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Proposed Collaboration on Access Grid / Ubiquitous Computing

Proposed Collaboration on Access Grid / Ubiquitous Computing. JongWon Kim and Juwon Park The Temporary Genkai-Hyeonhae Meeting Feb. 27 th , 2003 Networked Media Laboratory Dept. of Information & Communications Kwang-Ju Institute of Science & Technology (K-JIST) jongwon@kjist.ac.kr

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Proposed Collaboration on Access Grid / Ubiquitous Computing

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  1. Proposed Collaboration on Access Grid / Ubiquitous Computing JongWon Kim and Juwon Park The Temporary Genkai-Hyeonhae Meeting Feb. 27th, 2003 Networked Media Laboratory Dept. of Information & Communications Kwang-Ju Institute of Science & Technology (K-JIST) jongwon@kjist.ac.kr http://netmedia.kjist.ac.kr

  2. Contents • Collaboration on Access Grid • Collaboration on Ubiquitous Computing

  3. Collaboration on Access Grid

  4. Components of an AG Node RGB Video Digital Video DisplayComputer NETWORK Digital Video Video CaptureComputer NTSC Video AudioCaptureComputer Analog Audio Digital Audio Control Computer EchoCanceller Mixer Access Grid • Access GRID • Support group-to-group interaction across the Grid

  5. Usage Areas • The Academic and Research, Government, Private Sectors • Making Remote Collaborations Work across Boundaries • Check “Multi-Sector Collaboration over the Access Grid” by J. T. von Hoffman (Boston Univ)”

  6. Collaboration Issue for H-G Joint Projects • Access Grid (#4) Status 2 Contact: Koji Okamura (Kyushu Univ.) JongWon Kim (K-JIST) • Participants Kyushu Nat`l Univ, AIST KISTI, K-JIST, Chonnam U, HYU • Description (to be revised) The Access Grid, as a communication channel for users from remote sites, can give researchers and scientists in both Korea and Japan a seamless and immersive collaboration environment. With this project, we want to explore the potential of Access Grid in supporting collaborative research between two countries. To realize it, we will collaborate to research ways to build low-cost Access Grid system (e.g. mini-AG or PIG) and to promote its deployment. Also, we will conduct a joint research to improve current AG systems to better support enhanced video/audio quality, interaction, security, and inter-operablity. • Expected Results (to be revised) - Provide a seamless colloaboration channel for researchers and scientists. - Promote the adoption of multicast technology over H-G link. • Required bandwidth - Dependent on the number of site, camera per site, video rates (normally full access node requires bandwidth around 1.5Mbps) - Multicast support

  7. Relation with AG and other projects

  8. N*Grid Project lead by KISTI GGF Grid APAN APGrid Euro APGrid ANL/NCSA APEC APGrid N*Grid KISTI(2002~2006) Grid Tech-center GNOC National Grid Infra Grid Standard Grid Middleware Research GFK N BT Grid N Supercmpt Grid Security N NT Grid N Clusters Grid Resource Mngt. N CT Grid Data Mngt. N Appls. Grid N ET Grid Inf. Service Access Grid N IT Grid VR Grid N ST Grid

  9. KISTI AG Int. AG Community • First AG in Korea (2002) KISTI’s Access Grid Node Digital Video RGB Video Display Computer Shared App. Control Network enabled IP multicast NTSC Video Video Capture Computer Digital Video Analog Audio Digital Audio Mixer Audio Capture Computer RS232 Serial Control Computer Echo Canceller

  10. 1st PIG Node In KOREA KIST KISTI 1st AG Node in KOREA K-JIST AG Node @ KISTI PIG @ K-JIST KIST-KISTI-K-JIST AG demo (2002.10.30) K-JIST Mini AG • Personal Interface to Access Grid (PIG) (Oct. 2002) • With AG 1.2 release (note that PIG software is still very delicate)

  11. Stereo Camera InputDevice Enhanced Part Computer silver screen 3D Display Computer Network 2D Video Capture Computer Audio Capture Computer Access Grid Control Computer Echo Towards Enhanced Access Grid: e-AG • An experimental, on-going trial to enhance the functionalities of Access Grid by augmenting improved support for immersive 3D Display, Human Computer Interaction, and Networking. • With e-AG, we hope support • All functionalities of Access Grid • Stereo video delivery and display • Collaborative use of 3D computer graphics.

  12. Immersiveness Enhancement for Access Grid via Stereo Video Delivery • For providing the immersiveness, we include the stereo video delivery functionality to EAG • Developing 3D video delivery module enables the reliable and real-time • The developed system supports • Reliable networking of real-time media with reliable transport via ARQ, FEC, and their hybrid • Versatile display of stereo video in Left, Interlaced, Left & Right, and Above & Below views.

