2,078 research outputs found

    Service Migration from Cloud to Multi-tier Fog Nodes for Multimedia Dissemination with QoE Support.

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    A wide range of multimedia services is expected to be offered for mobile users via various wireless access networks. Even the integration of Cloud Computing in such networks does not support an adequate Quality of Experience (QoE) in areas with high demands for multimedia contents. Fog computing has been conceptualized to facilitate the deployment of new services that cloud computing cannot provide, particularly those demanding QoE guarantees. These services are provided using fog nodes located at the network edge, which is capable of virtualizing their functions/applications. Service migration from the cloud to fog nodes can be actuated by request patterns and the timing issues. To the best of our knowledge, existing works on fog computing focus on architecture and fog node deployment issues. In this article, we describe the operational impacts and benefits associated with service migration from the cloud to multi-tier fog computing for video distribution with QoE support. Besides that, we perform the evaluation of such service migration of video services. Finally, we present potential research challenges and trends

    High speed all optical networks

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    An inherent problem of conventional point-to-point wide area network (WAN) architectures is that they cannot translate optical transmission bandwidth into comparable user available throughput due to the limiting electronic processing speed of the switching nodes. The first solution to wavelength division multiplexing (WDM) based WAN networks that overcomes this limitation is presented. The proposed Lightnet architecture takes into account the idiosyncrasies of WDM switching/transmission leading to an efficient and pragmatic solution. The Lightnet architecture trades the ample WDM bandwidth for a reduction in the number of processing stages and a simplification of each switching stage, leading to drastically increased effective network throughputs. The principle of the Lightnet architecture is the construction and use of virtual topology networks, embedded in the original network in the wavelength domain. For this construction Lightnets utilize the new concept of lightpaths which constitute the links of the virtual topology. Lightpaths are all-optical, multihop, paths in the network that allow data to be switched through intermediate nodes using high throughput passive optical switches. The use of the virtual topologies and the associated switching design introduce a number of new ideas, which are discussed in detail

    ADAPTIVE POWER MANAGEMENT FOR COMPUTERS AND MOBILE DEVICES

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    Power consumption has become a major concern in the design of computing systems today. High power consumption increases cooling cost, degrades the system reliability and also reduces the battery life in portable devices. Modern computing/communication devices support multiple power modes which enable power and performance tradeoff. Dynamic power management (DPM), dynamic voltage and frequency scaling (DVFS), and dynamic task migration for workload consolidation are system level power reduction techniques widely used during runtime. In the first part of the dissertation, we concentrate on the dynamic power management of the personal computer and server platform where the DPM, DVFS and task migrations techniques are proved to be highly effective. A hierarchical energy management framework is assumed, where task migration is applied at the upper level to improve server utilization and energy efficiency, and DPM/DVFS is applied at the lower level to manage the power mode of individual processor. This work focuses on estimating the performance impact of workload consolidation and searching for optimal DPM/DVFS that adapts to the changing workload. Machine learning based modeling and reinforcement learning based policy optimization techniques are investigated. Mobile computing has been weaved into everyday lives to a great extend in recent years. Compared to traditional personal computer and server environment, the mobile computing environment is obviously more context-rich and the usage of mobile computing device is clearly imprinted with user\u27s personal signature. The ability to learn such signature enables immense potential in workload prediction and energy or battery life management. In the second part of the dissertation, we present two mobile device power management techniques which take advantage of the context-rich characteristics of mobile platform and make adaptive energy management decisions based on different user behavior. We firstly investigate the user battery usage behavior modeling and apply the model directly for battery energy management. The first technique aims at maximizing the quality of service (QoS) while keeping the risk of battery depletion below a given threshold. The second technique is an user-aware streaming strategies for energy efficient smartphone video playback applications (e.g. YouTube) that minimizes the sleep and wake penalty of cellular module and at the same time avoid the energy waste from excessive downloading. Runtime power and thermal management has attracted substantial interests in multi-core distributed embedded systems. Fast performance evaluation is an essential step in the research of distributed power and thermal management. In last part of the dissertation, we present an FPGA based emulator of multi-core distributed embedded system designed to support the research in runtime power/thermal management. Hardware and software supports are provided to carry out basic power/thermal management actions including inter-core or inter-FPGA communications, runtime temperature monitoring and dynamic frequency scaling

    CStream: Neighborhood Bandwidth Aggregation For Better Video Streaming

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    Video streaming is an increasingly popular Internet application. However, despite its popularity, real-time video streaming still remains a challenge in many scenarios. Limited home broadband bandwidth and mobile phone 3G bandwidth means many users stream videos at low quality and compromise on their user experience. To overcome this problem, we propose CStream, a system that aggregates bandwidth from multiple co-operating users in a neighborhood environment for better video streaming. CStream exploits the fact that wireless devices have multiple network interfaces and connects co-operating users with a wireless ad-hoc network to aggregate their unused downlink Internet bandwidth to improve video quality. CStream dynamically generates a streaming plan to stream a single video using multiple connections and continuously adapts to changes in the neighborhood and variations in the available bandwidth. We have built CStream and evaluated it on a controlled test-bed of computers with various performance measures. The results show linear increase in throughput and improved video streaming quality as the number of cooperating users in a neighborhood increase

