91,471 research outputs found

    The Internet as a Meta-Medium: Emerging Uses of the World Wide Web A Tutorial

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    The Internet is currently conceptualized as a network of information systems, and is intended to deliver and receive primarily computer services. The evolution of the network, however, promises to soon provide not only information but also broadband entertainment and integrated communication services, as strongly implied by the recent AOL/Time Warner merger. The question is whether the Internet is poised to supplant traditional media such as radio, telephone and television, or whether it will simply supplement these entertainment channels. The purpose of this tutorial is to bring together key members of industry and academe to engage the audience in a discussion of the emerging developments in convergent multimedia suggested by AOL\u27s recent merger activity. Dennis Gonier, Senior Vice President of America OnLine, and George Shirk, Editor of Wired News at HotWired, will represent the views of the Internet industry, while noted systems theorists and multimedia researchers Jim Courtney and Janna Poora will represent the academic view on multimedia convergence

    S-RLNC based MAC Optimization for Multimedia Data Transmission over LTE/LTE-A Network

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    The high pace emergence in communication systems and associated demands has triggered academia-industries to achieve more efficient solution for Quality of Service (QoS) delivery for which recently introduced Long Term Evolution (LTE) or LTE-Advanced has been found as a promising solution. However, enabling QoS and Quality of Experience (QoE) delivery for multimedia data over LTE has always been a challenging task. QoS demands require reliable data transmission with minimum signalling overheads, computational complexity, minimum latency etc, for which classical Hybrid Automatic Repeat Request (HREQ) based LTE-MAC is not sufficient. To alleviate these issues, in this paper a novel and robust Multiple Generation Mixing (MGM) assisted Systematic Random Linear Network Coding (S-RLNC) model is developed to be used at the top of LTE MAC protocol stack for multimedia data transmission over LTE/LTE-A system. Our proposed model incorporated interleaving and coding approach along with MGM to ensure secure, resource efficient and reliable multiple data delivery over LTE systems. The simulation results reveal that our proposed S-RLNC-MGM based MAC can ensure QoS/QoE delivery over LTE systems for multimedia data communication

    Performance Evaluation of Power Efficient Mechanisms on Multimedia over LTE-A Networks

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    Power optimization is a critical challenge in multimedia services over cellular communication systems. Long Term Evolution-Advanced (LTE-A) has been developed for higher bandwidth access for accommodating today’s heavy data applications to provide better performance. Idle mode permits cellularstations to manipulate power and sources with the aid of limiting its activity for discrete periods and this eliminates the lively requirement for handover and other ordinary operations. Also, provides a periodical method for the cell station for pending downlink traffic directed to the cellularstation and as a result gets rid network handover traffic from basically inactive cellular stations. Discontinuous Reception (DRX) has been carried out to decrease the power intake of the consumer device, and transmission of big quantity of data. At data transfer, mobile device and the network phases negotiation occur. During other times, the device turns its receiver off and enters a low power state. Thereby similarly assisting numerous services and big quantities of information transmissions. This study prepossession of a massive quantity of data. Also proposes the two-power optimization modes idle mode and DRX mode parameters to achieve maximum possible power saving with the higher quality of multimedia services. Furthermore, the effectiveness of using DRX short cycles and DRX long cycles on multimedia services and the overall performance. Using OPNET Simulator 17.5, it concluded that DRX mechanism is preferred to operate compared with the Idle mechanism, also resulted that the DRX long cycles are a very good choice for all multimedia services and the overall network performance

    Heterogeneous component interactions: Sensors integration into multimedia applications

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    Resource-constrained embedded and mobile devices are becoming increasingly common. Since few years, some mobile and ubiquitous devices such as wireless sensor, able to be aware of their physical environment, appeared. Such devices enable proposing applications which adapt to user's need according the context evolution. It implies the collaboration of sensors and software components which differ on their nature and their communication mechanisms. This paper proposes a unified component model in order to easily design applications based on software components and sensors without taking care of their nature. Then it presents a state of the art of communication problems linked to heterogeneous components and proposes an interaction mechanism which ensures information exchanges between wireless sensors and software components

