1,630 research outputs found

    Evaluation of mobile frameworks-conceptual and technological aspects

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    Towards a mobile computing middleware: a synergy of reflection and mobile code techniques

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    The increasing popularity of wireless devices, such as mobile phones, personal digital assistants, watches and the like. is enabling new classes of applications that present challenging problems to designers. Applications have to be aware of, and adapt to, frequent variations in the context of execution, such as fluctuating network bandwidth, decreasing batten, power, changes in location or device capabilities, and so on. In this paper, we argue that middleware solutions for wired distributed systems cannot be used in a mobile setting, as the principle of transparency that has driven their design runs counter to the new degrees of awareness imposed by mobility: We propose a synergy of reflection and code mobility as a means for middleware to give applications the desired level of flexibility to react to changes happening in the environment, including those that have not necessarily been foreseen by middleware designers. We ruse the sharing and processing of images as an application scenario to highlight the advantages of our approach

    Cross-layer Peer-to-Peer Computing in Mobile Ad Hoc Networks

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    The future information society is expected to rely heavily on wireless technology. Mobile access to the Internet is steadily gaining ground, and could easily end up exceeding the number of connections from the fixed infrastructure. Picking just one example, ad hoc networking is a new paradigm of wireless communication for mobile devices. Initially, ad hoc networking targeted at military applications as well as stretching the access to the Internet beyond one wireless hop. As a matter of fact, it is now expected to be employed in a variety of civilian applications. For this reason, the issue of how to make these systems working efficiently keeps the ad hoc research community active on topics ranging from wireless technologies to networking and application systems. In contrast to traditional wire-line and wireless networks, ad hoc networks are expected to operate in an environment in which some or all the nodes are mobile, and might suddenly disappear from, or show up in, the network. The lack of any centralized point, leads to the necessity of distributing application services and responsibilities to all available nodes in the network, making the task of developing and deploying application a hard task, and highlighting the necessity of suitable middleware platforms. This thesis studies the properties and performance of peer-to-peer overlay management algorithms, employing them as communication layers in data sharing oriented middleware platforms. The work primarily develops from the observation that efficient overlays have to be aware of the physical network topology, in order to reduce (or avoid) negative impacts of application layer traffic on the network functioning. We argue that cross-layer cooperation between overlay management algorithms and the underlying layer-3 status and protocols, represents a viable alternative to engineer effective decentralized communication layers, or eventually re-engineer existing ones to foster the interconnection of ad hoc networks with Internet infrastructures. The presented approach is twofold. Firstly, we present an innovative network stack component that supports, at an OS level, the realization of cross-layer protocol interactions. Secondly, we exploit cross-layering to optimize overlay management algorithms in unstructured, structured, and publish/subscribe platforms

    Pervasive Games in a Mote-Enabled Virtual World Using Tuple Space Middleware

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    Pervasive games are a new and exciting field where the user experience benefits from the blending of real and virtual elements. Players are no longer confined to computer screens. Rather, interactions with devices embedded within the real world and physical movements become an integral part of the gaming experience. Several prototypes of pervasive games have been proposed by both industry and academia. However, in such games the issues arising from the integration of players and real world, the management of the context surrounding the players, and the need for communication and distributed coordination are often addressed in an ad-hoc fashion. Therefore, the underlying software fabric is often not reusable, ultimately slowing down the diffusion of pervasive games. In this paper we describe the design and implementation of a pervasive game on top of TinyLIME, a middleware system supporting data sharing among mobile and embedded devices. By illustrating the design of a pervasive game we developed, we argue concretely that the programming abstractions supported by TinyLIME greatly simplify the data and context management characteristics of pervasive games, and provide an effective and reusable building block for their development. TinyLIME was originally designed to support applications where mobile users collect data from sensors scattered in the physical environment. We build upon this capability to put forth a second contribution, namely, the use of wireless sensor devices (or motes) as a computing platform for pervasive games. Besides reporting physical data for the sake of the game, we use motes to store information relevant to the game plot, e.g., virtual objects. Motes are typically very small in size, and therefore can be hidden in the environment, enhancing the sense of immersion in a virtual world. To the best of our knowledge, this original use of wireless sensor devices is novel in the scientific and gaming literature. Furthermore, it is naturally supported by TinyLIME, yielding a unified programming abstraction that spans the heterogeneous gaming platform we propose

    It's about THYME: On the design and implementation of a time-aware reactive storage system for pervasive edge computing environments

