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Real-time android with RTDroid 实时android与RTDroid
Yin Yan, Shaun Cosgrove, Varun Anand, Amit Kulkarni, Sree Harsha Konduri, Steven Y. Ko, Lukasz Ziarek
This paper presents RTDroid, a variant of Android that provides predictability to Android applications. Although there has been much interest in adopting Android in real-time contexts, surprisingly little work has been done to examine the suitability of Android for real-time systems. Existing work only provides solutions to traditional problems, including real-time garbage collection at the virtual machine layer and kernel-level real-time scheduling and resource management. While it is critical to address these issues, it is by no means sufficient. After all, Android is a vast system that is more than a Java virtual machine and a kernel. Thus, this paper goes beyond existing work and examines the internals of Android. We discuss the implications and challenges of adapting Android constructs and core system services for real-time and present a solution for each. Our system is unique in that it redesigns Android's internal components, replaces Android's Java VM (Dalvik) with a real-time VM, and leverages off-the-shelf real-time OSes. We demonstrate the feasibility and predictability of our solution by evaluating it on three different platforms---an x86 PC, a LEON3 embedded board, and a Nexus S smartphone. The evaluation results show that our design can successfully provide predictability to Android applications, even under heavy load.
本文介绍了RTDroid,它是Android的一个变体,为Android应用程序提供可预测性。尽管人们对在实时环境中采用Android很感兴趣,但令人惊讶的是,很少有人研究Android对实时系统的适用性。现有的工作只提供了传统问题的解决方案,包括虚拟机层的实时垃圾收集和内核级的实时调度和资源管理。虽然解决这些问题至关重要,但这还远远不够。毕竟,Android是一个庞大的系统,不仅仅是一个Java虚拟机和一个内核。因此,本文超越了现有的工作,并研究了Android的内部。我们讨论了实时调整Android结构和核心系统服务的含义和挑战,并提出了各自的解决方案。我们的系统的独特之处在于,它重新设计了Android的内部组件,用实时VM取代了Android的Java VM (Dalvik),并利用了现成的实时操作系统。我们通过在三个不同的平台(x86 PC、LEON3嵌入式板和Nexus S智能手机)上评估我们的解决方案来证明其可行性和可预测性。评估结果表明,我们的设计可以成功地为Android应用程序提供可预测性,即使在高负载下。
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引用次数: 36
A wearable system that knows who wears it 一个可穿戴系统,知道谁戴了它
Cory Cornelius, Ronald A. Peterson, Joseph Skinner, R. Halter, D. Kotz
Body-area networks of pervasive wearable devices are increasingly used for health monitoring, personal assistance, entertainment, and home automation. In an ideal world, a user would simply wear their desired set of devices with no configuration necessary: the devices would discover each other, recognize that they are on the same person, construct a secure communications channel, and recognize the user to which they are attached. In this paper we address a portion of this vision by offering a wearable system that unobtrusively recognizes the person wearing it. Because it can recognize the user, our system can properly label sensor data or personalize interactions. Our recognition method uses bioimpedance, a measurement of how tissue responds when exposed to an electrical current. By collecting bioimpedance samples using a small wearable device we designed, our system can determine that (a)the wearer is indeed the expected person and (b)~the device is physically on the wearer's body. Our recognition method works with 98% balanced-accuracy under a cross-validation of a day's worth of bioimpedance samples from a cohort of 8 volunteer subjects. We also demonstrate that our system continues to recognize a subset of these subjects even several months later. Finally, we measure the energy requirements of our system as implemented on a Nexus~S smart phone and custom-designed module for the Shimmer sensing platform.
