4,986 research outputs found

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

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    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic

    Exploring traffic and QoS management mechanisms to support mobile cloud computing using service localisation in heterogeneous environments

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    In recent years, mobile devices have evolved to support an amalgam of multimedia applications and content. However, the small size of these devices poses a limit the amount of local computing resources. The emergence of Cloud technology has set the ground for an era of task offloading for mobile devices and we are now seeing the deployment of applications that make more extensive use of Cloud processing as a means of augmenting the capabilities of mobiles. Mobile Cloud Computing is the term used to describe the convergence of these technologies towards applications and mechanisms that offload tasks from mobile devices to the Cloud. In order for mobile devices to access Cloud resources and successfully offload tasks there, a solution for constant and reliable connectivity is required. The proliferation of wireless technology ensures that networks are available almost everywhere in an urban environment and mobile devices can stay connected to a network at all times. However, user mobility is often the cause of intermittent connectivity that affects the performance of applications and ultimately degrades the user experience. 5th Generation Networks are introducing mechanisms that enable constant and reliable connectivity through seamless handovers between networks and provide the foundation for a tighter coupling between Cloud resources and mobiles. This convergence of technologies creates new challenges in the areas of traffic management and QoS provisioning. The constant connectivity to and reliance of mobile devices on Cloud resources have the potential of creating large traffic flows between networks. Furthermore, depending on the type of application generating the traffic flow, very strict QoS may be required from the networks as suboptimal performance may severely degrade an application’s functionality. In this thesis, I propose a new service delivery framework, centred on the convergence of Mobile Cloud Computing and 5G networks for the purpose of optimising service delivery in a mobile environment. The framework is used as a guideline for identifying different aspects of service delivery in a mobile environment and for providing a path for future research in this field. The focus of the thesis is placed on the service delivery mechanisms that are responsible for optimising the QoS and managing network traffic. I present a solution for managing traffic through dynamic service localisation according to user mobility and device connectivity. I implement a prototype of the solution in a virtualised environment as a proof of concept and demonstrate the functionality and results gathered from experimentation. Finally, I present a new approach to modelling network performance by taking into account user mobility. The model considers the overall performance of a persistent connection as the mobile node switches between different networks. Results from the model can be used to determine which networks will negatively affect application performance and what impact they will have for the duration of the user's movement. The proposed model is evaluated using an analytical approac

    Remote rendering for virtual reality on mobile devices

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    Nowadays it is possible to launch complicated VR applications on mobile devices, using simple VR goggles, e.g. Google Cardboard. Nevertheless, this opportunity has not been introduced to the wide use yet. One of the reasons is the low processing power even of the hi-end devices. This is a massive obstacle for mobile VR technologies. One of the solutions is to render the high-quality 3D world on a remote server, streaming the video to the mobile device

    TechNews digests: Jan - Mar 2010

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    TechNews is a technology, news and analysis service aimed at anyone in the education sector keen to stay informed about technology developments, trends and issues. TechNews focuses on emerging technologies and other technology news. TechNews service : digests september 2004 till May 2010 Analysis pieces and News combined publish every 2 to 3 month

    cISP: A Speed-of-Light Internet Service Provider

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    Low latency is a requirement for a variety of interactive network applications. The Internet, however, is not optimized for latency. We thus explore the design of cost-effective wide-area networks that move data over paths very close to great-circle paths, at speeds very close to the speed of light in vacuum. Our cISP design augments the Internet's fiber with free-space wireless connectivity. cISP addresses the fundamental challenge of simultaneously providing low latency and scalable bandwidth, while accounting for numerous practical factors ranging from transmission tower availability to packet queuing. We show that instantiations of cISP across the contiguous United States and Europe would achieve mean latencies within 5% of that achievable using great-circle paths at the speed of light, over medium and long distances. Further, we estimate that the economic value from such networks would substantially exceed their expense

    Foveated Video Streaming for Cloud Gaming

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    Video gaming is generally a computationally intensive application and to provide a pleasant user experience specialized hardware like Graphic Processing Units may be required. Computational resources and power consumption are constraints which limit visually complex gaming on, for example, laptops, tablets and smart phones. Cloud gaming may be a possible approach towards providing a pleasant gaming experience on thin clients which have limited computational and energy resources. In a cloud gaming architecture, the game-play video is rendered and encoded in the cloud and streamed to a client where it is displayed. User inputs are captured at the client and streamed back to the server, where they are relayed to the game. High quality of experience requires the streamed video to be of high visual quality which translates to substantial downstream bandwidth requirements. The visual perception of the human eye is non-uniform, being maximum along the optical axis of the eye and dropping off rapidly away from it. This phenomenon, called foveation, makes the practice of encoding all areas of a video frame with the same resolution wasteful. In this thesis, foveated video streaming from a cloud gaming server to a cloud gaming client is investigated. A prototype cloud gaming system with foveated video streaming is implemented. The cloud gaming server of the prototype is configured to encode gameplay video in a foveated fashion based on gaze location data provided by the cloud gaming client. The effect of foveated encoding on the output bitrate of the streamed video is investigated. Measurements are performed using games from various genres and with different player points of view to explore changes in video bitrate with different parameters of foveation. Latencies involved in foveated video streaming for cloud gaming, including latency of the eye tracker used in the thesis, are also briefly discussed
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