Vol.12 No.1&2
April 8, 2016
A Flexible Router with Tangible Network Interfaces for Sharing a Last
Mile and its
Performance
(1-16)
Toshikazu Nishimura
After the big earthquake in 2011 in
Japan, the disaster survivors lost the means to acquire and convey
information in the stricken area. In this paper, we propose a means to
share seamless access to the Internet immediately among survivors using
surviving access lines including ground infrastructures and satellite
communications even if disaster exceeds assumption. We introduce the
notion of TNI (Tangible Network Interface) that can easily configure
small handy router named Flexible Router on site without configuring the
settings of router from external console device. We also introduce
Integrated Wireless Authentication System to share Internet access line
among disaster survivors. We implemented Flexible Router and its TNIs
and demonstrate its performance as well as the solution to improve its
poor performance of Wi-Fi device and the intercontinental throughput
measurement over VPN (Virtual Private Network).
A Scheduling Method for
Waiting Time Reduction in Area-based Broadcasting
Considering Loading Time (17-30)
Yusuke Gotoh and Tomoki Yoshihisa
Due to the recent popularization of
digital broadcasting systems, clients can watch several types of
contents. In addition, area-based broadcasting, which uses the bandwidth
that is not used in radio broadcasting, has attracted great attention.
In area-based network environments, a server can deliver continuous
media data such as audio and video in a limited area. Clients can get
improved convenience by receiving such information as shopping coupons
and community news based on their watching area using their own nodes.
In area-based broadcasting, many clients watch content in the delivery
area. Although servers can concurrently deliver data to many clients,
they have to wait until their data are broadcast. To reduce waiting
times, many studies employ the division-based broadcasting technique,
which reduce waiting times by dividing the data into several segments
and frequently broadcasting the precedent segments. These scheduling
methods make a broadcast schedule that considers the situation in actual
network environments. When the server makes a broadcast schedule in
area-based broadcasting, it needs to consider both the loading times of
the highlight and main scenes. In broadcasting, since the playing time
of the commercial contents is predetermined, clients watch them during
the loading time. Therefore, the server needs to make the broadcast
schedule based on the consumption rate and the number of channels by
setting both the loading times of the highlight and main scenes. In this
paper, we propose a scheduling method that considers the loading time
for area-based broadcasting. In our scheduling method, since the server
makes a broadcast schedule using a different ratio of dividing the data
for highlight and main scenes, the waiting time is reduced effectively.
CoreASM-Based Evaluation of the N-AODV Protocol for MANETs
(31-51)
Alessandro Bianchi, Sebastiano Pizzutilo, and Gennaro Vessio
Network topology awareness (NTA) is
a fundamental issue in the context of computer networks: the lack of
control over the topology can negatively impact performance, security,
resilience, and so on. However, in Mobile Ad-hoc NETworks (MANETs), NTA
is difficult to achieve because of their dynamicity. Different reactive
protocols for MANETs, in which routes are established only when needed,
provide different NTA to each host, depending on their algorithmic
features. NACK-based AODV (N-AODV) is a variant of the well-known Ad-hoc
On-demand Distance Vector (AODV) reactive protocol for MANETs which we
proposed with the aim of improving the NTA of the original protocol. In
this paper, an experiment aimed at comparing N-AODV to AODV is reported;
it moves from an exploratory case study we conducted preliminarily. The
results obtained show that a MANET adopting N-AODV exploits higher NTA
than a MANET adopting AODV. Moreover, the improved awareness positively
impacts effectiveness.
YOUPLAY: Designing Participatory Theatrical Performance using Wearable Sensors
(52-75)
Naoya Isoyama, Masahiro Kinoshita, Ryo Izuta, Tsutomu Terada, and
Masahiko Tsukamoto
This paper describes a participatory theatrical performance named
YOUPLAY. In YOUPLAY, a general person who is usually treated as an
audience member becomes an actor and plays a character role in the
performance. He/she wears several types of equipments such as sensors
and a microphone, and experiences an interactive story. While our system
presents various interactive stage effects using wearable sensors, these
devices raise hardware/software troubles. We found during the
development and actual use of the system that such interactive systems
need robust activity recognition techniques. We explain the details of
the system for YOUPLAY and present the knowledge gathered from 80 actual
stages. Additionally, we discuss the general design for interactive
system with the results of questionnaires that are gathered from
participants of our system, the occurrence of the troubles, and the way
to deal with them.
Is Bluetooth Low Energy an Alternative to Near Field Communication
(76-90)
Wolfgang Narzt, Lukas Furtmuller, and Matthisa Rosenthaler
While the Bluetooth Low Energy (BLE)
standard is commonly being used for energy-efficient mid-range data
transmission and localization where distances of several meters are to
be covered, its signal characteristics also reveals stable and
deterministic behavior in the ultra-short range with significant higher
signal strengths compared to distant placements, which potentially
qualifies BLE as a substitute technology for Near Field Communication
(NFC) for the purpose of identifying objects at very short distances.
This paper investigates the signal strength behavior of BLE at a few
centimeters distance between transmitter and receiver, points out
strengths and weaknesses in terms of antenna alignments, shielding
issues and interfering signals and presents potential application areas
for ultra-short range object identification with a transmission
technology that is not designed for that purpose.
