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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Supplying Partners Suite of Protocols for P2P 3D Streaming Over Thin Mobile Devices

Maamar, Haifa Raja 23 January 2013 (has links)
The recent advances in mobile computing devices and wireless networking produced the technical platform for multimedia services over thin mobile devices. Nowadays, we are witnessing an important growth in applications using thin mobile devices, such as social networks, virtual walkthrough, media streaming, and augmented reality (AR), just to mention a few. Most of these applications are based on the client-server architecture, however several studies showed that the client-server architecture suffers from various issues, such as the server bottleneck, latency and the lack of scalability. This led most of the systems to switch to the peer-to-peer (P2P)-like environment for its scalability and potential cost saving. P2P multimedia streaming over thin mobile devices-based classes of applications has known a significant growth during the last years. Although P2P video streaming over thin mobile devices received a great deal of attention, the application of 3D streaming over mobile devices was challenging mainly due to the limited mobile resources and capabilities, as well as the wireless medium limitations. Having 3D streaming over Mobile Ad hoc Networks (MANET) is considered more challenging given that the 3D streaming-based system has to deal with a dynamic environment resulting from nodes mobility, which may lead to route breakages and connection loss. Therefore, one of the major difficulties in 3D streaming over MANET is related to the supplying partner's strategy that aims at determining the most suitable source holding the required 3D data to stream it quickly and efficiently to the requesters. In this thesis, we propose our P2P based 3D streaming system which we refer to as MOSAIC as well as a suite of supplying partner strategy protocols for P2P 3D streaming over thin mobile devices. Our proposed suite of protocols selects the potential sources that have the relevant 3D data, based on a set of criteria such as the source location, the mobile device's available resources as well as its residual energy. We also proposed a multihop supplying partner selection protocol that takes into account the signal strength and the nodes mobility when streaming the relevant 3D data. The performance evaluation obtained to evaluate our MOSAIC system as well as our suite of protocols using an extensive set of NS2 simulation experiments, is then reported.
2

Supplying Partners Suite of Protocols for P2P 3D Streaming Over Thin Mobile Devices

Maamar, Haifa Raja 23 January 2013 (has links)
The recent advances in mobile computing devices and wireless networking produced the technical platform for multimedia services over thin mobile devices. Nowadays, we are witnessing an important growth in applications using thin mobile devices, such as social networks, virtual walkthrough, media streaming, and augmented reality (AR), just to mention a few. Most of these applications are based on the client-server architecture, however several studies showed that the client-server architecture suffers from various issues, such as the server bottleneck, latency and the lack of scalability. This led most of the systems to switch to the peer-to-peer (P2P)-like environment for its scalability and potential cost saving. P2P multimedia streaming over thin mobile devices-based classes of applications has known a significant growth during the last years. Although P2P video streaming over thin mobile devices received a great deal of attention, the application of 3D streaming over mobile devices was challenging mainly due to the limited mobile resources and capabilities, as well as the wireless medium limitations. Having 3D streaming over Mobile Ad hoc Networks (MANET) is considered more challenging given that the 3D streaming-based system has to deal with a dynamic environment resulting from nodes mobility, which may lead to route breakages and connection loss. Therefore, one of the major difficulties in 3D streaming over MANET is related to the supplying partner's strategy that aims at determining the most suitable source holding the required 3D data to stream it quickly and efficiently to the requesters. In this thesis, we propose our P2P based 3D streaming system which we refer to as MOSAIC as well as a suite of supplying partner strategy protocols for P2P 3D streaming over thin mobile devices. Our proposed suite of protocols selects the potential sources that have the relevant 3D data, based on a set of criteria such as the source location, the mobile device's available resources as well as its residual energy. We also proposed a multihop supplying partner selection protocol that takes into account the signal strength and the nodes mobility when streaming the relevant 3D data. The performance evaluation obtained to evaluate our MOSAIC system as well as our suite of protocols using an extensive set of NS2 simulation experiments, is then reported.
3

Supplying Partners Suite of Protocols for P2P 3D Streaming Over Thin Mobile Devices

Maamar, Haifa Raja January 2013 (has links)
The recent advances in mobile computing devices and wireless networking produced the technical platform for multimedia services over thin mobile devices. Nowadays, we are witnessing an important growth in applications using thin mobile devices, such as social networks, virtual walkthrough, media streaming, and augmented reality (AR), just to mention a few. Most of these applications are based on the client-server architecture, however several studies showed that the client-server architecture suffers from various issues, such as the server bottleneck, latency and the lack of scalability. This led most of the systems to switch to the peer-to-peer (P2P)-like environment for its scalability and potential cost saving. P2P multimedia streaming over thin mobile devices-based classes of applications has known a significant growth during the last years. Although P2P video streaming over thin mobile devices received a great deal of attention, the application of 3D streaming over mobile devices was challenging mainly due to the limited mobile resources and capabilities, as well as the wireless medium limitations. Having 3D streaming over Mobile Ad hoc Networks (MANET) is considered more challenging given that the 3D streaming-based system has to deal with a dynamic environment resulting from nodes mobility, which may lead to route breakages and connection loss. Therefore, one of the major difficulties in 3D streaming over MANET is related to the supplying partner's strategy that aims at determining the most suitable source holding the required 3D data to stream it quickly and efficiently to the requesters. In this thesis, we propose our P2P based 3D streaming system which we refer to as MOSAIC as well as a suite of supplying partner strategy protocols for P2P 3D streaming over thin mobile devices. Our proposed suite of protocols selects the potential sources that have the relevant 3D data, based on a set of criteria such as the source location, the mobile device's available resources as well as its residual energy. We also proposed a multihop supplying partner selection protocol that takes into account the signal strength and the nodes mobility when streaming the relevant 3D data. The performance evaluation obtained to evaluate our MOSAIC system as well as our suite of protocols using an extensive set of NS2 simulation experiments, is then reported.
4

