Pervasive Computing (eBook)

Innovations in Intelligent Multimedia and Applications
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2009 | 2010
XXI, 461 Seiten
Springer London (Verlag)
978-1-84882-599-4 (ISBN)

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The main objective of pervasive computing systems is to create environments where computers become invisible by being seamlessly integrated and connected into our everyday environment, where such embedded computers can then provide inf- mation and exercise intelligent control when needed, but without being obtrusive. Pervasive computing and intelligent multimedia technologies are becoming incre- ingly important to the modern way of living. However, many of their potential applications have not yet been fully realized. Intelligent multimedia allows dynamic selection, composition and presentation of the most appropriate multimedia content based on user preferences. A variety of applications of pervasive computing and - telligent multimedia are being developed for all walks of personal and business life. Pervasive computing (often synonymously called ubiquitous computing, palpable computing or ambient intelligence) is an emerging ?eld of research that brings in revolutionary paradigms for computing models in the 21st century. Pervasive c- puting is the trend towards increasingly ubiquitous connected computing devices in the environment, a trend being brought about by a convergence of advanced el- tronic - and particularly, wireless - technologies and the Internet. Recent advances in pervasive computers, networks, telecommunications and information technology, along with the proliferation of multimedia mobile devices - such as laptops, iPods, personal digital assistants (PDAs) and cellular telephones - have further stimulated the development of intelligent pervasive multimedia applications. These key te- nologiesarecreatingamultimediarevolutionthatwillhavesigni?cantimpactacross a wide spectrum of consumer, business, healthcare and governmental domains.
The main objective of pervasive computing systems is to create environments where computers become invisible by being seamlessly integrated and connected into our everyday environment, where such embedded computers can then provide inf- mation and exercise intelligent control when needed, but without being obtrusive. Pervasive computing and intelligent multimedia technologies are becoming incre- ingly important to the modern way of living. However, many of their potential applications have not yet been fully realized. Intelligent multimedia allows dynamic selection, composition and presentation of the most appropriate multimedia content based on user preferences. A variety of applications of pervasive computing and - telligent multimedia are being developed for all walks of personal and business life. Pervasive computing (often synonymously called ubiquitous computing, palpable computing or ambient intelligence) is an emerging ?eld of research that brings in revolutionary paradigms for computing models in the 21st century. Pervasive c- puting is the trend towards increasingly ubiquitous connected computing devices in the environment, a trend being brought about by a convergence of advanced el- tronic - and particularly, wireless - technologies and the Internet. Recent advances in pervasive computers, networks, telecommunications and information technology, along with the proliferation of multimedia mobile devices - such as laptops, iPods, personal digital assistants (PDAs) and cellular telephones - have further stimulated the development of intelligent pervasive multimedia applications. These key te- nologiesarecreatingamultimediarevolutionthatwillhavesigni?cantimpactacross a wide spectrum of consumer, business, healthcare and governmental domains.

