15 research outputs found

    Interaktive latenzkritische Anwendungen in mobilen Ad-hoc Netzen

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    In this thesis we discuss the challenges that latency-sensitive interactive applications face in mobile ad-hoc networks. By using multi-player games as an example, we argue that the traditional client-server architecture is unsuitable for this new environment. We consequently create a novel communication architecture as well as quality of service mechanisms that can support the network requirements of such applications in mobile environments. By using a number of distributed zone servers that are selected and managed dynamically by our server selection algorithm, we provide a scalable approach that offers the necessary redundancy. Furthermore, we propose additional quality of service mechanisms to reduce latency and packet loss for interactive applications. We evaluate our approach through network simulation and realistic mobile gaming scenarios. The performance of our evaluation is checked against real-world measurements.In dieser Arbeit werden die Probleme und Herausforderungen von latenz-kritischen interactiven Computeranwendungen in mobilen Ad-hoc Netzen untersucht. Am Beispiel von Mehrbenutzercomputerspielen zeigen wir, dass traditionelle Client-Server Architekturen für diese neuen Umgebungen ungeeignet sind. Im Rahmen dieser Arbeit wird daher eine neue Kommunikationsarchitektur sowie verschiedene Mechanismen zur Erhöhung der Dienstgüte vorgeschlagen. Mit Hilfe von Zonenserver, die durch den Serverauswahlalgorithmus ausgesucht und verwaltet werden zeigen wir einen Ansatz auf, der sowohl bezüglich der Netzgröße skalierbar ist als auch die notwendige Redundanz bereitstellt. Wir zeigen die Funktionalität und die Leistung unseres Ansatzes mit Hilfe von Netzsimulationen bei denen realistische Szenarien für mobiles Spielen simuliert werden. Der hierbei benutze Netzsimulator wurde dafür auf Basis von eigenen Messungen verbessert und für das jeweilige Szenario passend eingestellt

    Performance Control in Wireless Sensor Networks

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    Most of the currently deployed wireless sensor networks applications do not require performance control. The goal of the GINSENG project is sensor networks that meet application-specific performance targets, in particular with respect to latency and reliability. We present scenarios within the GALP oil re¿nery where the system will be deployed and some initial technical insights with respect to deterministic communication

    Networked Mobile Gaming for 3G-Networks

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    Abstract. Mobile devices offer the opportunity to play games nearly everywhere. Moreover, networked games allow individual players to interact with other people and to participate in a larger gaming world, which also provides for new business opportunities. Hence, we currently see an increased interest from game developers, providers and players in mobile games. However, due to the inherent nature of wireless networks, many challenges have to be addressed. 3G technology combines two of the world‘s most powerful innovations, wireless communications and the Internet. This paper proposes an architecture for multiplayer games in 3G networks. It uses the capabilities and functionality provided by the IP Multimedia Subsystem (IMS). A prototype implementation demonstrates the feasibility of our approach

    1 Introduction A Scenario Editor for Mobile Ad-hoc Networks

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    Evaluating ideas and algorithms in real world mobile ad-hoc networks is difficult because it is hard to achiev

    Performance Control in Wireless Sensor Networks

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    Most of the currently deployed wireless sensor networks applications do not require performance control. The goal of the GINSENG project is sensor networks that meet application-specific performance targets, in particular with respect to latency and reliability. We present scenarios within the GALP oil re¿nery where the system will be deployed and some initial technical insights with respect to deterministic communication
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