scholarly journals Providing acceleration for mobile gaming as a service

2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>

2021 ◽  
Author(s):  
◽  
Jiaqi Wen

<p>In recent years, the mobile gaming industry has made rapid progress. Developers are now producing numerous mobile games with increasingly immersive graphics. However, these resource-hungry applications inevitably keep pushing well beyond the hardware limits of mobile devices. The limitations causes two main challenging issues for mobile game players. First, limited computational capabilities of smart devices are preventing rich multimedia applications from running smoothly. Second, the minuscule touchscreens impede the players from smoothly interacting with devices as they can do with PCs.   This thesis aims to address the two issues. Specifically, we implement two systems, one for the application accelerations via offloading and the other for alternative interaction approach for mobile gaming. We identify and describe the the challenging issues when developing the systems and describe our corresponding solutions.  Regarding the first system, it is well recognized the performance of GPUs on mobile devices is the bottleneck of rich multimedia mobile applications such as 3D games and virtual reality. Previous attempts to tackle the issue mainly mirgate GPU computation to servers residing in remote datacenters. However, the costly network delay is especially undesirable for highly-interactive multimedia applications since a crisp response time is critical for user experience. In this thesis, we propose GBooster, a system that accelerates GPU-intensive mobile applications by transparently offloading GPU tasks onto neighboring multimedia devices such as SmartTV and Gaming Consoles. Specifically, GBooster intercepts and redirects system graphics calls by utilizing the Dynamic Linker Hooking technique, which requires no modification of the apps and mobile systems. Besides, GBooster intelligently switches between the low-power Bluetooth and the high-bandwidth WiFi interface to reduce energy consumption of network transmissions. We implemented the GBooster on the Android system and evauluate its performance. The results demonstrate that GBooster can boost applications' frame rates by up to {85\%}. In terms of power consumption, GBooster can achieve {70\%} energy saving compared with local execution.   Second, we investigate the potential of built-in mobile device sensors to provide an alternative interaction approach for mobile gaming. We propose UbiTouch, a novel system that extends smartphones with virtual touchpads on desktops using built-in smartphone sensors. It senses a user's finger movement with a proximity and ambient light sensor whose raw sensory data from underlying hardware are strongly dependent on the finger's locations. UbiTouch maps the raw data into the finger's positions by utilizing Curvilinear Component Analysis and improve tracking accuracy via a particle filter. We have evaluate our system in three scenarios with different lighting conditions by five users. The results show that UbiTouch achieves centimetre-level localization accuracy and poses no significant impact on the battery life. We envisage that UbiTouch could support applications such as text-writing and drawing.</p>


2018 ◽  
Vol 8 (3) ◽  
pp. 124-128
Author(s):  
Nadide Duygu Solak ◽  
Murat Topaloglu

The number of mobile applications has been increasing rapidly in every field of life with the increasing use of smart devices. Smartphones and tablets make our lives easier with their properties and application they include. Minor or major accidents in traffic are always present in the daily life resulting in financial damage and loss of lives. There have been a number of studies done to speed up the processes to be done from the moment an accident happens. This study aims to enable people to perform all of the post-accident processes quickly and accurately with the use of mobile devices. In this way, papers and documents like photographs will be sent to the competent authorities without wasting time and effort. In addition, access to the road assistance needed will be quite easy. Keywords: Traffic accident, loss assessment and proceedings, mobile application.


2016 ◽  
Vol 9 (1) ◽  
pp. 90
Author(s):  
Sanjay P. Ahuja ◽  
Jesus Zambrano

<p class="zhengwen">The current proliferation of mobile systems, such as smart phones and tablets, has let to their adoption as the primary computing platforms for many users. This trend suggests that designers will continue to aim towards the convergence of functionality on a single mobile device (such as phone + mp3 player + camera + Web browser + GPS + mobile apps + sensors). However, this conjunction penalizes the mobile system both with respect to computational resources such as processor speed, memory consumption, disk capacity, and in weight, size, ergonomics and the component most important to users, battery life. Therefore, energy consumption and response time are major concerns when executing complex algorithms on mobile devices because they require significant resources to solve intricate problems.</p><p>Offloading mobile processing is an excellent solution to augment mobile capabilities by migrating computation to powerful infrastructures. Current cloud computing environments for performing complex and data intensive computation remotely are likely to be an excellent solution for offloading computation and data processing from mobile devices restricted by reduced resources. This research uses cloud computing as processing platform for intensive-computation workloads while measuring energy consumption and response times on a Samsung Galaxy S5 Android mobile phone running Android 4.1OS.</p>


