6,004 research outputs found

    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

    Hybrid-Vehfog: A Robust Approach for Reliable Dissemination of Critical Messages in Connected Vehicles

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    Vehicular Ad-hoc Networks (VANET) enable efficient communication between vehicles with the aim of improving road safety. However, the growing number of vehicles in dense regions and obstacle shadowing regions like Manhattan and other downtown areas leads to frequent disconnection problems resulting in disrupted radio wave propagation between vehicles. To address this issue and to transmit critical messages between vehicles and drones deployed from service vehicles to overcome road incidents and obstacles, we proposed a hybrid technique based on fog computing called Hybrid-Vehfog to disseminate messages in obstacle shadowing regions, and multi-hop technique to disseminate messages in non-obstacle shadowing regions. Our proposed algorithm dynamically adapts to changes in an environment and benefits in efficiency with robust drone deployment capability as needed. Performance of Hybrid-Vehfog is carried out in Network Simulator (NS-2) and Simulation of Urban Mobility (SUMO) simulators. The results showed that Hybrid-Vehfog outperformed Cloud-assisted Message Downlink Dissemination Scheme (CMDS), Cross-Layer Broadcast Protocol (CLBP), PEer-to-Peer protocol for Allocated REsource (PrEPARE), Fog-Named Data Networking (NDN) with mobility, and flooding schemes at all vehicle densities and simulation times

    Game-theoretic Resource Allocation Methods for Device-to-Device (D2D) Communication

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    Device-to-device (D2D) communication underlaying cellular networks allows mobile devices such as smartphones and tablets to use the licensed spectrum allocated to cellular services for direct peer-to-peer transmission. D2D communication can use either one-hop transmission (i.e., in D2D direct communication) or multi-hop cluster-based transmission (i.e., in D2D local area networks). The D2D devices can compete or cooperate with each other to reuse the radio resources in D2D networks. Therefore, resource allocation and access for D2D communication can be treated as games. The theories behind these games provide a variety of mathematical tools to effectively model and analyze the individual or group behaviors of D2D users. In addition, game models can provide distributed solutions to the resource allocation problems for D2D communication. The aim of this article is to demonstrate the applications of game-theoretic models to study the radio resource allocation issues in D2D communication. The article also outlines several key open research directions.Comment: Accepted. IEEE Wireless Comms Mag. 201

    Offloading cellular traffic through opportunistic communications: analysis and optimization

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    Offloading traffic through opportunistic communications has been recently proposed as a way to relieve the current overload of cellular networks. Opportunistic communication can occur when mobile device users are (temporarily) in each other's proximity, such that the devices can establish a local peer-to-peer connection (e.g., via WLAN or Bluetooth). Since opportunistic communication is based on the spontaneous mobility of the participants, it is inherently unreliable. This poses a serious challenge to the design of any cellular offloading solutions, that must meet the applications' requirements. In this paper, we address this challenge from an optimization analysis perspective, in contrast to the existing heuristic solutions. We first model the dissemination of content (injected through the cellular interface) in an opportunistic network with heterogeneous node mobility. Then, based on this model, we derive the optimal content injection strategy, which minimizes the load of the cellular network while meeting the applications' constraints. Finally, we propose an adaptive algorithm based on control theory that implements this optimal strategy without requiring any data on the mobility patterns or the mobile nodes' contact rates. The proposed approach is extensively evaluated with both a heterogeneous mobility model as well as real-world contact traces, showing that it substantially outperforms previous approaches proposed in the literature.This work has been sponsored by the HyCloud project, supported by Microsoft Innovation Cluster for Embedded Software (ICES), and by the EU H2020-ICT-2014-2 Flex5Gware project, no. 671563
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