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Computing infrastructure issues in distributed communications systems : a survey of operating system transport system architectures
The performance of distributed applications (such as file transfer, remote login, tele-conferencing, full-motion video, and scientific visualization) is influenced by several factors that interact in complex ways. In particular, application performance is significantly affected both by communication infrastructure factors and computing infrastructure factors. Several communication infrastructure factors include channel speed, bit-error rate, and congestion at intermediate switching nodes. Computing infrastructure factors include (among other things) both protocol processing activities (such as connection management, flow control, error detection, and retransmission) and general operating system factors (such as memory latency, CPU speed, interrupt and context switching overhead, process architecture, and message buffering). Due to a several orders of magnitude increase in network channel speed and an increase in application diversity, performance bottlenecks are shifting from the network factors to the transport system factors.This paper defines an abstraction called an "Operating System Transport System Architecture" (OSTSA) that is used to classify the major components and services in the computing infrastructure. End-to-end network protocols such as TCP, TP4, VMTP, XTP, and Delta-t typically run on general-purpose computers, where they utilize various operating system resources such as processors, virtual memory, and network controllers. The OSTSA provides services that integrate these resources to support distributed applications running on local and wide area networks.A taxonomy is presented to evaluate OSTSAs in terms of their support for protocol processing activities. We use this taxonomy to compare and contrast five general-purpose commercial and experimental operating systems including System V UNIX, BSD UNIX, the x-kernel, Choices, and Xinu
Mobile Online Gaming via Resource Sharing
Mobile gaming presents a number of main issues which remain open. These are
concerned mainly with connectivity, computational capacities, memory and
battery constraints. In this paper, we discuss the design of a fully
distributed approach for the support of mobile Multiplayer Online Games (MOGs).
In mobile environments, several features might be exploited to enable resource
sharing among multiple devices / game consoles owned by different mobile users.
We show the advantages of trading computing / networking facilities among
mobile players. This operation mode opens a wide number of interesting sharing
scenarios, thus promoting the deployment of novel mobile online games. In
particular, once mobile nodes make their resource available for the community,
it becomes possible to distribute the software modules that compose the game
engine. This allows to distribute the workload for the game advancement
management. We claim that resource sharing is in unison with the idea of ludic
activity that is behind MOGs. Hence, such schemes can be profitably employed in
these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation
and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012.
Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-
A gentle transition from Java programming to Web Services using XML-RPC
Exposing students to leading edge vocational areas of relevance such as Web Services can be difficult. We show a lightweight approach by embedding a key component of Web Services within a Level 3 BSc module in Distributed Computing. We present a ready to use collection of lecture slides and student activities based on XML-RPC. In
addition we show that this material addresses the central topics in the context of web services as identified by Draganova (2003)
A Middleware for the Internet of Things
The Internet of Things (IoT) connects everyday objects including a vast array
of sensors, actuators, and smart devices, referred to as things to the
Internet, in an intelligent and pervasive fashion. This connectivity gives rise
to the possibility of using the tracking capabilities of things to impinge on
the location privacy of users. Most of the existing management and location
privacy protection solutions do not consider the low-cost and low-power
requirements of things, or, they do not account for the heterogeneity,
scalability, or autonomy of communications supported in the IoT. Moreover,
these traditional solutions do not consider the case where a user wishes to
control the granularity of the disclosed information based on the context of
their use (e.g. based on the time or the current location of the user). To fill
