75,658 research outputs found
Estimating commitment in a digital market place environment
The future generation of mobile communication shall be a convergence of mobile telephony and information systems which promises to change people's lives by enabling them to access information when, where and how they want. It presents opportunities to offer multimedia applications and services that meet end-toend service requirements. The Digital Marketplace framework will enable users to have separate contracts for different services on a per call basis. In order for such a framework to function appropriately, there has to be some means for the network operator to know in advance if its network will be able to support the user requirements. This paper discusses the methods by which the network operator will be able to determine if the system will be able to support another user of a certain service class and therefore negotiate parameters like commitment, QoS and the associated cost for providing the service, thus making the Digital Marketplace wor
Exploring a Quality of Service (QoS) Mechanism to Enhance Multimedia Database Query Processing in Wireless Mobile Environments.
Among the challenges of multimedia computing and mobile computing, a mechanism for data retrieval in multimedia databases under wireless mobile environments seems to be the most difficult issue. The problem is that sizes of images in a multimedia DBMS queried by mobile clients through wireless networks are different and unpredictable. Current Quality of Service (QoS) framework has no answer for it because all the QoS principles are based on usersâ pre-requirements. However, the issue is that in multimedia applications, it is difficult to know the size of targeted retrieval object. There should be new mechanism of QoS to participate in query processing and provide an efficient theme around which mobile multimedia database applications can b practicably realized. In this thesis we focus on extending QoS management in wireless mobile environments to specify a range of acceptable QoS for multimedia query processing rather than trying either to guarantee specific values or to stop the querying. Through the investigation of current research approaches, we conclude that the statistical or empirical resource utilizations in query processing are the dominant methods to solve the problems. All proposals choose stopping query if the required QoS conditions can not meet the related statistical or empirical resources utilizations. To address QoS in mobile multimedia DBMS issues, we explore an approach to execute query processing based on real time QoS conditions all coming from client, network, and server. We propose a QoS-based matrix to support query processing of object-relational multimedia databases in the context of wireless mobile environments. The proposed QoS-based Querying Processing Precision Matrix (QQPPM) is based on (1) real-time QoS conditions in wireless networks; (2) multimedia databaseâs object properties; and (3) Mobile client-site data processing capability. We study related technologies as the foundations to support multimedia query processing in wireless mobile environments. Moreover, we conduct OPNET simulations, and the results indicate that our assumption is reasonable and practicable
Optimal Cross Slice Orchestration for 5G Mobile Services
5G mobile networks encompass the capabilities of hosting a variety of
services such as mobile social networks, multimedia delivery, healthcare,
transportation, and public safety. Therefore, the major challenge in designing
the 5G networks is how to support different types of users and applications
with different quality-of-service requirements under a single physical network
infrastructure. Recently, network slicing has been introduced as a promising
solution to address this challenge. Network slicing allows programmable network
instances which match the service requirements by using network virtualization
technologies. However, how to efficiently allocate resources across network
slices has not been well studied in the literature. Therefore, in this paper,
we first introduce a model for orchestrating network slices based on the
service requirements and available resources. Then, we propose a Markov
decision process framework to formulate and determine the optimal policy that
manages cross-slice admission control and resource allocation for the 5G
networks. Through simulation results, we show that the proposed framework and
solution are efficient not only in providing slice-as-a-service based on the
service requirements, but also in maximizing the provider's revenue.Comment: 6 pages, 6 figures, WCNC 2018 conferenc
Service oriented networking for multimedia applications in broadband wireless networks
Extensive efforts have been focused on deploying broadband wireless networks. Providing mobile users with high speed network connectivity will let them run various multimedia applications on their wireless devices. In order to successfully deploy and operate broadband wireless networks, it is crucial to design efficient methods for supporting various services and applications in broadband wireless networks. Moreover, the existing access-oriented networking solutions are not able to fully address all the issues of supporting various applications with different quality of service requirements. Thus, service-oriented networking has been recently proposed and has gained much attention.
This dissertation discusses the challenges and possible solutions for supporting multimedia applications in broadband wireless networks. The service requirements of different multimedia applications such as video streaming and Voice over IP (VoIP) are studied and some novel service-oriented networking solutions for supporting these applications in broadband wireless networks are proposed. The performance of these solutions is examined in WiMAX networks which are the promising technology for broadband wireless access in the near future. WiMAX networks are based on the IEEE 802.16 standards which have defined different Quality of Service (QoS) classes to support a broad range of applications with varying service requirements to mobile and stationary users.
