205,208 research outputs found
A general purpose programming framework for ubiquitous computing environments
It is important to note that the need to support ad-hoc and potentially mobile arrangements of devices in ubiquitous environments does not fit well within the traditional client/server architecture. We believe peer-to-peer communication offers a preferable alternative due to its decentralised nature, removing dependence on individual nodes. However, this choice adds to the complexity of the developers task. In this paper, we describe a two-tiered approach to address this problem: A lower tier employing peer-to-peer interactions for managing the network infrastructure and an upper tier providing a mobile agent based programming framework. The result is a general purpose framework for developing ubiquitous applications and services, where the underlying complexity is hidden from the developer. This paper discusses our on-going work; presenting our design decisions, features supported by our framework, and some of the challenges still to be addressed in a complex programming environment
Recommended from our members
A twoâstep authentication framework for Mobile ad hoc networks
The lack of fixed infrastructure in ad hoc networks causes nodes to rely more heavily on peer nodes for communication. Nevertheless, establishing trust in such a distributed environment is very difficult, since it is not straightforward for a node to determine if its peer nodes can be trusted. An additional concern in such an environment is with whether a peer node is merely relaying a message or if it is the originator of the message. In this paper, we propose an authentication approach for protecting nodes in mobile ad hoc networks. The security requirements for protecting data link and network layers are identified and the design criteria for creating secure ad hoc networks using several authentication protocols are analyzed. Protocols based on zero knowledge and challenge response techniques are presented and their performance is evaluated through analysis and simulation
Integrated Social and Quality of Service Trust Management of Mobile Groups in Ad Hoc Networks
AbstractâWe propose to combine social trust derived from social networks with quality-of-service (QoS) trust derived from communication networks to obtain a composite trust metric as a basis for evaluating trust of mobile nodes in mobile ad hoc network (MANET) environments. We develop a novel modelbased approach to identify the best protocol setting under which trust bias is minimized, that is, the peer-to-peer subjective trust as a result of executing our distributed trust management protocol is close to ground truth status over a wide range of operational and environment conditions with high resiliency to malicious attacks and misbehaving nodes. Keywordsâtrust management; mobile ad hoc networks; QoS trust; social trust; trust bias minimization. I
Recommended from our members
TwoâStep Authentication in Mobile Ad Hoc Networks
The lack of fixed infrastructure in ad hoc networks causes nodes to rely more heavily on peer nodes for communication. Nevertheless, establishing trust in such a distributed environment is very difficult, since it is not straightforward for a node to determine if its peer nodes can be trusted. An additional concern in such an environment is with whether a peer node is merely relaying a message or if it is the originator of the message. In this paper, we propose an authentication approach for protecting nodes in mobile ad hoc networks. The security requirements for protecting data link and network layers are identified and the design criteria for creating secure ad hoc networks using several authentication protocols are analyzed. Protocols based on zero knowledge and challenge response techniques are presented and their performance is evaluated through analysis and simulation
Cooperative Vehicle Tracking in Large Environments
Vehicle position tracking and prediction over large areas is of significant importance in many industrial applications, such as mining operations. In a small area, this can be easily achieved by providing vehicles with a constant communication link to a control centre and having the vehicles broadcast their position. The problem changes dramatically when vehicles operate within a large environment of potentially hundreds of square kilometres and in difficult terrain. This thesis presents algorithms for cooperative tracking of vehicles based on a vehicle motion model that incorporates the properties of the working area, and information collected by infrastructure collection points and other mobile agents. The probabilistic motion prediction approach provides long-term estimates of vehicle positions using motion profiles built for the particular environment and considering the vehicle stopping probability. A limited number of data collection points distributed around the field are used to update the position estimates, with negative information also used to improve the estimation. The thesis introduces the concept of observation harvesting, a process in which peer-to-peer communication between vehicles allows egocentric position updates and inter-vehicle measurements to be relayed among vehicles and finally conveyed to the collection points for an improved position estimate. It uses a store-and-synchronise concept to deal with intermittent communication and aims to disseminate data in an opportunistic manner. A nonparametric filtering algorithm for cooperative tracking is proposed to incorporate the information harvested, including the negative, relative, and time delayed observations. An important contribution of this thesis is to enable the optimisation of fleet scheduling when full coverage networks are not available or feasible. The proposed approaches were validated with comprehensive experimental results using data collected from a large-scale mining operation
