1787760
Greedy is Good: On Service Tree Placement for In-Network Stream Processing
This paper is concerned with reducing communication costs when executing distributed user tasks in a sensor network. We take a service-oriented abstraction of sensor networks, where a user task is composed of a set of data processing modules (called services) with dependencies. Communications in sensor networks consume significant energy and introduce uncertainty in data fidelity due to high bit error rate. These constraints are abstracted as costs on the communication graph. The goal is to place the services within the sensor network so that the communication cost in performing the task is minimized. In addition, since the lifetime of a node, the quality of network links, and the composition of the service graph may change over time, the quality of the placement must be maintained in the face of these dynamics. In this paper, we take a fresh look at what is generally considered a simple but poor performance approach for service placement, namely the greedy algorithm. We prove that a modified greedy algorithm is guaranteed to have cost at most 8 times the optimum placement. In fact, the guarantee is even stronger if there is a high degree of data reduction in the service graph. The advantage of the greedy placement strategy is that when there are local changes in the service graph or when a hosting node fails, the repair only affects the placement of services that depend on the changes. Simulations suggest that in practice the greedy algorithm finds a low cost placement. Furthermore, the cost of repairing a greedy placement decreases rapidly as a function of the proximity of the services to be aggregated.
640793
A component-based approach to modeling and simulating mixed-signal and hybrid systems
Systems with both continuous and discrete behaviors can be modeled using a mixed-signal style or a hybrid systems style. This article presents a component-based modeling and simulation framework that supports both modeling styles. The component framework, based on an actor metamodel, takes a hierarchical approach to manage heterogeneity in modeling complex systems. We describe how ordinary differential equations, discrete event systems, and finite-state machines can be built under this metamodel. A mixed-signal system is a hierarchical composition of continuous-time and discrete event models, and a hybrid system is a hierarchical composition of continuous-time and finite-state-machine models. Hierarchical composition and information hiding help build clean models and efficient execution engines. Simulation technologies, in particular, the interaction between a continuous-time ODE solving engine and various discrete simulation engines are discussed. A signal type system is introduced to schedule hybrid components inside a continuous-time environment. Breakpoints are used to control the numerical integration step sizes so that discrete events are handled properly. A "refiring" mechanism and a "rollback" mechanism are designed to manage continuous components inside a discrete event environment. The technologies are implemented in the Ptolemy II software environment. Examples are given to show the applications of this framework in mixed-signal and hybrid systems.
49717519
A spreadsheet approach to programming and managing sensor networks
986010
On the Causality of Mixed-Signal and Hybrid Models
This paper extends the application of the Cantor metric as a mathematical tool for defining causalities from pure discrete models to mixed-signal and hybrid models. Using the Cantor metric, which maps timed signals, continuous or discrete, into a metric space, we define causality as contractive properties of processes operating on these signals. Thus, the Banach fixed point theorem can be applies to establish conditions for the existence, uniqueness, and liveness of the behaviors for mixed-signal and hybrid systems. The results also provide theoretical foundations for the simulation technologies for such systems, including the time-marching strategy, evaluation of feedback loops, and the necessity of supporting rollback.
10851913
Taming heterogeneity - the Ptolemy approach
Modern embedded computing systems tend to be heterogeneous in the sense of being composed of subsystems with very different characteristics, which communicate and interact in a variety of ways-synchronous or asynchronous, buffered or unbuffered, etc. Obviously, when designing such systems, a modeling language needs to reflect this heterogeneity. Today's modeling environments usually offer a variant of what we call amorphous heterogeneity to address this problem. This paper argues that modeling systems in this manner leads to unexpected and hard-to-analyze interactions between the communication mechanisms and proposes a more structured approach to heterogeneity, called hierarchical heterogeneity, to solve this problem. It proposes a model structure and semantic framework that support this form of heterogeneity, and discusses the issues arising from heterogeneous component interaction and the desire for component reuse. It introduces the notion of domain polymorphism as a way to address these issues.