无处不在的可穿戴设备的身体区域网络越来越多地用于健康监测、个人辅助、娱乐和家庭自动化。在理想的情况下,用户只需佩戴他们想要的一组设备,而不需要进行任何配置:这些设备将发现彼此,认识到它们在同一个人身上,构建一个安全的通信通道,并识别它们所连接的用户。在本文中,我们通过提供一种可穿戴系统来解决这一愿景的一部分,该系统可以不显眼地识别佩戴它的人。因为它可以识别用户,我们的系统可以正确地标记传感器数据或个性化交互。我们的识别方法使用生物阻抗,一种测量组织在暴露于电流时如何反应的方法。通过使用我们设计的小型可穿戴设备收集生物阻抗样本,我们的系统可以确定(a)佩戴者确实是预期的人,(b)该设备在佩戴者身上。我们的识别方法在交叉验证下,从8名志愿者的队列中获得了一天的生物阻抗样本,其平衡准确率为98%。我们还证明,即使几个月后,我们的系统仍能识别这些主题的一个子集。最后,我们测量了系统在Nexus~S智能手机和微光传感平台定制模块上实现的能量需求。
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引用次数: 111
Demo: Recognizing humans without face recognition 演示:不用人脸识别就能识别人类
He Wang, Xuan Bao, Romit Roy Choudhury, Srihari Nelakuditi
We envision augmented-reality applications in which an individual looks at other people through her camera-enabled glass (e.g., Google Glass) and obtains information about them. While face recognition would be one approach to this problem, we believe that it may not be always possible to see a person’s face. Our technique is complementary to face recognition, and exploits the intuition that human motion patterns and clothing colors can together encode several bits of information. Treating this information as a “temporary fingerprint”, it may be feasible to recognize an individual with reasonable consistency, while allowing her to turn off the fingerprint when privacy is of concern. We develop InSight, a system implemented using Android Galaxy smartphones and videos taken from Google Glasses. Results from real world experiments involving up to 21 people show that 8 seconds of their motion patterns together with their clothing colors can discriminate them. These results suggest that face recognition may not be the only option for recognizing humans; human diversity lends itself to sensing and could also serve as an effective identifier.
我们设想,在增强现实应用中,个人可以通过带摄像头的眼镜(如谷歌眼镜)观察其他人,并获取有关他们的信息。虽然人脸识别是解决这个问题的一种方法,但我们认为,并不总是能够看到一个人的脸。我们的技术是对人脸识别的补充,并利用了人类运动模式和衣服颜色可以一起编码几位信息的直觉。将这些信息视为“临时指纹”,在合理的一致性下识别个人可能是可行的,同时允许她在隐私问题上关闭指纹。我们开发了InSight,这是一个使用Android Galaxy智能手机和谷歌眼镜拍摄的视频实现的系统。来自21个人的真实世界实验的结果表明,8秒钟的运动模式和他们的衣服颜色可以区分他们。这些结果表明,人脸识别可能不是识别人类的唯一选择;人类的多样性有助于感知,也可以作为有效的标识符。
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引用次数: 4
Video: study of storage impact on smartphone application delay 视频:存储对智能手机应用延迟的影响研究
David T. Nguyen, Gang Zhou, G. Xing
The smartphone has become an important part of our daily lives. However, the user experience is still far from being optimal. In particular, despite the rapid hardware upgrades, current smartphones often suffer various unpredictable delays during operation, e.g., when launching an application, leading to poor user experience. This video features our study of storage impact on smartphone application delay. We conduct the first large-scale measurement study on the I/O delay of Android using the data collected from our application running on 1009 devices within 130 days. We observe that Android devices spend up to 58% of their CPU active time waiting for storage I/Os to complete. This negatively affects the smartphone's overall application performance, and results in slow response time. Further investigation, among others, reveals that reads experience up to a 626% slowdown in the presence of concurrent writes. The obtained knowledge is used to design and implement a system called SmartIO that reduces the application delay by prioritizing reads over writes, and grouping them based on assigned priorities. SmartIO is implemented on the Android platform and evaluated extensively on several groups of popular applications. The results from the 20 researched applications demonstrate that SmartIO reduces launch delays by up to 37.8%, and run-time delays by up to 29.6%.