Pervasive Computing 
3 
Part I Intelligent Multimedia and Pervasive Systems 20
1 Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment 21
1.1 Introduction 22
1.2 Automatic Tracking and Assessment System 24
1.2.1 Instrumenting Exercise Objects 26
1.2.2 Task Variability 27
1.2.3 ATA PORTAL 27
1.3 Intellect of the ATA: Gaming System 29
1.3.1 Targets and Distractors 30
1.3.2 Difficulty Level Controls 31
1.3.3 Information Recorded by Gaming System 31
1.4 Gaming System Adaptive Learning Methods 32
1.4.1 Threshold-Based Adaptive Learning 32
1.4.2 Ethology and the Ethogram 33
1.4.3 Biologically-Inspired Adaptive Learning 34
1.4.4 Actor-Critic Method 35
1.4.5 Features and Measurements 36
1.4.6 Approximation Spaces 37
1.4.7 Rough Sets 38
1.4.8 Average Rough Coverage 39
1.4.9 Approximate Space-Based Actor-Critic Method 40
1.5 Sample Results from Physiotherapy Gaming Sessions 41
1.6 Conclusion 42
References 43
2 Intelligent Behaviour Modelling and Control for Mobile Manipulators 47
2.1 Introduction 47
2.2 Prior Work 48
2.3 Manipulability Measure 49
2.3.1 Jacobian Matrix 49
2.3.2 Singular Value Decomposition Method 49
2.3.3 Manipulability Measures 50
2.3.4 Optimizing the Manipulability Index of Serial Manipulators Using the SVD Method 51
2.3.4.1 The Puma 560 Manipulator: A Case Study 51
2.3.5 Proposed Manipulability Measure Algorithm 52
2.4 Experiments 53
2.4.1 The Puma 560 Manipulator 53
2.4.2 A Six Degrees of Freedom Serial Manipulator 55
2.4.3 The Mitsubishi Movemaster Manipulator 56
2.4.4 Experimental Results 56
2.5 Mobile Manipulator 59
2.6 RISC Mobile Manipulator 59
2.7 Modelling of the RISC 60
2.7.1 The Position of the Robot 60
2.7.2 The velocity of the robot 61
2.7.3 Kinematic Constraints 63
2.8 Conclusions and Future Work 63
References 64
3 Resource-Aware Fuzzy Logic Control of Video Streaming over IP and Wireless Networks 65
3.1 Introduction 65
3.2 Related Work on Fuzzy Logic in Telecommunications 68
3.3 Fuzzy Logic Control on the Fixed Internet 70
3.3.1 Calculation of the Congestion Level 71
3.3.2 Fuzzy Logic Controller 72
3.3.3 Testing FLC on a Fixed Network 73
3.3.4 Calibration Experiments 74
3.3.5 Comparison with Traditional Congestion Controllers 76
3.4 Fuzzy Logic Control on the Wireless Internet 78
3.4.1 Bluetooth Background 80
3.4.1.1 Fuzzy Logic Control of ARQ 80
3.4.2 Testing FLC on a Wireless Network 83
3.4.2.1 Buffer Specification 83
3.4.2.2 Channel Specification 83
3.4.2.3 Simulations 84
3.4.2.4 Comparison with Default ARQ 85
3.5 Future Development: Type-2 Fuzzy Logic 88
3.6 Conclusion and Discussion 90
References 91
4 Indexing Video Summaries for Quick Video Browsing 94
4.1 Introduction 94
4.2 The Partial Access Level 96
4.2.1 Classical Solution for Generating Pictorial Abstract 97
4.2.2 Our Solution 97
4.2.2.1 News Segmentation 98
4.2.2.2 Stories Summarization 98
4.3 The Quick Access Level 103
4.3.1 The Indexation Part 103
4.3.1.1 Text Extraction 103
4.3.1.2 Annotation Augmentation 107
4.3.1.3 MPEG7 to Describe News Stories Summaries 107
4.3.2 The Querying Part 108
4.4 Experiments 109
4.4.1 Experimental Results of the Partial Access Level 109
4.4.2 Experimental Results of the Quick Access Level 109
4.5 Conclusion 109
References 112
5 Sensorized Garment Augmented 3D Pervasive Virtual Reality System 113
5.1 Introduction 113
5.2 System Overview 115
5.3 Sensorized Garments – Sensor Shirt Layout 116
5.3.1 Sensor Shirt Stability Analysis 118
5.4 Pervasive Virtual Sense of Presence 121
5.4.1 Virtual Reality Projection System 122
5.4.2 Virtual Reality Software 122
5.4.2.1 Graphics Engine Module 123
5.4.2.2 Virtual Reality Engine (A Modular Design Approach) 124
5.5 Experience Summary and Results 125
