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2007 4th IEEE Consumer Communications and Networking Conference最新文献

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RMTool: Component-Based Network Management System for Wireless Sensor Networks RMTool:基于组件的无线传感器网络管理系统
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.126
H. Cha, Inuk Jung
This paper introduces a component-based network management system for wireless sensor networks. The research is motivated by a variety of problems that occur due to the unpredictable behavior of wireless sensor networks. Once sensor nodes are deployed, the inner behavior of a sensor field can only be analyzed by monitoring incoming data packets at the sink node or base station, if only such a framework exists. In this paper, we present a component-based management system, RMTool, which allows developers to easily monitor and analyze the network status and interactively configure the network over unexpected problems while running applications over it. The system has been implemented on a multi-threaded sensor network operating system RETOS, which supports run-time loadable kernel modules. The preliminary evaluation shows that RMTool provides management functionalities as designed, and the implementation is efficient due to the component-based module architecture.
介绍了一种基于组件的无线传感器网络管理系统。这项研究的动机是由于无线传感器网络的不可预测行为而产生的各种问题。一旦部署了传感器节点,传感器字段的内部行为只能通过在汇聚节点或基站监控传入数据包来分析,如果只有这样的框架存在的话。在本文中,我们提出了一个基于组件的管理系统RMTool,它允许开发人员轻松地监视和分析网络状态,并在运行应用程序时对意想不到的问题进行交互式配置。该系统在支持运行时可加载内核模块的多线程传感器网络操作系统RETOS上实现。初步评估表明,RMTool提供了设计的管理功能,并且由于基于组件的模块体系结构,实现是有效的。
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引用次数: 12
Fairness in Multi-Player Online Games on Deadline-Based Networks 基于截止日期网络的多人在线游戏公平性研究
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.137
Anh Le, Yanni Ellen Liu
The fairness issue in multi-player online games (MOGs) on deadline-based networks is investigated. A particular type of MOGs, namely the first-person-shooter (FPS) game, is examined. Potential unfair scenarios in FPS games due to disparate network delays are analyzed. A fairness definition and two fairness metrics are introduced. Two strategies to achieve fairness in FPS games on a deadline-based network are developed. The first strategy is based on end-system delay compensation; the other is based on the characteristics of the underlying network. The performance of the developed strategies is evaluated by simulation. Experiments show that by employing these two strategies, game fairness can be significantly improved. I. INTRODUCTION Recently, the number of real-time applications running on packet-switched computer networks increased rapidly. They vary from stock quote update and online auction, to audio, video conferencing, Internet telephony, and real-time interac- tive online games. These applications require timely delivery of real-time data across the transport network. In order to support this, quality of service (QoS) support at the transport network is required. Deadline-based network resource management (1) is a new approach to supporting real-time applications in packet- switched networks. In this approach, a pair (size, deadline) is specified for each application data unit (ADU). An ADU can be a file, a state update message in an online game, or an audio or video frame in multimedia applications. The ADU deadline specifies the absolute time at which the ADU should be received by the receiving application. For delivery, an ADU may be fragmented and sent in more than one packet. The ADU deadline is mapped to packet deadlines, which are carried by packets and used by routers for channel scheduling. Deadline-based scheduling is employed in routers. When com- pared to the first-come first-served scheduling, which is used on the classic Internet, deadline-based channel scheduling was shown to yield better performance in terms of the percentage of ADUs that are delivered on time (1). In the literature, the effectiveness of deadline-based scheduling has been evaluated assuming generic real-time traffic rather than traffic from more specific types of real-time applications. In this research, as a step towards