智能手机已经成为我们日常生活的重要组成部分。然而,用户体验还远远不够理想。特别是,尽管硬件升级速度很快,但目前的智能手机在运行过程中经常出现各种不可预测的延迟,例如在启动应用程序时,导致用户体验不佳。这段视频介绍了我们对存储对智能手机应用程序延迟的影响的研究。我们对Android的I/O延迟进行了第一次大规模的测量研究,使用了在130天内从1009台设备上运行的应用程序收集的数据。我们观察到,Android设备花费高达58%的CPU活动时间等待存储I/ o完成。这会对智能手机的整体应用程序性能产生负面影响,并导致响应时间变慢。进一步的调查显示,在并发写的情况下,读的速度会降低626%。获得的知识用于设计和实现一个称为SmartIO的系统,该系统通过优先考虑读而不是写来减少应用程序延迟,并根据分配的优先级对它们进行分组。SmartIO在Android平台上实现,并在几组流行的应用程序上进行了广泛的评估。20个研究应用的结果表明,SmartIO将启动延迟减少了37.8%,运行时延迟减少了29.6%。
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引用次数: 6
Poster: Motivating an inter-networking architecture for WSN/IoT 海报:推动WSN/IoT的互连网络架构
L. Feeney
Growing commercial development of WSN/WBAN/IoT solutions will eventually lead to their ubiquitous deployment. Inevitably, there will be environments that contain many independent, co-located networks with overlapping areas of wireless coverage. Examples of high density scenarios include transit stations and urban housing. Because these various networks and applications will be owned by different people and because they mostly operate in ISM bands, there is no trusted authority that can coordinate their activity. Cross-technology interference has been widely studied, e.g. between IEEE 802.11 and IEEE 802.15.4, but very little work has addressed inter-network interference between co-located WSNs using the same communication technology. However, the potentially large number of co-located networks and fairly small number of channels suggests that this will not be an unusual situation. The risk of external frames being received and misinterpreted as local frames is studied in [2], which emphasized the need for authentication on all frames. Interference between co-located IEEE 802.15.4 PANs is demonstrated in [3]. This work reflects a similar interest in timing and interference interactions between networks that can receive and identify, but not decrypt, each other’s frames. The diversity of IEEE 802.15.4-based WSN protocols is the motivating use case. These protocols use the same PHY/ MAC in very different ways, from pure unslotted CSMA to the scheduled mesh in WirelessHART. Such significant differences in channel access mechanisms can lead to adverse interactions between independent networks, which will not be able to explicitly negotiate (or even infer) how to share the channel efficiently. Thus the long-term goal of this work-in-progress is to motivate the development of architecture and design principles that can mitigate problems of inter-network interference. As a specific example, consider two kinds of asynchronous MAC layers. Figure 1 shows interactions between networks using an X-MAC [1] type protocol (i.e. sender strobes, receivers periodically listen) and an RI-MAC [4] type protocol
WSN/WBAN/IoT解决方案日益增长的商业发展最终将导致其无处不在的部署。不可避免地,会有一些环境包含许多独立的、位于同一位置的、具有重叠无线覆盖区域的网络。高密度场景的例子包括中转站和城市住房。由于这些不同的网络和应用程序将由不同的人拥有,并且它们大多在ISM频带中运行,因此没有可信任的权威来协调它们的活动。跨技术干扰已被广泛研究,例如IEEE 802.11和IEEE 802.15.4之间的干扰,但很少有工作涉及使用相同通信技术的同址wsn之间的网络间干扰。然而,潜在的大量同址网络和相当少的频道表明,这将不是一个不寻常的情况。外部帧被接收并误读为本地帧的风险在[2]中进行了研究,强调需要对所有帧进行认证。共存的IEEE 802.15.4 pan之间的干扰在[3]中得到了证明。这项工作反映了对可以接收和识别但不能解密彼此帧的网络之间的定时和干扰相互作用的类似兴趣。基于IEEE 802.15.4的WSN协议的多样性是激励用例。这些协议以非常不同的方式使用相同的PHY/ MAC,从纯无槽CSMA到WirelessHART中的计划网格。通道访问机制的这种显著差异可能导致独立网络之间的不利交互,这些网络将无法明确协商(甚至推断)如何有效地共享通道。因此,这项正在进行的工作的长期目标是激励能够减轻网络间干扰问题的体系结构和设计原则的开发。作为一个具体的例子,考虑两种异步MAC层。图1显示了使用X-MAC[1]类型协议(即发送方频闪,接收方定期监听)和RI-MAC[4]类型协议的网络之间的交互
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引用次数: 0
Demo: A paper keyboard for mobile devices 演示:移动设备的纸质键盘
Junjue Wang, Kaichen Zhao, Xinyu Zhang, Chunyi Peng
A well-known bottleneck of contemporary mobile devices is the inefficient and error-prone touchscreen keyboard. We have developed UbiK, an alternative portable text-entry method that allows user to type on a piece of paper, placed on solid surfaces like wood desktop. UbiK leverages the microphones on a mobile device to accurately localize the keystrokes through fine-grained acoustic fingerprinting. We have implemented UbiK as an Android application. Our experiments demonstrate that UbiK is able to achieve above 95% of localization accuracy. In this demonstration, we will show how Ubik works with an external paper keyboard (Figure 1) for a smartphone and a 7-inch tablet. User participation will be welcome in this live demo.
