846 research outputs found

    Mobile Agent Middleware for Sensor Networks: An Application Case Study

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    Agilla is a mobile agent middleware that facilitates the rapid deployment of adaptive applications in wireless sensor networks (WSNs). Agilla allows users to create and inject special programs called mobile agents that coordinate through local tuple spaces, and migrate across the WSN performing application-speciïŹc tasks. This ïŹ‚uidity of code and state has the potential to transform a WSN into a shared, general-purpose computing platform capable of running several autonomous applications at a time, allowing us to harness its full potential. We have implemented and evaluated a ïŹre tracking application to determine how well Agilla achieves its goals. Fire is modeled by agents that gradually spread throughout the network, engulïŹng nodes by inserting ïŹre tuples into their local tuple spaces. Fire tracker agents are then used to form a perimeter around the ïŹre. Using Agilla, we were able to rapidly create and deploy 47 byte ïŹre agents, and 100 byte tracker agents on a WSN consisting of 26 MICA2 motes. Our experiments show that the tracker agents can form an 8-node perimeter around a burning node within 6.5 seconds and that it can adapt to a ïŹre spreading at a rate of 7 seconds per hop. We also present the lessons learned about the adequacy of Agilla’s primitives, and regarding the efïŹciency, reliability, and adaptivity of mobile agents in a WSN

    The OMII Software – Demonstrations and Comparisons between two different deployments for Client-Server Distributed Systems

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    This paper describes the key elements of the OMII software and the scenarios which OMII software can be deployed to achieve distributed computing in the UK e-Science Community, where two different deployments for Client-Server distributed systems are demonstrated. Scenarios and experiments for each deployment have been described, with its advantages and disadvantages compared and analyzed. We conclude that our first deployment is more relevant for system administrators or developers, and the second deployment is more suitable for users’ perspective which they can send and check job status for hundred job submissions

    An Efficient Transport Protocol for delivery of Multimedia An Efficient Transport Protocol for delivery of Multimedia Content in Wireless Grids

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    A grid computing system is designed for solving complicated scientific and commercial problems effectively,whereas mobile computing is a traditional distributed system having computing capability with mobility and adopting wireless communications. Media and Entertainment fields can take advantage from both paradigms by applying its usage in gaming applications and multimedia data management. Multimedia data has to be stored and retrieved in an efficient and effective manner to put it in use. In this paper, we proposed an application layer protocol for delivery of multimedia data in wireless girds i.e. multimedia grid protocol (MMGP). To make streaming efficient a new video compression algorithm called dWave is designed and embedded in the proposed protocol. This protocol will provide faster, reliable access and render an imperceptible QoS in delivering multimedia in wireless grid environment and tackles the challenging issues such as i) intermittent connectivity, ii) device heterogeneity, iii) weak security and iv) device mobility.Comment: 20 pages, 15 figures, Peer Reviewed Journa

    Designing Distributed, Component-Based Systems for Industrial Robotic Applications

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    none3noneM. Amoretti; S. Caselli; M. ReggianiM., Amoretti; S., Caselli; Reggiani, Monic

    FieldMAP: a spatiotemporal field monitoring application prototyping framework

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    An Internet of Things approach for managing smart services provided by wearable devices.

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    The Internet of Things (IoT) is growing at a fast pace with new devices getting connected all the time. A new emerging group of these devices are the wearable devices, and Wireless Sensor Networks are a good way to integrate them in the IoT concept and bring new experiences to the daily life activities. In this paper we present an everyday life application involving a WSN as the base of a novel context-awareness sports scenario where physiological parameters are measured and sent to the WSN by wearable devices. Applications with several hardware components introduce the problem of heterogeneity in the network. In order to integrate different hardware platforms and to introduce a service-oriented semantic middleware solution into a single application, we propose the use of an Enterprise Service Bus (ESB) as a bridge for guaranteeing interoperability and integration of the different environments, thus introducing a semantic added value needed in the world of IoT-based systems. This approach places all the data acquired (e.g., via Internet data access) at application developers disposal, opening the system to new user applications. The user can then access the data through a wide variety of devices (smartphones, tablets, computers) and Operating Systems (Android, iOS, Windows, Linux, etc.)

    Gridlab - a grid application toolkid and testbed

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    In this paper we present the new project called GridLab which is funded by the European Commission under the Fifth Framework Programme. The GridLab project, made up of computer scientists, astrophysicists and other scientists from various application areas, will develop and implement the grid application toolkit (GAT) together with a set of services to enable easy and efficient use of Grid resources in a real and production grid environment. GAT will provide core, easy to use functionality through a carefully constructed set of generic higher level grid APIs through which an application will be able to call the grid services laying beneath in order to perform efficiently in the Grid environment using various, dramatically wild application scenarios

    Bridging the gap between networked appliances and virtual worlds

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    On-line gaming coupled with virtual world development and social networking are at the forefront of next generation entertainment. In parallel, there is an unprecedented push to equip every device with networking capabilities. However, there is little evidence to suggest that these distinct technological trends will converge rather than just co-exist. There are obvious benefits to support interoperation between real objects and virtual worlds in at least two ways: improving the possibilities for device interactions and improving the functionality that is available within virtual worlds. Moreover, it also allows the physical constraints associated with real objects to be removed, enabling them to enjoy the freedom offered by virtual worlds. To promote this vision, we propose an integration architecture that blurs the gap between real and virtual objects. This supports both conventional and unconventional usage of devices visually connected to digital avatars, thus freeing users to decide how they wish to operate devices. Although much work has been done in both networked appliances and interactive entertainment, there is a need to converge these disciplines to harness the power afforded by new and emerging digital worlds. This will make it easier to interact with devices through the obvious benefits physical disembodiment brings. We present a new approach demonstrated using a working prototype to implement a virtual world capable of operating a remote appliance, either via the device or via its digital avatar. © 2007 IEEE
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