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created_at: '2015-09-08T21:02:55.000Z'
title: 'Peep, the Network Auralizer: Monitoring Your Network with Sound (2000)'
url: https://www.usenix.org/legacy/publications/library/proceedings/lisa2000/full_papers/gilfix/gilfix_html/index.html?_
author: panic
points: 44
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created_at_i: 1441746175
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objectID: '10188193'
year: 2000
---
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# Peep (The Network Auralizer): Monitoring Your Network With Sound
*Michael Gilfix & Prof. Alva Couch* - Tufts University
# Abstract
Activities in complex networks are often both too important to ignore
and too tedious to watch. We created a network monitoring system, Peep,
that replaces visual monitoring with a sonic \`ecology' of natural
sounds, where each kind of sound represents a specific kind of network
event. This system combines network state information from multiple data
sources, by mixing audio signals into a single audio stream in real
time. Using Peep, one can easily detect common network problems such as
high load, excessive traffic, and email spam, by comparing sounds being
played with those of a normally functioning network. This allows the
system administrator to concentrate on more important things while
monitoring the network via peripheral hearing.
This work was supported in part by a USENIX student software project
grant.
# Introduction
Are your systems and network functioning correctly? Can you be sure at
this moment? Every administrator has some need to be able to answer
these or similar questions on an ongoing basis.
Current approaches to live monitoring of network behavior (such as
Swatch \[10\], mon \[4\], and their many relatives) can send email or
page responsible people when things seem to go wrong. These tools are
both visual and intrusive; operators must either be interrupted by
alerts or periodically suspend other work to check on network status.
Furthermore, these approaches are highly *problem-centered* and provide
mainly *negative reinforcement*; the monitor notifies an operator only
when problems occur. It does not, as a rule, regularly inform one when
things are going well.
We created a tool Peep that represents the operational state of a system
or network with a *sonic environment*. The flavor, texture, and
frequency of sounds played are used to represent both proper and
improper network performances, while the \`feel' of the sounds provides
the listener with an approximation of network state. This environment
plays in the background while the operator continues other tasks.
Without looking anywhere and without interrupting other pressing
activities, the operator can hear *peripherally* whether action is
required.
# Auralization
The idea of auralizing network behavior by playing network sounds is not
new. Joan Francioni and Mark Brown \[3, 5\] represented parallel
computer performance using a synthesizer driven by a MIDI interface. The
strength of this approach, however, was also its main limitation. For
music to remain pleasant, one must limit one's representations to a
limited number of relatively pleasing harmonic combinations. This
greatly limits what one can represent with this technique. *Earcons*
\[2\] are the sonic equivalent of icons; sounds that are naturally
associated with particular events. For example, most people associate a
car horn with impatience or alert and a doorbell with someone entering a
house.
Both of these approaches define the meanings of specific sounds or
particular combinations in isolation. Combining sounds is difficult
unless they are consonant either musically or environmentally, that is,
that the sounds naturally occur together and \`sound right' in
combination. Natural sounds have an advantage over music; they sound
normal and pleasing in almost any combination similar to that of nature.
For example, birds and frogs in wetlands can sing with virtually no
coordination, and the result is still pleasing.
# The Psychology of Audio Notification
What makes Peep possible is that events in networks have easily
recognized natural sound counterparts. Moreover, numerous natural sounds
can be played in combination while the result stays pleasing to the ear.
If each sound represents some part of network function, and all are
played together, the result is a *sonic ecology* in which the current
state of the network can be determined moment by moment.
Peep exploits human instinct: our ability to notice a deviation from the
norm with little effort, to determine what sounds right, and to discern
singular important sounds from a collection of many sounds. We do these
tasks with little or no conscious effort. Since computer interfaces
mainly require the visual senses (and some motor skills), the audio
senses are left available to perform this unconscious processing.
Furthermore, Peep takes advantage of our ability to do abstract
processing. Instead of attempting the difficult and sensitive problem of
determining when a network crisis has occurred or is about to occur,
Peep provides contextual, continuous sound information and leaves
interpretation to the listener. Decisions are based not only on the
quantitative measure of things, but the relative amount and absence of
things. A musician friend has often expressed to me his philosophy:
\`\`Anybody can play drums, but the great drummer concentrates as much
on the feel of the notes as on the space, or absence of sound, between
them.'' Similarly, information that is lacking from Peep's sound
ambiance is just as important as the amount of information conferred and
the relative magnitude is left to the judgement of the listener.
