2,103 research outputs found
The simplicity project: easing the burden of using complex and heterogeneous ICT devices and services
As of today, to exploit the variety of different "services", users need to configure each of their devices by using different procedures and need to explicitly select among heterogeneous access technologies and protocols. In addition to that, users are authenticated and charged by different means. The lack of implicit human computer interaction, context-awareness and standardisation places an enormous burden of complexity on the shoulders of the final users. The IST-Simplicity project aims at leveraging such problems by: i) automatically creating and customizing a user communication space; ii) adapting services to user terminal characteristics and to users preferences; iii) orchestrating network capabilities. The aim of this paper is to present the technical framework of the IST-Simplicity project. This paper is a thorough analysis and qualitative evaluation of the different technologies, standards and works presented in the literature related to the Simplicity system to be developed
Mobile Online Gaming via Resource Sharing
Mobile gaming presents a number of main issues which remain open. These are
concerned mainly with connectivity, computational capacities, memory and
battery constraints. In this paper, we discuss the design of a fully
distributed approach for the support of mobile Multiplayer Online Games (MOGs).
In mobile environments, several features might be exploited to enable resource
sharing among multiple devices / game consoles owned by different mobile users.
We show the advantages of trading computing / networking facilities among
mobile players. This operation mode opens a wide number of interesting sharing
scenarios, thus promoting the deployment of novel mobile online games. In
particular, once mobile nodes make their resource available for the community,
it becomes possible to distribute the software modules that compose the game
engine. This allows to distribute the workload for the game advancement
management. We claim that resource sharing is in unison with the idea of ludic
activity that is behind MOGs. Hence, such schemes can be profitably employed in
these contexts.Comment: Proceedings of 3nd ICST/CREATE-NET Workshop on DIstributed SImulation
and Online gaming (DISIO 2012). In conjunction with SIMUTools 2012.
Desenzano, Italy, March 2012. ISBN: 978-1-936968-47-
JXTA-Overlay: a P2P platform for distributed, collaborative, and ubiquitous computing
With the fast growth of the Internet infrastructure and the use of large-scale complex applications in industries, transport, logistics, government, health, and businesses, there is an increasing need to design and deploy multifeatured networking applications. Important features of such applications include the capability to be self-organized, be decentralized, integrate different types of resources (personal computers, laptops, and mobile and sensor devices), and provide global, transparent, and secure access to resources. Moreover, such applications should support not only traditional forms of reliable distributing computing and optimization of resources but also various forms of collaborative activities, such as business, online learning, and social networks in an intelligent and secure environment. In this paper, we present the Juxtapose (JXTA)-Overlay, which is a JXTA-based peer-to-peer (P2P) platform designed with the aim to leverage capabilities of Java, JXTA, and P2P technologies to support distributed and collaborative systems. The platform can be used not only for efficient and reliable distributed computing but also for collaborative activities and ubiquitous computing by integrating in the platform end devices. The design of a user interface as well as security issues are also tackled. We evaluate the proposed system by experimental study and show its usefulness for massive processing computations and e-learning applications.Peer ReviewedPostprint (author's final draft
Efficient controlling of end-devices in a JXTA-based P2P platform and its application to online learning
The current Internet infrastructure is becoming each time more heterogeneous regarding computational resources. With the fast improvements in computational capabilities of devices, end-devices are becoming important components for the development of nowadays Internet applications. However, the integration of end-devices into Internet applications is a challenging task due to the intrinsic difficulties of current Internet architecture and protocols as well as computational limitations of end-devices. In this work, we address the issue of the efficient control of end-devices in a JXTA based P2P platform. We take advantage of P2P protocols in order to overcome the limitations of client/server architecture to enable the communication of peer nodes with devices despite of presence of NATs and firewalls. We consider as an end-device the SmartBox that is able to stimulate learners during their learning activity and thus increasing their learning efficiency and outcomes. We evaluate the proposed system by experimental study and show the usefulness of using SmartBox end-device in the development of e-learning applicationsPeer ReviewedPostprint (published version
Analysis of current middleware used in peer-to-peer and grid implementations for enhancement by catallactic mechanisms
This deliverable describes the work done in task 3.1, Middleware analysis: Analysis of current middleware used in peer-to-peer and grid implementations for enhancement by catallactic mechanisms from work package 3, Middleware Implementation. The document is divided in four parts: The introduction with application scenarios and middleware requirements, Catnets middleware architecture, evaluation of existing middleware toolkits, and conclusions. -- Die Arbeit definiert Anforderungen an Grid und Peer-to-Peer Middleware Architekturen und analysiert diese auf ihre Eignung fĂŒr die prototypische Umsetzung der Katallaxie. Eine Middleware-Architektur fĂŒr die Umsetzung der Katallaxie in Application Layer Netzwerken wird vorgestellt.Grid Computing
Efficient service discovery in wide area networks
Living in an increasingly networked world, with an abundant number
of services available to consumers, the consumer electronics market
is enjoying a boom. The average consumer in the developed world may
own several networked devices such as games consoles, mobile phones,
PDAs, laptops and desktops, wireless picture frames and printers to
name but a few. With this growing number of networked devices comes
a growing demand for services, defined here as functions requested
by a client and provided by a networked node. For example, a client
may wish to download and share music or pictures, find and use
printer services, or lookup information (e.g. train times, cinema
bookings).
