and Yanjie (Jenny) Zhan
        (csfeng at sfu.ca, xla250 at sfu.ca, yzhan at sfu.ca)

    Gaming Performance on SFU WiFi Network

    Abstract:
    The mobile revolution has brought us the possibility to enjoy our favorite applications anywhere and anytime, and mobile gaming has become an industry with rapid growing potential recent years. Mobile gaming, as a cheaper and more convenient way to pass free time than console or PC, has been very fascinating to university students. With the rising popularity and proliferation of mobile gaming among university students, how well can SFU wifi and LTE networks support the amount of traffic and data associated with mobile gaming?

    To answer this question, we would like to analyse the performance and reliability when it comes to mobile gaming using SFU Wifi and ISP provided LTE network. At the same time, we will be looking at the bit rates of the transfers, loss rate of packets, and latency performance for different networks.

    References:
    [1] M. Gerla, "A survey on interactive games over mobile networks," 10 Feburary 2012. [Online]. Available: http://onlinelibrary.wiley.com.proxy.lib.sfu.ca/doi/10.1002/wcm.2197/full. [Accessed 8 Feburary 2018].
    [2] K. Taras Maksymyuk, "Game theoretical framework for multi-operator spectrum sharing in 5G heterogeneous networks," 13 October 2017. [Online]. Available: http://ieeexplore.ieee.org.proxy.lib.sfu.ca/document/8246452/. [Accessed 8 Feburary 2018].
    [3] C. Ziqiao Lin, "A Smart Map Sharing and Preloading Scheme for Mobile Cloud Gaming in D2D Networks," 15 June 2017. [Online]. Available: http://ieeexplore.ieee.org.proxy.lib.sfu.ca/document/7946981/. [Accessed 8 Feburary 2018].
    [4] V. Thrimurthulu, "Device-to-device communications in long term evaluation-advanced network," 11 Janurary 2018. [Online]. Available: http://ieeexplore.ieee.org.proxy.lib.sfu.ca/document/8250577/. [Accessed 8 Feburary 2018].
    [5] M. Hosseini, " A Survey of Bandwidth and Latency Enhancement Approaches for Mobile Cloud Game Multicasting," 2 July 2017. [Online]. Available: https://sfu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_arxiv1707.00238&context=PC&vid=SFUL&lang=en_US&search_scope=default_scope&adaptor=primo_central_multiple_fe&tab=default_tab&query=any,contains,gaming%20latency&sortby=rank&facet. [Accessed 8 Feburary 2018].
    [6] H. Cong Ly, " IRS: A Detour Routing System to Improve Quality of Online Games," 14 Feburary 2011. [Online]. Available: http://ieeexplore.ieee.org.proxy.lib.sfu.ca/document/5713259/?reload=true. [Accessed 8 Feburary 2018].
    [7] S. S. Dewan Tanvir Ahmed, " Improving online gaming experience using location awareness and interaction details," 13 January 2011. [Online]. Available: https://sfu-primo.hosted.exlibrisgroup.com/primo-explore/fulldisplay?docid=TN_springer_jour10.1007%2Fs11042-010-0703-z&context=PC&vid=SFUL&lang=en_US&search_scope=default_scope&adaptor=primo_central_multiple_fe&tab=default_tab&query=any,contains,gaming%20. [Accessed 8 Feburary 2018].
    [8] C. Xiaofei Wang, "Characterizing the gaming traffic of World of Warcraft: From game scenarios to network access technologies," 23 January 2012. [Online]. Available: http://ieeexplore.ieee.org.proxy.lib.sfu.ca/document/6135853/. [Accessed 8 Febuary 2018].


    Last modified: Fri Apr 6 21:52:25 PDT 2018.