10,298 research outputs found

    A Reusable Component for Communication and Data Synchronization in Mobile Distributed Interactive Applications

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    In Distributed Interactive Applications (DIA) such as multiplayer games, where many participants are involved in a same game session and communicate through a network, they may have an inconsistent view of the virtual world because of the communication delays across the network. This issue becomes even more challenging when communicating through a cellular network while executing the DIA client on a mobile terminal. Consistency maintenance algorithms may be used to obtain a uniform view of the virtual world. These algorithms are very complex and hard to program and therefore, the implementation and the future evolution of the application logic code become difficult. To solve this problem, we propose an approach where the consistency concerns are handled separately by a distributed component called a Synchronization Medium, which is responsible for the communication management as well as the consistency maintenance. We present the detailed architecture of the Synchronization Medium and the generic interfaces it offers to DIAs. We evaluate our approach both qualitatively and quantitatively. We first demonstrate that the Synchronization Medium is a reusable component through the development of two game applications, a car racing game and a space war game. A performance evaluation then shows that the overhead introduced by the Synchronization Medium remains acceptable.Comment: In Proceedings WCSI 2010, arXiv:1010.233

    Dead Reckoning Localization Technique for Mobile Wireless Sensor Networks

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    Localization in wireless sensor networks not only provides a node with its geographical location but also a basic requirement for other applications such as geographical routing. Although a rich literature is available for localization in static WSN, not enough work is done for mobile WSNs, owing to the complexity due to node mobility. Most of the existing techniques for localization in mobile WSNs uses Monte-Carlo localization, which is not only time-consuming but also memory intensive. They, consider either the unknown nodes or anchor nodes to be static. In this paper, we propose a technique called Dead Reckoning Localization for mobile WSNs. In the proposed technique all nodes (unknown nodes as well as anchor nodes) are mobile. Localization in DRLMSN is done at discrete time intervals called checkpoints. Unknown nodes are localized for the first time using three anchor nodes. For their subsequent localizations, only two anchor nodes are used. The proposed technique estimates two possible locations of a node Using Bezouts theorem. A dead reckoning approach is used to select one of the two estimated locations. We have evaluated DRLMSN through simulation using Castalia simulator, and is compared with a similar technique called RSS-MCL proposed by Wang and Zhu .Comment: Journal Paper, IET Wireless Sensor Systems, 201

    Bounding inconsistency using a novel threshold metric for dead reckoning update packet generation

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    Human-to-human interaction across distributed applications requires that sufficient consistency be maintained among participants in the face of network characteristics such as latency and limited bandwidth. The level of inconsistency arising from the network is proportional to the network delay, and thus a function of bandwidth consumption. Distributed simulation has often used a bandwidth reduction technique known as dead reckoning that combines approximation and estimation in the communication of entity movement to reduce network traffic, and thus improve consistency. However, unless carefully tuned to application and network characteristics, such an approach can introduce more inconsistency than it avoids. The key tuning metric is the distance threshold. This paper questions the suitability of the standard distance threshold as a metric for use in the dead reckoning scheme. Using a model relating entity path curvature and inconsistency, a major performance related limitation of the distance threshold technique is highlighted. We then propose an alternative time—space threshold criterion. The time—space threshold is demonstrated, through simulation, to perform better for low curvature movement. However, it too has a limitation. Based on this, we further propose a novel hybrid scheme. Through simulation and live trials, this scheme is shown to perform well across a range of curvature values, and places bounds on both the spatial and absolute inconsistency arising from dead reckoning

    Using Surface-Motions for Locomotion of Microscopic Robots in Viscous Fluids

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    Microscopic robots could perform tasks with high spatial precision, such as acting in biological tissues on the scale of individual cells, provided they can reach precise locations. This paper evaluates the feasibility of in vivo locomotion for micron-size robots. Two appealing methods rely only on surface motions: steady tangential motion and small amplitude oscillations. These methods contrast with common microorganism propulsion based on flagella or cilia, which are more likely to damage nearby cells if used by robots made of stiff materials. The power potentially available to robots in tissue supports speeds ranging from one to hundreds of microns per second, over the range of viscosities found in biological tissue. We discuss design trade-offs among propulsion method, speed, power, shear forces and robot shape, and relate those choices to robot task requirements. This study shows that realizing such locomotion requires substantial improvements in fabrication capabilities and material properties over current technology.Comment: 14 figures and two Quicktime animations of the locomotion methods described in the paper, each showing one period of the motion over a time of 0.5 milliseconds; version 2 has minor clarifications and corrected typo

    Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.

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    As 3D interfaces, and in particular virtual environments, become increasingly realistic there is a need to investigate the location and configuration of information resources, as distributed in the humancomputer system, to support any required activities. It is important for the designer of 3D interfaces to be aware of information resource availability and distribution when considering issues such as cognitive load on the user. This paper explores how a model of distributed resources can support the design of alternative aids to virtual environment wayfinding with varying levels of cognitive load. The wayfinding aids have been implemented and evaluated in a desktop virtual environment

    Managing big data experiments on smartphones

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    The explosive number of smartphones with ever growing sensing and computing capabilities have brought a paradigm shift to many traditional domains of the computing field. Re-programming smartphones and instrumenting them for application testing and data gathering at scale is currently a tedious and time-consuming process that poses significant logistical challenges. Next generation smartphone applications are expected to be much larger-scale and complex, demanding that these undergo evaluation and testing under different real-world datasets, devices and conditions. In this paper, we present an architecture for managing such large-scale data management experiments on real smartphones. We particularly present the building blocks of our architecture that encompassed smartphone sensor data collected by the crowd and organized in our big data repository. The given datasets can then be replayed on our testbed comprising of real and simulated smartphones accessible to developers through a web-based interface. We present the applicability of our architecture through a case study that involves the evaluation of individual components that are part of a complex indoor positioning system for smartphones, coined Anyplace, which we have developed over the years. The given study shows how our architecture allows us to derive novel insights into the performance of our algorithms and applications, by simplifying the management of large-scale data on smartphones
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