Author(s):  
Anastasia V. Daraseliya ◽  
Eduard S. Sopin

The offloading of computing tasks to the fog computing system is a promising approach to reduce the response time of resource-greedy real-time mobile applications. Besides the decreasing of the response time, the offloading mechanisms may reduce the energy consumption of mobile devices. In the paper, we focused on the analysis of the energy consumption of mobile devices that use fog computing infrastructure to increase the overall system performance and to improve the battery life. We consider a three-layer computing architecture, which consists of the mobile device itself, a fog node, and a remote cloud. The tasks are processed locally or offloaded according to the threshold-based offloading criterion. We have formulated an optimization problem that minimizes the energy consumption under the constraints on the average response time and the probability that the response time is lower than a certain threshold. We also provide the numerical solution to the optimization problem and discuss the numerical results.


Author(s):  
Miguel A. Laguna ◽  
Javier Finat

The development of mobile applications is a challenging activity. The main problems are the limits of the mobile devices (in memory size, processing power, battery duration, etc.) and the diversity of target platforms, display sizes, or input modes (keypads or tactile screens). For these reasons, the software product line (SPL) development paradigm can improve the process of designing and implementing mobile systems. The authors’ approach to SPL development uses the package merge relationship of the standard UML to represent the variability in all the SPL design and implementation models. The combination of this technique and conventional CASE and IDE tools (Eclipse or MS Visual Studio) makes the developments of SPLs for mobile applications easier as it removes the need for specialized tools and personnel. This article presents a SPL that makes possible the remote monitoring of dependent people to facilitate their autonomy. The SPL generic architecture uses Bluetooth wireless sensors connected to mobile devices. These devices are remotely connected to a central system, which could be used in hospitals or aged person’s residences. Moderate cost sensors allow health parameters such as heart rate or oxygen saturation level to be controlled. Risk situations can also be detected using a range of predefined values or specific sensors. The diversity of individual situations and the resource limitations favor the use of the SPL paradigm, as only the required features are incorporated in each concrete product.


Author(s):  
Владимир Павлович Гулов ◽  
Виктор Анатольевич Хвостов ◽  
Алексей Васильевич Скрыпников ◽  
Владимир Петрович Косолапов ◽  
Галина Владимировна Сыч

Проведен анализ использования мобильных технологий при обработке персональных данных в медицинских информационных системах. Мобильные технологии как объект обеспечения информационной безопасности характеризуются рядом критических уязвимостей, связанных с недостатками реализации мобильных устройств (смартфонов, планшетов, смарт устройств, различных периферийных устройств смартфонов и т.п.), технологий предоставления доступа к интернету для мобильных систем (используемые в сетях сотовой связи, беспроводного доступа) и серверной части медицинских информационных систем. В связи с обработкой в медицинских информационных системах с мобильными устройствами персональных данных специальной категории защита от угроз безопасности информации требует особого внимания и определена на законодательном уровне. В руководящих документах регуляторов обработки персональных данных России вопросы защиты информации при использовании мобильных технологий не рассматриваются в связи с новизной проблемы. В этой связи проблема обеспечения безопасности персональных данных в медицинских информационных системах с применением мобильных технологий является актуальной. В статье рассматриваются принципы построения мобильных приложений, используемых для работы с медицинскими информационными системами, и их серверных частей. На основе анализа актуальной модели угроз безопасности информации мобильных технологий и средств защиты информации, применяемых при использовании мобильных систем, предлагается система защиты для медицинских информационных систем, использующих мобильный доступ The analysis of the use of mobile technologies in the processing of personal data (PD) in medical information systems (MIS). Mobile technologies as an object of information security are characterized by a number of critical vulnerabilities associated with the implementation flaws of mobile devices (smartphones, tablets, smart devices, various peripheral devices of smartphones, etc.), technologies for providing Internet access for mobile systems (used in cellular networks, wireless access) and the server part of the MIS. In connection with the processing of personal data of a special category in MIS with mobile devices, protection against BI threats requires special attention and is defined at the legislative level. In the guidance documents of the regulators of the processing of personal data in Russia, the issues of information protection when using mobile technologies are not considered due to the novelty of the problem. In this regard, the problem of ensuring the security of PD in MIS using mobile technologies is urgent. The article discusses the principles of building mobile applications used to work with MIS and their server parts. Based on the analysis of the current threat model of information security mobile technologies and information security tools used when using mobile systems, a protection system for MIS using mobile access is proposed


