Abstract: The efficient use of resources and the lossless transfer of data bursts in future optical
networks requires the accurate knowledge of the available bandwidth for each network
link. Such information is important in monitoring congestions and can be used by
appropriate load balancing and congestion avoidance mechanisms. In this paper we
propose a mechanism for monitoring and subsequently managing bandwidth resources,
using the Simple NetworkManagement Protocol (SNMP). In the proposed mechanism,
link bandwidth availability is not a scalar parameter, but a function of time that records
the future utilization of the link. For every output port, each agent-node maintains a
simple data structure in the form of a table that records the utilization profile of that
outgoing link. With the addition of new objects in the Management Information Base
(MIB) of each agent-node and proper synchronization, SNMP can be used to update
and retrieve the reservations made on the links in order to obtain an instant picture of
the network traffic situation.
Abstract: The efficient use of resources and the lossless transfer of data bursts in future optical
networks requires the accurate knowledge of the available bandwidth for each network
link. Such information is important in monitoring congestions and can be used by
appropriate load balancing and congestion avoidance mechanisms. In this paper we
propose a mechanism for monitoring and subsequently managing bandwidth resources,
using the Simple NetworkManagement Protocol (SNMP). In the proposed mechanism,
link bandwidth availability is not a scalar parameter, but a function of time that records
the future utilization of the link. For every output port, each agent-node maintains a
simple data structure in the form of a table that records the utilization profile of that
outgoing link. With the addition of new objects in the Management Information Base
(MIB) of each agent-node and proper synchronization, SNMP can be used to update
and retrieve the reservations made on the links in order to obtain an instant picture of
the network traffic situation.
Abstract: In this paper, we demonstrate clock extraction from
10 Gb/s asynchronous short data packets. Successful clock
acquisition is achieved from data packets arriving at time
intervals of only 1.5 ns, irrespective of their precise phase
relation. The clock recovery circuit used consists of a Fabry-
Perot filter (FPF) and a non-linear UNI gate and requires very
short time for synchronization.
Abstract: We demonstrate a simple all-optical technique to detect the beginning of a packet for packet-rate
synchronization. It employs a packet clock recovery unit and a SOA and it requires no special data encoding to operate.
Abstract: We present a 40 Gb/s asynchronous self-routing network and node architecture that exploits bit
and packet level optical signal processing to perform synchronization, forwarding and
switching. Optical packets are self-routed on a hop-by-hop basis through the network by using
stacked optical tags, each representing a specific optical node. Each tag contains control signals
for configuring the switching matrix and forwarding each packet to the appropriate outgoing
link and onto the next hop. Physical layer simulations are performed, modeling each optical subsystem
of the node showing acceptable signal quality and Bit Error Rates. Resource reservationbased
signaling algorithms are theoretically modeled for the control plane capable of providing
high performance in terms of blocking probability and holding time.
Abstract: We examine multi-player pervasive games that rely on the
use of ad-hoc mobile sensor networks. The unique feature in
such games is that players interact with each other and their
surrounding environment by using movement and presence
as a means of performing game-related actions, utilizing sen-
sor devices. We brie
y discuss the fundamental issues and
challenges related to these type of games and the scenar-
ios associated with them. We have also developed a frame-
work, called Fun in Numbers (FinN) that handles a number
of these issues, such as such as neighbors discovery, local-
ization, synchronization and delay-tolerant communication.
FinN is developed using Java and is based on a multilayer ar-
chitecture, which provides developers with a set of templates
and services for building and operating new games.
Abstract: We here present Fun in Numbers (FinN), a framework for developing pervasive applications and interactive installations for entertainment and educational purposes. Using ad hoc mobile wireless sensor network nodes as the enabling devices, FinN allows for the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as topology discovery, localization and synchronization, that hide the underlying complexity. We present the target application domains of FinN, along with a set of multiplayer games and interactive installations. We describe the overall architecture of our platform
and discuss some key implementation issues of the application domains. Finally, we present the experience gained by deploying the applications developed with our platform.
Abstract: We present here, Fun in Numbers, a framework for developing multiplayer pervasive games that rely on the use of ad hoc mobile sensor networks. The unique feature in such games is that players interact with each other and their surrounding environment by using movement and presence as a means of performing game-related actions, utilizing sensor devices. We present the fundamental issues and challenges related to these type of games and the scenarios associated with them is provided. Our framework is developed using Java and is based on a multilayer architecture, which provides developers with a set of templates and services for building and operating new games. Our framework handles a number of challenging fundamental and practical issues, such as synchronization, network congestion, delay-tolerant communication and neighbors discovery. We also present our platform and identify issues that arise in pervasive games which utilize sensor network nodes. The implemented games show how to use non-conventional user interface methods to breathe new life into familiar concepts, like the multiplayer games played out in open space.
Abstract: In this work, we showcase a set of implemented multiplayer games and interactive installations based on Fun in Numbers (FINN). FinN allows the quick prototyping of applications that utilize input from multiple physical sources (sensors and other means of interfacing), by offering a set of programming templates and services, such as proximity, localization and synchronization, that hide the underlying complexity.
Abstract: This article studies the transmission control
protocol (TCP) synchronization effect in optical burst
switched networks.Synchronization of TCP flows appears
when optical bursts with segments from different flows inside
are dropped in the network causing flow congestion windows decreasing simultaneously. In this article,this imminent
effect is studied with different assembly schemes and network scenarios.Different metrics are applied to quantitatively assess synchronization with classical assembly
schemes.A new burst assembly scheme is proposed that
statically or dynamically allocates flows to multiple assembly queues to control flow aggregation within the assembly
cycle.The effectiveness of the scheme has been evaluated,
showing a good improvement in optical link utilization
Abstract: In this paper, we demonstrate optical transparency
in packet formatting and network traffic offered by all-optical
switching devices. Exploiting the bitwise processing capabilities
of these “optical transistors,” simple optical circuits are designed
verifying the independency to packet length, synchronization
and packet-to-packet power fluctuations. Devices with these attributes
are key elements for achieving network flexibility, fine
granularity and efficient bandwidth-on-demand use. To this end, a
header/payload separation circuit operating with IP-like packets,
a clock and data recovery circuit handling asynchronous packets
and a burst-mode receiver for bursty traffic are presented. These
network subsystems can find application in future high capacity
data-centric photonic packet switched networks.
Abstract: In this paper, we review recent advances in ultrafast optical time-domain technology with emphasis on the use in optical packet switching. In this respect, several key building blocks, including high-rate laser sources applicable to any time-division-multiplexing (TDM) application, optical logic circuits for bitwise processing, and clock-recovery circuits for timing synchronization with both synchronous and asynchronous data traffic, are described in detail. The circuits take advantage of the ultrafast nonlinear transfer function of semiconductor-based devices to operate successfully at rates beyond 10 Gb/s. We also demonstrate two more complex circuits-a header extraction unit and an exchange-bypass switch-operating at 10 Gb/s. These two units are key blocks for any general-purpose packet routing/switching application. Finally, we discuss the system perspective of all these modules and propose their possible incorporation in a packet switch architecture to provide low-level but high-speed functionalities. The goal is to perform as many operations as possible in the optical domain to increase node throughput and to alleviate the network from unwanted and expensive optical-electrical-optical conversions.