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Abstract
Now-a-days mostly mobile devices using social network applications have a part in mobile software. Social network applications utilize the particular component called mobile presence service. It collects and maintains each and every user’s present status details. Some of the details like current status [online/offline], Global location and network address, and also updates the user’s online status friends with the details. If presence frequently gets updates, it may lead to a scalability problem in a large-scale mobile presence service because the more number of messages distributed by presence servers. To notify the problem and enables mobile presence services to support large-scale social network applications, we proposed efficient and scalable server architecture, called Presence Cloud. When mobile device using people connect to network, Presence Cloud searches for the presence of his/her friends and notifies them of his/her status. For efficient and good presence searching, Presence Cloud arranges presence servers into a neat architecture, called quorum-based server-to-server architecture. To achieve small constant search latency, It also uses a directed search algorithm and a one-hop caching strategy. The total number of messages generated by the presence server when a user arrives is called the search cost; the time it takes to search for the arriving user’s friend list is called the satisfaction level.
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How to Cite
Chandu, T. P., & Vishnuvardhan, A. (2014). Proactive Management and Monitoring of Mobile Devices in Social Networking Applications. International Journal of Emerging Trends in Science and Technology, 1(07). Retrieved from http://igmpublication.org/ijetst.in/index.php/ijetst/article/view/338
References
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2. Extensible messaging and presence protocol it working grouphttp://www.ietf.org/html.charters/xmpp-charter.html.
3. Facebook, http://www.facebook.com.
4. Twitter, http://twitter.com.
5. Jabber, http://www.jabber.org/.
6. Peer-to-peer session initiation protocol working group,http://www.ietf.org/html.charters/p2psip-charter.html.
7. K. Singh and H. Schulzrinne,â€Peer-to-peer internet telephony using sip,†Proc. of ACM NOSSDVA, 2005.
8. S. A. Baset, G. Gupta, and H. Schulzrinne,â€Openvoip: An open peer-to-peer voip and IM system,†Proc. of ACM SIGCOMM, 2008.
9. J. Rosenberg, H. Schulzrinne, G. Camarillo, A. Johnston, J. Peterson, R. Sparks, M. Handley, and E. Schooler,â€Sip: Session initiation protocol,†RFC 3261, 2002.
10. Open Mobile Alliance, OMA instant messaging and presence service, 2005.
11. Buddycloud, http://buddycloud.com.
12. Mobile instant messaging, http://en.wikipedia.org/wiki/Mobile instant messaging.
13. M.A. Maddah-Ali and U. Niesen, “Fundamental limits of caching,†arXiv preprint ArXiv: 1209.5807, 2012.
14. Extensible Messaging and Presence Protocol IETF Working Group, “http://www.ietf/html.charters/xmppcharter.Service,â€2005.
15. Michael T. Goodrich and Roberto Tamassia, Algorithm Design, 2002, John Wiley and Sons, Inc.
16. B. Awerbuch, A. Baratz, and D. Peleg, "Cost-sensitive analysis of communication Protocols", Proc. ACM PODC, pp.177 -187 1990 .
17. M. Law and W. D. Kelton, Simulation modelling and analysis, third ed. New York: McGraw-Hill, 2000.
18. Schmeiser, "Simulation output analysis: A tutorial based on one research thread," presented at the 2004 Winter Simulation Conference, December 5-8, 2004, pp. 162-170.