2,130 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Optimal configuration of active and backup servers for augmented reality cooperative games

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    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

    Active Topology Inference using Network Coding

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    Our goal is to infer the topology of a network when (i) we can send probes between sources and receivers at the edge of the network and (ii) intermediate nodes can perform simple network coding operations, i.e., additions. Our key intuition is that network coding introduces topology-dependent correlation in the observations at the receivers, which can be exploited to infer the topology. For undirected tree topologies, we design hierarchical clustering algorithms, building on our prior work. For directed acyclic graphs (DAGs), first we decompose the topology into a number of two-source, two-receiver (2-by-2) subnetwork components and then we merge these components to reconstruct the topology. Our approach for DAGs builds on prior work on tomography, and improves upon it by employing network coding to accurately distinguish among all different 2-by-2 components. We evaluate our algorithms through simulation of a number of realistic topologies and compare them to active tomographic techniques without network coding. We also make connections between our approach and alternatives, including passive inference, traceroute, and packet marking

    Multicasting Over 6G Non-Terrestrial Networks: A Softwarization-Based Approach

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    Multicast/broadcast delivery is a critical challenge of future 6G mobile networks where massive Internet of Things (IoT) deployment and extended reality multimedia such as teleportation are target application scenarios. Non-terrestrial networks (NTNs) are considered essential for the success of 6G, which aims to provide true 'global' services by extending mobile access worldwide, thus overcoming the coverage limit of current terrestrial networks (TNs). This article discusses how the main distinguishing features of NTNs can be effectively exploited for 6G multicasting. Furthermore, in line with the evolution of future 6G networks toward softwarized systems, we evaluate the potential of using the softwarization paradigm in the heterogeneous TN-NTN architecture to deliver multicast services
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