In this paper, we propose a novel load balancing routing algorithm for wireless mesh networks (WMNs) with multiple gateways, i.e., sink routers. As most traffic occurring in WMNs is relayed to these gateways through wireless links in a multi-hop fashion, the sink routers are easily overloaded. In such a situation, when a user initiates a communication session and the corresponding route toward the sink router cannot provide the required level of services, the session is rejected. Our objective is to achieve load balancing routing that minimizes such rejections. To this end, we take an adaptive partitioning approach, which heuristically divides the entire network into partitions and applies load balancing to between partitions and within partitions. To cope with user mobility, partitions and routes are adaptively managed. Evaluation via simulations indicates up to 25% performance gains over existing schemes in rejected requests, while the overhead in route computation costs drops by up to 27%.
{"title":"Load Balancing Routing for Wireless Mesh Networks: An Adaptive Partitioning Approach","authors":"Hyoung-Gyu Choi, Seung-Jae Han","doi":"10.1109/CCNC08.2007.7","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.7","url":null,"abstract":"In this paper, we propose a novel load balancing routing algorithm for wireless mesh networks (WMNs) with multiple gateways, i.e., sink routers. As most traffic occurring in WMNs is relayed to these gateways through wireless links in a multi-hop fashion, the sink routers are easily overloaded. In such a situation, when a user initiates a communication session and the corresponding route toward the sink router cannot provide the required level of services, the session is rejected. Our objective is to achieve load balancing routing that minimizes such rejections. To this end, we take an adaptive partitioning approach, which heuristically divides the entire network into partitions and applies load balancing to between partitions and within partitions. To cope with user mobility, partitions and routes are adaptively managed. Evaluation via simulations indicates up to 25% performance gains over existing schemes in rejected requests, while the overhead in route computation costs drops by up to 27%.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128469939","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}
Duc D. Nguyen, Myungchul Kim, Le Quy Loc, P. T. Tu
We propose a new scheme to reduce route discovery latency for reactive routing protocols, named HOp-based adaptive reduction (HOBAR). In the route discovery phase of reactive routing protocols, source nodes spend extra waiting time to get optimal routes after receiving the first route reply. Our scheme appropriately sets this waiting time period depending on the number of hops in the first route reply. Our simulation results show that HOBAR offers fewer hop routes, significantly reduces route discovery latency, and is more scalable in highly loaded and large networks.
{"title":"A Hop-Based Routing Scheme for MANETs","authors":"Duc D. Nguyen, Myungchul Kim, Le Quy Loc, P. T. Tu","doi":"10.1109/CCNC08.2007.89","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.89","url":null,"abstract":"We propose a new scheme to reduce route discovery latency for reactive routing protocols, named HOp-based adaptive reduction (HOBAR). In the route discovery phase of reactive routing protocols, source nodes spend extra waiting time to get optimal routes after receiving the first route reply. Our scheme appropriately sets this waiting time period depending on the number of hops in the first route reply. Our simulation results show that HOBAR offers fewer hop routes, significantly reduces route discovery latency, and is more scalable in highly loaded and large networks.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115840940","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}
This paper proposes a novel multi-channel medium access control (MAC) that is based on CSMA/CA mechanism. The objective of this research is to evaluate the possibility of increasing network capacity and addressing collision problem of wireless sensor network comprising of low spec physical hardware. The proposed protocol can be implemented into wireless sensor network platform i.e. MICAz, Tmote-Sky without any additional hardware or firmware. Experiment results show that the proposed protocol can effectively improve the network performance compared with traditional single channel MAC.