    A review of personal communications services

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    This article can be accessed from the link below - Copyright @ 2009 Nova Science Publishers, LtdPCS is an acronym for Personal Communications Service. PCS has two layers of meaning. At the low layer, from the technical perspective, PCS is a 2G mobile communication technology operating at the 1900 MHz frequency range. At the upper layer, PCS is often used as an umbrella term that includes various wireless access and personal mobility services with the ultimate goal of enabling users to freely communicate with anyone at anytime and anywhere according to their demand. Ubiquitous PCS can be implemented by integrating the wireless and wireline systems on the basis of intelligent network (IN), which provides network functions of terminal and personal mobility. In this chapter, we focus on various aspects of PCS except location management. First we describe the motivation and technological evolution for personal communications. Then we introduce three key issues related to PCS: spectrum allocation, mobility, and standardization efforts. Since PCS involves several different communication technologies, we introduce its heterogeneous and distributed system architecture. IN is also described in detail because it plays a critical role in the development of PCS. Finally, we introduce the application of PCS and its deployment status since the mid-term of 1990’s.This work was supported in part by the National Natural Science Foundation of China under Grant No. 60673159 and 70671020; the National High-Tech Research and Development Plan of China under Grant No. 2006AA01Z214, and the Engineering and Physical Sciences Research Council (EPSRC) of UK under Grant EP/E060722/1

    A QoS-Aware Scheduling Algorithm for High-Speed Railway Communication System

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    With the rapid development of high-speed railway (HSR), how to provide the passengers with multimedia services has attracted increasing attention. A key issue is to develop an effective scheduling algorithm for multiple services with different quality of service (QoS) requirements. In this paper, we investigate the downlink service scheduling problem in HSR network taking account of end-to-end deadline constraints and successfully packet delivery ratio requirements. Firstly, by exploiting the deterministic high-speed train trajectory, we present a time-distance mapping in order to obtain the highly dynamic link capacity effectively. Next, a novel service model is developed for deadline constrained services with delivery ratio requirements, which enables us to turn the delivery ratio requirement into a single queue stability problem. Based on the Lyapunov drift, the optimal scheduling problem is formulated and the corresponding scheduling service algorithm is proposed by stochastic network optimization approach. Simulation results show that the proposed algorithm outperforms the conventional schemes in terms of QoS requirements.Comment: 6 pages, 3 figures, accepted by IEEE ICC 2014 conferenc

    Mobile Online Gaming via Resource Sharing

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    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-

    Control of Multiple Remote Servers for Quality-Fair Delivery of Multimedia Contents

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    This paper proposes a control scheme for the quality-fair delivery of several encoded video streams to mobile users sharing a common wireless resource. Video quality fairness, as well as similar delivery delays are targeted among streams. The proposed controller is implemented within some aggregator located near the bottleneck of the network. The transmission rate among streams is adapted based on the quality of the already encoded and buffered packets in the aggregator. Encoding rate targets are evaluated by the aggregator and fed back to each remote video server (fully centralized solution), or directly evaluated by each server in a distributed way (partially distributed solution). Each encoding rate target is adjusted for each stream independently based on the corresponding buffer level or buffering delay in the aggregator. Communication delays between the servers and the aggregator are taken into account. The transmission and encoding rate control problems are studied with a control-theoretic perspective. The system is described with a multi-input multi-output model. Proportional Integral (PI) controllers are used to adjust the video quality and control the aggregator buffer levels. The system equilibrium and stability properties are studied. This provides guidelines for choosing the parameters of the PI controllers. Experimental results show the convergence of the proposed control system and demonstrate the improvement in video quality fairness compared to a classical transmission rate fair streaming solution and to a utility max-min fair approach
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