1,186 research outputs found

    Mobile Online Gaming via Resource Sharing

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    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-

    Mobile Computing in Digital Ecosystems: Design Issues and Challenges

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    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

    A Coordination Model and Framework for Developing Distributed Mobile Applications

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    How to coordinate multiple devices to work together as a single application is one of the most important challenges for building a distributed mobile application. Mobile devices play important roles in daily life and resolving this challenge is vital. Many coordination models have already been developed to support the implementation of parallel applications, and LIME (Linda In a Mobile Environment) is the most popular member. This thesis evaluates and analyzes the advantages and disadvantages of the LIME, and its predecessor Linda coordination model. This thesis proposes a new coordination model that focuses on overcoming the drawbacks of LIME and Linda. The new coordination model leverages the features of consistent hashing in order to obtain better coordination performance. Additionally, this new coordination model utilizes the idea of replica mechanism to guarantee data integrity. A cross-platform coordination framework, based on the new coordination model, is presented by this thesis in order to facilitate and simplify the development of distributed mobile applications. This framework aims to be robust and high-performance, supporting not only powerful devices such as smartphones but also constrained devices, which includes IoT sensors. The framework utilizes many advanced concepts and technologies such as CoAP protocol, P2P networking, Wi-Fi Direct, and Bluetooth Low Energy to achieve the goals of high-performance and fault-tolerance. Six experiments have been done to test the coordination model and framework from di erent aspects including bandwidth, throughput, packages per second, hit rate, and data distribution. Results of the experiments demonstrate that the proposed coordination model and framework meet the requirements of high-performance and fault-tolerance

    Efficient service discovery in wide area networks

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    Living in an increasingly networked world, with an abundant number of services available to consumers, the consumer electronics market is enjoying a boom. The average consumer in the developed world may own several networked devices such as games consoles, mobile phones, PDAs, laptops and desktops, wireless picture frames and printers to name but a few. With this growing number of networked devices comes a growing demand for services, defined here as functions requested by a client and provided by a networked node. For example, a client may wish to download and share music or pictures, find and use printer services, or lookup information (e.g. train times, cinema bookings). It is notable that a significant proportion of networked devices are now mobile. Mobile devices introduce a new dynamic to the service discovery problem, such as lower battery and processing power and more expensive bandwidth. Device owners expect to access services not only in their immediate proximity, but further afield (e.g. in their homes and offices). Solving these problems is the focus of this research. This Thesis offers two alternative approaches to service discovery in Wide Area Networks (WANs). Firstly, a unique combination of the Session Initiation Protocol (SIP) and the OSGi middleware technology is presented to provide both mobility and service discovery capability in WANs. Through experimentation, this technique is shown to be successful where the number of operating domains is small, but it does not scale well. To address the issue of scalability, this Thesis proposes the use of Peer-to-Peer (P2P) service overlays as a medium for service discovery in WANs. To confirm that P2P overlays can in fact support service discovery, a technique to utilise the Distributed Hash Table (DHT) functionality of distributed systems is used to store and retrieve service advertisements. Through simulation, this is shown to be both a scalable and a flexible service discovery technique. However, the problems associated with P2P networks with respect to efficiency are well documented. In a novel approach to reduce messaging costs in P2P networks, multi-destination multicast is used. Two well known P2P overlays are extended using the Explicit Multi-Unicast (XCAST) protocol. The resulting analysis of this extension provides a strong argument for multiple P2P maintenance algorithms co-existing in a single P2P overlay to provide adaptable performance. A novel multi-tier P2P overlay system is presented, which is tailored for service rich mobile devices and which provides an efficient platform for service discovery

    A Bluetooth 5 Opportunistic Edge Computing System for Vehicular Scenarios

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    [Abstract]: The limitations of many IoT devices in terms of storage, computing power and energy consumption require them to be connected to other devices when performing computationally intensive tasks, as happens with IoT systems based on edge computing architectures. However, the lack of wireless connectivity in the places where IoT nodes are deployed or through which they move is still a problem. One of the solutions to mitigate this problem involves using opportunistic networks, which provide connectivity and processing resources efficiently while reducing the communications traffic with remote clouds. Thus, opportunistic networks are helpful in situations when wireless communication coverage is not available, as occurs in certain rural areas, during natural disasters, in wars or when other factors cause network disruptions, as well as in other IoT scenarios in which the cloud becomes saturated (for example, due to an excessive amount of concurrent communications or when denial-of-service (DoS) attacks occur). This article presents the design and initial validation of a novel opportunistic edge computing (OEC) system based on Bluetooth 5 and the use of low-cost single-board computers (SBCs). After describing the proposed OEC system, experimental results are presented for a real opportunistic vehicular IoT scenario. Specifically, the latency and packet loss are measured thanks to the use of an experimental testbed made of two separate IoT networks (each conformed by an IoT node and an OEC gateway): one located in a remote office and another one inside a moving vehicle, which was driven at different vehicular speeds. The obtained results show average latencies ranging from 716 to 955 ms with packet losses between 7% and 27%. As a result, the developed system is useful for providing opportunistic services to moving IoT nodes with relatively low latency requirements.Xunta de Galicia; ED431C 2020/15Xunta de Galicia; ED431G 2019/01Ministerio de Ciencia e Innovación; PID2020-118857RA-I0

    File Tracking For Mobile Devices

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    Since 2010, the smart device has become an integral part of people’s daily lives. The popularity of smart devices has increased dramatically. However, as the number of devices owned by an individual user increases, so does the risk of data leakage and loss. This problem has started to draw attention because the data contained on smart devices tends to be personal or sensitive in nature. Many people have so much data on their devices that they have no idea as to what they are missing when a device is lost. Although there are already some solutions for data recovery, a data backup system on a remote server, these solutions are not accessible in the non-Internet environment. Development of a data recovery system that is accessible in the non-Internet environment is essential because of the constraints of mobile devices, such as unreliable network. This research proposes an architecture that allows the data recovery in both Internet (cloud) and Non-Internet (local) network by using different connection technologies. A data tracking mechanism has also been designed to monitor data flow among multiple devices, such as the cloud server, mobile devices, and tablets. Additionally, a synchronization system has been developed to ensure the consistency of tracking information. By designing and implementing this architecture, the two problems regarding to the data: "what is where" and "who has what" are resolved
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