{"title":"Self-organize multi-channel random selection medium access control protocol for wireless sensor networks","authors":"T. Wu, K. Kwong, W. Michie, Ivan Andonovic","doi":"10.1109/CCNC08.2007.132","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.132","url":null,"abstract":"This paper proposes a novel multi-channel medium access control (MAC) that is based on CSMA/CA mechanism. The objective of this research is to evaluate the possibility of increasing network capacity and addressing collision problem of wireless sensor network comprising of low spec physical hardware. The proposed protocol can be implemented into wireless sensor network platform i.e. MICAz, Tmote-Sky without any additional hardware or firmware. Experiment results show that the proposed protocol can effectively improve the network performance compared with traditional single channel MAC.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117053555","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}
In this paper, the feasibility of using a sensor network for automotive testing is investigated. Testing is becoming ever more important for the car industry, where the demands for quicker time-to-market and shortened development cycles are increasing. Car testing is time consuming, and is often performed in remote rural areas. Traditional methods include wiring up a vehicle with sensors connected to a data logging device. We envision that the use of wireless sensors can drastically decrease the time required to perform a set of test cases. A sensor network based on Bluetooth was used to validate our design approach. The network supports real-time monitoring of sensor data, and precludes the need of manually configuring each sensor node. Preliminary tests indicates that the proposed design is well suited for vehicle testing, due to its inherent support for ad-hoc networking and auto configuration of services.
{"title":"An Ad-Hoc Bluetooth Sensor Network for Automotive Testing","authors":"J. Eliasson, J. V. Deventer, M. Johanson","doi":"10.1109/CCNC08.2007.46","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.46","url":null,"abstract":"In this paper, the feasibility of using a sensor network for automotive testing is investigated. Testing is becoming ever more important for the car industry, where the demands for quicker time-to-market and shortened development cycles are increasing. Car testing is time consuming, and is often performed in remote rural areas. Traditional methods include wiring up a vehicle with sensors connected to a data logging device. We envision that the use of wireless sensors can drastically decrease the time required to perform a set of test cases. A sensor network based on Bluetooth was used to validate our design approach. The network supports real-time monitoring of sensor data, and precludes the need of manually configuring each sensor node. Preliminary tests indicates that the proposed design is well suited for vehicle testing, due to its inherent support for ad-hoc networking and auto configuration of services.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115392806","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}
In this paper, we study the impact of network-level message loss/delays on the performance experienced by the players in a real-time multi-player game. The study is conducted through the prism of consistency models of the game state (logically) shared among the players. We employ a weaker notion of consistency that encompasses: (i) the real-time persistence effects of player actions in the physical game world; and (ii) the state obsolescence caused by the loss/delay of player and game server messages in the network. Both (i) and (ii) impact the realism and cohesiveness of the game being played. The user-level performance measure, namely, the player-level lag, is studied for multi-player games under realistic settings of network communications and human participation. Towards this end, the paper formulated a formal model of multiplayer games and then studied the effects of network delays and human persistence on the player-level lags experienced. Sample games studied are the Soldier of Fortune and the RogueSpear. The methodology can be employed for studying the the effectiveness of human elements participating in the collaborative simulation of a physical world (such as war games).
在本文中,我们研究了网络级消息丢失/延迟对实时多人游戏中玩家体验的性能的影响。这项研究是通过玩家之间共享的游戏状态(逻辑上)的一致性模型的棱镜进行的。我们采用了一种较弱的一致性概念,包括:(i)玩家在物理游戏世界中的行动的实时持久性效应;(ii)由于网络中玩家和游戏服务器消息的丢失/延迟而导致的状态过时。(i)和(ii)都会影响游戏的现实性和凝聚力。在网络通信和人类参与的现实环境下,研究了多人游戏的用户级性能度量,即玩家级滞后。为此,本文建立了一个多人游戏的正式模型,然后研究了网络延迟和人类持久性对玩家级别延迟的影响。研究的样本游戏是《Soldier of Fortune》和《RogueSpear》。该方法可用于研究参与物理世界(如战争游戏)协同模拟的人类因素的有效性。