  13. Server SharedMemory CMD, ID, Coord. CMD, ID, Coord. CMD, ID, Coord. Client B (VR Juggler) Client A (VR Juggler) Client C (CAVELib) Input Input 3D Display 3D Display 3D Display Input Networking (Shared Memory Client) Networking (Shared Memory Client) Networking (Shared Memory Client) Network Immersiveness Enhancement for Access Grid via Computer Graphics • For the graphics side of 3D, EAG is being enhanced by supporting CG-based sharing in various communication architectures. • Combination of push repository in server memory and file repository method is implemented to support multi-user collaborative environment. • UIC EVL’s QUANTA is adopted as a baseline networking and data management module • VR software tools such as CAVELib or VR Juggler are also selected and utilized to build immersive 3D display.

  14. Research Network in Korea Korean Partner Carrier KJCN Japanese Partner Carriers Fukuoka Gigabit Highway GENKAI Project QGPOP part KIST Korea KISTI Repeaterless KJCN KJIST Shimonoseki Univ. of Fishery 250 km Busan Gwangju Kitakyushu City High-speed LAN GbE To Tokyo Kitakyushu GENKAI/Hyeonhae Project Nogata Iizuka Tagawa 150Mbps 2.4Gbps Fukuoka QGPOP (ISIT) APAN Internet2 Japan Kurume FGH AP Submarine cable landing station Ohmuta Network equipment (Routers etc.) Collaboration Issue for H-G Joint Projects • On-line Joint Technical Conference on Access Grid • Joint Project (Long-term) • Joint participation in AG 2.0 and beyond

  15. Collaboration on Ubiquitous Computing - Seamless Mobile Service? -

  16. What’s UbiComp? • What’s Ubiquitous Computing (UbiComp)? Distributed Systems Mobile Computing Ubiquitous Computing + + • Remote communication • Fault tolerance • High availability • Remote info access • Smart space: context-aware • Invisible: smart agent • Localized scalability: physical distance-based • Uneven condition: heterogeneous infrastructure • Mobile networking: mobile IP, ad hoc protocol, etc. • Mobile information access: BW-adaptive, data consistency, etc. • Energy-aware systems: process scheduling, memory management, etc. • Location-sensitive systems: location sensing, location-based services, etc. Courtesy of K-JIST U-VR Lab

  17. Location Sensor Network Mobile Embedded Interactive Active badge Flight Simulator Wearable UbiComp Challenges: ubiquitous Networking • Infrastructure: ubi-networking • Beyond desktops/servers • Connected to networks • Networked appliances • Sensors • Historical sites & other locations

  18. Collaboration Issue for H-G Joint Projects • Ubiquitous (Wireline/wireless) Computing (#18) Status 2 Contact: Morioka (hmorioka@isit.or.jp) JW Kim (jongwon@netmedia.kjist.ac.kr) • Participants ISIT KJIST • Description We are planning to build a prototype version of ubiquitous environment utilizing Mobile IP and IEEE 802.11a/b (and other L2 media) connecting Fukuoka, JAPAN and Gwangju, KOREA. On top of the built ubiquitous environment we will explore example applications such as user tracking and IP mobile video streaming. • Expected Result In our joint effort, instead of trying to build hot spots, we will focus on building real ubiquitous environement with mobility and security support. We hope to let people in both countries to better locate each other and communicate ubiquitously. • Bandwidth Peak 100 Mbps / Average 10 Mbps

  19. Project Scope & Objective • Mobile Media Delivery via Wireless Multicast and Network Adaptation Wireless Aware Media Application Group Communication (1-to-N, M-to-N) Efficiency: Better Bandwidth Utilization Mobile IP / Wireless Multicast Wireless Network Adaptation Reliable Multicast Reliability: Better Quality Advanced Streaming (Wireless + Multicast)

  20. Project Scope & Objective (Cont.) • For Streaming Media Applications over Wired/Wireless Integrated Networks • Real-time streaming of stored contents only (but can include on-line streaming) to enable buffering (up to 3sec) • Maybe extended to conferencing (limited scope) at later phase of project • Will address the challenges such as • Mobility: How to track user’s movement and sustain seamless streaming? • Multicasting: How to enable sharing of wireless channel efficiently? • End-to-end QoS: How to maintain the quality of media streaming over highly fluctuating wireless network? • Anticipated Duration: 2002. 12 ~ 2006.12 (4 years)

  21. FA FA Implementation Phase I (2003): One-to-one Streaming • Environment • Mobile IPv4 • IEEE 802.11b • Server: Darwin or Helix Server • Client – Notebook • MPEG-2/4 streaming • Objectives • Implement the streaming server/client that provides seamless streaming (i.e., no service disruption during handoff). Media Server Adaptive streaming client

  22. FA FA Implementation Phase II (2004): One-to-many Streaming Media Server • Environment • Mobile IPv6 • IEEE 802.11b or 802.11a • Client Extension to PDA? • MPEG-2/4 streaming • Source Specific Multicast (SSM) • Objectives • Implement the streaming server/client providing that provides seamless multicast streaming. Multicast Adaptive streaming client