real-world application support, we investigate the capability of deadline-based networks in support of MOGs. MOGs are computer games in which multiple game players simultaneously participate in a game session over a computer network. MOGs are increasingly popular on today's Internet. The implementation of MOGs often adopts a client-server architecture in which each game client is connected to a game server via a computer network. State update messages are transmitted between the game clients and the game server. There are various types of MOGs, among which the FPS games often have the most stringent requirement on the delay performance of
研究了基于截止日期网络的多人在线游戏公平性问题。本文考察了一种特殊类型的mog,即第一人称射击游戏(FPS)。分析了不同网络延迟对FPS游戏造成的潜在不公平情况。介绍了公平的定义和两个公平度量。提出了两种基于期限网络的FPS游戏公平性策略。第一种策略是基于端系统延迟补偿;另一种是基于底层网络的特性。通过仿真对所开发策略的性能进行了评价。实验表明,采用这两种策略可以显著提高博弈公平性。最近,运行在分组交换计算机网络上的实时应用程序的数量迅速增加。它们从股票报价更新和在线拍卖,到音频、视频会议、互联网电话和实时互动在线游戏。这些应用程序需要通过传输网络及时传递实时数据。为了支持这一点,需要在传输网络上提供服务质量(QoS)支持。基于截止日期的网络资源管理(1)是支持分组交换网络中实时应用的一种新方法。在这种方法中,为每个应用程序数据单元(ADU)指定一对(大小、截止日期)。ADU可以是一个文件,在线游戏中的状态更新消息,或多媒体应用程序中的音频或视频帧。ADU截止日期指定了接收应用程序应该接收ADU的绝对时间。为了传送,一个ADU可能被分割成多个包发送。ADU的截止日期与报文的截止日期相对应,由报文携带,由路由器进行信道调度。在路由器中采用基于截止日期的调度。与经典互联网上使用的先到先得调度相比,基于截止日期的通道调度在按时交付adu的百分比方面显示出更好的性能(1)。在文献中,基于截止日期的调度的有效性已经在假设一般实时流量而不是来自更具体类型的实时应用的流量的情况下进行了评估。在这项研究中,作为向现实世界应用支持迈出的一步,我们研究了基于截止日期的网络在支持mog方面的能力。mog是一种电脑游戏,其中多个游戏玩家通过计算机网络同时参与游戏会话。mog在今天的互联网上越来越流行。mog的实现通常采用客户机-服务器架构,其中每个游戏客户机通过计算机网络连接到游戏服务器。状态更新消息在游戏客户端和游戏服务器之间传输。mog的类型多种多样,其中FPS游戏由于其高度交互性,往往对底层网络的延迟性能要求最为严格。由于其对网络的高QoS需求,本研究的重点是支持
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引用次数: 5
Chain-Based Anonymous Routing for Wireless Ad Hoc Networks 基于链的无线自组织网络匿名路由
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.65
R. Shokri, N. Yazdani, A. Khonsari
Wireless ad hoc networks are so vulnerable to passive attacks and eavesdropping adversaries due to their shared medium which makes network traffic easy to capture and analyze. Therefore, security and privacy protections are of extreme importance for protocols and applications in such networks. In this paper, we introduce a new framework for anonymous routing, named chain-based routing, to improve the privacy. In our framework, nodes on a path are virtually bound to each other like a chain. Each node is only aware of its associated links in a flow and does not require any other information about source, destination, or other parts of the chain. Based on this framework, we propose an on-demand routing protocol, called Chain-based Anonymous Routing (CAR), which uses unicast-based broadcast data transfer to fulfill anonymous communication in wireless ad hoc networks. Through hiding identifiers of nodes inside the chain, CAR realizes sender, receiver, and relationship anonymity in addition to untraceability in the network. Moreover, it is resistant to a wide range of passive attacks while adapting to implement other security mechanisms in the presence of active attacks.
无线自组织网络由于其共享介质,使得网络流量易于捕获和分析,因此极易受到被动攻击和窃听对手的攻击。因此,安全性和隐私保护对于此类网络中的协议和应用程序至关重要。为了提高匿名路由的保密性,本文引入了一种新的匿名路由框架——基于链的路由。在我们的框架中,路径上的节点实际上像链一样彼此绑定。每个节点只知道流中与它相关的链接,不需要关于源、目的地或链的其他部分的任何其他信息。基于此框架,我们提出了一种基于链的匿名路由协议(CAR),该协议使用基于单播的广播数据传输来实现无线自组织网络中的匿名通信。通过隐藏链内节点的标识符,CAR实现了发送方、接收方和关系的匿名性以及网络中的不可追溯性。此外,它可以抵抗各种被动攻击,同时适应在存在主动攻击时实现其他安全机制。
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引用次数: 19
Resource Sharing and Discovery on Top of IMS 基于IMS的资源共享和发现
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.102
M. Matuszewski, M. Garcia-Martin, N. Beijar, Juuso Lehtinen
This paper presents the architecture and the signaling flows of a multi-service overlay network implemented over the IP Multimedia Subsystem (IMS). The overlay network uses the concept of SIP-based Peer-to-peer (P2P) for providing resource sharing services, such as photograph exchange, allowing the distribution of resources across an overlay network formed for that purpose. The SIP P2P overlay network forms a cost efficient platform for providing innovative mobile services. Using the presented platform, fixed and mobile operators can provide valuable services utilizing the strengths of the IMS such as sophisticated charging, control, security and authentication mechanisms.