5.6 Conclusion 129
References 129
6 Creating Innovative Solutions for Future Hotel Rooms with Intelligent Multimedia and Pervasive Computing 132
6.1 Introduction 132
6.1.1 Pervasive Computing 133
6.1.2 Hotel Rooms of the Future 133
6.1.3 Chapter Aim and Objectives 133
6.1.4 Chapter Layout 134
6.2 Creativity and Innovation 134
6.2.1 Creativity 134
6.2.2 Innovation 135
6.2.3 Incremental and Radical Innovations 135
6.2.4 Creating Innovations 136
6.2.5 Sustaining Innovation 138
6.3 Concept Hotels of the Future 139
6.3.1 Hilton's Room of the Future 139
6.3.1.1 Test Results 140
6.3.1.2 Multimedia Facilities 140
6.3.1.3 High-Tech Bathing 140
6.3.2 Self Check-in Systems 141
6.4 Out-of-this-World Hotels 142
6.4.1 Foldable Hotel Pods 142
6.4.2 Resort Hotels in the Stratosphere 143
6.4.3 Space Hotels 143
6.4.4 Fanciful Hotels 144
6.4.4.1 Ice Hotel, Quebec, Canada 144
6.4.4.2 L'Hotel Machet, Paris, France 144
6.4.4.3 Tinker-Toys Hotel, Wichita, Kansas 145
6.4.4.4 Hotel-O, Sydney, Australia 145
6.4.4.5 Disney's Pyramid on Ice, Cairo, Egypt 145
6.4.4.6 Invisible Hotel, Central Park, New York 145
6.4.5 Technology Needs of Hotel Room of the Future 145
6.5 Innovative Ideas for Hotel Rooms 146
6.5.1 Intelligent Systems in Future Hotels 146
6.5.1.1 Opportunities in the Future 147
6.5.1.2 Multimedia Delivery Technology 147
6.6 Conclusions 148
References 148
7 Mobile Virtual Environments in Pervasive Computing 150
7.1 Introduction 150
7.2 Related Work 151
7.3 Mobile Virtual Environments 153
7.3.1 MVE Case Study: Client-Server Remote-Rendering Application 155
7.4 Test-Bed Architecture for Mobile Virtual Environments 156
7.4.1 Simulation 159
7.4.2 Prototype 161
7.5 Modelling Decision-Making in MVEs Using Game Theory 162
7.5.1 Game Theory Basic Definitions 163
7.5.1.1 Game Examples 164
7.5.2 Client-Server Game 165
7.5.2.1 Client 165
7.5.2.2 Server 166
7.6 Conclusion and Discussion 167
References 167
Part II Ambient Intelligence and Ubiquitous Computing 170
8 AI Techniques in a Context-Aware Ubiquitous Environment 171
8.1 Introduction 171
8.2 Related Work 173
8.2.1 Context-Awareness 173
8.2.1.1 Context 173
8.2.1.2 Context-Aware Computing 173
8.2.2 Frameworks 174
8.2.2.1 Stick-e Notes 174
8.2.2.2 Cooltown 174
8.2.2.3 Context Toolkit 175
8.2.2.4 Sparkle 175
8.2.2.5 Hydrogen 175
8.3 The MoBe Approach 176
8.3.1 Motivations 176
8.3.2 General Architecture 176
8.3.3 Main Activities and Modules 178
8.3.3.1 Context Management 178
8.3.3.2 Filter and Retrieval 179
8.3.3.3 Personalization 180
8.4 Context Inference System 181
8.4.1 Inferring Abstract Contexts from Concrete Contexts 181
8.4.2 Two Approaches for the Inferential System 181
8.4.2.1 Rule-Based Systems 181
8.4.2.2 Bayesian Networks 182
8.4.2.3 Considerations 183
8.4.3 The Inferential Infrastructure 183
8.4.4 Critical Issues 183
8.5 Context-Aware Browser 186
8.6 Usage Scenarios 187
8.6.1 Implementation 187
8.6.2 Domotics and Automotive Scenario 188
8.6.3 Pervasive Multimedia Social Guide 190
8.7 Conclusions and Future Work 192
References 193
9 A Distributed Ambient Intelligence Based Multi-Agent System for Alzheimer Health Care 195
9.1 Introduction 195
9.2 Problem Description 197
9.3 Related Work 198
9.4 ALZ-MAS 199
9.4.1 Using FUSION@ to Distribute Resources 201
9.4.2 Technologies for Context-Awareness 204
9.5 Results and Conclusions 207
References 211
10 Volcano Monitoring: A Case Study in PervasiveComputing 214
10.1 Introduction 214
10.2 Literature Review 216
10.3 Ground Component 217
10.3.1 Power Management 218
10.3.2 Bandwidth Management 219
10.3.3 QoS Management 220
10.3.3.1 Situation Awareness 220
10.3.3.2 Prioritization 221
10.3.3.3 Link Layer Prioritization 222
10.3.3.4 Robustness 223
10.3.4 Topology and Routing Management 224