  23. 4 3 2 3 4 2 2 3 4 Mobility Challenge: Mobile IP CN • Smooth and Fast Handoff ? Forwarding buffer 7 6 5 forwarding FAnew FAold Bind Output buffer to FAnew Handoff

  24. Mobility Challenge: Handoff-aware Streaming Client • Adaptive buffer control • To reduce the discontinuity of streaming • Increasing the buffer level of client before handoff • Question • What is a proper buffer level? • What is a handoff duration? Handoff is initiated Handoff is initiated Buffer Level Buffer Level No playback time time Handoff is completed Handoff is completed < No buffer level control > < Buffer level control >

  25. Mobility Challenge: Handoff-aware Streaming Client (Cont.) • Estimation of handoff duration by adopting K-JIST’s Transient Time Analysis • Source traffic rate • Handoff load • Background traffic load • Beacon time period (router advertisement) • Buffer level control • Using the handoff duration (HTP) to calculate the proper buffer level. • Minimizing the buffer level • Providing no media discontinuity  No service disruption during handoff Collecting parameters Calculating HTP Estimating Buffer Level Bc: Current Buffer Level Bt: Target Buffer Level Bc<Bt Decrease Buffer Increase Buffer

  26. K-JIST Transient Time Analysis: How long time does Handoff take? Source Traffic Turning Point • Handoff Transient Time Handoff Initialization Old stream New stream New stream to tn Case 1 Old stream STP HTP tf Case 2 STP UTP HTP Old Router New Router Case 3 UTP=Unstable Time Period STP=Silence Time Period HTP=Handoff Time Period UTP STP HTP HTP may be a good reference to the buffer level.

  27. K-JIST Transient Time Analysis:Handoff Period Time (HTP) • Timing Analysis • UTP = max(0,Tlast_of_old- Tfirst_of_new) = max(0, (to - tn) + qo + tf) • STP = min (Tfirst_of_old, Tfirst_of_new) • HTP = UTP +STP + |Tfirst_of_new – Tfirst_of_old| • Queueing Model qo (a) Before handoff (b) After handoff

  28. K-JIST Transient Time Analysis: Analysis Result

  29. Seamless Streaming Aid by Adaptive Playout? • Merits of Client Adaptation • Can prevent excessive buffer overflow and underflow • Can reduce discontinuous playback time • Can maintain small buffer size. • Role of Clients for Adaptive Playback Buffer level

  30. Inform Bandwidth & App. feedback Seamless Streaming : Network Adaptation • Robust/Scalable Media for Wireless Media Delivery and Associated Network Adaptation Layered Video Encoding Network Adaptation Receiver R-D / Corruption Model Layered RPI Wireless Network Delivery With Network Adaptation (Rate, Delay, Loss) Source Rate/ Error Resilience Receiver adaptation R-D Analysis Video pre- processing Video packet Stream Layered Encoding Network Feedback Network Monitoring & Feedback Handling Frame Complexity Quality Control End-to-End Feedback Application Feedback

  31. End-to-end QoS Challenge: Wireless LAN • Relative Differentiated Services and the Proportional Differentiation Model for IEEE 802.11x WLAN • Service Differentiation : Upstream • Different IFS (Inter Frame Space) • Different Back-off Time • Different Frame Size • Service Differentiation : Downstream • Scheduler in Access Point • qi : Performance measure for class I • c1 < c2 <….< cN : Quality differentiation parameter • Proportional Delay Differentiation Model • Proportional Loss Differentiation Model Scheduler q1 q2 q3 Classifier AP

  32. Access Point Access Point Communication Scanning & Connection WLAN Interfaces Mobile Node Collaboration Issue for H-G Joint Projects • With H. Morioka@ISIT, Fukuoka, Japan • How to combine ISIT’s Fast and Secure Handoff Idea ? (Short-term) • With implementation: Deploy ISIT’s handoff at K-JIST and test its performance for seamless streaming • MISP (mobile Internet Service Protocol) for Authentication, Address Assignment, and Encryption • Joint Project (Long-term) • Build ubiquitous computing environment ?

  33. ISIT: Handover with 2 Interfaces (1)

  34. ISIT: Handover with 2 Interfaces (2)

  35. ISIT: Handover with 2 Interfaces (3)

  36. ISIT: Fukuoka Mobile Broadband (FMBB)

  37. Thank You!

  38. Research Network in Korea Korean Partner Carrier KJCN Japanese Partner Carriers Fukuoka Gigabit Highway GENKAI Project QGPOP part KIST Korea KISTI Repeaterless KJCN KJIST Shimonoseki Univ. of Fishery 250 km Busan Gwangju Kitakyushu City High-speed LAN GbE To Tokyo GENKAI/Hyeonhae Project Kitakyushu 150Mbps 2.4Gbps Nogata Iizuka Tagawa Fukuoka QGPOP (ISIT) APAN Internet2 Japan Kurume FGH AP Submarine cable landing station Ohmuta Network equipment (Routers etc.)

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