# Representational Techniques
Sound representation in Peep is divided into three basic categories:
*Events* in networks are things that occur once, naturally represented
by a single peep or chirp. Network *states* represent ongoing events by
changing the type, volume, or stereo position of an ongoing background
sound while *heartbeats* represent the existence or frequency of
occurrence of an ongoing network state by playing a sound at varying
intervals, such as by changing the frequency of cricket chirps.
Peep represents discrete events by playing a single natural sound every
time the event occurs, such as a bird chirp or a woodpecker's peck. The
sounds we chose are short and staccato in nature and easily
distinguishable by the listener. Additionally, we noted that certain
events tend to occur together and found it convenient to assign them
complementary sounds. While monitoring incoming and outgoing email on
our network, we noticed that the two events were often grouped together,
since both types of email were usually transferred in a single session
between mail servers. To better represent this coupling between incoming
and outgoing email events and make the representation sound more
natural, we used the sounds of two conversing birds. Thus, a flood of
incoming and outgoing email sounds like a sequence of call and response,
making the sound \`imagery' both more faithful to our network's
behavior, as well as more pleasing to the ear.
State sounds correspond to measurements or weights describing the
magnitude of something, such as the load average or the number of users
on a given machine. Unlike events, which are only played when Peep is
notified of them, Peep plays state information constantly and need only
be signaled when state sounds should change. Peep represents a state
with a continuous stream of background sounds, like a waterfall or wind.
Each state is internally identified as a single number measurement,
scaled to vary from extremely quiet to loud and obnoxious. Background
sounds should be soothing while the network is functioning normally.
However, when the administrator is annoyed, he will know that action is
required.
Heartbeats are sounds that occur at constant intervals, analogous to
crickets chirping at night. A common folk tale is that one can tell the
temperature from the frequency of cricket chirps; likewise we can
represent network load as a similar function. Intermittent chirps might
mean low load, while a chorus might mean high load. Heartbeats can also
report results of an intermittent check (or ping) to see if a given
machine, device, or server is functioning properly.
Humans are very apt at recognizing when continual background sounds
change, making problem detection swift and simple. If your email server
dies, chances are that you will not receive any email warning of the
problem. But the crickets will have stopped chirping. The heartbeats
provide an effective method for monitoring the functionality of your
network and being alerted of a problem when all else fails, through the
absence of sound. Likewise, the administrator need not fear about
monitoring his Peep server; if it dies, he will be immersed in sudden
silence\!
Sound representation depends very much on personal taste. Peep aims to
provide users with a choice of themes such as *wetlands* (the current
theme available) or *jungle*. Within a theme, sounds are classified
according to the network events they most appropriately express.
Although the two chorusing birds were used to represent incoming and
outgoing mail in the previous example, the two bird sounds could have
been used for any type of coupled event behavior. These classifications
help the user make decisions on what sounds to use from his collection
of favorites.
We also recognize that distinguishing sounds can be difficult if, for
example, several similar bird sounds are used in a single theme. As the
theme repository provided with Peep expands, we hope it will address a
wide range of network situations and personal tastes.
# Scalability and Flexibility
The Peep architecture was designed to be versatile and scalable. The
architecture is based upon a producer/consumer relationship between
distributed monitoring processes that watch the network and servers that
actually play sounds. Producers alert consumers to events and state
changes via short UDP messages, as shown in Figure 1.
This architecture allows the receipt of status reports from any number
of devices or nodes. Producers (the monitors in Figure 1) monitor
network behavior and report events and states while consumers take their
input from the producers and play the appropriate sounds. Producers can
be pointed at several sound generators simultaneously, e.g., a lab full
of Linux workstations, for a truly immersive experience\!
![](fig1a.gif)
**Figure 1**: The Peep architecture.
Producers are executed as daemons on machines with access to information
sources. This eliminates the need to send copious amounts of sensitive
log or machine information across the network to a centralized
monitoring server. The packets sent to the consumer contain only sound
representation information and would be of little use to a snooper
without access to the Peep configuration file.
The Peep system was designed to take advantage of existing system
administration tools. Server and client configuration information is
stored in the same configuration file. This allows centralized control
of Peep via simple file distribution via NFS or other widely accepted
mechanisms such as CFEngine \[6, 7, 8\] and rdist \[9\].