Multi-Platform Mobile Service Creation: Increasing Brand Touch-Points
for Hotels
(91-109)
Elias Kärle and Anna Fensel
With the introduction of smart phones, the marketing possibilities for
businesses changed fundamentally. New advertisement and publication
mechanisms developed a new way of communication between business and
customers in a more frequent and more personalized way. This paper
describes a design approach for the development and implementation of a
tool which can be used by hotels as well as by other end-user oriented
businesses to keep close contact with customers by using a technology
almost everyone uses nowadays -- the smart phone. Offering a possibility
for the customers to communicate with the business is as important as
leaving the business' imprint on the customer and keeping the customer's
retention by increasing brand touch points. To accomplish the above
mentioned requirements we propose the design and implementation of a
content management system (CMS) rendering mobile apps for different
platforms: Android, iOS and in mobile website mode. After the roll out
of the resulting product and a testing phase with two customers it is
apparent that the utilization of mobile marketing mechanisms really
increases the brand touch points and has a high acceptance rate by
customers of all ages, genders and social environments.
Clustering and Nearest Neighbour Based Classification Approach for Mobile Activity Recognition
(110-124)
Sulaimon Bashir, Daniel Doolan, and Andrei Petrovski
We present a hybridized algorithm based on clustering and nearest
neighbour classifier for mobile activity recognition. The algorithm
transforms a training dataset into a more compact and reduced
representative set that lessens the computational cost on mobile
devices. This is achieved by applying clustering on the original dataset
with the concept of percentage data retention to direct the operation.
After clustering, we extract three reduced and transformed
representation of the original dataset to serve as the reference data
for nearest neighbour classification. These reduced representative sets
can be used for classifying new instances using the nearest neighbour
algorithm step on the mobile phone. Experimental evaluation of our
proposed approach using real mobile activity recognition dataset shows
improved result over the basic KNN algorithm that uses all the training
dataset.
Structured-light-based Depth Reconstruction Using Low-light Pico
Projector
(125-137)
Thomas Rittler, Florian Seitner, and Margrit Gelautz
In this work we investigate an infrared structured light prototype which
is intended for 3D reconstruction in resource-restricted mobile
applications. We explore the constraints on working range and pattern
resolution that are imposed by the low-light property of our single-shot
set-up. While focusing on the most light-sensitive steps of the decoding
workflow, we suggest adaptations of image rectification, pattern
generation and segmentation algorithms that are tailored to the specific
spatial and radiometric requirements of our system. We incorporate two
disparity estimation techniques based on codeword look-up and
foreground/background segmentation into our system and analyze the
effects of different algorithmic components on the overall runtime of
our implementation.
Rapid Prototyping of a Mobile SAAS Application
(138-158)
A Alamaki, A Dirin, J Huotari, and N Korhonen
Rapidly developing a customizable
mobile application and the related software as a service (SaaS) is
challenging and rarely studied. Traditionally, SaaS solutions are mainly
accessed using personal computers, but the mobile SaaS solutions are
needed in the tourism sector, for example, where users are mobile. This
paper presents a case study where the original need was to design a
customizable mobile tourism guide service for use by several small
tourism companies, and to assess its functionality in a field study. The
result of applying the Vaadin 6 Java web framework and LAMP technologies
was a robust mobile application SaaS prototype system that fulfilled the
essential design needs in the eight field test cases. This study shows
that the field testing of a mobile concept can be completed easier when
using Vaadin Java web framework, as it provides support for
cross-platform functionality and GUI design, and completes, for example,
LAMP-based SaaS solution. However, results point it out that new digital
navigation features were needed to develop or improved and mobile web
approach causes some usability challenges especially in the compass
based navigation and user tracking. This study provides an example of
how to develop a SaaS-based mobile service prototyping environment,
which is needed while field testing new B2B mobile services with various
groups of stakeholders. Our case study analysis reveal that the Vaadin
development environment facilitates the rapid prototyping for digital
services in an affordable way. The overall contribution of this paper is
predominantly for software engineers and web application developers.
Privacy-Based Adaptive Context-Aware Authentication System for Personal Mobile Devices
(159-180)
Zhan Liu, Riccardo Bonazzi, and Yves Pigneur
Over the past decade, mobile devices such
as smartphones have become increasingly common as a form of handheld
computing platform. The use of mobile applications on these mobile
devices is experiencing unprecedented rates of growth. However, when
using mobile applications, users are often requested to give context
information. Such requests have led to growing privacy concerns. This
paper proposes the use of context-awareness to improve single sign-on (SSO)
solutions so that mobile users can protect their private information. A
privacy-based adaptive SSO (ASSO) may be able to increase users’
perceived ease of use of the system and give service providers the
necessary authentication security for their applications. The study was
based on data gathered from 168 participants as part of the Lausanne
Data Collection Campaign. This was led by the Nokia research center in
Switzerland and used Nokia N95 phones. The analysis of SVM showed our
expectations to be correct. Consequently, a new business model for
mobile platforms has been proposed to reinforce our claim that
privacy-friendly value propositions are possible and can be used to
obtain a competitive advantage.
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