6,205 research outputs found

    Optimal configuration of active and backup servers for augmented reality cooperative games

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    Interactive applications as online games and mobile devices have become more and more popular in recent years. From their combination, new and interesting cooperative services could be generated. For instance, gamers endowed with Augmented Reality (AR) visors connected as wireless nodes in an ad-hoc network, can interact with each other while immersed in the game. To enable this vision, we discuss here a hybrid architecture enabling game play in ad-hoc mode instead of the traditional client-server setting. In our architecture, one of the player nodes also acts as the server of the game, whereas other backup server nodes are ready to become active servers in case of disconnection of the network i.e. due to low energy level of the currently active server. This allows to have a longer gaming session before incurring in disconnections or energy exhaustion. In this context, the server election strategy with the aim of maximizing network lifetime is not so straightforward. To this end, we have hence analyzed this issue through a Mixed Integer Linear Programming (MILP) model and both numerical and simulation-based analysis shows that the backup servers solution fulfills its design objective

    Decentralized Adaptive Helper Selection in Multi-channel P2P Streaming Systems

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    In Peer-to-Peer (P2P) multichannel live streaming, helper peers with surplus bandwidth resources act as micro-servers to compensate the server deficiencies in balancing the resources between different channel overlays. With deployment of helper level between server and peers, optimizing the user/helper topology becomes a challenging task since applying well-known reciprocity-based choking algorithms is impossible due to the one-directional nature of video streaming from helpers to users. Because of selfish behavior of peers and lack of central authority among them, selection of helpers requires coordination. In this paper, we design a distributed online helper selection mechanism which is adaptable to supply and demand pattern of various video channels. Our solution for strategic peers' exploitation from the shared resources of helpers is to guarantee the convergence to correlated equilibria (CE) among the helper selection strategies. Online convergence to the set of CE is achieved through the regret-tracking algorithm which tracks the equilibrium in the presence of stochastic dynamics of helpers' bandwidth. The resulting CE can help us select proper cooperation policies. Simulation results demonstrate that our algorithm achieves good convergence, load distribution on helpers and sustainable streaming rates for peers

    Growing the use of Virtual Worlds in education : an OpenSim perspective

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    The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin

    A spatial publish subscribe overlay for massively multiuser virtual environments

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    Proceedings of the International Conference on Electronics and Information Engineering, 2010, v. 2, p. 314-318Peer-to-peer (P2P) architectures have become popular for designing scalable virtual environments (VEs) in recent years. However, one question that remains is whether a single overlay can be flexible enough to support different types of VEs. We present S-VON, a P2P overlay that attempts this goal by providing spatial publish / subscribe (SPS) services. Besides flexibility, S-VON also aims to be practical and efficient by utilizing super-peers and considering the physical topology (i.e., network distance) to reduce latencies. Our simulations show that super-peers provide a unique design space where both bandwidth usage and latencies can be effectively reduced, such that even a crowded Second Life region can be hosted with residential ADSL. © 2010 IEEE.published_or_final_versio

    Collocation Games and Their Application to Distributed Resource Management

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    We introduce Collocation Games as the basis of a general framework for modeling, analyzing, and facilitating the interactions between the various stakeholders in distributed systems in general, and in cloud computing environments in particular. Cloud computing enables fixed-capacity (processing, communication, and storage) resources to be offered by infrastructure providers as commodities for sale at a fixed cost in an open marketplace to independent, rational parties (players) interested in setting up their own applications over the Internet. Virtualization technologies enable the partitioning of such fixed-capacity resources so as to allow each player to dynamically acquire appropriate fractions of the resources for unencumbered use. In such a paradigm, the resource management problem reduces to that of partitioning the entire set of applications (players) into subsets, each of which is assigned to fixed-capacity cloud resources. If the infrastructure and the various applications are under a single administrative domain, this partitioning reduces to an optimization problem whose objective is to minimize the overall deployment cost. In a marketplace, in which the infrastructure provider is interested in maximizing its own profit, and in which each player is interested in minimizing its own cost, it should be evident that a global optimization is precisely the wrong framework. Rather, in this paper we use a game-theoretic framework in which the assignment of players to fixed-capacity resources is the outcome of a strategic "Collocation Game". Although we show that determining the existence of an equilibrium for collocation games in general is NP-hard, we present a number of simplified, practically-motivated variants of the collocation game for which we establish convergence to a Nash Equilibrium, and for which we derive convergence and price of anarchy bounds. In addition to these analytical results, we present an experimental evaluation of implementations of some of these variants for cloud infrastructures consisting of a collection of multidimensional resources of homogeneous or heterogeneous capacities. Experimental results using trace-driven simulations and synthetically generated datasets corroborate our analytical results and also illustrate how collocation games offer a feasible distributed resource management alternative for autonomic/self-organizing systems, in which the adoption of a global optimization approach (centralized or distributed) would be neither practical nor justifiable.NSF (CCF-0820138, CSR-0720604, EFRI-0735974, CNS-0524477, CNS-052016, CCR-0635102); Universidad Pontificia Bolivariana; COLCIENCIAS–Instituto Colombiano para el Desarrollo de la Ciencia y la Tecnología "Francisco José de Caldas

    A survey on interactive games over mobile networks

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    open4noThe mobile revolution has brought us the possibility to enjoy our favorite applications anywhere and anytime. In this context, interactive games over mobile networks embody a fascinating case study both for their commercial success and for their technical challenges, thus, sparking interest and development. The current state of the art of interactive games over mobile networks is captured in this article. We discuss main requirements and analyze possible combinations of existing solutions to provide better support for highly interactive game sessions with mobile players.This work has been partially supported by the UniPD Web Squared and MIUR/PRIN ALTER_NET projects.openGerla, M.; Maggiorini, D.; Palazzi, C.E.; Bujari, A.Gerla, M.; Maggiorini, D.; Palazzi, C.E.; Bujari, A
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