Be there a traditional mobile user wanting to connect to a remote multimedia server. In order to allow them to enjoy the same user experience remotely (play, interact, edit, store and share capabilities) as in a traditional fixed LAN environment, several dead-locks are to be dealt with: (1) a heavy and heterogeneous content should be sent through a bandwidth constrained network; (2) the displayed content should be of good quality; (3) user interaction should be processed in real-time and (4) the complexity of the practical solution should not exceed the features of the mobile client in terms of CPU, memory and battery. The present paper takes this challenge and presents a fully operational MPEG-4 BiFS solution.
Abstract-In recent years many popular interactive computer games have gained online remote multiplayer functionalities, supported by standard Internet communication protocols and architectures. Due to the heterogeneous communication infrastructures and network asymmetries, some users (i.e. clients) may be suffering slow, congested and unreliable Internet connections, while others may have access to fast and reliable links. A different rate and latency in the delivery of users' commands and event notifications may lead to unfairness issues during the game play, specifically, for the class of real time and interactive games. A dynamic adaptation of the gaming architecture to the limitations of the communication infrastructure could be exploited to reduce these problems. In this paper we present a simple client migration algorithm which can be adopted on a generic multiplayer, multiserver online gaming architecture. Client migration among the servers of the gaming infrastructure is exploited to adapt to the dynamic performances of the general communication network infrastructure. The proposed mechanism has been modeled and simulated for the class of distributed multiplayer and multi-server interactive games, implemented over a general communication network infrastructure. Results show a significant fairness improvement, more homogeneous performances, and the absence of significant overheads.
Abstract. One traditional characteristic of operating systems is that all the processes share the same view of the environment. This global view assumption (GVA) means that for processes running on the same computer, the same pathname points to the same file, the processes share the same network stack and therefore the same IP addresses, the routing characteristics are identical, etc. There have been many proposals for "bending" the GVA for either individual processes or for the system as a whole. Some of these proposals include microkernels or specialized virtual machines. Most proposals are for system administrators, others are tailored to specific applications.A View-OS is our unifying solution for altering the GVA. It allows a user to partially or completely redefine the behavior of an arbitrary subset of the system calls called from his processes, thus altering his view of the environment in terms of file system, communication, devices, access control etc. We have implemented it with a system-call, partial, modular virtual machine called *MView. Each divergence from the standard view may be implemented in a specific module.Hence instead of always having to load a complete kernel (e.g. Usermode Linux), the overhead of a per-process definition of the environment depends on the degree of divergence from the standard global view.
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