It is notable that a significant proportion of networked devices are
now mobile. Mobile devices introduce a new dynamic to the service
discovery problem, such as lower battery and processing power and
more expensive bandwidth. Device owners expect to access services
not only in their immediate proximity, but further afield (e.g. in
their homes and offices). Solving these problems is the focus of
this research.
This Thesis offers two alternative approaches to service discovery
in Wide Area Networks (WANs). Firstly, a unique combination of the
Session Initiation Protocol (SIP) and the OSGi middleware technology
is presented to provide both mobility and service discovery
capability in WANs. Through experimentation, this technique is shown
to be successful where the number of operating domains is small, but
it does not scale well.
To address the issue of scalability, this Thesis proposes the use of
Peer-to-Peer (P2P) service overlays as a medium for service
discovery in WANs. To confirm that P2P overlays can in fact support
service discovery, a technique to utilise the Distributed Hash Table
(DHT) functionality of distributed systems is used to store and
retrieve service advertisements. Through simulation, this is shown
to be both a scalable and a flexible service discovery technique.
However, the problems associated with P2P networks with respect to
efficiency are well documented.
In a novel approach to reduce messaging costs in P2P networks,
multi-destination multicast is used. Two well known P2P overlays are
extended using the Explicit Multi-Unicast (XCAST) protocol. The
resulting analysis of this extension provides a strong argument for
multiple P2P maintenance algorithms co-existing in a single P2P
overlay to provide adaptable performance. A novel multi-tier P2P
overlay system is presented, which is tailored for service rich
mobile devices and which provides an efficient platform for service
discovery
Proof-of-Concept Application - Annual Report Year 1
In this document the Cat-COVITE Application for use in the CATNETS Project is introduced and motivated. Furthermore an introduction to the catallactic middleware and Web Services Agreement (WS-Agreement) concepts is given as a basis for the future work. Requirements for the application of Cat-COVITE with in catallactic systems are analysed. Finally the integration of the Cat-COVITE application and the catallactic middleware is described. --Grid Computing
Universal Mobile Service Execution Framework for Device-To-Device Collaborations
There are high demands of effective and high-performance of collaborations between mobile devices in the places where traditional Internet connections are unavailable, unreliable, or significantly overburdened, such as on a battlefield, disaster zones, isolated rural areas, or crowded public venues. To enable collaboration among the devices in opportunistic networks, code offloading and Remote Method Invocation are the two major mechanisms to ensure code portions of applications are successfully transmitted to and executed on the remote platforms. Although these domains are highly enjoyed in research for a decade, the limitations of multi-device connectivity, system error handling or cross platform compatibility prohibit these technologies from being broadly applied in the mobile industry.
To address the above problems, we designed and developed UMSEF - an Universal Mobile Service Execution Framework, which is an innovative and radical approach for mobile computing in opportunistic networks. Our solution is built as a component-based mobile middleware architecture that is flexible and adaptive with multiple network topologies, tolerant for network errors and compatible for multiple platforms. We provided an effective algorithm to estimate the resource availability of a device for higher performance and energy consumption and a novel platform for mobile remote method invocation based on declarative annotations over multi-group device networks. The experiments in reality exposes our approach not only achieve the better performance and energy consumption, but can be extended to large-scaled ubiquitous or IoT systems
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