当代移动设备的一个众所周知的瓶颈是效率低下和易出错的触摸屏键盘。我们开发了UbiK,这是一种可替代的便携式文本输入方法,允许用户在一张纸上打字,将其放置在像木桌面这样的固体表面上。UbiK利用移动设备上的麦克风,通过细粒度的声学指纹准确定位击键。我们已经将UbiK实现为Android应用程序。我们的实验表明,UbiK能够达到95%以上的定位精度。在这个演示中,我们将展示Ubik如何与智能手机和7英寸平板电脑的外部纸质键盘(图1)一起工作。欢迎用户参与这个现场演示。
{"title":"Demo: A paper keyboard for mobile devices","authors":"Junjue Wang, Kaichen Zhao, Xinyu Zhang, Chunyi Peng","doi":"10.1145/2594368.2601476","DOIUrl":"https://doi.org/10.1145/2594368.2601476","url":null,"abstract":"A well-known bottleneck of contemporary mobile devices is the inefficient and error-prone touchscreen keyboard. We have developed UbiK, an alternative portable text-entry method that allows user to type on a piece of paper, placed on solid surfaces like wood desktop. UbiK leverages the microphones on a mobile device to accurately localize the keystrokes through fine-grained acoustic fingerprinting. We have implemented UbiK as an Android application. Our experiments demonstrate that UbiK is able to achieve above 95% of localization accuracy. In this demonstration, we will show how Ubik works with an external paper keyboard (Figure 1) for a smartphone and a 7-inch tablet. User participation will be welcome in this live demo.","PeriodicalId":131209,"journal":{"name":"Proceedings of the 12th annual international conference on Mobile systems, applications, and services","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-06-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115791506","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Demo: DeLorean: using speculation to enable low-latency continuous interaction for mobile cloud gaming 演示:DeLorean:利用推测实现移动云游戏的低延迟连续交互
Kyungmin Lee, David Chu, Eduardo Cuervo, A. Wolman, J. Flinn
Playing games on mobile devices is very popular. Recently, cloud gaming – where datacenter servers execute the games on behalf of thin clients that merely transmit UI input events and display output rendered by the servers – has emerged as an interesting alternative to traditional clientside game execution. Cloud Gaming-as-a-Service (GaaS) offers several advantages salient to mobile clients. First, users with low end devices can get the same high quality experience as users with high end devices. Second, mobile game developers avoid two challenges that arise with the huge diversity of mobile devices: platform compatibility headaches and per-platform performance tuning. Third, upgrading servers (e.g., for bug fixes, game updates, etc.) becomes far easier than redeploying new software to clients. Finally, players can select from a vast library of games and instantly play any of them. However, GaaS on mobile devices faces a key technical dilemma: how can players attain real-time interactivity in the face of wide-area latency? Real-time interactivity means client input events should be quickly reflected on the client display. User studies have shown that players are sensitive to as little as 60 ms latency, and are aggravated at latencies in excess of 100 ms [1]. A further delay degradation from 150 ms to 250 ms lowers user engagement by 