Both mobile computing and cloud computing have experienced rapid development in recent years.Although centralized cloud computing exhibits abundant resources for computation-intensive tasks, the unpredictable and unstable communication latency between the mobile users and the cloud makes it challenging to handle latency-sensitive mobile computing tasks. To address this issue, fog computing recently was proposed by pushing the cloud computing to the network edge closer to the users. To realize such vision, we can augment existing access points in wireless networks with cloudlet servers for hosting various mobile computing tasks. In this paper, we investigate how to deploy the servers in a cost-effective manner without violating the predetermined quality of service. In particular, we practically consider that the available cloudlet servers are heterogeneous, ie, with different cost and resource capacities. The problem is formulated into an integer linear programming form, and a low-complexity heuristic algorithm is invented to address it. Extensive simulation studies validate the efficiency of our algorithm by it performs much close to the optimal solution.
Macroscopic and microscopic models are typical approaches for simulating crowd behaviour and movement to simulate crowd and pedes-trian movement, respectively. However, the two models are unlikely to address the issues beyond their modelling targets (i.e., pedestrian movement for mi-croscopic models and crowd movement for macroscopic models). In order to solve such problem, we propose a hybrid model integrating macroscopic model into microscopic model, which is capable of taking into account issues both from crowd movement tendency and individual diversity to simulate crowd evacuation. In each simulation time step, the macroscopic model is executed first and generates a course-grain simulation result depicting the crowd move-ment, which directs microscopic model for goal selection and path planning to generate a fine-grain simulation result. In the mean time, different level-of-detail simulation results can also be obtained due to the proposed model containing two complete models. A synchronization mechanism is proposed to convey simulation results from one model to the other one. The simulation results via case study indicate the proposed model can simulate the crowd and agent behaviour in dynamic environments, and the simulation cost is proved to be efficient.
Ensemble empirical-mode decomposition (EEMD) is a novel adaptive time-frequency analysis method, which is particularly suitable for extracting useful information from noisy nonlinear or nonstationary data. Unfortunately, since the EEMD is highly compute-intensive, the method does not apply in real-time applications on top of commercial-off-the-shelf computers. Aiming at this problem, a parallelized EEMD method has been developed using general-purpose computing on the graphics processing unit (GPGPU), namely, G-EEMD. A spectral entropy facilitated by G-EEMD was, therefore, proposed to analyze the EEG data for estimating the depth of anesthesia (DoA) in a real-time manner. In terms of EEG data analysis, G-EEMD has dramatically improved the run-time performance by more than 140 times compared to the original serial EEMD implementation. G-EEMD also performs far better than another parallelized implementation of EEMD bases on conventional CPU-based distributed computing technology despite the latter utilizes 16 high-end computing nodes for the same computing task. Furthermore, the results obtained from a pharmacokinetics/pharmacodynamic (PK/PD) model analysis indicate that the EEMD method is slightly more effective than its precedent alternative method (EMD) in estimating DoA, the coefficient of determination R(2) by EEMD is significantly higher than that by EMD (p < 0.05, paired t-test) and the prediction probability P(k) by EEMD is also slighter higher than that by EMD (p < 0.2, paired t-test).
The last few years have witnessed an explosive growth in the research of information hiding in multimedia objects, but few studies have taken into account packet loss in multimedia networks. As one of the most popular real-time services in the Internet, Voice over Internet Protocol (VoIP) contributes to a large part of network traffic for its advantages of real time, high flow, and low cost. So packet loss is inevitable in multimedia networks and affects the performance of VoIP communications. In this study, a fractal-based VoIP steganographic approach was proposed to realise covert VoIP communications in the presence of packet loss. In the proposed scheme, secret data to be hidden were divided into blocks after being encrypted with the block cipher, and each block of the secret data was then embedded into VoIP streaming packets. The VoIP packets went through a packet loss system based on Gilbert model which simulates a real network situation. And a prediction model based on fractal interpolation was built to decide whether a VoIP packet was suitable for data hiding. The experimental results indicated that the speech quality degradation increased with the escalating packet-loss level. The average variance of speech quality metrics (PESQ score) between the "no-embedding" speech samples and the "with-embedding" stego-speech samples was about 0.717, and the variances narrowed with the Shanyu Tang
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