43,736 research outputs found

    Fundamental Limits of Caching in Wireless D2D Networks

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    We consider a wireless Device-to-Device (D2D) network where communication is restricted to be single-hop. Users make arbitrary requests from a finite library of files and have pre-cached information on their devices, subject to a per-node storage capacity constraint. A similar problem has already been considered in an ``infrastructure'' setting, where all users receive a common multicast (coded) message from a single omniscient server (e.g., a base station having all the files in the library) through a shared bottleneck link. In this work, we consider a D2D ``infrastructure-less'' version of the problem. We propose a caching strategy based on deterministic assignment of subpackets of the library files, and a coded delivery strategy where the users send linearly coded messages to each other in order to collectively satisfy their demands. We also consider a random caching strategy, which is more suitable to a fully decentralized implementation. Under certain conditions, both approaches can achieve the information theoretic outer bound within a constant multiplicative factor. In our previous work, we showed that a caching D2D wireless network with one-hop communication, random caching, and uncoded delivery, achieves the same throughput scaling law of the infrastructure-based coded multicasting scheme, in the regime of large number of users and files in the library. This shows that the spatial reuse gain of the D2D network is order-equivalent to the coded multicasting gain of single base station transmission. It is therefore natural to ask whether these two gains are cumulative, i.e.,if a D2D network with both local communication (spatial reuse) and coded multicasting can provide an improved scaling law. Somewhat counterintuitively, we show that these gains do not cumulate (in terms of throughput scaling law).Comment: 45 pages, 5 figures, Submitted to IEEE Transactions on Information Theory, This is the extended version of the conference (ITW) paper arXiv:1304.585

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE

    Evaluation and analysis of the orbital maneuvering vehicle video system

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    The work accomplished in the summer of 1989 in association with the NASA/ASEE Summer Faculty Research Fellowship Program at Marshall Space Flight Center is summarized. The task involved study of the Orbital Maneuvering Vehicle (OMV) Video Compression Scheme. This included such activities as reviewing the expected scenes to be compressed by the flight vehicle, learning the error characteristics of the communication channel, monitoring the CLASS tests, and assisting in development of test procedures and interface hardware for the bit error rate lab being developed at MSFC to test the VCU/VRU. Numerous comments and suggestions were made during the course of the fellowship period regarding the design and testing of the OMV Video System. Unfortunately from a technical point of view, the program appears at this point in time to be trouble from an expense prospective and is in fact in danger of being scaled back, if not cancelled altogether. This makes technical improvements prohibitive and cost-reduction measures necessary. Fortunately some cost-reduction possibilities and some significant technical improvements that should cost very little were identified

    Chaste: an open source C++ library for computational physiology and biology

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    Chaste - Cancer, Heart And Soft Tissue Environment - is an open source C++ library for the computational simulation of mathematical models developed for physiology and biology. Code development has been driven by two initial applications: cardiac electrophysiology and cancer development. A large number of cardiac electrophysiology studies have been enabled and performed, including high performance computational investigations of defibrillation on realistic human cardiac geometries. New models for the initiation and growth of tumours have been developed. In particular, cell-based simulations have provided novel insight into the role of stem cells in the colorectal crypt. Chaste is constantly evolving and is now being applied to a far wider range of problems. The code provides modules for handling common scientific computing components, such as meshes and solvers for ordinary and partial differential equations (ODEs/PDEs). Re-use of these components avoids the need for researchers to "re-invent the wheel" with each new project, accelerating the rate of progress in new applications. Chaste is developed using industrially-derived techniques, in particular test-driven development, to ensure code quality, re-use and reliability. In this article we provide examples that illustrate the types of problems Chaste can be used to solve, which can be run on a desktop computer. We highlight some scientific studies that have used or are using Chaste, and the insights they have provided. The source code, both for specific releases and the development version, is available to download under an open source Berkeley Software Distribution (BSD) licence at http://www.cs.ox.ac.uk/chaste, together with details of a mailing list and links to documentation and tutorials

    Implementation issues in source coding

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    An edge preserving image coding scheme which can be operated in both a lossy and a lossless manner was developed. The technique is an extension of the lossless encoding algorithm developed for the Mars observer spectral data. It can also be viewed as a modification of the DPCM algorithm. A packet video simulator was also developed from an existing modified packet network simulator. The coding scheme for this system is a modification of the mixture block coding (MBC) scheme described in the last report. Coding algorithms for packet video were also investigated
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