本文介绍了在IP多媒体子系统(IMS)上实现的多业务覆盖网络的体系结构和信令流。覆盖网络使用基于sip的点对点(P2P)的概念来提供资源共享服务,例如照片交换,允许在为此目的而形成的覆盖网络中分配资源。SIP P2P覆盖网络为提供创新的移动业务提供了一个低成本的平台。使用所提出的平台,固定和移动运营商可以利用IMS的优势提供有价值的服务,例如复杂的收费、控制、安全和身份验证机制。
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引用次数: 7
Transcoding in Online Rich-Media Edutainment: a Dynamic Approach Based on Content/Context Awareness 在线富媒体寓教于乐中的代码转换:基于内容/上下文感知的动态方法
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.217
S. Ferretti, S. Mirri, P. Salomoni
The use of adaptive systems provides means to ensure anytime, anywhere and any device entertainment experiences for heterogeneous players. In this paper, we present an approach to dynamically transcode edutainment contents and to facilitate user interactions in context-aware scenarios. We focus on those typologies of interactive online applications, for which edutainment activities are structured as a combination of delivery of rich media contents interleaved with interactive choices made by the users (e.g., multimedia quizzes). As a matter of facts, today's edutainment contents are mostly produced to be delivered through TV or broadband networks. Thus, typically they are not encoded to be used in nomadic contexts. It turns out that the use of an adaptation process (based on user profiles) results as an important tool to face with the poor computational and networking capabilities of (mobile) devices. Moreover, a higher level of accessibility can be guaranteed to users with disabilities, since contents are transcoded based on user preferences. Results gathered from a real evaluation assessment show the viability of our solution.
自适应系统的使用为不同类型的玩家提供了确保随时随地和任何设备娱乐体验的手段。在本文中,我们提出了一种动态转码教育娱乐内容的方法,并在上下文感知场景中促进用户交互。我们关注的是交互式在线应用程序的类型,对于这些应用程序,寓教于乐的活动是富媒体内容的传递与用户做出的交互式选择(例如,多媒体测验)的组合。事实上,今天的教育娱乐内容大多是通过电视或宽带网络制作的。因此,它们通常不会被编码为在游牧环境中使用。事实证明,使用适应过程(基于用户配置文件)是解决(移动)设备计算和网络能力差的重要工具。此外,由于内容是根据用户偏好进行转码的,因此可以保证对残疾用户具有更高级别的可访问性。从实际评估评估中收集的结果显示了我们的解决方案的可行性。
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引用次数: 2
SHADOW: A Cross-Platform GUI Middleware for Home Devices SHADOW:用于家庭设备的跨平台GUI中间件
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.183
Bomjun Kwon, Sungho Yoon, Youngki Ahn, Hyung-Won Jung, Jangseok Seo
SHADOWis a middleware for building GUI applications in home digital media devices. It is a part of home software platform that solves portability issues and it provides a universal application framework for OS independence. It also supports C++ class libraries for object-oriented design of GUI applications. SHADOW was successfully used for building GUI applications for TV-like home devices. In this paper, we describe how SHADOW is designed and implemented in order to support home applications.