The growth of multimedia traffic that requires special quality of service from the network will impose new constraints on network designers who should wisely allocate the limited resources to users based on their required quality of service. An efficient resource management and network design depends upon gaining accurate information about the traffic profile of user applications. In this dissertation, the access level traffic profile of VoIP applications are studied first, and then a realistic distribution model for VoIP traffic is proposed. Based on this model, an algorithm to allocate resources for VoIP applications in WiMAX networks is investigated. Later, the challenges and possible solutions for transmitting MPEG video streams in wireless networks are discussed. The MPEG traffic model adopted by the WiMAX Forum is introduced and different application-oriented solutions for enhancing the performance of wireless networks with respect to MPEG video streaming applications are explained. An analytical framework to verify the performance of the proposed solutions is discoursed, and it is shown that the proposed solutions will improve the efficiency of VoIP applications and the quality of streaming applications over wireless networks. Finally, conclusions are drawn and future works are discussed
Seamless Support of Low Latency Mobile Applications with NFV-Enabled Mobile Edge-Cloud
Emerging mobile multimedia applications, such as augmented reality, have stringent latency requirements and high computational cost. To address this, mobile edge-cloud (MEC) has been proposed as an approach to bring resources closer to users. Recently, in contrast to conventional fixed cloud locations, the advent of network function virtualization (NFV) has, with some added cost due to the necessary decentralization, enhanced MEC with new flexibility in placing MEC services to any nodes capable of virtualizing their resources. In this work, we address the question on how to optimally place resources among NFV- enabled nodes to support mobile multimedia applications with low latency requirement and when to adapt the current resource placements to address workload changes. We first show that the placement optimization problem is NP-hard and propose an online dynamic resource allocation scheme that consists of an adaptive greedy heuristic algorithm and a detection mechanism to identify the time when the system will no longer be able to satisfy the applicationsâ delay requirement. Our scheme takes into account the effect of current existing techniques (i.e., auto- scaling and load balancing). We design and implement a realistic NFV-enabled MEC simulated framework and show through ex- tensive simulations that our proposal always manages to allocate sufficient resources on time to guarantee continuous satisfaction of the application latency requirements under changing workload while incurring up to 40% less cost in comparison to existing overprovisioning approaches
Recommended from our members
Multimedia delivery in the future internet
The term âNetworked Mediaâ implies that all kinds of media including text, image, 3D graphics, audio
and video are produced, distributed, shared, managed and consumed on-line through various networks,
like the Internet, Fiber, WiFi, WiMAX, GPRS, 3G and so on, in a convergent manner [1]. This white
paper is the contribution of the Media Delivery Platform (MDP) cluster and aims to cover the Networked
challenges of the Networked Media in the transition to the Future of the Internet.
Internet has evolved and changed the way we work and live. End users of the Internet have been confronted
with a bewildering range of media, services and applications and of technological innovations concerning
media formats, wireless networks, terminal types and capabilities. And there is little evidence that the pace
of this innovation is slowing. Today, over one billion of users access the Internet on regular basis, more
than 100 million users have downloaded at least one (multi)media file and over 47 millions of them do so
regularly, searching in more than 160 Exabytes1 of content. In the near future these numbers are expected
to exponentially rise. It is expected that the Internet content will be increased by at least a factor of 6, rising
to more than 990 Exabytes before 2012, fuelled mainly by the users themselves. Moreover, it is envisaged
that in a near- to mid-term future, the Internet will provide the means to share and distribute (new)
multimedia content and services with superior quality and striking flexibility, in a trusted and personalized
way, improving citizensâ quality of life, working conditions, edutainment and safety.
In this evolving environment, new transport protocols, new multimedia encoding schemes, cross-layer inthe
network adaptation, machine-to-machine communication (including RFIDs), rich 3D content as well as
community networks and the use of peer-to-peer (P2P) overlays are expected to generate new models of
interaction and cooperation, and be able to support enhanced perceived quality-of-experience (PQoE) and
innovative applications âon the moveâ, like virtual collaboration environments, personalised services/
media, virtual sport groups, on-line gaming, edutainment. In this context, the interaction with content
combined with interactive/multimedia search capabilities across distributed repositories, opportunistic P2P
networks and the dynamic adaptation to the characteristics of diverse mobile terminals are expected to
contribute towards such a vision.