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    This work was partially supported by Fundacao para a Ciencia e a Tecnologia (FCT-MCTES) through project DeDuCe (PTDC/CCI-COM/32166/2017), NOVA LINCS UIDB/04516/2020, and grant SFRH/BD/99486/2014; and by the European Union through project LightKone (grant agreement n. 732505).Nowadays, smart mobile devices generate huge amounts of data in all sorts of gatherings. Much of that data has localized and ephemeral interest, but can be of great use if shared among co-located devices. However, mobile devices often experience poor connectivity, leading to availability issues if application storage and logic are fully delegated to a remote cloud infrastructure. In turn, the edge computing paradigm pushes computations and storage beyond the data center, closer to end-user devices where data is generated and consumed, enabling the execution of certain components of edge-enabled systems directly and cooperatively on edge devices. In this article, we address the challenge of supporting reliable and efficient data storage and dissemination among co-located wireless mobile devices without resorting to centralized services or network infrastructures. We propose THYME, a novel time-aware reactive data storage system for pervasive edge computing environments, that exploits synergies between the storage substrate and the publish/subscribe paradigm. We present the design of THYME and elaborate a three-fold evaluation, through an analytical study, and both simulation and real world experimentations, characterizing the scenarios best suited for its use. The evaluation shows that THYME allows the notification and retrieval of relevant data with low overhead and latency, and also with low energy consumption, proving to be a practical solution in a variety of situations.publishersversionpublishe

    Context-aware collaborative storage and programming for mobile users

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    Since people generate and access most digital content from mobile devices, novel innovative mobile apps and services are possible. Most people are interested in sharing this content with communities defined by friendship, similar interests, or geography in exchange for valuable services from these innovative apps. At the same time, they want to own and control their content. Collaborative mobile computing is an ideal choice for this situation. However, due to the distributed nature of this computing environment and the limited resources on mobile devices, maintaining content availability and storage fairness as well as providing efficient programming frameworks are challenging. This dissertation explores several techniques to improve these shortcomings of collaborative mobile computing platforms. First, it proposes a medley of three techniques into one system, MobiStore, that offers content availability in mobile peer-to-peer networks: topology maintenance with robust connectivity, structural reorientation based on the current state of the network, and gossip-based hierarchical updates. Experimental results showed that MobiStore outperforms a state-of-the-art comparison system in terms of content availability and resource usage fairness. Next, the dissertation explores the usage of social relationship properties (i.e., network centrality) to improve the fairness of resource allocation for collaborative computing in peer-to-peer online social networks. The challenge is how to provide fairness in content replication for P2P-OSN, given that the peers in these networks exchange information only with one-hop neighbors. The proposed solution provides fairness by selecting the peers to replicate content based on their potential to introduce the storage skewness, which is determined from their structural properties in the network. The proposed solution, Philia, achieves higher content availability and storage fairness than several comparison systems. The dissertation concludes with a high-level distributed programming model, which efficiently uses computing resources on a cloud-assisted, collaborative mobile computing platform. This platform pairs mobile devices with virtual machines (VMs) in the cloud for increased execution performance and availability. On such a platform, two important challenges arise: first, pairing the two computing entities into a seamless computation, communication, and storage unit; and second, using the computing resources in a cost-effective way. This dissertation proposes Moitree, a distributed programming model and middleware that translates high-level programming constructs into events and provides the illusion of a single computing entity over the mobile-VM pairs. From programmers’ viewpoint, the Moitree API models user collaborations into dynamic groups formed over location, time, or social hierarchies. Experimental results from a prototype implementation show that Moitree is scalable, suitable for real-time apps, and can improve the performance of collaborating apps regarding latency and energy consumption

    Tuple board: a new distributed computing paradigm for mobile ad hoc networks

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    In this project, we introduce a new distributed computing paradigm called tuple board which is based on the tuple space abstraction originated by Gelernter and the blackboard architecture popular in distributed artificial intelligence. Most prominent implementations of tuple space systems including JavaSpaces and T-Spaces follow a centralized architecture where the space itself resides on a server, akin to a database server. Recently, researchers have attempted to develop decentralized architectures for tuple space systems. Some work includes LIME and PeerSpaces. In our opinion, the traditional implementation of tuple spaces is not well suited for ad hoc networks where devices frequently lose network access. The tuple space architecture attempts to provide persistent storage of tuples irrespective of the state of nodes in the network. While persistence may be easily implemented in centralized systems such as JavaSpaces, achieving this end in a purely decentralized environment would require complex replication schemes. This would place undue overhead on the resource-constrained devices that are typical for ad hoc networks. In the architecture used in this project the availability of tuples is determined by the state of devices participating in the network. At any given point of time, only the tuples contained in devices that are active in the network are available on the tuple board. As part of the project, a specific instance of the tuple board architecture was realized using the Anhinga Infrastructure. The system, called Anhinga Board, uses the M2MI protocol for the implementation of tuple board semantics. To demonstrate the Anhinga Board, a collaborative conference information system, consisting of tuple board based applications running on attendees devices, vendors devices, and the conference center s devices, was also developed

    Context-Aware Tuples for the Ambient

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    In tuple space approaches to context-aware mobile systems, the notion of context is defined by the presence or absence of certain tuples in the tuple space. Existing approaches define such presence either by collocation of devices holding the tuples or by replication of those tuples across all devices. We show that both approaches can lead to an erroneous perception of context. The former ties the perception of context to network connectivity which does not always yield the expected result. The latter causes context to be perceived even if a device has left that context a long time ago. We propose a tuple space approach in which tuples themselves carry a predicate that determines whether they are in the right context or not. We present a practical API for our approach and show its use by means of the implementation of a mobile game
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