CSCI 599: Delivery of Continuous Media in Mobile Ad-Hoc Networks of Gaming Devices Shahram Ghandeharizadeh Computer Science.

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CSCI 599: Delivery of Continuous Media in Mobile Ad-Hoc Networks of Gaming Devices Shahram Ghandeharizadeh Computer Science Department University of Southern California

Outline Motivating applications Motivating applications  Location-based games  H2O & AutoMata frameworks Uses and challenges Uses and challenges What makes these frameworks feasible? What makes these frameworks feasible? Glimpse of technology: 3 alternative data placement strategies Glimpse of technology: 3 alternative data placement strategies Conclusions Conclusions

PACMANHATTAN

Home-to-Home Online (H2O) devices collaborate to deliver continuous media: Home-to-Home Online (H2O) devices collaborate to deliver continuous media: A H2O device is a wireless device with a powerful processor and abundant amount of storage. A H2O device is a wireless device with a powerful processor and abundant amount of storage. H2O Framework S. Ghandeharizadeh, H2O Clouds: Issues, Challenges and Solutions, in IEEE Pacific-Rim Conference on Multimedia, 2003.

Home-to-Home Online (H2O) devices collaborate to deliver continuous media: Home-to-Home Online (H2O) devices collaborate to deliver continuous media: A H2O device is a wireless device with a powerful processor and abundant amount of storage. A H2O device is a wireless device with a powerful processor and abundant amount of storage. H2O Framework (Cont…) S. Ghandeharizadeh, H2O Clouds: Issues, Challenges and Solutions, in IEEE Pacific-Rim Conference on Multimedia, 2003.

Home-to-Home Online (H2O) devices collaborate to deliver continuous media: Home-to-Home Online (H2O) devices collaborate to deliver continuous media: A H2O device is a wireless device with a powerful processor and abundant amount of storage. A H2O device is a wireless device with a powerful processor and abundant amount of storage. H2O Framework (Cont…) S. Ghandeharizadeh, H2O Clouds: Issues, Challenges and Solutions, in IEEE Pacific-Rim Conference on Multimedia, 2003.

Home-to-Home Online (H2O) devices collaborate to deliver continuous media: Home-to-Home Online (H2O) devices collaborate to deliver continuous media: A H2O device is a wireless device with a powerful processor and abundant amount of storage. A H2O device is a wireless device with a powerful processor and abundant amount of storage. H2O Framework (Cont…) S. Ghandeharizadeh, H2O Clouds: Issues, Challenges and Solutions, in IEEE Pacific-Rim Conference on Multimedia, 2003.

H2O Framework (Cont…) H2O devices complement existing wired infrastructure H2O devices complement existing wired infrastructure A H2O device may serve in 4 different roles: A H2O device may serve in 4 different roles: 1. Display a clip: video-on-demand 2. Store a clip for future references 3. Act as a router of data from a producer to a display 4. Combination of the above 3 simultaneously

H2O Uses & Challenges A household may: A household may:  Access clips for entertainment, education, etc.  Publish video library (never-erase).  Establish time-shifted recording of live events: monitor the house while on travel, Memex, MyLifeBits, etc. Research challenges: Research challenges:  Privacy of user profiles and content.  Effective user-interfaces.  How to minimize loss-of-data in the presence of node removals.  Hiccup-free display:  Placement of data

An AutoMata is a device equipped with a wireless device that may operate in a hybrid manner using either ad-hoc, cellular/802.16, or both modes of communication. An AutoMata is a device equipped with a wireless device that may operate in a hybrid manner using either ad-hoc, cellular/802.16, or both modes of communication. Data services: Video/audio-on-demand, road congestion reports. Data services: Video/audio-on-demand, road congestion reports. S. Ghandeharizadeh and B. Krishnamachari, C2P2: A Peer-to-Peer Network for On- Demand Automobile Information Services, in Globe AutoMata:Car-to-Car Peer-to-Peer Ad-hocCellular/ base station

AutoMata Uses & Challenges A user may: A user may:  Access real-time weather and traffic information.  Real-time viewing of events a few blocks away.  Multi-player games  Video-on-demand (access to personal content) Research challenges: Research challenges:  Mobility of devices  Lowered user experiences due to possible latency attributed to location and its environment Research opportunity: Research opportunity:  Use of zebroids as data carriers  Management of bandwidth using admission control

Smaller & Inexpensive Disks 25% annual reduction in size; 40% annual drop in price 25% annual reduction in size; 40% annual drop in price 1 inch in height, weighs 1 ounce (16 grams) 1 GB, Year 2004 IBM $185 Size of a refrigerator, 550 pounds (250 Kg) 1 GB, Year 1980 IBM $40,000

Inexpensive wireless devices Year 2002 Intel $185 Year 2004 SMC $60 S. Bararia, S. Ghandeharizadeh and S. Kapadia, Evaluation of a for Streaming Data in Ad-hoc Networks, in ASWN 2004.

CHaMeLeoN Software Architecture Static/Dynamic Content Application Requirements QoS, Efficiency, Availability Data and Resource Discovery Design for Mobility Routing Protocols Data Placement Admission Control Data Scheduling and Stream Merging CHaMeLeoN Environmental Conditions Mobility Traffic Patterns and Information Association Wireless Channels Constraints

Summary H2O and AutoMata concepts are technically feasible today: H2O and AutoMata concepts are technically feasible today:  Design of effective algorithms to manage resources and mobility is the intellectual property. Customers: Customers:  Luxury car manufacturers, e.g., BMW  Communication service providers, e.g., Sprint Relevant challenges include: Relevant challenges include:  Availability of content, copyright issues  Business models and plan  Security and privacy

Example deployments Google WiFi Mountain View Google WiFi Mountain View  URL:  An outdoor network  Free

Course objective In its simplest form: In its simplest form:  Fundamentals of delivering continuous media using wireless devices  Continuous media includes:  Audio and video clips  3-D animations  Abstraction of continuous media: A Sequence of Quanta delivered at a pre-specified rate. If delivery of data is not respected then display will suffer from frequent disruptions and delays, termed hiccups.

Projects To be presented later today and during the next few lectures: To be presented later today and during the next few lectures:  Design your own project or choose from one of my proposed projects:  Focus on data placement  Intelligent use of multiple WiFi networking cards in mobile environments

Grading 33% Class participation: 33% Class participation:  Read the assigned papers prior to lecture,  Ask questions as necessary,  Discuss the paper by articulating its strengths and weaknesses. 33% Project 33% Project  Design your own project or choose from one of my proposed projects:  Focus on data placement  Intelligent use of multiple WiFi networking cards 33% Project presentation 33% Project presentation  Write a paper describing your results & give an inclass presentation.

Next Lecture Read: Read:  S. Ghandeharizadeh, T. Helmi, T. Jung, S. Kapadia, and S. Shayandeh. An Evaluation of Two Policies for Placement of Continuous Media in Multi-hop Wireless Networks. In 12 th International Conference on Distributed Multimedia Systems, DMS  Intel’s white paper on in-vehicle Infotainment  Optional: D. Kusher. Location, Location, Location. IEEE Spectrum, Jan 2006

How to obtain papers? As a USC student, you have access to ACM, IEEE, and Springer digital libraries. As a USC student, you have access to ACM, IEEE, and Springer digital libraries. Use one of the instructional machines to obtain the pdf file of a paper. Use one of the instructional machines to obtain the pdf file of a paper. Note: You may NOT be able to access digital libraries using remote logins. Note: You may NOT be able to access digital libraries using remote logins.