29,100 research outputs found
A review of personal communications services
This article can be accessed from the link below - Copyright @ 2009 Nova Science Publishers, LtdPCS is an acronym for Personal Communications Service. PCS has two layers of
meaning. At the low layer, from the technical perspective, PCS is a 2G mobile
communication technology operating at the 1900 MHz frequency range. At the upper
layer, PCS is often used as an umbrella term that includes various wireless access and
personal mobility services with the ultimate goal of enabling users to freely communicate
with anyone at anytime and anywhere according to their demand. Ubiquitous PCS can be implemented by integrating the wireless and wireline systems on the basis of intelligent network (IN), which provides network functions of terminal and personal mobility. In this chapter, we focus on various aspects of PCS except location management. First we describe the motivation and technological evolution for personal communications. Then we introduce three key issues related to PCS: spectrum allocation, mobility, and standardization efforts. Since PCS involves several different communication
technologies, we introduce its heterogeneous and distributed system architecture. IN is
also described in detail because it plays a critical role in the development of PCS. Finally, we introduce the application of PCS and its deployment status since the mid-term of 1990’s.This work was supported in part by the National Natural Science Foundation of China
under Grant No. 60673159 and 70671020; the National High-Tech Research and Development Plan of China under Grant No. 2006AA01Z214, and the Engineering and Physical Sciences Research Council (EPSRC) of UK under Grant EP/E060722/1
Analysis and implementation of the Large Scale Video-on-Demand System
Next Generation Network (NGN) provides multimedia services over broadband
based networks, which supports high definition TV (HDTV), and DVD quality
video-on-demand content. The video services are thus seen as merging mainly
three areas such as computing, communication, and broadcasting. It has numerous
advantages and more exploration for the large-scale deployment of
video-on-demand system is still needed. This is due to its economic and design
constraints. It's need significant initial investments for full service
provision. This paper presents different estimation for the different
topologies and it require efficient planning for a VOD system network. The
methodology investigates the network bandwidth requirements of a VOD system
based on centralized servers, and distributed local proxies. Network traffic
models are developed to evaluate the VOD system's operational bandwidth
requirements for these two network architectures. This paper present an
efficient estimation of the of the bandwidth requirement for the different
architectures.Comment: 9 pages, 8 figure
Communication-efficient Distributed Multi-resource Allocation
In several smart city applications, multiple resources must be allocated
among competing agents that are coupled through such shared resources and are
constrained --- either through limitations of communication infrastructure or
privacy considerations. We propose a distributed algorithm to solve such
distributed multi-resource allocation problems with no direct inter-agent
communication. We do so by extending a recently introduced additive-increase
multiplicative-decrease (AIMD) algorithm, which only uses very little
communication between the system and agents. Namely, a control unit broadcasts
a one-bit signal to agents whenever one of the allocated resources exceeds
capacity. Agents then respond to this signal in a probabilistic manner. In the
proposed algorithm, each agent makes decision of its resource demand locally
and an agent is unaware of the resource allocation of other agents. In
empirical results, we observe that the average allocations converge over time
to optimal allocations.Comment: To appear in IEEE International Smart Cities Conference (ISC2 2018),
Kansas City, USA, September, 2018. arXiv admin note: substantial text overlap
with arXiv:1711.0197
Efficient memory management in VOD disk array servers usingPer-Storage-Device buffering
We present a buffering technique that reduces video-on-demand server memory requirements in more than one order of magnitude. This technique, Per-Storage-Device Buffering (PSDB), is based on the allocation of a fixed number of buffers per storage device, as opposed to existing solutions based on per-stream buffering allocation. The combination of this technique with disk array servers is studied in detail, as well as the influence of Variable Bit Streams. We also present an interleaved data placement strategy, Constant Time Length Declustering, that results in optimal performance in the service of VBR streams. PSDB is evaluated by extensive simulation of a disk array server model that incorporates a simulation based admission test.This research was supported in part by the National R&D Program of Spain, Project Number TIC97-0438.Publicad
Crowdsourced Live Streaming over the Cloud
Empowered by today's rich tools for media generation and distribution, and
the convenient Internet access, crowdsourced streaming generalizes the
single-source streaming paradigm by including massive contributors for a video
channel. It calls a joint optimization along the path from crowdsourcers,
through streaming servers, to the end-users to minimize the overall latency.
The dynamics of the video sources, together with the globalized request demands
and the high computation demand from each sourcer, make crowdsourced live
streaming challenging even with powerful support from modern cloud computing.
In this paper, we present a generic framework that facilitates a cost-effective
cloud service for crowdsourced live streaming. Through adaptively leasing, the
cloud servers can be provisioned in a fine granularity to accommodate
geo-distributed video crowdsourcers. We present an optimal solution to deal
with service migration among cloud instances of diverse lease prices. It also
addresses the location impact to the streaming quality. To understand the
performance of the proposed strategies in the realworld, we have built a
prototype system running over the planetlab and the Amazon/Microsoft Cloud. Our
extensive experiments demonstrate that the effectiveness of our solution in
terms of deployment cost and streaming quality
A Game Theoretic Analysis of Incentives in Content Production and Sharing over Peer-to-Peer Networks
User-generated content can be distributed at a low cost using peer-to-peer
(P2P) networks, but the free-rider problem hinders the utilization of P2P
networks. In order to achieve an efficient use of P2P networks, we investigate
fundamental issues on incentives in content production and sharing using game
theory. We build a basic model to analyze non-cooperative outcomes without an
incentive scheme and then use different game formulations derived from the
basic model to examine five incentive schemes: cooperative, payment, repeated
interaction, intervention, and enforced full sharing. The results of this paper
show that 1) cooperative peers share all produced content while non-cooperative
peers do not share at all without an incentive scheme; 2) a cooperative scheme
allows peers to consume more content than non-cooperative outcomes do; 3) a
cooperative outcome can be achieved among non-cooperative peers by introducing
an incentive scheme based on payment, repeated interaction, or intervention;
and 4) enforced full sharing has ambiguous welfare effects on peers. In
addition to describing the solutions of different formulations, we discuss
enforcement and informational requirements to implement each solution, aiming
to offer a guideline for protocol designers when designing incentive schemes
for P2P networks.Comment: 31 pages, 3 figures, 1 tabl
Control of Multiple Remote Servers for Quality-Fair Delivery of Multimedia Contents
This paper proposes a control scheme for the quality-fair delivery of several
encoded video streams to mobile users sharing a common wireless resource. Video
quality fairness, as well as similar delivery delays are targeted among
streams. The proposed controller is implemented within some aggregator located
near the bottleneck of the network. The transmission rate among streams is
adapted based on the quality of the already encoded and buffered packets in the
aggregator. Encoding rate targets are evaluated by the aggregator and fed back
to each remote video server (fully centralized solution), or directly evaluated
by each server in a distributed way (partially distributed solution). Each
encoding rate target is adjusted for each stream independently based on the
corresponding buffer level or buffering delay in the aggregator. Communication
delays between the servers and the aggregator are taken into account. The
transmission and encoding rate control problems are studied with a
control-theoretic perspective. The system is described with a multi-input
multi-output model. Proportional Integral (PI) controllers are used to adjust
the video quality and control the aggregator buffer levels. The system
equilibrium and stability properties are studied. This provides guidelines for
choosing the parameters of the PI controllers. Experimental results show the
convergence of the proposed control system and demonstrate the improvement in
video quality fairness compared to a classical transmission rate fair streaming
solution and to a utility max-min fair approach
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