24,229 research outputs found

    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

    Reporting an Experience on Design and Implementation of e-Health Systems on Azure Cloud

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    Electronic Health (e-Health) technology has brought the world with significant transformation from traditional paper-based medical practice to Information and Communication Technologies (ICT)-based systems for automatic management (storage, processing, and archiving) of information. Traditionally e-Health systems have been designed to operate within stovepipes on dedicated networks, physical computers, and locally managed software platforms that make it susceptible to many serious limitations including: 1) lack of on-demand scalability during critical situations; 2) high administrative overheads and costs; and 3) in-efficient resource utilization and energy consumption due to lack of automation. In this paper, we present an approach to migrate the ICT systems in the e-Health sector from traditional in-house Client/Server (C/S) architecture to the virtualised cloud computing environment. To this end, we developed two cloud-based e-Health applications (Medical Practice Management System and Telemedicine Practice System) for demonstrating how cloud services can be leveraged for developing and deploying such applications. The Windows Azure cloud computing platform is selected as an example public cloud platform for our study. We conducted several performance evaluation experiments to understand the Quality Service (QoS) tradeoffs of our applications under variable workload on Azure.Comment: Submitted to third IEEE International Conference on Cloud and Green Computing (CGC 2013

    MOSDEN: A Scalable Mobile Collaborative Platform for Opportunistic Sensing Applications

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    Mobile smartphones along with embedded sensors have become an efficient enabler for various mobile applications including opportunistic sensing. The hi-tech advances in smartphones are opening up a world of possibilities. This paper proposes a mobile collaborative platform called MOSDEN that enables and supports opportunistic sensing at run time. MOSDEN captures and shares sensor data across multiple apps, smartphones and users. MOSDEN supports the emerging trend of separating sensors from application-specific processing, storing and sharing. MOSDEN promotes reuse and re-purposing of sensor data hence reducing the efforts in developing novel opportunistic sensing applications. MOSDEN has been implemented on Android-based smartphones and tablets. Experimental evaluations validate the scalability and energy efficiency of MOSDEN and its suitability towards real world applications. The results of evaluation and lessons learned are presented and discussed in this paper.Comment: Accepted to be published in Transactions on Collaborative Computing, 2014. arXiv admin note: substantial text overlap with arXiv:1310.405

    Enabling collaboration in virtual reality navigators

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    In this paper we characterize a feature superset for Collaborative Virtual Reality Environments (CVRE), and derive a component framework to transform stand-alone VR navigators into full-fledged multithreaded collaborative environments. The contributions of our approach rely on a cost-effective and extensible technique for loading software components into separate POSIX threads for rendering, user interaction and network communications, and adding a top layer for managing session collaboration. The framework recasts a VR navigator under a distributed peer-to-peer topology for scene and object sharing, using callback hooks for broadcasting remote events and multicamera perspective sharing with avatar interaction. We validate the framework by applying it to our own ALICE VR Navigator. Experimental results show that our approach has good performance in the collaborative inspection of complex models.Postprint (published version

    Ethernet - a survey on its fields of application

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    During the last decades, Ethernet progressively became the most widely used local area networking (LAN) technology. Apart from LAN installations, Ethernet became also attractive for many other fields of application, ranging from industry to avionics, telecommunication, and multimedia. The expanded application of this technology is mainly due to its significant assets like reduced cost, backward-compatibility, flexibility, and expandability. However, this new trend raises some problems concerning the services of the protocol and the requirements for each application. Therefore, specific adaptations prove essential to integrate this communication technology in each field of application. Our primary objective is to show how Ethernet has been enhanced to comply with the specific requirements of several application fields, particularly in transport, embedded and multimedia contexts. The paper first describes the common Ethernet LAN technology and highlights its main features. It reviews the most important specific Ethernet versions with respect to each application field’s requirements. Finally, we compare these different fields of application and we particularly focus on the fundamental concepts and the quality of service capabilities of each proposal

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    An Efficient Transport Protocol for delivery of Multimedia An Efficient Transport Protocol for delivery of Multimedia Content in Wireless Grids

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    A grid computing system is designed for solving complicated scientific and commercial problems effectively,whereas mobile computing is a traditional distributed system having computing capability with mobility and adopting wireless communications. Media and Entertainment fields can take advantage from both paradigms by applying its usage in gaming applications and multimedia data management. Multimedia data has to be stored and retrieved in an efficient and effective manner to put it in use. In this paper, we proposed an application layer protocol for delivery of multimedia data in wireless girds i.e. multimedia grid protocol (MMGP). To make streaming efficient a new video compression algorithm called dWave is designed and embedded in the proposed protocol. This protocol will provide faster, reliable access and render an imperceptible QoS in delivering multimedia in wireless grid environment and tackles the challenging issues such as i) intermittent connectivity, ii) device heterogeneity, iii) weak security and iv) device mobility.Comment: 20 pages, 15 figures, Peer Reviewed Journa

    Smart PIN: utility-based replication and delivery of multimedia content to mobile users in wireless networks

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    Next generation wireless networks rely on heterogeneous connectivity technologies to support various rich media services such as personal information storage, file sharing and multimedia streaming. Due to users’ mobility and dynamic characteristics of wireless networks, data availability in collaborating devices is a critical issue. In this context Smart PIN was proposed as a personal information network which focuses on performance of delivery and cost efficiency. Smart PIN uses a novel data replication scheme based on individual and overall system utility to best balance the requirements for static data and multimedia content delivery with variable device availability due to user mobility. Simulations show improved results in comparison with other general purpose data replication schemes in terms of data availability
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