53245242
RoamHBA: maintaining group connectivity in sensor networks
8458381
Dynamic Resource Selection For Service Composition in The Grid
While numerous efforts have focused on service composition in the Grid environment, service selection among similar services from multiple providers has not been addressed. In particular, all service composition work done so far are based on a given selection of services under a well set environment. As a result, uncertainty (e.g., server load, network traffic, computation time of the services due to changing memory and other unexpected conditions) under a real, dynamic environment has never been considered. This paper prototypes the service selection under a Grid environment and proposes an uncertainty framework to address the issue. Experimental results show that our considerations are valid and our preliminary solution works well in our Globus Grid network.
37149853
New Challenges in the World Wide Wisdom Web (W4) Research
This talk addresses the research and development needs for creating the new paradigm shift in Internet computing. In particular, it presents a promising answer to such needs, called the World Wide Wisdom Web (W4), and identifies several research challenges and enabling technologies in developing the W4.
1291895
A proxy-assisted adaptation framework for object video multicasting
Video multicast is a challenging problem due to the heterogeneous and best-effort nature of the Internet. In this paper, we present a novel video multicast framework that exploits the potential of object scalability offered by MPEG-4. Specifically, we introduce the concept of object transmission proxy (OTP), which filters incoming streams using object-based bandwidth adaptation to meet dynamic network conditions. Multiple OPTs can form an overlay network that interconnects diverse multicast islands with semi-uniform demands within each single island. We concur with the wisdom that an application best knows the utility of its data. Hence, the bandwidth-adaptation algorithm for the OTPs adaptively allocates bandwidth among video objects according to their respective utilities and then performs application-level filtering based on an effective stream classification and packetization scheme. Extensive simulation results demonstrate that our framework has substantial performance improvement over conventional bandwidth-adaptation schemes. It is particularly suitable for object-based video multicasting where the objects are of different importance.
15656771
On optimal communication cost for gathering correlated data through wireless sensor networks
In many energy-constrained wireless sensor networks, nodes cooperatively forward correlated sensed data to data sinks. In order to reduce the communication cost (e.g.overall energy) used for data collection, previous works have focused on specific coding schemes, such as Slepian-Wolf Code or Explicit Entropy Code. However, the minimum communication cost under arbitrary coding/routing schemes has not yet been characterized. In this paper, we consider the problem of minimizing the total communication cost of a wireless sensor network with a single sink. We prove that the minimum communication cost can be achieved using Slepian-Wolf Code and Commodity Flow Routing when the link communication cost is a convex function of link data rate. Furthermore, we find it useful to introduce a new metric distance entropy, a generalization of entropy, to characterize the data collection limit of networked sources. When the energy consumption is proportional to the link data rate (e.g.normally in 802.11), we show that distance entropy provides a lower bound of the communication cost and can be achieved by using a specific rate SWC and shortest path routing. Theoretically, achieving optimality may require global knowledge of the data correlation structure, which may not be available in practice. Therefore, we propose a simple, hierarchical scheme that primarily exploits data correlation between local neighboring nodes. We show that for several correlation structures and topologies, the communication cost achieved by this scheme is within a constant factor of the distance entropy, i.e., it is asymptotically optimal. Finally, we simulate our algorithm using radar reffectivity data as well as traces from Gaussian Markov Fields (GMF). As the network size goes large, for the radar data, we find our algorithm saves two thirds of the communication cost compared to a non-coding approach; as for the GMF data, our algorithm converges to a constant factor (1 .5_1.8) the distance entropy.
9841055
3D object retrieval using 2D line drawing and graph based relevance reedback
This paper aims to provide a user-friendly interface for 3D object retrieval. In previous 3D retrieval systems, the user mainly uses two methods to input a query: providing an existing 3D objects, or providing partial shape information of desired objects such as text and 2D shapes. The first method fails when the user does not have a similar 3D object in hand, and the second method cannot sufficiently describe 3D shapes of objects. We believe that the best way is to have a good interface that can convert a 2D sketch drawn by the user into a 3D object as the query. A 2D line drawing is easy to be drawn and is the simplest and most direct way of illustrating a 3D object. In this paper, we develop an interface of 3D object reconstruction from line drawings, which allows the user to draw line drawings of objects with both planar and curved surfaces. In addition, in order to refine the retrieved results, we develop a relevance feedback algorithm based on a novel graph discriminant analysis. Compared with recently published relevance feedback algorithms, our algorithm achieves better retrieval performance.