116 research outputs found

    A two-layered virtualization overlay system using software Avatars

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    Prise de décision de handover vertical pour la gestion de mobilité dans les réseaux hétérogènes sans fil

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    L évolution des technologies réseaux sans fil, des terminaux mobiles ainsi que des contenus et des services créent des environnements hétérogènes de plus en plus complexes. Dans ce contexte, un compromis entre la mobilité, la transparence et la performance apparaît. Des utilisateurs mobiles, ayant différents profils et préférences, voudraient être toujours connectés au meilleur réseau à tout moment, sans avoir à se soucier des différentes transitions entre réseaux hétérogènes. Face à cette complexité, il parait nécessaire de proposer de nouvelles approches afin de rendre ces systèmes plus autonomes et de rendre les décisions de handover vertical plus efficaces. Cette thèse se concentre sur la gestion de mobilité verticale, plus précisément sur la prise de décision de handover vertical dans un environnement de réseaux hétérogènes sans fil. Après l identification des différents paramètres de prise de décision et l analyse de l état de l art relié à la gestion de la mobilité verticale, nous avons proposé un système de réputation qui permet de réduire les délais de prise de décision. La réputation d un réseau est introduite comme une nouvelle métrique de prise de décision qui peut être recueillie à partir des expériences précédentes des utilisateurs sur ce réseau. Nous montrons que la réputation est une métrique efficace qui permet l anticipation du handover et accélère la prise de décision. Bien que l objectif principal soit de garantir la meilleure qualité de service et l utilisation optimale des ressources radios, les aspects économiques doivent également être considérés, y compris la minimisation des coûts pour les utilisateurs et la maximisation des revenus pour les fournisseurs de services ou les opérateurs. Nous proposons alors, dans la deuxième partie de la thèse, un mécanisme de prise de décision basé sur la théorie des jeux. Ce dernier permet la maximisation des utilités des réseaux et des utilisateurs. Dans cette solution, chaque réseau disponible joue un jeu de Stackelberg avec un ensemble d utilisateurs, tandis que les utilisateurs jouent un jeu de Nash entre eux pour partager les ressources radios limitées. Un point d équilibre de Nash, qui maximise l utilité de l utilisateur et les revenus des fournisseurs de services, est trouvé et utilisé pour le contrôle d admission et la prise de décision de handover vertical. Dans la troisième partie de cette thèse, nous proposons et discutons deux différentes solutions architecturales sur lesquelles nos mécanismes de prise de décision proposés peuvent être intégrés. La première architecture proposée est basée sur la norme IEEE 802.21 à laquelle nous proposons certaines extensions. La seconde architecture proposée est basée sur un niveau de contrôle composé de deux couches de virtualisation. La virtualisation est assurée via des agents capables de faire un raisonnement et de prendre des décisions pour le compte d entités physiques qu ils représentent au sein du système. Cette architecture permet une plus grande flexibilitéMobility management over heterogeneous wireless networks is becoming a major interest area as new technologies and services continue to proliferate within the wireless networking market. In this context, seamless mobility is considered to be crucial for ubiquitous computing. Service providers aim to increase the revenue and to improve users satisfaction. However there are still many technical and architectural challenges to overcome before achieving the required interoperability and coexistence of heterogeneous wireless access networks. Indeed, the context of wireless networks is offering multiple and heterogeneous technologies (e.g. 2G to 4G, WiFi, Wimax, TETRA,...). On the one hand, this rich environment allows users to take profit from different capacities and coverage characteristics. Indeed, this diversity can provide users with high flexibility and allow them to seamlessly connect at any time and any where to the access technology that best fits their requirements. Additionally, cooperation between these different technologies can provide higher efficiency in the usage of the scarce wireless resources offering more economic systems for network providers. On the other hand, the heterogeneity of technologies and architectures and the multiplication of networks and service providers creates a complex environment where cooperation becomes challenging at different levels including and not limited to mobility management, radio resource provisioning, Quality of Service and security guarantees. This thesis is focusing on mobility management and mainly on decision making for Vertical handover within heterogeneous wireless network environments. After the analysis of the related state of the art, we first propose a reputation based approach that allows fast vertical handover decision making. A decision making scheme is then built on that approach. Network s reputation, is a new metric that can be gathered from previous users experiences in the networks. We show that it is an efficient construct to speed up the vertical handover decision making thanks to anticipation functionalities. While the main objective remains guaranteeing the best Quality of Service and optimal radio resource utilization, economical aspects have also to be considered including cost minimization for users and revenue maximization for network providers. For this aim, we propose, in the second part of the thesis, a game theoretic based scheme that allows maximizing benefits for both networks and users. In this solution, each available network plays a Stackelberg game with a finite set of users, while users are playing a Nash game among themselves to share the limited radio resources. A Nash equilibrium point, that maximizes the user s utility and the service provider revenue, is found and used for admission control and vertical handover decision making. The analyses of the optimal bandwidth/prices and the revenue at the equilibrium point show that there are some possible policies to use according to user s requirements in terms of QoS and to network capacities. For instance, we pointed out that networks having same capacities and different reputation values should charge users with different prices which makes reputation management very important to attract users and maximize networks revenue. In the third part of this thesis, we provide and discuss two different architectural and implementation solutions on which our proposed vertical handover decision mechanisms can be integrated. The first proposed architecture is a centralized one. It is based on the IEEE 802.21 standard to which some extensions are proposed. The second proposed architecture is distributed. It is based on an overlay control level composed of two virtualization layers able to make reasoning on behalf of physical entities within the system. This architecture allows higher flexibility especially for loosely coupled interconnected networksEVRY-INT (912282302) / SudocSudocFranceF

