Pervasive Computing - Innovations in Intelligent Multimedia and Applications

von: Aboul-Ella Hassanien, Jemal H. Abawajy, Ajith Abraham, Hani Hagras

Springer-Verlag, 2009

ISBN: 9781848825994 , 461 Seiten

Format: PDF

Kopierschutz: Wasserzeichen

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Mehr zum Inhalt

Pervasive Computing - Innovations in Intelligent Multimedia and Applications


 

Pervasive Computing

Pervasive Computing

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