54 research outputs found

    A Survey on Handover Management in Mobility Architectures

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    This work presents a comprehensive and structured taxonomy of available techniques for managing the handover process in mobility architectures. Representative works from the existing literature have been divided into appropriate categories, based on their ability to support horizontal handovers, vertical handovers and multihoming. We describe approaches designed to work on the current Internet (i.e. IPv4-based networks), as well as those that have been devised for the "future" Internet (e.g. IPv6-based networks and extensions). Quantitative measures and qualitative indicators are also presented and used to evaluate and compare the examined approaches. This critical review provides some valuable guidelines and suggestions for designing and developing mobility architectures, including some practical expedients (e.g. those required in the current Internet environment), aimed to cope with the presence of NAT/firewalls and to provide support to legacy systems and several communication protocols working at the application layer

    Distributed Hybrid Simulation of the Internet of Things and Smart Territories

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    This paper deals with the use of hybrid simulation to build and compose heterogeneous simulation scenarios that can be proficiently exploited to model and represent the Internet of Things (IoT). Hybrid simulation is a methodology that combines multiple modalities of modeling/simulation. Complex scenarios are decomposed into simpler ones, each one being simulated through a specific simulation strategy. All these simulation building blocks are then synchronized and coordinated. This simulation methodology is an ideal one to represent IoT setups, which are usually very demanding, due to the heterogeneity of possible scenarios arising from the massive deployment of an enormous amount of sensors and devices. We present a use case concerned with the distributed simulation of smart territories, a novel view of decentralized geographical spaces that, thanks to the use of IoT, builds ICT services to manage resources in a way that is sustainable and not harmful to the environment. Three different simulation models are combined together, namely, an adaptive agent-based parallel and distributed simulator, an OMNeT++ based discrete event simulator and a script-language simulator based on MATLAB. Results from a performance analysis confirm the viability of using hybrid simulation to model complex IoT scenarios.Comment: arXiv admin note: substantial text overlap with arXiv:1605.0487

    Modeling the Internet of Things: a simulation perspective

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    This paper deals with the problem of properly simulating the Internet of Things (IoT). Simulating an IoT allows evaluating strategies that can be employed to deploy smart services over different kinds of territories. However, the heterogeneity of scenarios seriously complicates this task. This imposes the use of sophisticated modeling and simulation techniques. We discuss novel approaches for the provision of scalable simulation scenarios, that enable the real-time execution of massively populated IoT environments. Attention is given to novel hybrid and multi-level simulation techniques that, when combined with agent-based, adaptive Parallel and Distributed Simulation (PADS) approaches, can provide means to perform highly detailed simulations on demand. To support this claim, we detail a use case concerned with the simulation of vehicular transportation systems.Comment: Proceedings of the IEEE 2017 International Conference on High Performance Computing and Simulation (HPCS 2017

    The Quest for Scalability and Accuracy in the Simulation of the Internet of Things: an Approach based on Multi-Level Simulation

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    This paper presents a methodology for simulating the Internet of Things (IoT) using multi-level simulation models. With respect to conventional simulators, this approach allows us to tune the level of detail of different parts of the model without compromising the scalability of the simulation. As a use case, we have developed a two-level simulator to study the deployment of smart services over rural territories. The higher level is base on a coarse grained, agent-based adaptive parallel and distributed simulator. When needed, this simulator spawns OMNeT++ model instances to evaluate in more detail the issues concerned with wireless communications in restricted areas of the simulated world. The performance evaluation confirms the viability of multi-level simulations for IoT environments.Comment: Proceedings of the IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications (DS-RT 2017

    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 Video Frame Dropping Mechanism based on Audio Perception

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    Abstract-Video streaming applications are more and more present in our life, but despite the advances of network technologies, several users experience QoS problems. This is mainly due to the high bandwidth requirements of these applications that contrasts with the network bandwidth limitation. To mitigate these QoS problems, video frame dropping mechanisms are often used for adapting the video stream to the network conditions. The selection of the video frames to drop is done considering the perceived quality of the video play out; audio perception is not considered in the selection process. In this paper we show that by taking into account only the video play out quality, audio problems arise very frequently. Hence, we propose a video frame dropping mechanism that takes into consideration the perceived quality of both audio and video play out. A comparison with other video frame dropping techniques is carried out and experimental results show that, although the video play out quality is similar, the audio play out quality is completely different. Our mechanism slightly affects the audio quality, while other techniques strongly affect it. Therefore, by using our mechanism, benefits are remarkable

    Fast Session Resumption in DTLS for Mobile Communications

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    DTLS is a protocol that provides security guarantees to Internet communications. It can operate on top of both TCP and UDP transport protocols. Thus, it is particularly suited for peer-to-peer and distributed multimedia applications. The same holds if the endpoints are mobile devices. In this scenario, mechanisms are needed to surmount possible network disconnections, often arising due to the mobility or the scarce resources of devices, that can jeopardize the quality of the communications. Session resumption is thus a main issue to deal with. To this aim, we propose a fast reconnection scheme that employs non-connected sockets to quickly resume DTLS communication sessions. The proposed scheme is assessed in a performance evaluation that confirms its viability.Comment: Proceedings of the IEEE Consumer Communications and Networking Conference 2020 (CCNC 2020

    07_E02_Lab_ActiveDirectory.pdf

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    EsempiDomande_Modulo2.txt

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