10.3.4.1 Sensor to Sink Routing 226
10.3.4.2 Reliable Broadcasting 229
10.3.4.3 Pipelined Sending and Receiving Between Layers for Optimization 231
10.3.5 Sensor Node Development 233
10.3.6 Smart Sensing 233
10.3.6.1 Sensing Module Challenges 233
10.4 Space Component 239
10.4.1 Science Products 241
10.5 Conclusion and Discussion 242
References 242
11 SiC: An Agent Based Architecture for Preventing and Detecting Attacks to Ubiquitous Databases 244
11.1 Introduction 244
11.2 Database Threat and Security Revision 247
11.3 An Architecture Based on Multiagent System 251
11.3.1 Communication Among Agents 253
11.4 Classifier Model of SQL Injection Attacks 256
11.4.1 Neural Network Learning Algorithm 258
11.5 Experimental Results and Discussion 264
11.6 Conclusions 268
References 269
12 HoCaMA: Home Care Hybrid Multiagent Architecture 272
12.1 Introduction 272
12.2 General Description of the Problem 274
12.2.1 The Pervasive Services in Home Care 275
12.2.2 Multiagent Architecture: State-of-the-Art 277
12.3 HoCaMA Architecture 279
12.3.1 Applications 279
12.3.2 Agents Platform in HoCaMA 280
12.3.2.1 CoAp Agent 281
12.3.2.2 CoSe Agent 281
12.3.2.3 Directory Agent 282
12.3.2.4 Supervisor Agent 282
12.3.2.5 Security Agent 282
12.3.2.6 Manager Agent 283
12.3.2.7 Interface Agent 283
12.3.3 Services 283
12.3.4 HoCaMA Communication Protocol 284
12.3.5 Location and Identification System in HoCaMA 285
12.3.5.1 Identification System, Features and Operation 285
12.3.6 Alert System in HoCaMA 287
12.3.6.1 Alert System Features 288
12.4 Using HoCaMA to Develop a MultiAgent System for a Home Care Environment 290
12.5 Results 295
12.6 Conclusions 296
References 297
Part III Web Service and Situation Awareness in Pervasive Computing 299
13 Semantic Annotation for Web Service Processes in Pervasive Computing 300
13.1 Introduction 300
13.2 Overview of the Approach: The Methodology 302
13.3 Annotation Technique 306
13.3.1 Datatype Annotation 307
13.3.2 Declarations 308
13.3.3 Global Assertions 308
13.3.4 Procedural Annotation 309
13.3.5 Assertions 309
13.4 Model Translation 312
13.5 Grounding and Model Checking 316
13.6 Conclusions and Discussion 320
References 321
14 Situation-Aware Adaptive Processing (SAAP) of Data Streams 323
14.1 Introduction 323
14.2 Situation-Aware Adaptive Processing (SAAP) of Data Streams 325
14.3 Fuzzy Situation Inference (FSI) 325
14.3.1 The Context Spaces (CS) Model 326
14.3.2 Situation Modelling 327
14.3.2.1 Fuzzifier 327
14.3.2.2 Rules 328
14.3.3 Situation Reasoning 329
14.3.3.1 Weights and Contribution Level 330
14.3.3.2 Sensors' Inaccuracy 331
14.3.3.3 Symmetric and Asymmetric Attributes 332
14.3.3.4 Partial and Symmetric and Asymmetric Attributes 333
14.4 Adaptation Engine (AE) 334
14.4.1 Resource-Aware Strategy 337
14.4.2 Situation-Aware Strategy 337
14.4.3 Integrated Strategy 339
14.5 Evaluation 340
14.5.1 FSI Evaluation 340
14.5.2 Evaluation of Situation-aware Adaptation 345
14.6 Conclusion 347
References 347
Part IV Pervasive Networks and E-commerce 349
15 A Scalable P2P Video Streaming Framework 350
15.1 Introduction 350
15.2 Centralized and Decentralized Video Streaming 352
15.2.1 Client/Server Streaming 353
15.2.2 Centralized P2P Streaming 354
15.2.3 Decentralized P2P Streaming 356
15.3 Multi-Description Video Coding 358
15.4 Video Frame Loss Analysis 361
15.4.1 Packet Loss Analysis in Client-Server Streaming 362
15.4.2 Packet Loss Analysis in Centralized P2P Streaming 363
15.4.3 Packet Loss Analysis in Decentralized P2P Streaming 365
15.4.4 Single Path Transmission vs. Multi-Path Transmission 366
15.5 Analysis 367
15.6 Conclusions 371
References 371
16 QoE in Pervasive Telecommunication Systems 373
16.1 Introduction 373
16.2 QoE Requirements for Pervasive Services 374