Clients provided with the Peep distribution are \`lightweight' Perl
scripts. Each client functions strictly within one problem domain: it
addresses its original intended purpose and no more. This keeps client
code simple, easy to debug, and easy to customize.
We also wanted clients to run in the background and utilize as little
resources as possible. Our log probing client, ***LogParser***, watches
log files and uses regular expressions to determine when particular
events have occurred. Because of the way regular expressions are mapped
in memory, scanning a single log for many different text patterns can
become memory intensive. Instead, we designed ***LogParser*** to
distribute monitoring overhead. Multiple instances of ***LogParser***
can run on separate feeds around the network, each instance searching
for only a few textual patterns in the local system logs. This allows
the system administrator to take advantage of the distributed computing
power of his network, rather than waste what is often an abundance of
idle resources in the hands of naive users. Peep aims to provide
administrators with several means of implementing monitoring.
Administrators still have the option of directing all log entries to a
single machine should they so desire, at the cost of increased network
bandwidth. Furthermore, the distributed method can be combined with the
single-machine method with no effort on the administrator's part.
Expanding the capabilities of Peep to fit your own needs is simple. Perl
libraries handle all the low-level details, so writing scripts for
event, state, and heartbeat-driven feeds can be quick and painless.
***LogParser*** can also be easily configured to scan a log for new
events via additional regular expressions.
# The Peep Protocol
Peep was designed to allow centralized management of its distributed
architecture. The Peep protocol uses auto-discovery to dynamically bind
clients and servers together upon startup. Peep configuration also uses
a class mechanism to define groups of clients that should all report
data to the same servers.
Peep was originally designed to use TCP for communication between
clients and servers but communication over UDP proved much more
efficient and effective. The main strength of TCP is its reliability.
However, this reliability comes at the cost of greater bandwidth usage.
Extra packets must be sent to ensure that transmissions were received
correctly and in the proper order. Peep does not require packets to be
ordered in any way - nor for packet transmissions to be reliable - since
the representation of the state of the network is an approximation
rather than a precise depiction. In any case, the human ear has no way
of distinguishing the exact order of events when events rapidly arrive
at the Peep server; indeed, the resulting sounds seem simultaneous.
The statelessness of UDP provided another benefit: clients and servers
can be stopped and restarted without affecting one another. We wanted
users to be able to write their own clients with minimal hassle.
Avoiding connection management keeps clients simple and allows one to
readily write Peep clients without making use of the included Perl
libraries.
One drawback to using UDP is that clients have difficulty determining
when servers crash. If this problem is not addressed, a client will
continue to provide data to a non-existent server forever. Peep deals
with this problem by combining a leasing mechanism with auto-discovery.
This combination provides safe, dynamic, real-time bindings between
clients and servers.
![](fig2a.gif)
**Figure 2**: A server initialization.
![](fig3a.gif)
**Figure 3**: A client initialization.
Peep's auto-discovery mechanism uses a domain-class concept to maintain
bindings between clients and their respective servers. When a server
initializes, it broadcasts its existence to the subnets associated with
its classes and announces the classes of which it is a part. The clients
that are members of those classes register themselves with the server
and begin sending it packets. Conversely, should a client start up and
broadcast its existence, the servers associated with its class will tell
it to begin sending. A broadcast only occurs once during the
initialization of each client or server, after which a list of hosts is
maintained on both sides and communications are direct. Both clients and
servers can belong to multiple classes at the same time and clients can
communicate with many servers concurrently.
Leasing is used to ensure that clients do not waste network bandwidth
and system resources sending packets to servers that are no longer
listening. The server sends a lease time to the client during
auto-discovery. Just before the lease expires, the server tells the
client to renew the lease. The client responds by telling the server
that it is still alive and still needs to know about lease information.
If the client has not heard from a server after the lease time has
expired, it will no longer send packets to that server. Similarly, if a
server does not receive lease acknowledgement from a client, it will no
longer attempt to renew its lease with that client.
The auto-discovery and lease mechanisms greatly ease the burden on the
system administrator. The system administrator can then use a file
distribution mechanism, like CFEngine, to add client and server daemons
to a machine's background processes. Clients will sleep until a server
becomes available, and will send packets only while that server stays
available.
Alternatively, system administrators may decide to dedicate a machine to
run Peep software and want all clients to execute on a single machine.
In this situation, broadcasting becomes totally unnecessary and
inefficient. Instead, the user can disable the auto-discovery mechanism.
