3,242 research outputs found
Ultra-Reliable Cloud Mobile Computing with Service Composition and Superposition Coding
An emerging requirement for 5G systems is the ability to provide wireless
ultra-reliable communication (URC) services with close-to-full availability for
cloud-based applications. Among such applications, a prominent role is expected
to be played by mobile cloud computing (MCC), that is, by the offloading of
computationally intensive tasks from mobile devices to the cloud. MCC allows
battery-limited devices to run sophisticated applications, such as for gaming
or for the "tactile" internet. This paper proposes to apply the framework of
reliable service composition to the problem of optimal task offloading in MCC
over fading channels, with the aim of providing layered, or composable,
services at differentiated reliability levels. Inter-layer optimization
problems, encompassing offloading decisions and communication resources, are
formulated and addressed by means of successive convex approximation methods.
The numerical results demonstrate the energy savings that can be obtained by a
joint allocation of computing and communication resources, as well as the
advantages of layered coding at the physical layer and the impact of channel
conditions on the offloading decisions.Comment: 8 pages, 5 figures, To be presented at CISS 201
In-Network View Synthesis for Interactive Multiview Video Systems
To enable Interactive multiview video systems with a minimum view-switching
delay, multiple camera views are sent to the users, which are used as reference
images to synthesize additional virtual views via depth-image-based rendering.
In practice, bandwidth constraints may however restrict the number of reference
views sent to clients per time unit, which may in turn limit the quality of the
synthesized viewpoints. We argue that the reference view selection should
ideally be performed close to the users, and we study the problem of in-network
reference view synthesis such that the navigation quality is maximized at the
clients. We consider a distributed cloud network architecture where data stored
in a main cloud is delivered to end users with the help of cloudlets, i.e.,
resource-rich proxies close to the users. In order to satisfy last-hop
bandwidth constraints from the cloudlet to the users, a cloudlet re-samples
viewpoints of the 3D scene into a discrete set of views (combination of
received camera views and virtual views synthesized) to be used as reference
for the synthesis of additional virtual views at the client. This in-network
synthesis leads to better viewpoint sampling given a bandwidth constraint
compared to simple selection of camera views, but it may however carry a
distortion penalty in the cloudlet-synthesized reference views. We therefore
cast a new reference view selection problem where the best subset of views is
defined as the one minimizing the distortion over a view navigation window
defined by the user under some transmission bandwidth constraints. We show that
the view selection problem is NP-hard, and propose an effective polynomial time
algorithm using dynamic programming to solve the optimization problem.
Simulation results finally confirm the performance gain offered by virtual view
synthesis in the network
How do entrepreneurs create indirect network effects on digital platforms? A study on a multi-sided gaming platform
Digital platforms play a central role in todayâs market-based competition. To build a successful platform, entrepreneurs must pursue indirect network effects and shape multiple sides of the platform. However, the extant literature provides only a meager understanding of how entrepreneurs can create such indirect network effects. To better understand how this can be done, we conduct a case study that longitudinally traces 16 years of digital game platform growth as the entrepreneurs bring the platform successfully into multiple markets. The analysis advances theorising of the entrepreneursâ repertoires of moves seeking to increase the number and variety of platform participants conducive to creating indirect network effects. The findings indicate that early moves focus on creating technical solutions that overcome technical challenges and permit platform scaling, whereas later moves seek to create a more flexible and generalisable platform architecture that allows a wider range of interactions. The findings make several contributions to the digital entrepreneurship literature by synthesising a dynamic model of entrepreneursâ repertoire of competitive moves that will induce indirect network effects.© 2022 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group
This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.fi=vertaisarvioitu|en=peerReviewed
Competition Logics during Digital Platform Evolution