    Mixed Reality Re-assembled: Software Assemblages at the Edge of Control

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    In certain paradigms from commercial and engineering practice, migrated to media art, Mixed Reality (MR) is often encountered as augments viewed through a screen display. Understood as both informatic and digital, augments are supplementary content that enhance a human experience of 'reality'. My project cultivates a contrasting view of augments as emergent via human and nonhuman processes that entangle digital as well as physical spaces. Through a practice-based approach located in media art, this research contributes an artistic formulation – the software assemblage – supported by a suite of techniques and methods that attempt to re-assemble MR as an expanded practice that occurs both on and off screen. The software assemblages produced in this research, draw upon Gilles Deleuze and Felix Guattari’s machinic assemblage, a relational ecology of material elements organized by movement, as well as Karen Barad’s concept of agential realism, where nonhuman matter enacts situated modes of agency. Thinking with Donna Haraway, the software assemblage takes a diffractive approach, exploring patterns of interference in MR spaces. An analysis of selected media art practices operates in tandem with this trajectory, investigating influential work by Golan Levin and collaborators, OpenEndedGroup, Yvonne Rainer, Miya Masaoka, Adam Nash and Stefan Greuter, as well as Christa Sommerer and Laurent Mignonneau. Developing a re-figured version of MR, augments become performative as they co-emerge with my body, in media environments that assemble living plants, hardware devices, and computational networks. Augments will be apprehended not only as screen objects, but also as a mode of materiality. Emerging from this research, are techniques and methods that investigate: the performative potential of augments outside of the informatic; the Leap Motion gestural controller as a performative interface; the generation of augmented audio from the bio-electrical signals of plants; and, the extended senses of embodiment that embroil the performer. Here, signals, augments, and bodies are manifest as relational forces that diffract and modulate through the software assemblage. An alternative MR emerges that ripples through physical as well as digital space. And that's when augments exceed the informatic

    In Homage of Change

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    Blockchain for the metaverse: A Review

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    Since Facebook officially changed its name to Meta in Oct. 2021, the metaverse has become a new norm of social networks and three-dimensional (3D) virtual worlds. The metaverse aims to bring 3D immersive and personalized experiences to users by leveraging many pertinent technologies. Despite great attention and benefits, a natural question in the metaverse is how to secure its users’ digital content and data. In this regard, blockchain is a promising solution owing to its distinct features of decentralization, immutability, and transparency. To better understand the role of blockchain in the metaverse, we aim to provide an extensive survey on the applications of blockchain for the metaverse. We first present a preliminary to blockchain and the metaverse and highlight the motivations behind the use of blockchain for the metaverse. Next, we extensively discuss blockchain-based methods for the metaverse from technical perspectives, such as data acquisition, data storage, data sharing, data interoperability, and data privacy preservation. For each perspective, we first discuss the technical challenges of the metaverse and then highlight how blockchain can help. Moreover, we investigate the impact of blockchain on key-enabling technologies in the metaverse, including Internet-of-Things, digital twins, multi-sensory and immersive applications, artificial intelligence, and big data. We also present some major projects to showcase the role of blockchain in metaverse applications and services. Finally, we present some promising directions to drive further research innovations and developments toward the use of blockchain in the metaverse in the future

    A survey on mobility-induced service migration in the fog, edge, and related computing paradigms

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    The final publication is available at ACM via http://dx.doi.org/10.1145/3326540With the advent of fog and edge computing paradigms, computation capabilities have been moved toward the edge of the network to support the requirements of highly demanding services. To ensure that the quality of such services is still met in the event of users’ mobility, migrating services across different computing nodes becomes essential. Several studies have emerged recently to address service migration in different edge-centric research areas, including fog computing, multi-access edge computing (MEC), cloudlets, and vehicular clouds. Since existing surveys in this area focus on either VM migration in general or migration in a single research field (e.g., MEC), the objective of this survey is to bring together studies from different, yet related, edge-centric research fields while capturing the different facets they addressed. More specifically, we examine the diversity characterizing the landscape of migration scenarios at the edge, present an objective-driven taxonomy of the literature, and highlight contributions that rather focused on architectural design and implementation. Finally, we identify a list of gaps and research opportunities based on the observation of the current state of the literature. One such opportunity lies in joining efforts from both networking and computing research communities to facilitate future research in this area.Peer ReviewedPreprin

    Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

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    The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it will positively impact people in their work, leisure, and social interaction. The potential impact on the way we conduct business, interact with brands and others, and develop shared experiences is likely to be transformational as the distinct lines between physical and digital are likely to be somewhat blurred from current perceptions. However, although the technology and infrastructure does not yet exist to allow the development of new immersive virtual worlds at scale - one that our avatars could transcend across platforms, researchers are increasingly examining the transformative impact of the metaverse. Impacted sectors include marketing, education, healthcare as well as societal effects relating to social interaction factors from widespread adoption, and issues relating to trust, privacy, bias, disinformation, application of law as well as psychological aspects linked to addiction and impact on vulnerable people. This study examines these topics in detail by combining the informed narrative and multi-perspective approach from experts with varied disciplinary backgrounds on many aspects of the metaverse and its transformational impact. The paper concludes by proposing a future research agenda that is valuable for researchers, professionals and policy makers alike

    Image Bodies, Avatar Ontologies: Rendering the Virtual in Digital Culture

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    In 2009 five avatar-themed films were released, one of which became the highest grossing film to date, signaling that in addition to their popularity in videogames and virtual worlds, avatars are culturally salient figures which demand scholarly attention. Avatars, virtual environments, and user behavior have evolved significantly since virtual reality captured public and academic attention at the close of the twentieth century, and this dissertation is an attempt to theorize the avatar in contemporary digital culture. By interlacing new media philosophy and analyses of cinematic texts I situate the avatar at the nexus between digital images and interactive bodies, with implications for both cinema and virtual environments. Avatarial interfaces position users in an embodiment of connections which in some ways evokes the cyborg body, but the avatar as a theoretical figure places greater stress on the relation between human embodiment and (digital) images, as well as suggesting a move from cyborg fragmentation toward an avatarial gestalt. Avatars are also fruitful bodies for thinking through agency and gender in contemporary society, and engaging the lost `body\u27 of the picture as film has been supplanted by digital imagery. In this regard, virtuality, as a conceptual state pertaining to images, embodiment, technology, and philosophy, serves as the connective theoretical tissue linking bodies and images. Ultimately, in this dissertation I employ the avatar in an exploration of the ways in which we are already virtual, and how we have become avatarial in our own skin

    Segurança e privacidade em terminologia de rede

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    Security and Privacy are now at the forefront of modern concerns, and drive a significant part of the debate on digital society. One particular aspect that holds significant bearing in these two topics is the naming of resources in the network, because it directly impacts how networks work, but also affects how security mechanisms are implemented and what are the privacy implications of metadata disclosure. This issue is further exacerbated by interoperability mechanisms that imply this information is increasingly available regardless of the intended scope. This work focuses on the implications of naming with regards to security and privacy in namespaces used in network protocols. In particular on the imple- mentation of solutions that provide additional security through naming policies or increase privacy. To achieve this, different techniques are used to either embed security information in existing namespaces or to minimise privacy ex- posure. The former allows bootstraping secure transport protocols on top of insecure discovery protocols, while the later introduces privacy policies as part of name assignment and resolution. The main vehicle for implementation of these solutions are general purpose protocols and services, however there is a strong parallel with ongoing re- search topics that leverage name resolution systems for interoperability such as the Internet of Things (IoT) and Information Centric Networks (ICN), where these approaches are also applicable.Segurança e Privacidade são dois topicos que marcam a agenda na discus- são sobre a sociedade digital. Um aspecto particularmente subtil nesta dis- cussão é a forma como atribuímos nomes a recursos na rede, uma escolha com consequências práticas no funcionamento dos diferentes protocols de rede, na forma como se implementam diferentes mecanismos de segurança e na privacidade das várias partes envolvidas. Este problema torna-se ainda mais significativo quando se considera que, para promover a interoperabili- dade entre diferentes redes, mecanismos autónomos tornam esta informação acessível em contextos que vão para lá do que era pretendido. Esta tese foca-se nas consequências de diferentes políticas de atribuição de nomes no contexto de diferentes protocols de rede, para efeitos de segurança e privacidade. Com base no estudo deste problema, são propostas soluções que, através de diferentes políticas de atribuição de nomes, permitem introdu- zir mecanismos de segurança adicionais ou mitigar problemas de privacidade em diferentes protocolos. Isto resulta na implementação de mecanismos de segurança sobre protocolos de descoberta inseguros, assim como na intro- dução de mecanismos de atribuiçao e resolução de nomes que se focam na protecçao da privacidade. O principal veículo para a implementação destas soluções é através de ser- viços e protocolos de rede de uso geral. No entanto, a aplicabilidade destas soluções extende-se também a outros tópicos de investigação que recorrem a mecanismos de resolução de nomes para implementar soluções de intero- perabilidade, nomedamente a Internet das Coisas (IoT) e redes centradas na informação (ICN).Programa Doutoral em Informátic
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