Clients will then become dumb clients, continually processing and
sending event information to a server throughout the course of their
lifetimes. Peep also provides the user the choice of mixing and
matching, applying distributed and centralized configurations where they
make sense.
In terms of robustness, the Peep protocol has version identification,
room for future expansion, and type identification. Upgrades should
allow older clients to work with newer servers and vice versa.
Communications are done using one-byte quantities to represent
attributes, and strings for anything more complex. This allows us to
avoid any external data representation issues, making the protocol more
portable.
Details of this protocol are hidden inside a Perl client interface
library provided with Peep. The Peep library demands little expertise.
To create a client with all of the library's benefits, programmers need
only initialize the library with their application name and tell the
library what information to send. Initializing the library parses the
Peep master configuration file, so programmers need not do it
themselves. This allows client design to be as simple or as complicated
as the user desires. We hope that the simplicity of writing clients with
the Perl library will encourage users to write their own client
applications and share their code with others.
# Configuring the Peep System
How one configures Peep is very much dependent on whether you choose to
use single or multiple nodes. The generalized Peep installation is a
four-step process: downloading the source and a sound package, compiling
the server, editing the configuration file, and deploying clients.
The Peep server package uses the gnu autoconf package to make
configuration and compilation easy. Support for tcp\_wrappers \[11\] can
be added as an option. Peep comes with two generic sound modules. One
handles generic /dev/audio support while the other takes advantage of
ALSA \[1\] on Linux systems. The ***configure*** package will default to
ALSA drivers over generic support, if present. Special support for the
Sun audio jack is also provided.
After compilation, the next step is to tell Peep which sounds to
associate with which events, the classes to which your clients and
servers belong, and your client configurations. A simple Peep
configuration file is shown in Figure 4.
class myclass
broadcast 130.64.23.255:2000
server swami:2001
end myclass
client LogParser
class myclass
port 2000
config
#Name|OptLetter|Location|Priority|RegX
out-mail 0 1 "sendmail.*:.*from"
inc-mail I 255 0 "sendmail.*:.*to"
end config
end client LogParser
events
#Event Type|Path|# sounds to load
out-mail /path/sounds/peep1a.* 1
inc-mail /path/sounds/peep2a.* 1
end events
states
#Event Type|Path|# sounds| Fade time
loadavg /path/sounds/water.* 5 0.3
end states
**Figure 4**: An example peep.conf.
Class definitions consist of two lines: one specifying broadcast zones
and another specifying which servers are part of that class. Several
broadcast zones and servers can be specified. Clients and servers can be
part of several classes and will broadcast all the classes to which they
belong during initialization. Putting multiple servers in a class (or
making a client a member of multiple classes) is an easy way to have a
single client dump data to multiple servers.
The \`events' and \`states' sections tell Peep servers to associate a
name with a group of sounds. Filename descriptions in the Peep
configuration file have a trailing asterisk extension followed by the
number of sounds to load. Peep expands each asterisk into a two-digit
number and loads, in ascending order, the number of sounds specified.
All of the sound files loaded for a single entry then correspond to a
single event. Every time that event occurs, the server will randomly
play one of the associated sounds. This randomness makes the sound
ambiance more natural. Heartbeats are created from streams of normal
events from a client at suitable intervals. For state sounds, the server
randomly strings together sound segments to create a non-repeating,
random-sounding background ambiance. To keep transitions between sound
segments sounding natural, the user can specify a linear fade time
between segments.
The final step is to configure and deploy some of the clients provided
with Peep. Two of those are discussed here: ***Peck*** and
***LogParser***.
#### `Peck`
***Peck*** is a command-line utility provided with Peep. It allows the
user to tell a server to play (and how to play) a given sound.
***Peck*** is an example of a dumb client and bypasses the
auto-discovery and leasing mechanisms. Event and state attributes are
specified on the command-line and delivered directly to the server. Some
command-line options apply to event sounds and others to background
sounds, but the user need only remember a small number of options to get
the Peep server to play some interesting things. ***Peck*** can be
called with appropriate arguments from a shell script if a user does not
wish to use a client library. Ideally, one should only utilize
***Peck*** to talk to servers on the same physical machine, or to report
very infrequent events since ***Peck***'s inability to use
auto-discovery and leasing capabilities means that calling applications
will have no knowledge of the state of the receiving server. ***Peck***
is handy for a variety of simple tasks, including debugging
installations, testing how things sound together, experimenting with
Peep's capabilities, and interfacing Peep with other monitoring systems
(such as an existing Swatch or mon installation).