16.2.1 Mobility 374
16.2.2 Cost 375
16.2.3 Display Characteristics 375
16.2.4 Integration of Services 376
16.2.5 Usability Issues 376
16.2.6 Security and Privacy 377
16.2.7 Quality of Service Assurance 377
16.3 Case Study on QoE in a Pervasive Service 378
16.3.1 P2P Television Systems 378
16.3.2 Factors Affecting QoE for P2P Television 379
16.3.3 QoE Analysis of a Peer-to-Peer Television System 380
16.3.4 Experimental Methods 380
16.3.4.1 Measurement Methodology 381
16.3.4.2 Subjective Assessment Methodology 383
16.3.5 Results 384
16.3.5.1 Results from the Experimental Measurements 384
16.3.5.2 Results from the Subjective Assessment 386
16.4 Discussion 388
16.5 Conclusions 388
References 389
17 Agents Based e-Commerce and Securing Exchanged Information 391
17.1 Introduction 391
17.2 Background 393
17.3 Literature Review 395
17.4 Robust Security Techniques 397
17.5 Protocol Analysis 401
17.5.1 Protocol Formal Verification 402
17.5.2 Security Reasoning 406
17.5.3 Protocol Efficiency 408
17.6 Conclusions 409
References 410
18 Neighbor Selection in Peer-to-Peer Overlay Networks: A Swarm Intelligence Approach 413
18.1 Introduction 413
18.2 Related Research Work 415
18.3 NS Problem 420
18.3.1 Modeling P2P Networks 420
18.3.2 Metrics 420
18.4 Particle Swarm Heuristic for NS 422
18.4.1 Algorithm Design 422
18.4.2 Dynamic Ergodic Characteristics 427
18.4.3 Convergence Analysis of Multi-Swarm Algorithm 429
18.5 Algorithm Performance Demonstration 432
18.6 Conclusion 436
References 437
19 Analysis of Pervasive Mobile Ad Hoc Routing Protocols 440
19.1 Introduction 440
19.2 Taxonomy of Mobile Ad Hoc Routing Protocols 442
19.2.1 Approaches Based on Route Construction, Maintenance and Update Mechanisms 442
19.2.1.1 Proactive (Table-Driven) Routing 442
19.2.1.2 Reactive (On-Demand) Routing 442
19.2.1.3 Hybrid Routing 444
19.2.2 Approaches Based on Logical Organization, Network Configuration, and Utilization of Specific Resources 444
19.2.2.1 Uniform Routing 444
19.2.2.2 NonUniform Routing 445
19.3 An Overview of the Most Common Ad Hoc Routing Protocols 446
19.3.1 Destination Sequence Distance Vector (DSDV) 446
19.3.2 Wireless Routing Protocol (WRP) 446
19.3.3 Source Tree Adaptive Routing (STAR) 447
19.3.4 Distance Routing Effect Algorithm for Mobility (DREAM) 447
19.3.5 Fisheye State Routing (FSR) 448
19.3.6 Ad Hoc On-Demand Distance Vector (AODV) 448
19.3.7 Dynamic Source Routing (DSR) 449
19.3.8 Temporally Ordered Routing Algorithm (TORA) 449
19.3.9 Associativity-Based Routing 450
19.3.10 Location Aided Routing 450
19.3.11 Cluster-Based Routing Protocol (CBRP) 451
19.4 Mobile Ad Hoc Routing Protocol Requirements and Performance Evaluation Metrics 451
19.4.1 Characteristics of Ad Hoc Routing Protocols 452
19.4.2 Performance Evaluation Metrics 453
19.5 Performance Analysis Based on Existing Literature 453
19.5.1 Approaches Based on Varying Pause Time and Traffic Load 454
19.5.2 Approaches Based on Varying Mobility and/or Traffic Flow 455
19.5.3 Approaches Based on Varying Number of Nodes 456
19.6 Discussion 457
19.7 Conclusion 458
Abbreviations 458
References 458
Index 461

Erscheint lt. Verlag 23.9.2009
Reihe/Serie Computer Communications and Networks
Zusatzinfo XXI, 461 p. 176 illus.
Verlagsort London
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Netzwerke
Mathematik / Informatik Informatik Theorie / Studium
Schlagworte Ambient Intelligence • Communication • Communication system • Computational Intelligence • Multimedia • overlay • Pervasive Computing • Quality of Experience (QoE) • Routing • System • ubiquitous computing • Video • video streaming
ISBN-10 1-84882-599-4 / 1848825994
ISBN-13 978-1-84882-599-4 / 9781848825994
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