2021 ◽  
Vol 20 ◽  
pp. 15-24
Author(s):  
Taha Ahmadi ◽  
Hernández Cristian ◽  
Cubillos Neil

This article presents a review of the most relevant manual techniques and technologies developed from the field of artificial vision aimed at identifying biomechanical alterations. The purpose is to describe the most important aspects of each technology, focused on the description of each of its stages and experimental results, which suggest the integration of mobile devices with artificial vision techniques, in addition to the different computer programs used for such end. Finally, the results showed that the identification of the crook index for alterations in posture turns out to be a technique currently used by most specialists. The great challenge is to develop portable devices through mobile applications that allow the detection of the corvo index and the barometric analysis, as well as for other types of applications that depend on visual analysis by experts.


2021 ◽  
Vol 2021 ◽  
pp. 1-15
Author(s):  
Qingqing Xie ◽  
Fan Dong ◽  
Xia Feng

The blockchain technology achieves security by sacrificing prohibitive storage and computation resources. However, in mobile systems, the mobile devices usually offer weak computation and storage resources. It prohibits the wide application of the blockchain technology. Edge computing appears with strong resources and inherent decentralization, which can provide a natural solution to overcoming the resource-insufficiency problem. However, applying edge computing directly can only relieve some storage and computation pressure. There are some other open problems, such as improving confirmation latency, throughput, and regulation. To this end, we propose an edge-computing-based lightweight blockchain framework (ECLB) for mobile systems. This paper introduces a novel set of ledger structures and designs a transaction consensus protocol to achieve superior performance. Moreover, considering the permissioned blockchain setting, we specifically utilize some cryptographic methods to design a pluggable transaction regulation module. Finally, our security analysis and performance evaluation show that ECLB can retain the security of Bitcoin-like blockchain and better performance of ledger storage cost in mobile devices, block mining computation cost, throughput, transaction confirmation latency, and transaction regulation cost.


2022 ◽  
Vol 18 (2) ◽  
pp. 1-28
Author(s):  
Xiaoyu Ji ◽  
Yushi Cheng ◽  
Juchuan Zhang ◽  
Yuehan Chi ◽  
Wenyuan Xu ◽  
...  

With the widespread use of smart devices, device authentication has received much attention. One popular method for device authentication is to utilize internally measured device fingerprints, such as device ID, software or hardware-based characteristics. In this article, we propose DeMiCPU , a stimulation-response-based device fingerprinting technique that relies on externally measured information, i.e., magnetic induction (MI) signals emitted from the CPU module that consists of the CPU chip and its affiliated power-supply circuits. The key insight of DeMiCPU is that hardware discrepancies essentially exist among CPU modules and thus the corresponding MI signals make promising device fingerprints, which are difficult to be modified or mimicked. We design a stimulation and a discrepancy extraction scheme and evaluate them with 90 mobile devices, including 70 laptops (among which 30 are of totally identical CPU and operating system) and 20 smartphones. The results show that DeMiCPU can achieve 99.7% precision and recall on average, and 99.8% precision and recall for the 30 identical devices, with a fingerprinting time of 0.6~s. The performance can be further improved to 99.9% with multi-round fingerprinting. In addition, we implement a prototype of DeMiCPU docker, which can effectively reduce the requirement of test points and enlarge the fingerprinting area.


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