75% [2]. Instead, we propose to mitigate wide-area latency via speculative execution. We present DeLorean a system that delivers real-time gaming interactivity as fast as traditional local client-side execution, despite with network latencies. DeLorean’s basic approach combines input prediction with speculative execution to render mulitple possible frame outputs which could occur RTT milliseconds in the future. DeLorean employs the following techniques to accomplish this. Future Input Prediction: Given the user’s historical tendencies and recent behavior, we show that some categories of user actions are highly predictable. We develop a Markovbased prediction model that examines recent user input to forecast expected future input. We use two techniques to improve prediction quality: supersampling of input events,
在移动设备上玩游戏非常流行。最近,云游戏——数据中心服务器代表瘦客户端执行游戏,瘦客户端仅传输UI输入事件和服务器呈现的显示输出——已经成为传统客户端游戏执行的有趣替代方案。云游戏即服务(GaaS)为移动客户端提供了几个突出的优势。首先,低端设备用户可以获得与高端设备用户相同的高质量体验。其次,手机游戏开发者可以避免手机设备多样性带来的两个挑战:平台兼容性问题和各平台性能调整。第三,升级服务器(例如,bug修复,游戏更新等)比重新部署新软件到客户端要容易得多。最后,玩家可以从庞大的游戏库中进行选择,并立即体验其中的任何一款。然而,移动设备上的GaaS面临着一个关键的技术难题:玩家如何在广域延迟的情况下实现实时交互性?实时交互性意味着客户端输入事件应该迅速反映在客户端显示上。用户研究表明,玩家对低至60毫秒的延迟很敏感,超过100毫秒的延迟则更敏感[1]。如果延迟从150毫秒进一步降低到250毫秒,用户参与度会降低75%[2]。相反,我们建议通过推测执行来减轻广域延迟。我们向DeLorean展示了一个系统,尽管存在网络延迟,但它提供的实时游戏交互性与传统的本地客户端执行速度一样快。DeLorean的基本方法将输入预测与推测执行相结合,以呈现多个可能的帧输出,这些输出可能在未来的RTT毫秒内发生。DeLorean采用以下技术来实现这一目标。未来输入预测:考虑到用户的历史趋势和最近的行为,我们展示了一些类别的用户行为是高度可预测的。我们开发了一个基于马尔可夫的预测模型,该模型检查最近的用户输入来预测预期的未来输入。我们使用两种技术来提高预测质量:输入事件的超采样,
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引用次数: 18
Poster: Towards reducing smartphone application delay through read/write isolation 海报:通过读写隔离减少智能手机应用程序延迟
David T. Nguyen, Gang Zhou, G. Xing
A recent analysis[3] indicates that most user interactions with smartphones are short. Specifically, 80% of the apps are used for less than two minutes. With such brief interactions, apps should be rapid and responsive. However, the same study reports that many apps incur significant delays during launch and run-time. This work addresses two key research questions towards achieving rapid app response. (1) How does disk I/O performance affect smartphone app response time? (2) How can we improve app performance with I/O optimization techniques? We address the questions via following contributions. First, through a large-scale measurement study based on the data collected within 130 days from 1009 Android devices using an app[2] we developed, we find that Android devices spend a significant portion of their CPU active time (up to 58%) waiting for storage I/Os to complete, also known as iowait (Figure 1). This negatively affects the smartphone’s overall app performance, and results in slow response time. Further investigation reveals that a read experiences up to 626% slowdown when blocked by a concurrent write. Additionally, the results indicate significant asymmetry in the slowdown of one I/O type due to another. Finally, we study the speedup of concurrent I/Os, and the results suggest that reads benefit more from concurrency.