{"title":"Impact of Network Loss/Delay Characteristics on Consistency Control in Real-Time Multi-Player Games","authors":"K. Ravindran, A. Sabbir, Balaraman Ravindran","doi":"10.1109/CCNC08.2007.254","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.254","url":null,"abstract":"In this paper, we study the impact of network-level message loss/delays on the performance experienced by the players in a real-time multi-player game. The study is conducted through the prism of consistency models of the game state (logically) shared among the players. We employ a weaker notion of consistency that encompasses: (i) the real-time persistence effects of player actions in the physical game world; and (ii) the state obsolescence caused by the loss/delay of player and game server messages in the network. Both (i) and (ii) impact the realism and cohesiveness of the game being played. The user-level performance measure, namely, the player-level lag, is studied for multi-player games under realistic settings of network communications and human participation. Towards this end, the paper formulated a formal model of multiplayer games and then studied the effects of network delays and human persistence on the player-level lags experienced. Sample games studied are the Soldier of Fortune and the RogueSpear. The methodology can be employed for studying the the effectiveness of human elements participating in the collaborative simulation of a physical world (such as war games).","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"233 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115328107","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}
In P2P multicast applications, membership management protocols are the basic utilities. In this context, gossip-based protocols have emerged as attractive ones for that they are highly reliable, scalable and simple. Existing gossip-based membership protocols either ignore the underlying topology and the heterogeneity nature of peer nodes or consume lots of control overhead. In this paper, first, we present a modified scalable membership protocol, MSCAMP, to account for node heterogeneity. Then a DHT-aid, gossip-based heterogeneous peer-to-peer membership protocol, called DIGOM, is proposed. DIGOM groups nearby nodes into clusters and takes advantage of MSCAMP as an intra-cluster membership protocol. A DHT structure is built to aid node subscription and inter-cluster link building. From the theoretical analysis and simulation results, both the inter-and intra-cluster fanout in DIGOM can satisfy the requirements for reliable dissemination. Specially, DIGOM achieves a good quality of load balance and requires no synchronization.
{"title":"DHT-Aid, Gossip-Based Heterogeneous Peer-to-Peer Membership Management","authors":"Zhenyu Li, Gaogang Xie, Zhongcheng Li, Yunfei Zhang, Xiaodong Duan","doi":"10.1109/CCNC08.2007.70","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.70","url":null,"abstract":"In P2P multicast applications, membership management protocols are the basic utilities. In this context, gossip-based protocols have emerged as attractive ones for that they are highly reliable, scalable and simple. Existing gossip-based membership protocols either ignore the underlying topology and the heterogeneity nature of peer nodes or consume lots of control overhead. In this paper, first, we present a modified scalable membership protocol, MSCAMP, to account for node heterogeneity. Then a DHT-aid, gossip-based heterogeneous peer-to-peer membership protocol, called DIGOM, is proposed. DIGOM groups nearby nodes into clusters and takes advantage of MSCAMP as an intra-cluster membership protocol. A DHT structure is built to aid node subscription and inter-cluster link building. From the theoretical analysis and simulation results, both the inter-and intra-cluster fanout in DIGOM can satisfy the requirements for reliable dissemination. Specially, DIGOM achieves a good quality of load balance and requires no synchronization.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116084840","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}
In order to further improve the performance of wireless mesh networks (WMNs), a favorable solution is to enable mesh points (MPs) to run simultaneous transmissions on different wireless channels. In this paper, we propose a novel access scheme for multi-channel 802.11s WMN based on the concept of clustering and proxy. The new access scheme, which is called CHP, solves both the "hidden terminal" problem that exists in the traditional ad hoc networks and "hidden channel" problem that arises in a multi-channel network environment. Moreover, a QoS-guaranteed algorithm is designed in our access scheme, which improves the multiple channel utilization and reservation. Both theoretical analyses and simulation results show that the proposed scheme outperforms the existing protocols for WMNs in terms of the throughput and energy consumption.