Based on work that has taken place in a number of EC co-funded projects, in Framework Program 6 (FP6)
and Framework Program 7 (FP7), a group of experts and technology visionaries have voluntarily
contributed in this white paper aiming to describe the status, the state-of-the art, the challenges and the way
ahead in the area of Content Aware media delivery platforms
Designing and evaluating mobile multimedia user experiences in public urban places: Making sense of the field
The majority of the worldâs population now lives in cities (United Nations, 2008) resulting in an urban densification requiring people to live in closer proximity and share urban infrastructure such as streets, public transport, and parks within cities. However, âphysical closeness does not mean social closenessâ (Wellman, 2001, p. 234). Whereas it is a common practice to greet and chat with people you cross paths with in smaller villages, urban life is mainly anonymous and does not automatically come with a sense of community per se. Wellman (2001, p. 228) defines community âas networks of interpersonal ties that provide sociability, support, information, a sense of belonging and social identity.â While on the move or during leisure time, urban dwellers use their interactive information communication technology (ICT) devices to connect to their spatially distributed community while in an anonymous space. Putnam (1995) argues that available technology privatises and individualises the leisure time of urban dwellers. Furthermore, ICT is sometimes used to build a âcocoonâ while in public to avoid direct contact with collocated people (Mainwaring et al., 2005; Bassoli et al., 2007; Crawford, 2008). Instead of using ICT devices to seclude oneself from the surrounding urban environment and the collocated people within, such devices could also be utilised to engage urban dwellers more with the urban environment and the urban dwellers within. Urban sociologists found that âwhat attracts people most, it would appear, is other peopleâ (Whyte, 1980, p. 19) and âpeople and human activity are the greatest object of attention and interestâ (Gehl, 1987, p. 31). On the other hand, sociologist Erving Goffman describes the concept of civil inattention, acknowledging strangersâ presence while in public but not interacting with them (Goffman, 1966). With this in mind, it appears that there is a contradiction between how people are using ICT in urban public places and for what reasons and how people use public urban places and how they behave and react to other collocated people. On the other hand there is an opportunity to employ ICT to create and influence experiences of people collocated in public urban places. The widespread use of location aware mobile devices equipped with Internet access is creating networked localities, a digital layer of geo-coded information on top of the physical world (Gordon & de Souza e Silva, 2011). Foursquare.com is an example of a location based 118 Mobile Multimedia â User and Technology Perspectives social network (LBSN) that enables urban dwellers to virtually check-in into places at which they are physically present in an urban space. Users compete over âmayorshipsâ of places with Foursquare friends as well as strangers and can share recommendations about the space. The research field of Urban Informatics is interested in these kinds of digital urban multimedia augmentations and how such augmentations, mediated through technology, can create or influence the UX of public urban places. âUrban informatics is the study, design, and practice of urban experiences across different urban contexts that are created by new opportunities of real-time, ubiquitous technology and the augmentation that mediates the physical and digital layers of people networks and urban infrastructuresâ (Foth et al., 2011, p. 4). One possibility to augment the urban space is to enable citizens to digitally interact with spaces and urban dwellers collocated in the past, present, and future. âAdding digital layer to the existing physical and social layers could facilitate new forms of interaction that reshape urban lifeâ (Kjeldskov & Paay, 2006, p. 60). This methodological chapter investigates how the design of UX through such digital placebased mobile multimedia augmentations can be guided and evaluated. First, we describe three different applications that aim to create and influence the urban UX through mobile mediated interactions. Based on a review of literature, we describe how our integrated framework for designing and evaluating urban informatics experiences has been constructed. We conclude the chapter with a reflective discussion on the proposed framework
An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration
Within the last couple of years, the challenge of displaying collaborative multimedia
information has become very important with the large diversity of communication devices
such as Personal Computers, laptops, notebooks and handheld devices. The shared data
and information may be presented with different views depending on the communication
device used by a particular collaborator. The use of various web tools (HTML, WML etc)
offers some solutions to the problem but if the target application requires more complex
features such as rich multimedia data than is manageable using HTML or WML format,
something else need to be done. In this paper, we propose a framework that integrates WAP
and MDA Gateway to support collaboration among virtual teams and nomadic workers
using heterogeneous communication devices. We then discuss an approach for augmenting
mobile device small screen capabilities with surrounding large screen display device
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