this gap, a middleware, referred to as the Internet of Things Management
Platform (IoT-MP) is proposed in this paper.Comment: 20 pages, International Journal of Computer Networks & Communications
(IJCNC) Vol.8, No.2, March 201
Old Wine in New Skins? Revisiting the Software Architecture for IP Network Stacks on Constrained IoT Devices
In this paper, we argue that existing concepts for the design and
implementation of network stacks for constrained devices do not comply with the
requirements of current and upcoming Internet of Things (IoT) use cases. The
IoT requires not only a lightweight but also a modular network stack, based on
standards. We discuss functional and non-functional requirements for the
software architecture of the network stack on constrained IoT devices. Then,
revisiting concepts from the early Internet as well as current implementations,
we propose a future-proof alternative to existing IoT network stack
architectures, and provide an initial evaluation of this proposal based on its
implementation running on top of state-of-the-art IoT operating system and
hardware.Comment: 6 pages, 2 figures and table
JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing
With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft
Improving the detection of the transport mode in the MobilitApp Android application
Millorar els algorismes de detecciĂł del medi de transport dels ciutadans de l'Ă€rea Metropolitana de Barcelona.El objetivo ha sido el de mejorar la aplicaciĂłn MobilitApp ya existente, para ello se han añadido dos mĂłdulos. El primer mĂłdulo que se ha añadido ha sido un detector de accidentes. Debido a que en los anteriores trabajos se estaba tratando con el acelerĂłmetro, nos pareciĂł interesante intentar sacar más provecho al acelerĂłmetro e incluir la funcionalidad de poder detectar cuando el mĂłvil ha sufrido un impacto. Una vez el impacto ha sido detectado se envĂa un mensaje de emergencia. El segundo mĂłdulo consiste en un podĂłmetro, MobilitApp cuenta los pasos del usuario y se presenta junto a una aproximaciĂłn de la distancia recorrida y del nĂşmero de calorĂas quemadas. Como Ăşltimo paso, hemos realizado un análisis sobre las gráficas que se han obtenido de los usuarios tomadas del acelerĂłmetro sobre metro o tren, y hemos comprobado su parecido con una señal sinusoidal. Esta caracterĂstica ayudará en futuros trabajos para identificar mejor el tipo de sistema de transporte utilizado por el usuario. Además, serĂa de gran ayuda para ahorrar baterĂa ya que la señal GPS serĂa menos utilizada.This study aims to improve an existing application for citizen mobility analytics: MobilitApp.
Two modules were added to the app in order to develop the desired functionalities.
The first module has been added is an accident detector. Because of the previous work
involves dealing with the accelerometer, it seemed interesting to try to get more out of the
accelerometer and include the functionality to detect when the phone has suffered an
impact. Once the impact has been detected, an emergency message is sent.
The second module consists of a pedometer, MobilitApp counts the number of the user’s
steps and presents them with an approximation of the distance walked and the number of
calories burned.
As a last step, we have made an analysis of the graphs that have been obtained from the
user’s accelerometers travelling on train or subway, and we have checked their
resemblance to a sinusoidal signal. This feature will help in future works to better identify
the type of public transportation system being used by the user. Besides, it would help to
save battery since the GPS signal will be less used.L’objectiu ha estat el de millorar l’aplicació MobilitApp ja existent, per això s’han afegit
dos mòduls.
El primer mòdul que s’ha afegit ha estat un detector d’accidents. A causa que en els
anteriors treballs s’estava tractant amb l’acceleròmetre, ens va semblar interessant
intentar treure més profit a l’acceleròmetre e incloure la funcionalitat de poder detectar
quan el mòbil ha patit un impacte. Un cop l’impacte ha estat detectat s’envia un missatge
d’emergència.
El segon mòdul consisteix en un podòmetre, MobilitApp compte els passos de l’usuari i
se’ls presenta amb una aproximació de la distà ncia recorreguda y de les calories
cremades.
Com a últim pas, em fet un anà lisi sobre les grà fiques que s’han obtingut dels usuaris
preses de l’acceleròmetre sobre metro o tren, i hem comprovat la seva semblança amb
una senyal sinusoĂŻdal. Aquesta caracterĂstica ens ajudarĂ en treballs futurs per identificar
millor el tipus de sistema de transport utilitzat per l’usuari. A més, seria de gran ajuda per
estalviar bateria ja que el senyal GPS seria menys utilitzat
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