4,763 research outputs found

    Lessons learned from the design of a mobile multimedia system in the Moby Dick project

    Get PDF
    Recent advances in wireless networking technology and the exponential development of semiconductor technology have engendered a new paradigm of computing, called personal mobile computing or ubiquitous computing. This offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The research performed in the MOBY DICK project is about designing such a mobile multimedia system. This paper discusses the approach made in the MOBY DICK project to solve some of these problems, discusses its contributions, and accesses what was learned from the project

    The system architecture of the Pocket Companion

    Get PDF
    In the Moby Dick project we design the architecture of a so-called Pocket Companion. It is a small personal portable computer with wireless communication facilities for every day use. The typical use of the Pocket Companion induces a number of requirements concerning security, performance, energy consumption, communication and size. We have shown that these requirements are interrelated and can only be met optimal with one single architecture. The Pocket Companion architecture consists of a central switch with a security module surrounded by several modules. The Pocket Companion is a personal machine. Communication, and particularly wireless communication, is essential for the system to support electronic transactions. Such a system requires a good security infrastructure not only for safeguarding personal data, but also to allow safe (financial) transactions. The integration of a security module in the Pocket Companion architecture provides the basis for a secure environment.\ud Because battery life is limited and battery weight is an important factor for the size and the weight of the Pocket Companion, energy consumption plays a crucial role in the architecture. An important theme of the architecture is: enough performance for minimal energy consumption

    Octopus - an energy-efficient architecture for wireless multimedia systems

    Get PDF
    Multimedia computing and mobile computing are two trends that will lead to a new application domain in the near future. However, the technological challenges to establishing this paradigm of computing are non-trivial. Personal mobile computing offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The approach we made to achieve such a system is to use autonomous, adaptable modules, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules that is placed in the data streams. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies

    The Design of a System Architecture for Mobile Multimedia Computers

    Get PDF
    This chapter discusses the system architecture of a portable computer, called Mobile Digital Companion, which provides support for handling multimedia applications energy efficiently. Because battery life is limited and battery weight is an important factor for the size and the weight of the Mobile Digital Companion, energy management plays a crucial role in the architecture. As the Companion must remain usable in a variety of environments, it has to be flexible and adaptable to various operating conditions. The Mobile Digital Companion has an unconventional architecture that saves energy by using system decomposition at different levels of the architecture and exploits locality of reference with dedicated, optimised modules. The approach is based on dedicated functionality and the extensive use of energy reduction techniques at all levels of system design. The system has an architecture with a general-purpose processor accompanied by a set of heterogeneous autonomous programmable modules, each providing an energy efficient implementation of dedicated tasks. A reconfigurable internal communication network switch exploits locality of reference and eliminates wasteful data copies

    Anticipatory Buffer Control and Quality Selection for Wireless Video Streaming

    Full text link
    Video streaming is in high demand by mobile users, as recent studies indicate. In cellular networks, however, the unreliable wireless channel leads to two major problems. Poor channel states degrade video quality and interrupt the playback when a user cannot sufficiently fill its local playout buffer: buffer underruns occur. In contrast to that, good channel conditions cause common greedy buffering schemes to pile up very long buffers. Such over-buffering wastes expensive wireless channel capacity. To keep buffering in balance, we employ a novel approach. Assuming that we can predict data rates, we plan the quality and download time of the video segments ahead. This anticipatory scheduling avoids buffer underruns by downloading a large number of segments before a channel outage occurs, without wasting wireless capacity by excessive buffering. We formalize this approach as an optimization problem and derive practical heuristics for segmented video streaming protocols (e.g., HLS or MPEG DASH). Simulation results and testbed measurements show that our solution essentially eliminates playback interruptions without significantly decreasing video quality

    Mobility Management in beyond 3G-Environments

    Get PDF
    Beyond 3G-environments are typically defined as environments that integrate different wireless and fixed access network technologies. In this paper, we address IP based Mobility Management (MM) in beyond 3G-environments with a focus on wireless access networks, motivated by the current trend of WiFi, GPRS, and UMTS networks. The GPRS and UMTS networks provide countrywide network access, while the WiFi networks provide network access in local areas such as city centres and airports. As a result, mobile end-users can be always on-line and connected to their preferred network(s), these network preferences are typically stored in a user profile. For example, an end-user who wishes to be connected with highest bandwidth could be connected to a WiFi network when available and fall back to GPRS when moving outside the hotspot area.\ud In this paper, we consider a combination of MM for legacy services (like web browsing, telnet, etc.) using Mobile IP and multimedia services using SIP. We assume that the end-user makes use of multi-interface terminals with the capability of selecting one or more types of access networks\ud based on preferences. For multimedia sessions, like VoIP or streaming video, we distinguish between changes in network access when the end-user is in a session or not in a session. If the end-user is not in a session, he or she needs to be able to start new sessions and receive invitations for new sessions. If the end-user is in a session, the session needs to be handed over to the new access network as seamless as possible from the perspective of the end-user. We propose an integrated but flexible solution to these problems that facilitates MM with a customizable transparency to applications and end-users

    The Octopus switch

    Get PDF
    This chapter1 discusses the interconnection architecture of the Mobile Digital Companion. The approach to build a low-power handheld multimedia computer presented here is to have autonomous, reconfigurable modules such as network, video and audio devices, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules placed in the data streams. Thus, communication between components is not broadcast over a bus but delivered exactly where it is needed, work is carried out where the data passes through, bypassing the memory. The amount of buffering is minimised, and if it is required at all, it is placed right on the data path, where it is needed. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies. The switch is implemented as a simplified ATM switch and provides Quality of Service guarantees and enough bandwidth for multimedia applications. We have built a testbed of the architecture, of which we will present performance and energy consumption characteristics

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

    Get PDF
    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic
    corecore