17,947 research outputs found

    A framework for proving the self-organization of dynamic systems

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    This paper aims at providing a rigorous definition of self- organization, one of the most desired properties for dynamic systems (e.g., peer-to-peer systems, sensor networks, cooperative robotics, or ad-hoc networks). We characterize different classes of self-organization through liveness and safety properties that both capture information re- garding the system entropy. We illustrate these classes through study cases. The first ones are two representative P2P overlays (CAN and Pas- try) and the others are specific implementations of \Omega (the leader oracle) and one-shot query abstractions for dynamic settings. Our study aims at understanding the limits and respective power of existing self-organized protocols and lays the basis of designing robust algorithm for dynamic systems

    Mobile Computing in Digital Ecosystems: Design Issues and Challenges

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    In this paper we argue that the set of wireless, mobile devices (e.g., portable telephones, tablet PCs, GPS navigators, media players) commonly used by human users enables the construction of what we term a digital ecosystem, i.e., an ecosystem constructed out of so-called digital organisms (see below), that can foster the development of novel distributed services. In this context, a human user equipped with his/her own mobile devices, can be though of as a digital organism (DO), a subsystem characterized by a set of peculiar features and resources it can offer to the rest of the ecosystem for use from its peer DOs. The internal organization of the DO must address issues of management of its own resources, including power consumption. Inside the DO and among DOs, peer-to-peer interaction mechanisms can be conveniently deployed to favor resource sharing and data dissemination. Throughout this paper, we show that most of the solutions and technologies needed to construct a digital ecosystem are already available. What is still missing is a framework (i.e., mechanisms, protocols, services) that can support effectively the integration and cooperation of these technologies. In addition, in the following we show that that framework can be implemented as a middleware subsystem that enables novel and ubiquitous forms of computation and communication. Finally, in order to illustrate the effectiveness of our approach, we introduce some experimental results we have obtained from preliminary implementations of (parts of) that subsystem.Comment: Proceedings of the 7th International wireless Communications and Mobile Computing conference (IWCMC-2011), Emergency Management: Communication and Computing Platforms Worksho

    GRIDKIT: Pluggable overlay networks for Grid computing

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    A `second generation' approach to the provision of Grid middleware is now emerging which is built on service-oriented architecture and web services standards and technologies. However, advanced Grid applications have significant demands that are not addressed by present-day web services platforms. As one prime example, current platforms do not support the rich diversity of communication `interaction types' that are demanded by advanced applications (e.g. publish-subscribe, media streaming, peer-to-peer interaction). In the paper we describe the Gridkit middleware which augments the basic service-oriented architecture to address this particular deficiency. We particularly focus on the communications infrastructure support required to support multiple interaction types in a unified, principled and extensible manner-which we present in terms of the novel concept of pluggable overlay networks

    GCP: Gossip-based Code Propagation for Large-scale Mobile Wireless Sensor Networks

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    Wireless sensor networks (WSN) have recently received an increasing interest. They are now expected to be deployed for long periods of time, thus requiring software updates. Updating the software code automatically on a huge number of sensors is a tremendous task, as ''by hand'' updates can obviously not be considered, especially when all participating sensors are embedded on mobile entities. In this paper, we investigate an approach to automatically update software in mobile sensor-based application when no localization mechanism is available. We leverage the peer-to-peer cooperation paradigm to achieve a good trade-off between reliability and scalability of code propagation. More specifically, we present the design and evaluation of GCP ({\emph Gossip-based Code Propagation}), a distributed software update algorithm for mobile wireless sensor networks. GCP relies on two different mechanisms (piggy-backing and forwarding control) to improve significantly the load balance without sacrificing on the propagation speed. We compare GCP against traditional dissemination approaches. Simulation results based on both synthetic and realistic workloads show that GCP achieves a good convergence speed while balancing the load evenly between sensors

    Mobile Online Gaming via Resource Sharing

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    Mobile gaming presents a number of main issues which remain open. These are concerned mainly with connectivity, computational capacities, memory and battery constraints. In this paper, we discuss the design of a fully distributed approach for the support of mobile Multiplayer Online Games (MOGs). In mobile environments, several features might be exploited to enable resource sharing among multiple devices / game consoles owned by different mobile users. We show the advantages of trading computing / networking facilities among mobile players. This operation mode opens a wide number of interesting sharing scenarios, thus promoting the deployment of novel mobile online games. In particular, once mobile nodes make their resource available for the community, it becomes possible to distribute the software modules that compose the game engine. This allows to distribute the workload for the game advancement management. We claim that resource sharing is in unison with the idea of ludic activity that is behind MOGs. Hence, such schemes can be profitably employed in these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012. Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-

    Domino: exploring mobile collaborative software adaptation

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    Social Proximity Applications (SPAs) are a promising new area for ubicomp software that exploits the everyday changes in the proximity of mobile users. While a number of applications facilitate simple file sharing between co–present users, this paper explores opportunities for recommending and sharing software between users. We describe an architecture that allows the recommendation of new system components from systems with similar histories of use. Software components and usage histories are exchanged between mobile users who are in proximity with each other. We apply this architecture in a mobile strategy game in which players adapt and upgrade their game using components from other players, progressing through the game through sharing tools and history. More broadly, we discuss the general application of this technique as well as the security and privacy challenges to such an approach

    Deploying rural community wireless mesh networks

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    Inadequate Internet access is widening the digital divide between town and countryside, degrading both social communication and business advancements in rural areas. Wireless mesh networking can provide an excellent framework for delivering broadband services to such areas. With this in mind, Lancaster University deployed a WMN in the rural village of Wray over a three-year period, providing the community with Internet service that exceeds many urban offerings. The project gave researchers a real-world testbed for exploring the technical and social issues entailed in deploying WMNs in the heart of a small community
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