Osmotic Computing-based Service Migration and Resource Scheduling in Mobile Augmented Reality Networks (MARN); Future Generation Computer Systems; Vol. 102

Manylion Llyfryddiaeth
Parent link:Future Generation Computer Systems
Vol. 102.— 2020.— [P. 723-737]
Prif Awdur: Sharma V. Vishal
Awdur Corfforaethol: Национальный исследовательский Томский политехнический университет Инженерная школа информационных технологий и робототехники Научно-образовательный центр "Автоматизация и информационные технологии"
Awduron Eraill: Dzhayakodi (Jayakody) Arachshiladzh D. N. K. Dushanta Nalin Kumara, Qaraqe M. Marwa
Crynodeb:Title screen
Resources and services between the servers in Mobile Augmented Reality Networks (MARN) are tedious to manage. These networks comprise users possessing Augmented Reality (AR)-Virtual Reality (VR) applications. Low latency, robustness, and tolerance are the key requirements of these networks, which can be attained by using near-user solutions such as edge computing. However, management of services and scheduling them to near-user servers in an integrated environment of edge and public/private infrastructure are complex tasks. These require an optimal solution, which can be obtained by using “Osmotic Computing”, that has been recently proposed as a paradigm for the integration of edge and public/private cloud. This paper uses osmotic computing for effectively migrating and scheduling the services between the servers of the different layers. The paper also presents the details on various components that are used for applying osmotic computing to a network followed by core applications, types, service classification, migration, and scheduling through the rules of osmotic game formulated for its operations. The evaluations are conducted on 100,000 requests and the proposed approach shows significant performance with the probability of the error being 0.1 at 55.72% conservation of the energy and memory resources for the entire network despite the increasing number of users. The proposed approach also satisfies the conditions of the joint optimization functions presented in the system model and demonstrates that the system holds true even with varying users, thus, proving its robustness and tolerance against the number of users.
Iaith:Saesneg
Cyhoeddwyd: 2020
Pynciau:
Mynediad Ar-lein:http://earchive.tpu.ru/handle/11683/64865
https://doi.org/10.1016/j.future.2019.09.008
Fformat: xMaterials Electronig Pennod Llyfr
KOHA link:https://koha.lib.tpu.ru/cgi-bin/koha/opac-detail.pl?biblionumber=662798

MARC

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330 |a Resources and services between the servers in Mobile Augmented Reality Networks (MARN) are tedious to manage. These networks comprise users possessing Augmented Reality (AR)-Virtual Reality (VR) applications. Low latency, robustness, and tolerance are the key requirements of these networks, which can be attained by using near-user solutions such as edge computing. However, management of services and scheduling them to near-user servers in an integrated environment of edge and public/private infrastructure are complex tasks. These require an optimal solution, which can be obtained by using “Osmotic Computing”, that has been recently proposed as a paradigm for the integration of edge and public/private cloud. This paper uses osmotic computing for effectively migrating and scheduling the services between the servers of the different layers. The paper also presents the details on various components that are used for applying osmotic computing to a network followed by core applications, types, service classification, migration, and scheduling through the rules of osmotic game formulated for its operations. The evaluations are conducted on 100,000 requests and the proposed approach shows significant performance with the probability of the error being 0.1 at 55.72% conservation of the energy and memory resources for the entire network despite the increasing number of users. The proposed approach also satisfies the conditions of the joint optimization functions presented in the system model and demonstrates that the system holds true even with varying users, thus, proving its robustness and tolerance against the number of users. 
461 |t Future Generation Computer Systems 
463 |t Vol. 102  |v [P. 723-737]  |d 2020 
610 1 |a труды учёных ТПУ 
610 1 |a электронный ресурс 
610 1 |a osmotic computing 
610 1 |a edge-computing 
610 1 |a augmented reality 
610 1 |a resource scheduling 
610 1 |a service migrations 
610 1 |a осмотическая теория 
610 1 |a дополненная реальность 
610 1 |a сервисы 
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