14,221 research outputs found
Wireless Communication in Process Control Loop: Requirements Analysis, Industry Practices and Experimental Evaluation
Wireless communication is already used in process automation for process monitoring. The next stage of implementation of wireless technology in industrial applications is for process control. The need for wireless networked control systems has evolved because of the necessity for extensibility, mobility, modularity, fast deployment, and reduced installation and maintenance cost. These benefits are only applicable given that the wireless network of choice can meet the strict requirements of process control applications, such as latency. In this regard, this paper is an effort towards identifying current industry practices related to implementing process control over a wireless link and evaluates the suitability of ISA100.11a network for use in process control through experiments
Game-Theoretic Pricing and Selection with Fading Channels
We consider pricing and selection with fading channels in a Stackelberg game
framework. A channel server decides the channel prices and a client chooses
which channel to use based on the remote estimation quality. We prove the
existence of an optimal deterministic and Markovian policy for the client, and
show that the optimal policies of both the server and the client have threshold
structures when the time horizon is finite. Value iteration algorithm is
applied to obtain the optimal solutions for both the server and client, and
numerical simulations and examples are given to demonstrate the developed
result.Comment: 6 pages, 4 figures, accepted by the 2017 Asian Control Conferenc
A Benchmark for Image Retrieval using Distributed Systems over the Internet: BIRDS-I
The performance of CBIR algorithms is usually measured on an isolated
workstation. In a real-world environment the algorithms would only constitute a
minor component among the many interacting components. The Internet
dramati-cally changes many of the usual assumptions about measuring CBIR
performance. Any CBIR benchmark should be designed from a networked systems
standpoint. These benchmarks typically introduce communication overhead because
the real systems they model are distributed applications. We present our
implementation of a client/server benchmark called BIRDS-I to measure image
retrieval performance over the Internet. It has been designed with the trend
toward the use of small personalized wireless systems in mind. Web-based CBIR
implies the use of heteroge-neous image sets, imposing certain constraints on
how the images are organized and the type of performance metrics applicable.
BIRDS-I only requires controlled human intervention for the compilation of the
image collection and none for the generation of ground truth in the measurement
of retrieval accuracy. Benchmark image collections need to be evolved
incrementally toward the storage of millions of images and that scaleup can
only be achieved through the use of computer-aided compilation. Finally, our
scoring metric introduces a tightly optimized image-ranking window.Comment: 24 pages, To appear in the Proc. SPIE Internet Imaging Conference
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Localization to Enhance Security and Services in Wi-Fi Networks under Privacy Constraints
Developments of seamless mobile services are faced with two broad challenges, systems security and user privacy - access to wireless systems is highly insecure due to the lack of physical boundaries and, secondly, location based services (LBS) could be used to extract highly sensitive user information. In this paper, we describe our work on developing systems which exploit location information to enhance security and services under privacy constraints. We describe two complimentary methods which we have developed to track node location information within production University Campus Networks comprising of large numbers of users. The location data is used to enhance security and services. Specifically, we describe a method for creating geographic firewalls which allows us to restrict and enhance services to individual users within a specific containment area regardless of physical association. We also report our work on LBS development to provide visualization of spatio-temporal node distribution under privacy considerations
Optimal configuration of active and backup servers for augmented reality cooperative games
Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective
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