42 research outputs found
A Case for Peering of Content Delivery Networks
The proliferation of Content Delivery Networks (CDN) reveals that existing
content networks are owned and operated by individual companies. As a
consequence, closed delivery networks are evolved which do not cooperate with
other CDNs and in practice, islands of CDNs are formed. Moreover, the logical
separation between contents and services in this context results in two content
networking domains. But present trends in content networks and content
networking capabilities give rise to the interest in interconnecting content
networks. Finding ways for distinct content networks to coordinate and
cooperate with other content networks is necessary for better overall service.
In addition to that, meeting the QoS requirements of users according to the
negotiated Service Level Agreements between the user and the content network is
a burning issue in this perspective. In this article, we present an open,
scalable and Service-Oriented Architecture based system to assist the creation
of open Content and Service Delivery Networks (CSDN) that scale and support
sharing of resources with other CSDNs.Comment: Short Article (Submitted in DS Online as Work in Progress
MapServer in GIS application
Geographical Information Systems (GIS) represent one of the fastest growing segments
of the nowadays technology. The system was initially employed to help travelers in new
place to find wayto go to another, to ease them in making decision in selecting location
and to disseminate information regarding exact location selected. This project aims to
generate an online map for Klang Valley area by using MapServer which canrepresent
information from in that area. The development begins with investigation, then problem
identifying, follow with the cycle of design, prototyping and implementation because of
methodology practice in rapid application development. The proposed system captures
the Klang Valley area, making it available for new comers to the city in getting
information in Klang Valley. Furthermore, Klang Valley online map has been
considered as the open source technology in GIS application by using MapServer.
Experiments were conducted in ensuring the accessibility and capability of the
application in responding query from user
Videosisällön jakelu Internetin välityksellä
Popularity of multimedia streaming services has created great demand for reliable and effective content delivery over unreliable networks, such as the Internet. Currently, a significant part of the Internet data traffic is generated by video streaming applications. The multimedia streaming services are often bandwidth-heavy and are prone to delays or any other varying network conditions.
In order to address high demands of real-time multimedia streaming applications, specialized solutions called content delivery networks, have emerged. A content delivery network consists of many geographically distributed replica servers, often deployed close to the end-users.
This study consists of two parts and a set of interviews. First part explores development of video technologies and their relation to network bandwidth requirements. Second part proceeds to present the content delivery mechanisms related to video distribution over the Internet. Lastly, the interviews of selected experts was used to gain more relevant and realistic insights for two first parts.
The results offer a wide overview of content delivery related findings ranging from streaming techniques to quality of experience. How the video related development progress would affect the future networks and what kind of content delivery models are mostly used in the modern Internet.Multimediapalveluiden suosio on noussut huomattavasti viime vuosina. Videoliikenteen osuus kaikesta tiedonsiirrosta Internetissä on kasvanut merkittävästi. Tämä on luonut suuren tarpeen luotettaville ja tehokkaille videosisällön siirtämisen keinoille epäluotettavien verkkojen yli. Videon suoratoistopalvelut ovat herkkiä verkossa tapahtuville häiriöille ja lisäksi ne vaativat usein verkolta paljon tiedonsiirtokapasiteettia.
Ratkaistakseen multimedian reaaliaikaisen tiedonsiirron vaatimukset on kehitetty sisällönsiirtoon erikoistuneita verkkoja (eng. content deliver network - CDN). Nämä sisällönjakoon erikoistuneet verkot ovat fyysisesti hajautettuja kokonaisuuksia. Yleensä ne sijoitetaan mahdollisimman lähelle kohdekäyttäjäryhmää.
Tämä työ koostuu kahdesta osasta ja asiantuntijahaastatteluista. Ensimmäinen osa keskittyy taustatietojen keräämiseen, videotekniikoiden kehitykseen ja sen siirtoon liittyviin haasteisiin. Toinen osa esittelee sisällönjaon toiminnot liittyen suoratoistopalveluiden toteutukseen. Haastatteluiden tarkoitus on tuoda esille asiantuntijoiden näkemyksiä kirjallisuuskatsauksen tueksi.
Tulokset tarjoavat laajan katsauksen suoratoistopalveluiden sisällönjakotekniikoista, aina videon kehityksestä palvelun käyttökokemukseen saakka. Miten videon kuvanlaadun ja pakkaamisen kehitys voisi vaikuttaa tulevien verkkoteknologioiden kehitykseen Internet-pohjaisessa sisällönjakelussa
Spartan Daily, May 17, 1999
Volume 112, Issue 71https://scholarworks.sjsu.edu/spartandaily/9428/thumbnail.jp
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Technological framework for ubiquitous interactions using context–aware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the users’ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input – e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
Distributed Dynamic Replica Placement and Request Redirection in Content Delivery Networks
Chiara Petrioli, Giancarlo Bongiovanni, Francesco Lo Prest