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A Java-based uniform workbench for simulating and executing distributed mobile applications
- in Proceedings of FIDJI 2003 International Workshop on
, 2003
"... Spontaneous multihop networks with high device mobility and frequent fluctuations are interesting platforms for future distributed applications. Because of the large number of mobile devices required for any detailed analysis, it is nearly impossible to deploy prototype applications yet. In this ..."
Abstract
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Cited by 15 (6 self)
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Spontaneous multihop networks with high device mobility and frequent fluctuations are interesting platforms for future distributed applications. Because of the large number of mobile devices required for any detailed analysis, it is nearly impossible to deploy prototype applications yet. In this paper, a comprehensive approach is presented which supports experiments ranging from pure simulation of several thousand mobile devices over hybrid scenarios with interaction among simulated as well as real life devices up to dedicated field trials. Part of this paper are also conclusions drawn from experiences with a first prototype version of a self-organized auction system for ad-hoc networks.
A Scalable Workbench for Implementing and Evaluating Distributed Applications in Mobile Ad-hoc Networks
, 2004
"... This work presents a Java-based development platform aimed to ease the task of building applications for mobile multihop ad-hoc networks. The platform follows a threetier development principle composed of simulation, emulation and deployment on real mobile devices. Opposed to pure network simulators ..."
Abstract
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Cited by 9 (4 self)
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This work presents a Java-based development platform aimed to ease the task of building applications for mobile multihop ad-hoc networks. The platform follows a threetier development principle composed of simulation, emulation and deployment on real mobile devices. Opposed to pure network simulators, this development environment primarily focuses on an easy to use event-based programming model and scalability regarding simulating thousands of mobile devices. Additionally, utmost code reuse is provided, since attaching real hardware to the simulation and running the application on real devices are an integral part of the workbench. Performance evaluation by means of a benchmark application demonstrates that simulating over ten thousand mobile devices can be performed faster than in real-time. Also experiences gained from implementing a mobile auction system for ad-hoc networks proved that the integral parts for emulating and deployment are of high value when building real life applications for mobile multihop ad-hoc networks.
Ubibay: An auction system for mobile multihop ad-hoc networks
- Workshop on Ad hoc Communications and Collaboration in Ubiquitous Computing Environments (AdHocCCUCE'02
, 2002
"... Implementing distributed applications in mobile ad-hoc networks is a challenge because of low bandwidth, small transmission range, unpredictable topology changes and the need to conserve energy in low powered devices. This paper presents a distributed auction system using a large scale adhoc network ..."
Abstract
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Cited by 6 (3 self)
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Implementing distributed applications in mobile ad-hoc networks is a challenge because of low bandwidth, small transmission range, unpredictable topology changes and the need to conserve energy in low powered devices. This paper presents a distributed auction system using a large scale adhoc network as its sole communication platform. The auction system is built on top of a basic middleware service intended to be used as a generic background dissemination service for distributed self-organizing applications in mobile ad-hoc networks. This service is used to disseminate the local knowledge about the current state regarding a particular auction. The basic idea of this service is the combination of a device discovery service essential to any ad-hoc network and a dissemination service based on epidemic message distribution. This service can be used by different competing applications for permanent information dissemination, while consuming only a small fraction of the available limited network bandwidth in a mobile environment. 1.
SELMA: A middleware platform for self-organizing distributed applications in mobile multihop ad-hoc networks
, 2003
"... This work presents a middleware architecture for distributed applications communicating solely over a mobile multihop ad-hoc network. The design of the platform is based on the marketplace pattern where communication among negotiating components of an application concentrates on bounded geographi ..."
Abstract
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Cited by 3 (1 self)
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This work presents a middleware architecture for distributed applications communicating solely over a mobile multihop ad-hoc network. The design of the platform is based on the marketplace pattern where communication among negotiating components of an application concentrates on bounded geographical areas, called marketplaces. The marketplace pattern allows to develop resource saving and selforganizing applications needing no additional administrative overhead and coping well with permanent network partitions.
Auctions in mobile multihop ad-hoc networks following the marketplace communication pattern
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Supporting Smart Applications in Multihop Ad-hoc Networks - The GecGo Middleware
- in Proc. of 8th International Conference on Knowledge-Based Intelligent Information & Engineering Systems KES’04, ser. LNCS
, 2004
"... The goal of the GecGo middleware is to provide all the services required by self-organizing distributed applications running on multihop ad-hoc networks. Because of the frequent as well as unreliable and anonymous communication between accidental neighbors observed in these networks, application ..."
Abstract
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Cited by 1 (1 self)
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The goal of the GecGo middleware is to provide all the services required by self-organizing distributed applications running on multihop ad-hoc networks. Because of the frequent as well as unreliable and anonymous communication between accidental neighbors observed in these networks, applications have to adapt continuously to changes in the mobile environment and the GecGo middleware offers the required tight coupling. Additionally, GecGo addresses specifically the issue of en passant communication, where moving neighbor devices may interact only for short periods of time. In this paper, the architecture and basic concepts of the GecGo middleware are discussed and a prototype implementation of GecGo using the Microsoft Windows CE 4.2 .NET operating system for mobile devices and the .NET Compact Framework is presented. The paper also addresses issues on application programming and example application prototypes for these mobile networks.