{"title":"CHP: A Novel QoS-Guaranteed and Power-Efficient Access Scheme for Multi-Channel 802.11s Wireless Mesh Networks","authors":"Xiang-lin Zhu, G. Kuo","doi":"10.1109/CCNC08.2007.166","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.166","url":null,"abstract":"In order to further improve the performance of wireless mesh networks (WMNs), a favorable solution is to enable mesh points (MPs) to run simultaneous transmissions on different wireless channels. In this paper, we propose a novel access scheme for multi-channel 802.11s WMN based on the concept of clustering and proxy. The new access scheme, which is called CHP, solves both the \"hidden terminal\" problem that exists in the traditional ad hoc networks and \"hidden channel\" problem that arises in a multi-channel network environment. Moreover, a QoS-guaranteed algorithm is designed in our access scheme, which improves the multiple channel utilization and reservation. Both theoretical analyses and simulation results show that the proposed scheme outperforms the existing protocols for WMNs in terms of the throughput and energy consumption.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128060521","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}
Extensible software architecture is needed to adapt to the development of router. As an important part of ForCES router software, an extensible LFB management and development model based on ForCES router software was illustrated, which enhances extensibility of the software. The ForCES router software structure was first discussed. Based on that, the architecture of this model was described. In order to testify the feasibility, an implementation of the model was presented and an ipv6 forwarding service based it was brought out. The impact on traffic flows and applications was evaluated.
{"title":"An Extensible LFB Management and Development Model for ForCES Router Software","authors":"Xinyi Ding, Weiming Wang, Chuanhuang Li, Ligang Dong","doi":"10.1109/CCNC08.2007.11","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.11","url":null,"abstract":"Extensible software architecture is needed to adapt to the development of router. As an important part of ForCES router software, an extensible LFB management and development model based on ForCES router software was illustrated, which enhances extensibility of the software. The ForCES router software structure was first discussed. Based on that, the architecture of this model was described. In order to testify the feasibility, an implementation of the model was presented and an ipv6 forwarding service based it was brought out. The impact on traffic flows and applications was evaluated.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121676354","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}
Ubiquitous service provision demands a flexible, low complexity and small foot-print platform that can perform in heterogeneous devices. In this paper, we describe the deployment of JADE as a ubiquitous electronic market platform for trading of adaptation services. We then statistically measure JADE's transport protocol efficiency over wireless WAN networks vis-a-vis traditional remote technologies. Our results show that the use of an electronic market results in a linear rise in download time as file sizes increases while using plain message passing technique results in a sub-exponential rise. We have benchmarked our results with working devices over real networks.
{"title":"Multi-Agent Mediated Electronic-Marketplace for Adaptation Services","authors":"Hillary Tarus, J. Bush, J. Irvine, J. Dunlop","doi":"10.1109/CCNC08.2007.201","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.201","url":null,"abstract":"Ubiquitous service provision demands a flexible, low complexity and small foot-print platform that can perform in heterogeneous devices. In this paper, we describe the deployment of JADE as a ubiquitous electronic market platform for trading of adaptation services. We then statistically measure JADE's transport protocol efficiency over wireless WAN networks vis-a-vis traditional remote technologies. Our results show that the use of an electronic market results in a linear rise in download time as file sizes increases while using plain message passing technique results in a sub-exponential rise. We have benchmarked our results with working devices over real networks.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121712822","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}
This paper presents a realization of a multi-service P2P overlay architecture that allows for establishing SIP multimedia sessions between mobile community members with little or no need for centralized servers of any kind. The overlay architecture forms a cost efficient platform for providing innovative mobile services. As an example, this paper presents an implementation of a mobile P2PSIP VoIP service. The implementation allows a mobile phone user make voice calls using resources of the P2P overlay. The mobile phone user may freely use standard call manager and contact list in a mobile phone. The paper also presents a method for locating relay servers that are used in NAT traversal.
{"title":"Mobile P2PSIP - Peer-to-Peer SIP Communication in Mobile Communities","authors":"M. Matuszewski, Esko Kokkonen","doi":"10.1109/CCNC08.2007.260","DOIUrl":"https://doi.org/10.1109/CCNC08.2007.260","url":null,"abstract":"This paper presents a realization of a multi-service P2P overlay architecture that allows for establishing SIP multimedia sessions between mobile community members with little or no need for centralized servers of any kind. The overlay architecture forms a cost efficient platform for providing innovative mobile services. As an example, this paper presents an implementation of a mobile P2PSIP VoIP service. The implementation allows a mobile phone user make voice calls using resources of the P2P overlay. The mobile phone user may freely use standard call manager and contact list in a mobile phone. The paper also presents a method for locating relay servers that are used in NAT traversal.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124978534","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}