Thursday, April 12, 2012

Paper Reading #10: Design Challenges for Energy-Constrained Ad Hoc Wireless Networks

Goldsmith, A. and Wicker, S. "Design Challenges for Energy-Constrained Ad Hoc Wireless Networks". IEEE Wireless Communications.  Aug 2002

Goldsmith does the usual of ad hoc network papers and describes what they are and what they are useful for.  It focuses on energy concerns of the devices within these networks.  The paper says that a "cross-layer design" needs to be used that is a more holistic approach to conserving the energy of the device.  Many components such as multiple antennas, power control and scheduling at different layers, and efficient coding all need to be a part of the design with ad hoc networks in mind.

The findings assert that the most difficult things to counter in energy consumption are topology of the environment, lack of centralized control, and limited node capability.  Newer ways of design have attempted to tackle these problems and have a more full (holistic) approach to saving energy.

Paper Reading #9: CAN mobile gaming be imrpoved?

Fritsch, T., Ritter, H. and Schiller J. "CAN mobile gaming be imrpoved?". The 5th Workshop on Network & System Support for Games 2006.

Fritsch presents a MANET peer to peer network that is compared to basic broadcasting across an entire network in order to send packets.  CAN stands for Content Addressable Network.  The network is addressed using a hash table that maps into a virtual space the network structure.  It uses Patsy and Chord data structures for the address space in the coordinate system.  The paper does not describe the implementation of the network or the data structures, but shows the comparison to simply broadcasting over a dense network.

CAN has a larger overhead of constructing a network which is to be expected, and takes up to 6 minutes to construct a network of 100 users.  This being the case, there is a threshold for each test they do in terms of packet sending and node connection.  At each threshold, CAN outplays a regular broadcast.

Thursday, April 5, 2012

Paper Reading #8: Blue Danger: Live action gaming over Bluetooth

L. Wang, E. De Vial and L. Tokarchuk. Blue Danger: Live action gaming over Bluetooth. Queen Mary, University of London, School of Electronic Eng. and Computer Science.


The developers created a framework for adding on to a game call Blue Danger. The purpose of the game is almost exactly like assassins. The user development is in the creation of weapons and defense systems.


Once thirty users join a group, the game would automatically start. Each person would be given a certain amount of health and as different weapons hit people through a bluetooth connection, your health would lower until you were finally dead. Your target would then be given to your assassin.


The paper does not explain any testing done, however it does hint at some based upon the reference to different types of phones and their bluetooth connection time. They say that this is a flaw in connection that needs to be addressed.