#### `LogParser`
A simple log analyzer, similar to Swatch, is also provided with Peep.
***LogParser*** takes advantage of Peep's auto-discovery and leasing
mechanisms. It is also an efficient distributed tool. ***LogParser***
reads its entire configuration but only searches for and remembers
textual patterns specified on the command-line. It was designed to have
multiple instances run on several different machines, each scanning for
different sets of textual patterns on each client machine.
***LogParser*** is flexible, easy to configure, and provides a simple
way to access Peep's capabilities for representing events and states. It
analyzes log messages as they are added to the log file and scans them
for regular expressions. ***LogParser*** uses simple configuration
syntax to generate command-line options and determine which sounds to
associate with which particular events. Several options follow:
- The **priority of the event ensures that no matter how many network
events hit the Peep server, the most important ones will be played
first and foremost.**
- The **stereo location of the event, aside from pleasing the true
audiophile, helps the user distinguish and even locate an event.
Sonic locations can even be assigned to correspond to the actual
locations of machines on the network. Future versions of Peep might
include a visual sound location map to exploit this.**
- A **regular expression that tells ***LogParser*** how to find the
event in a log file. Users with experience with Awk/Perl pattern
matching will appreciate this feature while others may find writing
these difficult. We feel this is the easiest way to extend the
capabilities of Peep without doing any sort of programming.**
Directives in the ***LogParser*** configuration can be enabled or
disabled via command-line options. Each line of the ***LogParser***
configuration corresponds to a user-specified single-letter option. In
Figure 4, incoming and outgoing mail are mapped to command-line options
\`\`I'' and \`\`O'', respectively. Thus, an invocation of
***LogParser*** searching for incoming mail might look as follows:
LogParser -events=I
-logfile=/var/log/messages
Should the user forget the options, a help option will conveniently
generate a list of user-configured options.
A single instance of ***LogParser*** can scan numerous logs
simultaneously. It can send event streams to multiple servers
automatically via the auto-discovery and domain-class mechanisms. These
features provide the user with a myriad of options for structuring the
architecture of Peep within a network.
# Peep Performance under Pressure
To deal with copious amounts of incoming network data, Peep has a
queuing and windowing system that handles large numbers of simultaneous
events. This ensures that events are played in the order of receipt and
in accordance with their particular priority. Peep will also discard
events from its queue if too much time elapses between receipt and
playtime, in order to keep events relevant.
Peep plays sounds by mixing sources in software. Since having large
numbers of simultaneous voices can become computationally expensive, the
user can tweak Peep's performance by changing the number of voices used
when mixing sound. Less mixing voices tend to mean that the Peep's
queuing and windowing system gets more usage, but the two always strike
a balance to keep events accurately positioned in terms of time of
occurrence.
It is difficult to send events to a Peep server fast enough to fill a
queue on a Pentium II 400 and during testing, this required the use of
an infinite loop. If the Peep server does manage to become overloaded,
it only falls behind time-wise, adding a delay between the real-time
event and the playing of its counterpart. Peep will preserve the general
order and users will still be able to diagnose problems based upon the
relative frequency of events. The delay experienced only applies to
events and heartbeats; state changes occur instantaneously. In a worst
case scenario, should the queue manage to fill up while new events are
still arriving, Peep will begin discarding the oldest events from the
queue, attempting to give the best approximation of network activity.
# A Brief Overview of Implementation
The inner-workings of a Peep server are based upon the interactions
between three execution threads as shown in Figure 5: the listener, the
engine, and the mixer. The listener handles all communications with the
client, discovering clients via auto-discovery and keeping track of
client leases. Upon receipt of event or state data, the listener thread
places the information into a queue to be processed by the engine. The
engine works closely in conjunction with the mixer to keep track of the
priority of incoming and currently playing sounds. The engine also tries
to find the best available mixing channel on which to play the incoming
events and informs the mixer of the necessary parameters to properly
represent the information. Should a suitable mixing channel not be
found, the engine will place the events into a priority queue, ensuring
that the mixer will play the most important events as soon as mixing
channels free up. The mixer performs the processing necessary to produce
Peep's output. This process involves scaling each sound's volume, as
well as fading between state sounds. The mixer must also check the
engine's event queue and ensure that queued, older events have priority
as soon as mixing channels free up.