    Video-on-Demand over Internet: a survey of existing systems and solutions

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    Video-on-Demand is a service where movies are delivered to distributed users with low delay and free interactivity. The traditional client/server architecture experiences scalability issues to provide video streaming services, so there have been many proposals of systems, mostly based on a peer-to-peer or on a hybrid server/peer-to-peer solution, to solve this issue. This work presents a survey of the currently existing or proposed systems and solutions, based upon a subset of representative systems, and defines selection criteria allowing to classify these systems. These criteria are based on common questions such as, for example, is it video-on-demand or live streaming, is the architecture based on content delivery network, peer-to-peer or both, is the delivery overlay tree-based or mesh-based, is the system push-based or pull-based, single-stream or multi-streams, does it use data coding, and how do the clients choose their peers. Representative systems are briefly described to give a summarized overview of the proposed solutions, and four ones are analyzed in details. Finally, it is attempted to evaluate the most promising solutions for future experiments. Résumé La vidéo à la demande est un service où des films sont fournis à distance aux utilisateurs avec u

    Hyperdrive: A Multi-Chip Systolically Scalable Binary-Weight CNN Inference Engine

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    Deep neural networks have achieved impressive results in computer vision and machine learning. Unfortunately, state-of-the-art networks are extremely compute and memory intensive which makes them unsuitable for mW-devices such as IoT end-nodes. Aggressive quantization of these networks dramatically reduces the computation and memory footprint. Binary-weight neural networks (BWNs) follow this trend, pushing weight quantization to the limit. Hardware accelerators for BWNs presented up to now have focused on core efficiency, disregarding I/O bandwidth and system-level efficiency that are crucial for deployment of accelerators in ultra-low power devices. We present Hyperdrive: a BWN accelerator dramatically reducing the I/O bandwidth exploiting a novel binary-weight streaming approach, which can be used for arbitrarily sized convolutional neural network architecture and input resolution by exploiting the natural scalability of the compute units both at chip-level and system-level by arranging Hyperdrive chips systolically in a 2D mesh while processing the entire feature map together in parallel. Hyperdrive achieves 4.3 TOp/s/W system-level efficiency (i.e., including I/Os)---3.1x higher than state-of-the-art BWN accelerators, even if its core uses resource-intensive FP16 arithmetic for increased robustness

    Mathematical analysis of scheduling policies in peer-to-peer video streaming networks

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    Las redes de pares son comunidades virtuales autogestionadas, desarrolladas en la capa de aplicación sobre la infraestructura de Internet, donde los usuarios (denominados pares) comparten recursos (ancho de banda, memoria, procesamiento) para alcanzar un fin común. La distribución de video representa la aplicación más desafiante, dadas las limitaciones de ancho de banda. Existen básicamente tres servicios de video. El más simple es la descarga, donde un conjunto de servidores posee el contenido original, y los usuarios deben descargar completamente este contenido previo a su reproducción. Un segundo servicio se denomina video bajo demanda, donde los pares se unen a una red virtual siempre que inicien una solicitud de un contenido de video, e inician una descarga progresiva en línea. El último servicio es video en vivo, donde el contenido de video es generado, distribuido y visualizado simultáneamente. En esta tesis se estudian aspectos de diseño para la distribución de video en vivo y bajo demanda. Se presenta un análisis matemático de estabilidad y capacidad de arquitecturas de distribución bajo demanda híbridas, asistidas por pares. Los pares inician descargas concurrentes de múltiples contenidos, y se desconectan cuando lo desean. Se predice la evolución esperada del sistema asumiendo proceso Poisson de arribos y egresos exponenciales, mediante un modelo determinístico de fluidos. Un sub-modelo de descargas secuenciales (no simultáneas) es globalmente y estructuralmente estable, independientemente de los parámetros de la red. Mediante la Ley de Little se determina el tiempo medio de residencia de usuarios en un sistema bajo demanda secuencial estacionario. Se demuestra teóricamente que la filosofía híbrida de cooperación entre pares siempre desempeña mejor que la tecnología pura basada en cliente-servidor

    Integrated Support for Handoff Management and Context-Awareness in Heterogeneous Wireless Networks

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    The overwhelming success of mobile devices and wireless communications is stressing the need for the development of mobility-aware services. Device mobility requires services adapting their behavior to sudden context changes and being aware of handoffs, which introduce unpredictable delays and intermittent discontinuities. Heterogeneity of wireless technologies (Wi-Fi, Bluetooth, 3G) complicates the situation, since a different treatment of context-awareness and handoffs is required for each solution. This paper presents a middleware architecture designed to ease mobility-aware service development. The architecture hides technology-specific mechanisms and offers a set of facilities for context awareness and handoff management. The architecture prototype works with Bluetooth and Wi-Fi, which today represent two of the most widespread wireless technologies. In addition, the paper discusses motivations and design details in the challenging context of mobile multimedia streaming applications
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