shadow是一个中间件,用于在家庭数字媒体设备中构建GUI应用程序。它是家庭软件平台的一部分,解决了可移植性问题,并为操作系统独立提供了一个通用的应用程序框架。它还支持用于GUI应用程序面向对象设计的c++类库。SHADOW成功地用于为类似电视的家用设备构建GUI应用程序。在本文中,我们描述了如何设计和实现SHADOW以支持家庭应用程序。
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引用次数: 1
Movement Prediction Assisted Fast Handovers for Seamless IP Mobility
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.79
Andre E. Bergh, N. Ventura
The use of cross layer communication in the form of link-layer triggers is a growing trend in mobility management schemes because traditional movement detection techniques are no longer suitable for fast handover protocols. Achieving seamless mobility is a major challenge for current and future wireless networks and is the focus of much research. This paper presents a prediction assisted fast handover protocol (PA-FMIP) that uses a data mining based prediction algorithm to replace the need for a pre-trigger. It is a continuation of previous work that aims to improve the packet loss problem inherent in reactive handovers. We further evaluate PA-FMIP through simulation and focus on the capabilities of the mobility prediction algorithm, particularly when faced with random mobility. The impact of a PA-FMIP handover for real-time and TCP application performance is also thoroughly evaluated. It is found that the data mining based prediction algorithm can achieve 100% accuracy for regular mobility. It is also found that the type of TCP used by the user significantly influences throughput. The improvement in the number of lost packets by PA-FMIP increases the overall throughput for any TCP variant.
由于传统的移动检测技术已不再适用于快速切换协议,因此以链路层触发器的形式使用跨层通信是移动管理方案的发展趋势。实现无缝移动性是当前和未来无线网络面临的主要挑战,也是许多研究的焦点。本文提出了一种预测辅助快速切换协议(PA-FMIP),该协议使用基于数据挖掘的预测算法来代替对预触发的需要。它是先前工作的延续,旨在改善响应性移交中固有的数据包丢失问题。我们通过仿真进一步评估PA-FMIP,并重点关注移动性预测算法的能力,特别是在面对随机移动性时。PA-FMIP切换对实时和TCP应用性能的影响也进行了全面的评估。研究结果表明,基于数据挖掘的预测算法对规则机动性的预测准确率可达到100%。研究还发现,用户使用的TCP类型显著影响吞吐量。PA-FMIP对丢失数据包数量的改进增加了任何TCP变体的总体吞吐量。
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引用次数: 8
Autonomous Context Data Dissemination in Heterogeneous and Dynamic Environments 异构和动态环境中的自主上下文数据传播
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.90
C. Jacob, D. Linner, S. Steglich, I. Radusch
The intelligent dissemination of context information to enable context-aware applications is a topic often discussed in current research. However, related approaches are not able to cope with the unknown and dynamically changing nature often found in ad-hoc peer-to-peer environments. In this paper, we propose a flexible means of gathering, interpreting, and providing context information in a distributed manner. For this purpose, we describe a request-driven model for the interaction of context providers and requesters. We incorporate a bio- inspired pheromone-based approach of intelligently storing and disseminating information based on the data really requested and needed. Semantic Web technology is utilized to obtain a loosely coupled interaction pattern and an adaptable representation of context information. Thus, desired information can be accessed by external applications and services in a flexible and transparent manner.
上下文信息的智能传播以实现上下文感知应用是当前研究中经常讨论的主题。然而,相关的方法不能处理在点对点环境中经常发现的未知和动态变化的性质。在本文中,我们提出了一种以分布式方式收集、解释和提供上下文信息的灵活方法。为此,我们描述了上下文提供者和请求者之间交互的请求驱动模型。我们结合了一种基于生物启发信息素的方法,基于真正请求和需要的数据智能地存储和传播信息。利用语义Web技术获得松散耦合的交互模式和上下文信息的自适应表示。因此,外部应用程序和服务可以以灵活透明的方式访问所需的信息。
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引用次数: 6
Web Services-Based Architecture for the Interactions between End-User Applications and Sink-Less Wireless Sensor Networks 终端用户应用与无接收器无线传感器网络交互的基于Web服务的体系结构
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.175
R. Glitho, F. Khendek, N. Y. Othman, S. Chebbine
In conventional wireless sensor networks, sinks collect data from sensors and/or aggregators and interact with end-user applications via centralized gateways. However, there exist application scenarios where this modus operandi may not be suitable. In such cases it is preferable that the applications interact directly with the sensors. This paper proposes a Web- service based architecture with an overlaid UDDI for these cases. It also presents simulation results for these scenarios to demonstrate performance gains.
