Abstract-As the technology available on cars is increasing, a wide range of applications, from safety to entertainment, are becoming factually accessible to passengers. Many of these applications involves a one-to-many transmission model where a single car broadcasts a message that has to be forwarded, even with multiple hops, in a very short time to all the other cars located within a range of few kilometers from the source. Since the high mobility and density of a car network scenario, specific solutions need to be devised to choreograph a fast-delivery multihop broadcast. To this aim, we developed a practical and efficient technique that allows cars to estimate their communication range with the help of a very limited message exchange and exploit this information to reduce the number of transmissions, as well as the hops to be traversed, and hence the time, required by a broadcasted message to reach all the cars following the sender within a certain distance.
Abstract-Inter-vehicle communication (IVC) is emerging in research prominence for the interest that isgenerating in all major car manufacturers and for the benefits that its inception will produce. The specific features of IVC will allow the deployment of a wide set of possible applications which span from road safety to entertainment. Even if, on the one hand, these applications share the common need for fast multi-hop message propagation, on the other hand, they possess distinct characteristics in terms of generated network traffic. The current research state of the art only proposes solutions specifically designed for a single application (or class) that are not directly extendable to a general IVC context. Instead, we claim that a privileged architecture exists, which is able to support the whole spectrum of application classes. To this aim, we propose a novel IVC architecture that adapts its functionalities to efficiently serve applications in quickly propagating their messages over a vehicular network. We conducted an extensive set of experiments that demonstrate the efficacy of our approach. As representative case studies, we considered two application classes that for their network traffic characteristics are at the opposite boundaries of the application spectrum: safety and entertainment.
Flying ad-hoc networks are becoming a promising solution for different application scenarios involving unmanned aerial vehicles, like urban surveillance or search and rescue missions. However, such networks present various and very specific communication issues. As a consequence, there are several research studies focused on analyzing their performance via simulation. Correctly modeling mobility is crucial in this context and although many mobility models are already available to reproduce the behavior of mobile nodes in an ad-hoc network, most of these models cannot be used to reliably simulate the motion of unmanned aerial vehicles. In this article, we list the existing mobility models and provide guidance to understand whether they could be actually adopted depending on the specific flying ad-hoc network application scenarios, while discussing their advantages and disadvantages.
Since the expansion of their market and their challenging requirements, Massively Multiplayer Online Games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context Mirrored Game Server architectures and adapting RED (Random Early Detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the player's side.Index Terms-Consistency, event delivery service, interactivity, massively multiplayer online game, online entertainment.
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