An Efficient Hybrid Objects Selection Protocol for 3D Streaming over Mobile Devices

Alja'afreh, Mohammad Mahmoud 20 December 2012 (has links)
With the rapid development in the areas of mobile manufacturing and multimedia communications, there is an increasing demand for Networked Virtual Environment (NVE) applications, such as Augmented Reality (AR), virtual walk-throughs, and massively multiplayer online games (MMOGs), on hand-held devices. Unfortunately, downloading and rendering a complex 3D scene is very computationally intensive and is not compatible with current mobile hardware specifications nor with available wireless bandwidth. Existing NVE applications deploy client/server based 3D streaming over thin mobile devices, which suffer from single point of failure, latency, and scalability issues. To address these issues, image-based rendering (IBR) and cloud-based 3D streaming have been introduced. The former introduces visual artifacts that reduce, and usually cancel, the realistic behaviors of the Virtual Environment (VE) application, while the latter is considered very expensive to implement. Peer-to-peer (P2P) 3D streaming is promising and affordable, but it has to tackle issues in object discovery and selection as well as content provider strategies. Distributing VE content over a mobile ad-hoc network (MANET) makes the system difficult to update due to the dynamic nature of the mobile clients. In order to tackle these issues, we came up with a novel protocol that combines the pros of both central and distributed approaches. Our proposed hybrid protocol, called OCTET, enables 3D scene streaming over thin devices in a way that can cope with current mobile hardware capabilities and mitigate the challenges of client/server and P2P 3D streaming. In fact, OCTET provides strategies that select, prioritize, and deliver only those objects that contribute to the user’s visible scene. OCTET is implemented using the "ns-2" simulation environment, and extensive experiments have clearly demonstrated significant achievements in mobile resource utilization, throughput, and system scalability.
5

An Efficient Hybrid Objects Selection Protocol for 3D Streaming over Mobile Devices

Alja'afreh, Mohammad Mahmoud 20 December 2012 (has links)
With the rapid development in the areas of mobile manufacturing and multimedia communications, there is an increasing demand for Networked Virtual Environment (NVE) applications, such as Augmented Reality (AR), virtual walk-throughs, and massively multiplayer online games (MMOGs), on hand-held devices. Unfortunately, downloading and rendering a complex 3D scene is very computationally intensive and is not compatible with current mobile hardware specifications nor with available wireless bandwidth. Existing NVE applications deploy client/server based 3D streaming over thin mobile devices, which suffer from single point of failure, latency, and scalability issues. To address these issues, image-based rendering (IBR) and cloud-based 3D streaming have been introduced. The former introduces visual artifacts that reduce, and usually cancel, the realistic behaviors of the Virtual Environment (VE) application, while the latter is considered very expensive to implement. Peer-to-peer (P2P) 3D streaming is promising and affordable, but it has to tackle issues in object discovery and selection as well as content provider strategies. Distributing VE content over a mobile ad-hoc network (MANET) makes the system difficult to update due to the dynamic nature of the mobile clients. In order to tackle these issues, we came up with a novel protocol that combines the pros of both central and distributed approaches. Our proposed hybrid protocol, called OCTET, enables 3D scene streaming over thin devices in a way that can cope with current mobile hardware capabilities and mitigate the challenges of client/server and P2P 3D streaming. In fact, OCTET provides strategies that select, prioritize, and deliver only those objects that contribute to the user’s visible scene. OCTET is implemented using the "ns-2" simulation environment, and extensive experiments have clearly demonstrated significant achievements in mobile resource utilization, throughput, and system scalability.
6

An Efficient Hybrid Objects Selection Protocol for 3D Streaming over Mobile Devices

Alja'afreh, Mohammad Mahmoud January 2012 (has links)
With the rapid development in the areas of mobile manufacturing and multimedia communications, there is an increasing demand for Networked Virtual Environment (NVE) applications, such as Augmented Reality (AR), virtual walk-throughs, and massively multiplayer online games (MMOGs), on hand-held devices. Unfortunately, downloading and rendering a complex 3D scene is very computationally intensive and is not compatible with current mobile hardware specifications nor with available wireless bandwidth. Existing NVE applications deploy client/server based 3D streaming over thin mobile devices, which suffer from single point of failure, latency, and scalability issues. To address these issues, image-based rendering (IBR) and cloud-based 3D streaming have been introduced. The former introduces visual artifacts that reduce, and usually cancel, the realistic behaviors of the Virtual Environment (VE) application, while the latter is considered very expensive to implement. Peer-to-peer (P2P) 3D streaming is promising and affordable, but it has to tackle issues in object discovery and selection as well as content provider strategies. Distributing VE content over a mobile ad-hoc network (MANET) makes the system difficult to update due to the dynamic nature of the mobile clients. In order to tackle these issues, we came up with a novel protocol that combines the pros of both central and distributed approaches. Our proposed hybrid protocol, called OCTET, enables 3D scene streaming over thin devices in a way that can cope with current mobile hardware capabilities and mitigate the challenges of client/server and P2P 3D streaming. In fact, OCTET provides strategies that select, prioritize, and deliver only those objects that contribute to the user’s visible scene. OCTET is implemented using the "ns-2" simulation environment, and extensive experiments have clearly demonstrated significant achievements in mobile resource utilization, throughput, and system scalability.
7

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
8

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
9

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
10

Activity-Centric Prioritized Streaming of Games to Mobile Devices

Rahimi Koopayi, Hesam Aldin January 2012 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.

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