8,511 research outputs found

    On the Deployment of Cognitive Relay as Underlay Systems

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    The objective of this paper is to extend the idea of Cognitive Relay (CR). CR, as a secondary user, follows an underlay paradigm to endorse secondary usage of the spectrum to the indoor devices. To seek a spatial opportunity, i.e., deciding its transmission over the primary user channels, CR models its deployment scenario and the movements of the primary receivers and indoor devices. Modeling is beneficial for theoretical analysis, however it is also important to ensure the performance of CR in a real scenario. We consider briefly, the challenges involved while deploying a hardware prototype of such a system.Comment: 6 pages, 7 figures, 4 tables, accepted in Proceedings of CrownCom 2014, Oulu (Finland), June 2-4, 201

    Building Programmable Wireless Networks: An Architectural Survey

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    In recent times, there have been a lot of efforts for improving the ossified Internet architecture in a bid to sustain unstinted growth and innovation. A major reason for the perceived architectural ossification is the lack of ability to program the network as a system. This situation has resulted partly from historical decisions in the original Internet design which emphasized decentralized network operations through co-located data and control planes on each network device. The situation for wireless networks is no different resulting in a lot of complexity and a plethora of largely incompatible wireless technologies. The emergence of "programmable wireless networks", that allow greater flexibility, ease of management and configurability, is a step in the right direction to overcome the aforementioned shortcomings of the wireless networks. In this paper, we provide a broad overview of the architectures proposed in literature for building programmable wireless networks focusing primarily on three popular techniques, i.e., software defined networks, cognitive radio networks, and virtualized networks. This survey is a self-contained tutorial on these techniques and its applications. We also discuss the opportunities and challenges in building next-generation programmable wireless networks and identify open research issues and future research directions.Comment: 19 page

    Unified radio and network control across heterogeneous hardware platforms

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    Experimentation is an important step in the investigation of techniques for handling spectrum scarcity or the development of new waveforms in future wireless networks. However, it is impractical and not cost effective to construct custom platforms for each future network scenario to be investigated. This problem is addressed by defining Unified Programming Interfaces that allow common access to several platforms for experimentation-based prototyping, research, and development purposes. The design of these interfaces is driven by a diverse set of scenarios that capture the functionality relevant to future network implementations while trying to keep them as generic as possible. Herein, the definition of this set of scenarios is presented as well as the architecture for supporting experimentation-based wireless research over multiple hardware platforms. The proposed architecture for experimentation incorporates both local and global unified interfaces to control any aspect of a wireless system while being completely agnostic to the actual technology incorporated. Control is feasible from the low-level features of individual radios to the entire network stack, including hierarchical control combinations. A testbed to enable the use of the above architecture is utilized that uses a backbone network in order to be able to extract measurements and observe the overall behaviour of the system under test without imposing further communication overhead to the actual experiment. Based on the aforementioned architecture, a system is proposed that is able to support the advancement of intelligent techniques for future networks through experimentation while decoupling promising algorithms and techniques from the capabilities of a specific hardware platform

    Towards low cost prototyping of mobile opportunistic disconnection tolerant networks and systems

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    Fast emerging mobile edge computing, mobile clouds, Internet of Things (IoT) and cyber physical systems require many novel realistic real time multi-layer algorithms for a wide range of domains, such as intelligent content provision and processing, smart transport, smart manufacturing systems and mobile end user applications. This paper proposes a low cost open source platform, MODiToNeS, which uses commodity hardware to support prototyping and testing of fully distributed multi-layer complex algorithms over real world (or pseudo real) traces. MODiToNeS platform is generic and comprises multiple interfaces that allow real time topology and mobility control, deployment and analysis of different self-organised and self-adaptive routing algorithms, real time content processing, and real time environment sensing with predictive analytics. Our platform also allows rich interactivity with the user. We show deployment and analysis of two vastly different complex networking systems: fault and disconnection aware smart manufacturing sensor network and cognitive privacy for personal clouds. We show that our platform design can integrate both contexts transparently and organically and allows a wide range of analysis

    Emerging Prototyping Activities in Joint Radar-Communications

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    The previous chapters have discussed the canvas of joint radar-communications (JRC), highlighting the key approaches of radar-centric, communications-centric and dual-function radar-communications systems. Several signal processing and related aspects enabling these approaches including waveform design, resource allocation, privacy and security, and intelligent surfaces have been elaborated in detail. These topics offer comprehensive theoretical guarantees and algorithms. However, they are largely based on theoretical models. A hardware validation of these techniques would lend credence to the results while enabling their embrace by industry. To this end, this chapter presents some of the prototyping initiatives that address some salient aspects of JRC. We describe some existing prototypes to highlight the challenges in design and performance of JRC. We conclude by presenting some avenues that require prototyping support in the future.Comment: Book chapter, 54 pages, 13 figures, 10 table

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Head Up Games : on the design, creation and evaluation of interactive outdoor games for children

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    This thesis proposes a new genre of outdoor games for children, namely Head Up Games. The concept was inspired by the observation that existing pervasive outdoor games for children were mostly played head down, as the predominantly screen-based interaction of existing games required constant attention of the children. First, the vision of Head Up Games is described and illustrated with several design cases (Chapter 2). In contrast to the head down games, Head Up Games aim to encourage and support rich social interaction and physical activity, play behaviors that are similar to play behaviors seen in traditional outdoor games (such as tag and hide-and-seek). The design process of Head Up Games poses several challenges. In User Centered Design it is commonly accepted to start the development of a new product using low-fi mock-ups, e.g., paper prototypes, and evaluate these with end-users. In the case of Head Up Games this proved to be difficult, as the emerging game experience is significantly altered when using paper prototypes. Therefore, a study was carried out that used high-fi prototypes, i.e. working, interactive, prototypes, from a very early stage in the design process (Chapter 3). This way, the effect of interactions on the game experience can be addressed earlier and better in the design process. Furthemore, having access to technology early in the design process, allows designers to better explore the design space. However, designers often do not possess adequate skills to quickly prototype interactive products, particularly products that need to be evaluated in an outdoor context. Such a development is often costly and time-consuming. Therefore, the RaPIDO platform was developed (Chapter 4). The platform not only includes the appropriate hardware for creating outdoor games, but is also bundled with software libraries, to allow designers not specifically trained in software engineering to adopt the platform easily. RaPIDO was evaluated using a case study methodology with two Industrial Design master students. The evaluation not only focused on the usability of the platform, but, more importantly, how the use of the platform affected the design process. The main conclusion of the study was that the designers indeed were able to rapidly create mobile games, and that the hardware offered was suitable for creating outdoor games. Furthermore, issues were identified with regard to writing the game software, e.g., managing the complexity of the software. Finally, for evaluating Head Up Games with children two methods were applied: the Outdoor Play Observation Scheme (OPOS) was used to quantify the intended play behavior. Furthermore, GroupSorter was developed to provide a framework to interview a group of children simultaneously, resulting in qualitative comments. Both OPOS and GroupSorter were applied for evaluating three Head Up Games, which are described in Chapter 5
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