57 research outputs found

    Adaptive Square-Shaped Trajectory-Based Service Location Protocol in Wireless Sensor Networks

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    In this paper we propose an adaptive square-shaped trajectory (ASST)-based service location method to ensure load scalability in wireless sensor networks. This first establishes a square-shaped trajectory over the nodes that surround a target point computed by the hash function and any user can access it, using the hash. Both the width and the size of the trajectory are dynamically adjustable, depending on the number of queries made to the service information on the trajectory. The number of sensor nodes on the trajectory varies in proportion to the changing trajectory shape, allowing high loads to be distributed around the hot spot area

    Seventh Biennial Report : June 2003 - March 2005

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    Eight Biennial Report : April 2005 – March 2007

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    Real-time video streaming using peer-to-peer for video distribution

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    The growth of the Internet has led to research and development of several new and useful applications including video streaming. Commercial experiments are underway to determine the feasibility of multimedia broadcasting using packet based data networks alongside traditional over-the-air broadcasting. Broadcasting companies are offering low cost or free versions of video content online to both guage and at the same time generate popularity. In addition to television broadcasting, video streaming is used in a number of application areas including video conferencing, telecommuting and long distance education. Large scale video streaming has not become as widespread or widely deployed as could be expected. The reason for this is the high bandwidth requirement (and thus high cost) associated with video data. Provision of a constant stream of video data on a medium to large scale typically consumes a significant amount of bandwidth. An effect of this is that encoding bit rates are lowered and consequently video quality is degraded resulting in even slower uptake rates for video streaming services. The aim of this dissertation is to investigate peer-to-peer streaming as a potential solution to this bandwidth problem. The proposed peer-to-peer based solution relies on end user co-operation for video data distribution. This approach is highly effective in reducing the outgoing bandwidth requirement for the video streaming server. End users redistribute received video chunks amongst their respective peers and in so doing increase the potential capacity of the entire network for supporting more clients. A secondary effect of such a system is that encoding capabilities (including higher encoding bit rates or encoding of additional sub-channels) can be enhanced. Peer-to-peer distribution enables any regular user to stream video to large streaming networks with many viewers. This research includes a detailed overview of the fields of video streaming and peer-to-peer networking. Techniques for optimal video preparation and data distribution were investigated. A variety of academic and commercial peer-to-peer based multimedia broadcasting systems were analysed as a means to further define and place the proposed implementation in context with respect to other peercasting implementations. A proof-of-concept of the proposed implementation was developed, mathematically analyzed and simulated in a typical deployment scenario. Analysis was carried out to predict simulation performance and as a form of design evaluation and verification. The analysis highlighted some critical areas which resulted in adaptations to the initial design as well as conditions under which performance can be guaranteed. A simulation of the proof-of-concept system was used to determine the extent of bandwidth savings for the video server. The aim of the simulations was to show that it is possible to encode and deliver video data in real time over a peer-to-peer network. The proposed system achieved expectations and showed significant bandwidth savings for a sustantially large video streaming audience. The implementation was able to encode video in real time and continually stream video packets on time to connected peers while continually supporting network growth by connecting additional peers (or stream viewers). The system performed well and showed good performance under typical real world restrictions on available bandwith capacity.Dissertation (MEng)--University of Pretoria, 2009.Electrical, Electronic and Computer Engineeringunrestricte

    Distributed Algorithms for Location Based Services

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    Real-time localization services are some of the most challenging and interesting mobile broadband applications in the Location Based Services (LBS) world. They are gaining more and more importance for a broad range of applications, such as road/highway monitoring, emergency management, social networking, and advertising. This Ph.D. thesis focuses on the problem of defining a new category of decentralized peer-to-peer (P2P) algorithms for LBS. We aim at defining a P2P overlay where each participant can efficiently retrieve node and resource information (data or services) located near any chosen geographic position. The idea is that the responsibility and the required resources for maintaining information about position of active users are properly distributed among nodes, for which a change in the set of participants causes only a minimal amount of disruption without reducing the quality of provided services. In this thesis we will assess the validity of the proposed model through a formal analysis of the routing protocol and a detailed simulative investigation of the designed overlay. We will depict a complete picture of involved parameters, how they affect the performance and how they can be configured to adapt the protocol to the requirements of several location based applications. Furthermore we will present two application scenarios (a smartphone based Traffic Information System and a large information management system for a SmartCity) where the designed protocol has been simulated and evaluated, as well as the first prototype of a real implementation of the overlay using both traditional PC nodes and Android mobile devices
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