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Xuegang WU Xiaoping ZENG Bin FANG
Clustering is known to be an effective means of reducing energy dissipation and prolonging network lifetime in wireless sensor networks (WSNs). Recently, game theory has been used to search for optimal solutions to clustering problems. The residual energy of each node is vital to balance a WSN, but was not used in the previous game-theory-based studies when calculating the final probability of being a cluster head. Furthermore, the node payoffs have also not been expressed in terms of energy consumption. To address these issues, the final probability of being a cluster head is determined by both the equilibrium probability in a game and a node residual energy-dependent exponential function. In the process of computing the equilibrium probability, new payoff definitions related to energy consumption are adopted. In order to further reduce the energy consumption, an assistant method is proposed, in which the candidate nodes with the most residual energy in the close point pairs completely covered by other neighboring sensors are firstly selected and then transmit same sensing data to the corresponding cluster heads. In this paper, we propose an efficient energy-aware clustering protocol based on game theory for WSNs. Although only game-based method can perform well in this paper, the protocol of the cooperation with both two methods exceeds previous by a big margin in terms of network lifetime in a series of experiments.
In a multi-hop mobile ad-hoc network, broadcasting is an elementary operation to support many applications. Broadcasting by flooding may cause serious redundancy, contention, and collision in the network, which is referred to as the broadcast storm problem. Many broadcasting schemes have been proposed to give better performance than simple flooding in mobile ad-hoc network. How to decide whether rebroadcast or not also poses a dilemma between reachability and efficiency under different host densities. In this paper, we propose an enhanced broadcasting scheme, which can reduce rebroadcast packets without loss of reachability. Simulation results show that the proposed scheme offers better reachability and efficiency than other previous schemes.
Hideharu KOJIMA Juichi TAKAHASHI Tomoyuki OHTA Yoshiaki KAKUDA
A typical feature of MANETs is that network topology is dynamically changed by node movement. When we execute state transition testing for such protocols, first we draw the Finite State Machine (FSM) with respect to each number of neighbor nodes. Next, we create the state transition matrix from the FSMs. Then, we generate test cases from the state transition matrix. However, the state transition matrix is getting much large because the number of states and the number of transitions increase explosively with increase of the number of neighbor nodes. As a result, the number of test cases increases, too. In this paper, we propose a new method to reduce the number of test cases by using equivalent division method. In this method, we decide a representative input to each state, which is selected from equivalent inputs to the states. By using our proposed method, we can generate state transition matrix which is hard to affect increasing the number of neighbor nodes. As a consequence, the number of test cases can be reduced.
Kaori MAEDA Eitaro KOHNO Yosuke SAKAGUCHI
Telepresentations will be popular in the future of ubiquitous digital media. To realize a telepresentation easily over the Internet, we design a communication protocol to control a remote material (digital media) used in a telepresentation. We describe our proposed protocol; RMOP (Remote Material Operation Protocol) in this paper. This protocol specifies commands for material operations such as synchronization of slides, drawing, and pointing. Since this protocol just specifies the common formats through IP networks independent of special functions of presentation tools, it can be applied to various presentation tools. To design the protocol, we consider the trade-off between reliability of IP multicast and practical availability in the actual Internet. We adopt the reliable multicast mechanism to improve reliability but not to lose practicality in the protocol. Also, we describe an implementation of our prototype system using RMOP for a telepresentation. Then we show some evaluations such as the protocol overhead and comparisons with the other existing systems. Last, we show a case study of a telepresentation over the Internet using our system.
Masahiro ISHIYAMA Mitsunobu KUNISHI Keisuke UEHARA Hiroshi ESAKI Fumio TERAOKA
This paper presents a new network architecture called LINA that provides node mobility. The basic concept of LINA is separation of the node identifier and the interface locator. Although there are several protocols based on such a concept, they do not address issues that arise when dealing with an entire network architecture. LINA is a holistic architecture covering the network layer to the application layer in order to support node mobility. Overhead incurred by separation of the node identifier and the interface locator is minimized in LINA by introducing the embedded addressing model. This paper also presents a new protocol called LIN6 that supports IPv6 mobility. LIN6 is an application of LINA to IPv6 and is fully compatible with IPv6. It has several advantages in comparison to Mobile IPv6, e.g. less protocol overhead. Our prototype implementation of LIN6 shows minimal overhead compared to a conventional IPv6 implementation.
Ken OHTA Takashi WATANABE Tadanori MIZUNO
Time-critical-communication, which should guarantee a time limit of a communication service is getting important in multimedia and factory automation fields. This paper proposes an IP-based protocol, Network Protocol with Performance (NPP) to provide the advanced best-effort service which takes a time constraint into account for real-time applications on the Internet. NPP uses the packet-scheduling function to make an effort to guarantee time constraints. Packet-scheduling algorithm chooses a packet in a NPP queue by a precedent level and a time constraint of each packet. We also discuss an application of NPP to multimedia communication system, and investigate performance of NPP by simulation.