The specification and management of Quality of Service (QoS) is important in networks and distributed computing systems, particularly to support multimedia applications. The advent of portable lap-top computers, palmtops and Personal Digital Assistants with integrated communication capabilities facilitates mobile computing. This paper is a survey of QoS concepts and techniques for mobile distributed computing environments. The requirements of current and future mobile computing are examined and the services required to support mobility are discussed Generic concepts of QoS specification and management are overviewed followed by an analysis of the QoS work specific to mobile computing environments.
In this paper, we discuss the current situation with respect to simulation usage in P2P research, testing the available P2P simulators against a proposed set of requirements, and surveying over 280 papers to discover what simulators are already being used. We found that no simulator currently meets all our requirements, and that simulation results are generally reported in the literature in a fashion that precludes any reproduction of results. We hope that this paper will give rise to further discussion and knowledge sharing among those of the P2P and network simulation research communities, so that a simulator that meets the needs of rigorous P2P research can be developed
Abstract-With the proliferation of smartphones and their advanced connectivity capabilities, opportunistic networks have gained a lot of traction during the past years; they are suitable for increasing network capacity and sharing ephemeral, localised content. They can also offload traffic from cellular networks to device-to-device ones, when cellular networks are heavily stressed. Opportunistic networks can play a crucial role in communication scenarios where the network infrastructure is inaccessible due to natural disasters, large-scale terrorist attacks or government censorship. Geocasting, where messages are destined to specific locations (casts) instead of explicitly identified devices, has a large potential in real world opportunistic networks, however it has attracted little attention in the context of opportunistic networking.In this paper we propose Geocasting Spray And Flood (GSAF), a simple but efficient and flexible geocasting protocol for opportunistic, delay-tolerant networks. GSAF follows a simple but elegant and flexible approach where messages take random walks towards the destination cast. Messages that follow directions away from the cast are extinct when the device buffer gets full, freeing space for new messages to be delivered. In GSAF, casts do not have to be pre-defined; instead users can route messages to arbitrarily defined casts. Our extensive evaluation shows that GSAF is efficient, in terms of message delivery ratio and latency as well as network overhead.
Football stadia present a difficult environment for the deployment of digital services, due to their architectural design and the capacity problems from the numbers of fans. We present preliminary results from deploying an Android app building an ad hoc network amongst the attendees at matches at Brighton and Hove Albion's AMEX stadium, so as to share the available capacity and supply digital services to season ticket holders. We describe the protocol, how we engaged our users in service design so that the app was attractive to use and the problems we encountered in using Android.
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