在传统的无线传感器网络中,接收器从传感器和/或聚合器收集数据,并通过集中网关与最终用户应用程序交互。但是,在某些应用程序场景中,这种操作方式可能不适合。在这种情况下,最好是应用程序直接与传感器交互。本文针对这些情况提出了一种基于Web服务的体系结构,该体系结构具有覆盖的UDDI。本文还提供了这些场景的模拟结果,以演示性能增益。
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引用次数: 10
Reducing Unauthorized Content Distribution with Monitoring 通过监控减少未经授权的内容分发
Pub Date : 1900-01-01 DOI: 10.1109/CCNC.2007.212
Cheun Ngen Chong, F. Kamperman
A digital rights management (DRM) system grants specific rights for content use to a user. Such rights may however exclude desired but legal content use and thus cause inconvenience for the user. Moreover, unauthorized content distribution via peer-to-peer (P2P) networks occurs. In this paper, we explore user-enabled monitoring to give users more freedom in content use and to discourage unauthorized content distribution. The monitor is placed at the interface between the user's device(s) and the public Internet. With the monitor, the user cannot upload unauthorized content but as a tradeoff the user is offered benefits. Digital rights management; DRM; monitoring I. INTRODUCTION A typical digital rights management (DRM) system encrypts digital content with a secret key. A license protects and transports this key to a DRM client. The license also contains rights describing under which conditions the content may be used. The DRM client decrypts and renders the content if the conditions stated in the rights are met. These rights may sometimes be experienced as too restrictive and cause inconvenience to the users. Furthermore, there is unauthorized content distribution over the Internet especially via peer-to-peer (P2P) content distribution. In this paper, we explore user-enabled monitoring to reduce unauthorized content distribution and to provide more freedom of using the content. The main functionalities of the monitor are to block unauthorized upload of the content to the Internet and to tag the content downloaded from the Internet. The monitor does not block downloading to not annoy users. User-enabled monitoring provides an option to a user to voluntarily enable the monitor. When the user enables the monitor, the user can obtain benefits as a reward. Examples of benefits are discount for purchasing digital content, legalizing unauthorized content that the user has downloaded with a reasonable price, or free content management service such as backup. The monitor may (as an additional benefit) generate digital evidence (3) for the user to prove that the user was not involved in any unauthorized content distribution. We do not justify which of these benefits is the most effective and attractive to the users in this paper.
数字版权管理(DRM)系统授予用户使用内容的特定权限。然而,这种权利可以排除期望的但合法的内容使用,从而给用户造成不便。此外,未经授权的内容分发通过点对点(P2P)网络发生。在本文中,我们探讨了用户支持的监控,以赋予用户更多的内容使用自由,并阻止未经授权的内容分发。监视器被放置在用户设备和公共互联网之间的接口上。使用监视器,用户不能上传未经授权的内容,但作为一种权衡,用户获得了好处。数字版权管理;数字版权管理;典型的数字版权管理(DRM)系统使用密钥对数字内容进行加密。许可证保护该密钥并将其传输给DRM客户端。许可证还包含描述在何种条件下可以使用内容的权利。如果满足权利中规定的条件,DRM客户机将解密并呈现内容。这些权利有时可能被认为过于严格,给用户带来不便。此外,互联网上还存在未经授权的内容分发,特别是通过点对点(P2P)内容分发。在本文中,我们探索了用户支持的监控,以减少未经授权的内容分发,并提供更多的使用内容的自由。监视器的主要功能是阻止未经授权的内容上传到互联网,并标记从互联网下载的内容。显示器不会阻止下载,以免惹恼用户。用户支持的监控为用户提供了一个选项,使用户可以自愿启用监控。当用户启用监视器时,用户可以获得利益作为奖励。例如,购买数字内容的折扣、以合理的价格将用户下载的未经授权的内容合法化、免费的备份等内容管理服务等。监视器可以(作为一个额外的好处)为用户生成数字证据(3),以证明用户没有参与任何未经授权的内容分发。在本文中,我们没有证明这些好处中哪一个对用户最有效和最有吸引力。
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引用次数: 1
期刊
2007 4th IEEE Consumer Communications and Networking Conference
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