# Critique
From our perspective, the design of Peep is very robust and portable. We
decided, however, that support for generic audio hardware was more
important than efficiency of memory and processor usage on the server
side. Peep utilizes Linux ALSA and OSS drivers, as well as the Solaris
/dev/audio interface, to avoid device incompatibilities. This is done at
the expense of ignoring commonly available device-dependent
hardware-based mixing in favor of mixing in software. Software mixing
did afford us one advantage that hardware cannot guarantee: users will
always get the benefit of sound processing incorporated into Peep
regardless of the hardware. Future plans do include support for
hardware-based mixing on a selected number of audio cards.
An invisible limitation of Peep is that creating accurate natural venues
of consonant sounds is both an art and very labor-intensive. Due to
copyright limitations on existing natural sound collections, Prof. Couch
has spent many hours with a Telinga parabolic nature microphone and Sony
DAT or digital minidisc recorder in search of the perfect bird. Sounds
we collected required significant post-processing, including high and
low-pass filtering and noise reduction, before they were free of enough
normal background noises to serve as event sounds. Collecting state
sounds proved even more difficult, with the sound of wind being the most
difficult. The challenge was to collect \`desirable noise' without
impurities such as car horns and airplane engines.
In spite of the excellent guidance on the recording of natural sounds
that we obtained from the Cornell Ornithology website \[13\], the Stokes
Field Guide to Bird Songs \[14, 15\], and the British Library National
Sound Archive \[12\] we are not ornithologists and apologize in advance
for any gross mislabeling of sounds included with Peep\! Nonetheless, we
have made significant progress in providing a Wetlands venue, and are
planning others in the future.
![](fig5a.gif)
**Figure 5**: The Peep server's internal structure.
Configuring a Peep theme pleasingly can be non-trivial, especially when
choosing which sounds should be associated with which events. The
process of choosing sounds can often be a very lengthy. Since sounds
chosen vary according to personal taste and the situation they are
attempting to describe, we hope to provide several different preset
configurations for our users after the tool has had more exposure.
Peep is relatively young and prior to this publication has received very
little public usage. We hope we have anticipated and met the needs of a
wide range of network implementations. However, only public usage and
time will tell.
# Future Work
We want to see several other capabilities added to Peep servers to
better represent network events. One idea is \`log dithering'. Due to
block buffering, many log files are updated in erratic bursts so that
several events are written to the log file and reported by
***LogParser*** as simultaneous. A dither time would space out how the
events are played so they have a truer representation.
We also want to represent state sounds in a way that better models the
way the human ear works. Since the ear hears amplitudes on an
exponential scale (in dB), we want to scale state measurements
exponentially so that they better approximate what the human ear
considers truly loud. This still may not satisfy our vision of having a
storm break loose when a machine is overloaded.
We may also allow sounds to change in nature with volume. A small stream
might become a river rapid when a state measurement, such as load
average, increases. State sounds might be represented by three or four
different collections of sounds to achieve a \`thunderous' effect. A
final item on the server wish-list is pitch bending: the ability to play
sounds at different frequencies. Using this capability we could generate
birdcalls at different pitches and then combine them together to create
the effect of a chorus of distinct birds from a single sample.
We would also like to add a GUI to ease the process of configuring
sounds for Peep. Since we plan on having several different sound
classifications, a sound browser would be a welcome addition. The
interface would let the user play several sounds simultaneously so they
could get a feel for how things would sound in various situations. This
will most likely be the next major addition to the Peep software
package.
Lastly, we hope a few brave users will contribute homegrown scripts and
configurations to the project so that we can establish an archive and
ease the process of making a new installation.
# Conclusions
This work began two years ago by trying to define what constitutes
\`normal' behavior of a network and how to take action to rectify
\`abnormal' behavior. This proved infeasible because normalcy depends as
much upon policy decisions as upon many pre-existing conditions. These
conditions exhibit complexities and intricacies that are difficult to
depict via traditional methods.
Our sound ecology depicts normalcy in a new way. Things are normal when
Peep \`\`sounds like it did yesterday,'' regardless of the intricacy of
the depiction. Our innate human abilities to detect these differences
are more acute than one may realize. When things sound different, we may
not know why, but we can tell that *something* has changed.