How are platforms built and how do they evolve? This is a salient question in digital ecosystems, where the competition has moved from traditional one-sided business logics to multi-sided platforms. In this paper, we explore how a digital platform evolves when the organization of the multilayered platform architecture, and related control points, is modified through competitive moves. We also examine how a firm may be able to manage the increased complexity of the platform. We show that when technical and strategic bottlenecks are solved, the platform owner can expand control to strategically important layers of the platform stack. The findings indicate that the complexity of the platform increases through a series of competitive moves. However, complexity can be managed by increasing the standardization of the platform interfaces, and by jockeying for a stronger position in critical parts of the platform stack
Wireless Communications in the Era of Big Data
The rapidly growing wave of wireless data service is pushing against the
boundary of our communication network's processing power. The pervasive and
exponentially increasing data traffic present imminent challenges to all the
aspects of the wireless system design, such as spectrum efficiency, computing
capabilities and fronthaul/backhaul link capacity. In this article, we discuss
the challenges and opportunities in the design of scalable wireless systems to
embrace such a "bigdata" era. On one hand, we review the state-of-the-art
networking architectures and signal processing techniques adaptable for
managing the bigdata traffic in wireless networks. On the other hand, instead
of viewing mobile bigdata as a unwanted burden, we introduce methods to
capitalize from the vast data traffic, for building a bigdata-aware wireless
network with better wireless service quality and new mobile applications. We
highlight several promising future research directions for wireless
communications in the mobile bigdata era.Comment: This article is accepted and to appear in IEEE Communications
Magazin
Evolving Mobile Cloud Gaming with 5G Standalone Network Telemetry
Mobile cloud gaming places the simultaneous demands of high capacity and low
latency on the wireless network, demands that Private and Metropolitan-Area
Standalone 5G networks are poised to meet. However, lacking introspection into
the 5G Radio Access Network (RAN), cloud gaming servers are ill-poised to cope
with the vagaries of the wireless last hop to a mobile client, while 5G network
operators run mostly closed networks, limiting their potential for co-design
with the wider internet and user applications. This paper presents Telesa, a
passive, incrementally-deployable, and independently-deployable Standalone 5G
network telemetry system that streams fine-grained RAN capacity, latency, and
retransmission information to application servers to enable better millisecond
scale, application-level decisions on offered load and bit rate adaptation than
end-to-end latency measurements or end-to-end packet losses currently permit.
We design, implement, and evaluate a Telesa telemetry-enhanced game streaming
platform, demonstrating exact congestion-control that can better adapt game
video bitrate while simultaneously controlling end-to-end latency, thus
maximizing game quality of experience. Our experimental evaluation on a
production 5G Standalone network demonstrates a 178-249% Quality of Experience
improvement versus two state-of-the-art cloud gaming applications
Enhancing Mobile Capacity through Generic and Efficient Resource Sharing
Mobile computing devices are becoming indispensable in every aspect of human life, but diverse hardware limits make current mobile devices far from ideal for satisfying the performance requirements of modern mobile applications and being used anytime, anywhere. Mobile Cloud Computing (MCC) could be a viable solution to bypass these limits which enhances the mobile capacity through cooperative resource sharing, but is challenging due to the heterogeneity of mobile devices in both hardware and software aspects. Traditional schemes either restrict to share a specific type of hardware resource within individual applications, which requires tremendous reprogramming efforts; or disregard the runtime execution pattern and transmit too much unnecessary data, resulting in bandwidth and energy waste.To address the aforementioned challenges, we present three novel designs of resource sharing frameworks which utilize the various system resources from a remote or personal cloud to enhance the mobile capacity in a generic and efficient manner. First, we propose a novel method-level offloading methodology to run the mobile computational workload on the remote cloud CPU. Minimized data transmission is achieved during such offloading by identifying and selectively migrating the memory contexts which are necessary to the method execution. Second, we present a systematic framework to maximize the mobile performance of graphics rendering with the remote cloud GPU, during which the redundant pixels across consecutive frames are reused to reduce the transmitted frame data. Last, we propose to exploit the unified mobile OS services and generically interconnect heterogeneous mobile devices towards a personal mobile cloud, which complement and flexibly share mobile peripherals (e.g., sensors, camera) with each other
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