Cooperative Vehicle Tracking in Large Environments
Vehicle position tracking and prediction over large areas is of significant importance in many industrial applications, such as mining operations. In a small area, this can be easily achieved by providing vehicles with a constant communication link to a control centre and having the vehicles broadcast their position. The problem changes dramatically when vehicles operate within a large environment of potentially hundreds of square kilometres and in difficult terrain. This thesis presents algorithms for cooperative tracking of vehicles based on a vehicle motion model that incorporates the properties of the working area, and information collected by infrastructure collection points and other mobile agents. The probabilistic motion prediction approach provides long-term estimates of vehicle positions using motion profiles built for the particular environment and considering the vehicle stopping probability. A limited number of data collection points distributed around the field are used to update the position estimates, with negative information also used to improve the estimation. The thesis introduces the concept of observation harvesting, a process in which peer-to-peer communication between vehicles allows egocentric position updates and inter-vehicle measurements to be relayed among vehicles and finally conveyed to the collection points for an improved position estimate. It uses a store-and-synchronise concept to deal with intermittent communication and aims to disseminate data in an opportunistic manner. A nonparametric filtering algorithm for cooperative tracking is proposed to incorporate the information harvested, including the negative, relative, and time delayed observations. An important contribution of this thesis is to enable the optimisation of fleet scheduling when full coverage networks are not available or feasible. The proposed approaches were validated with comprehensive experimental results using data collected from a large-scale mining operation
Mobile Computing in Digital Ecosystems: Design Issues and Challenges
In this paper we argue that the set of wireless, mobile devices (e.g.,
portable telephones, tablet PCs, GPS navigators, media players) commonly used
by human users enables the construction of what we term a digital ecosystem,
i.e., an ecosystem constructed out of so-called digital organisms (see below),
that can foster the development of novel distributed services. In this context,
a human user equipped with his/her own mobile devices, can be though of as a
digital organism (DO), a subsystem characterized by a set of peculiar features
and resources it can offer to the rest of the ecosystem for use from its peer
DOs. The internal organization of the DO must address issues of management of
its own resources, including power consumption. Inside the DO and among DOs,
peer-to-peer interaction mechanisms can be conveniently deployed to favor
resource sharing and data dissemination. Throughout this paper, we show that
most of the solutions and technologies needed to construct a digital ecosystem
are already available. What is still missing is a framework (i.e., mechanisms,
protocols, services) that can support effectively the integration and
cooperation of these technologies. In addition, in the following we show that
that framework can be implemented as a middleware subsystem that enables novel
and ubiquitous forms of computation and communication. Finally, in order to
illustrate the effectiveness of our approach, we introduce some experimental
results we have obtained from preliminary implementations of (parts of) that
subsystem.Comment: Proceedings of the 7th International wireless Communications and
Mobile Computing conference (IWCMC-2011), Emergency Management: Communication
and Computing Platforms Worksho
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-
K-Trek: A Peer-to-Peer Approach To Distribute Knowledge In Large Environments
In this paper, we explore an architecture, called K-Trek, that enables mobile users to travel across knowledge distributed over a large geographical area (ranging from large public buildings to a national park). Our aim is providing, dis-tributing, and enriching the environment with location-sensitive information for use by agents on board of mobile and static devices. Local interactions among K-Trek devices and the distribution of information in the larger environment adopt some typical peer-to-peer patterns and techniques. We introduce the architecture, discuss some of its potential knowledge management applications, and present a few experimental results obtained with simulation
- âŠ