Traditional tools look for specific problems while Peep only tells the
listener about potential problems. In that respect, Peep will outlast
traditional problem-detection tools because it portrays the general
problem and no more. And unlike other tools, Peep is non-intrusive. One
doesn't need to pay much attention to Peep in order to benefit. We don't
want you to. We just want you to sit back, and listen.
# Availability
The current revision of Peep is 0.3.0alpha and is is currently freely
available from <http://www.eecs.tufts.edu/peep/>. A demo of Peep's
capabilities will also be provided on the website in .wav format so
users can know what they're getting into before they install it.
# Acknowledgements
Thanks to USENIX for funding this project and making it possible.
Additional thanks goes to Andy Davidoff for contributing many great
design ideas throughout the course of Peep's development and for being
one of the first to embrace Peep software.
# Biography
Michael Gilfix was born in Winnipeg, Canada and presently resides in
Montreal, Canada where he attended high school at Lower Canada College.
He is currently a junior at Tufts University, where he is completing his
undergraduate degree in electrical engineering and his masters in
computer science. His interests include guitars, music, and computers in
all ways, shapes, and forms. While completing his degrees, he is
currently practicing the art of system administration in Tufts'
Electrical Engineering and Computer Science department. He will be
graduating in 2003. He can be reached via electronic mail as
<mgilfix@eecs.tufts.edu>. Reach him telephonically at +1 617-627-2804.
Alva L. Couch was born in Winston-Salem, North Carolina where he
attended the North Carolina School of the Arts as a high school major in
bassoon and contrabassoon performance. He received an S.B. in
Architecture from M.I.T. in 1978, after which he worked for four years
as a systems analyst and administrator at Harvard Medical School.
Returning to school, he received an M.S. in Mathematics from Tufts in
1987, and a Ph.D. in Mathematics from Tufts in 1988. He became a member
of the faculty of Tufts Department of Computer Science in the fall of
1988, and is currently an Associate Professor of Electrical Engineering
and Computer Science at Tufts. He can be reached by surface mail at the
Department of Electrical Engineering and Computer Science, 161 College
Avenue, Tufts University, Medford, MA 02155. He can be reached via
electronic mail as <couch@eecs.tufts.edu>. His work phone is +1
617-627-3674.
# References
\[1\] Advanced Linux Sound Architecture,
<http://www.alsa-project.org>.
\[2\] G. Kramer, Ed, *Auditory Display: Sonification, Audification, and
Auditory Interfaces*, Addison-Wesley, Inc. 1994.
\[3\] J. Francioni and J. A. Jackson, \`\`Breaking the Silence:
Auralization of Parallel Program Behavior,'' *Journal of Parallel and
Distributed Computing*, June 1993.
\[4\] J. Trocki, \`\`Mon, the Server Monitoring Daemon,''
<http://www.kernel.org/software/mon>.
\[5\] M. Brown, \`\`An Introduction to Zeus: Audiovisualization of Some
Elementary Sorting Algorithms,'' *CHI '92 proceedings*, Addison-Wesley,
Inc. 1992.
\[6\] M. Burgess, \`\`A Site Configuration Engine,'' *Computing
Systems*, 1995.
\[7\] M. Burgess, \`\`A Distributed Resource Administration Using
Cfengine,'' *Software: Practice and Experience*, 1997.
\[8\] M. Burgess, \`\`Computer Immunology,'' *Proceedings LISA XII*,
Usenix Assoc., 1998.
\[9\] M. Cooper, \`\`Overhauling Rdist for the '90's,'' *Proceedings
LISA VI*, Usenix Assoc., 1992.
\[10\] S. Hansen and T. Atkins, \`\`Centralized System Monitoring With
Swatch,'' *Proceedings LISA VII*, Usenix Assoc., 1993.
\[11\] W. Venema, \`\`TCP WRAPPER, network monitoring, access control,
and booby traps,'' *UNIX Security Symposium III*, September 1992.
\[12\] \`\`The British Library National Sound Archive,''
<http://www.bl.uk/collections/sound-archive>, The British Library,
2000.
\[13\] \`\`The Library of Natural Sounds,''
<http://birds.cornell.edu/lns/>, Cornell Lab of Ornithology, 2000.
\[14\] D. Stokes, L. Stokes, and L. Elliot, *Stokes Field Guide to Bird
Songs: Eastern Region* (three audio CD's), Warner Books, Inc., 1997.
\[15\] Peterson Field Guides, *Eastern/Central Bird Songs* (three audio
CD's), Houghton-Mifflin, Inc., 1999.