最近的一项分析[3]表明,大多数用户与智能手机的互动都很短。具体来说,80%的应用程序的使用时间不到两分钟。有了如此简短的交互,应用程序应该是快速和响应的。然而,同样的研究报告显示,许多应用在发布和运行期间都会出现严重的延迟。这项工作解决了实现快速应用程序响应的两个关键研究问题。(1)磁盘I/O性能如何影响智能手机应用程序的响应时间?(2)如何使用I/O优化技术提高应用程序性能?我们通过以下贡献来解决这些问题。首先,通过使用我们开发的应用程序[2]在130天内从1009台Android设备收集的数据进行大规模测量研究,我们发现Android设备花费了很大一部分CPU活动时间(高达58%)等待存储I/ o完成,也称为iowait(图1)。这对智能手机的整体应用程序性能产生了负面影响,并导致响应时间缓慢。进一步的调查显示,当被并发写阻塞时,读的速度会减慢626%。此外,结果表明,一种I/O类型的减速与另一种I/O类型的减速存在显著的不对称性。最后,我们研究了并发I/ o的加速,结果表明读从并发中获益更多。
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引用次数: 8
I am a smartphone and i can tell my user's walking direction 我是一个智能手机,我可以告诉我的用户的行走方向
Nirupam Roy, He Wang, Romit Roy Choudhury
This paper describes WalkCompass, a system that exploits smartphone sensors to estimate the direction in which a user is walking. We find that several smartphone localization systems in the recent past, including our own, make a simplifying assumption that the user's walking direction is known. In trying to relax this assumption, we were not able to find a generic solution from past work. While intuition suggests that the walking direction should be detectable through the accelerometer, in reality this direction gets blended into various other motion patterns during the act of walking, including up and down bounce, side-to-side sway, swing of arms or legs, etc. Moreover, the walking direction is in the phone's local coordinate system (e.g., along Y axis), and translation to global directions, such as 45 degree North, can be challenging when the compass is itself erroneous. WalkCompass copes with these challenges and develops a stable technique to estimate the user's walking direction within a few steps. Results drawn from 15 different environments demonstrate median error of less than 8 degrees, across 6 different users, 3 surfaces, and 3 holding positions. While there is room for improvement, we believe our current system can be immediately useful to various applications centered around localization and human activity recognition.
这篇论文描述了WalkCompass,一个利用智能手机传感器来估计用户行走方向的系统。我们发现最近的几个智能手机定位系统,包括我们自己的,都简化了假设用户的行走方向是已知的。在试图放松这个假设的过程中,我们无法从过去的工作中找到一个通用的解决方案。虽然直觉告诉我们,行走方向应该通过加速度计来检测,但实际上,在行走过程中,这个方向被混合到各种其他运动模式中,包括上下弹跳、左右摇摆、手臂或腿的摆动等。此外,行走方向是在手机的本地坐标系统中(例如,沿着Y轴),当指南针本身错误时,将其转换为全球方向(例如北纬45度)可能具有挑战性。WalkCompass应对了这些挑战,并开发了一种稳定的技术,可以在几步之内估计用户的行走方向。从15种不同的环境中得出的结果表明,在6种不同的用户、3种表面和3种持有位置上,中值误差小于8度。虽然还有改进的空间,但我们相信我们目前的系统可以立即用于以定位和人类活动识别为中心的各种应用程序。
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引用次数: 191
Poster: Scalable evaluation for wireless mobile systems 海报:无线移动系统的可扩展评估
Soumendra Nanda, B. DeCleene, V. Firoiu, M. Leung, Yingbo Song, C. Tao
Wireless researchers face the practical challenge of evaluating the performance of new routing protocols for very large-scale heterogeneous mobile systems. While simulation platforms, tools and techniques have matured, doubts remain about the broad validity of simulated results when applied to real world situations. Wireless network emulation provides a middle ground between simulations and real-world testing. However, emulation environments are complex to run and cost-prohibitive for larger-scale tests. In order to maximize fidelity while managing complexity and costs, we developed a common framework that unifies simulation-based analysis and emulation experiment tools, in order to produce calibrated and scalable performance evaluations.
无线研究人员面临着评估大规模异构移动系统新路由协议性能的实际挑战。虽然仿真平台、工具和技术已经成熟,但当仿真结果应用于现实世界情况时,对其广泛有效性的质疑仍然存在。无线网络仿真提供了仿真和实际测试之间的中间地带。然而,模拟环境运行起来很复杂,而且对于大规模测试来说成本过高。为了在管理复杂性和成本的同时最大限度地提高保真度,我们开发了一个统一基于仿真的分析和仿真实验工具的通用框架,以产生校准和可扩展的性能评估。
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引用次数: 0
期刊
Proceedings of the 12th annual international conference on Mobile systems, applications, and services
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