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Virtual city walkthrough
Virtual city walkthrough





Dynamic Voltage and Frequency Scaling (DVFS) is an effective technique to reduce the power consumption during mapping and scheduling stages. To reduce the energy consumption in mobile devices, intricate applications are divided into several interconnected partitions like Task Interaction Graph (TIG) and are of floaded to cloud resources or nearby surrogates. The formalization is carried out using Mobile UNITY. This paper also suggests an approach for formalizing and reasoning of the proposed architecture, in order to properly validate its flexibility and efficiency while uncoupling the service access and delivery to the mobile applications. The proposed approach of uncoupling improves the flexibility and efficiency of mobile cloud computing. In this architecture, the tuple space model is used for uncoupling these interactions. In this paper, a new mobile cloud computing architecture is proposed, where the mobile applications remain uncoupled from the leased cloud services during the service delivery. However, the cloud services in existing architecture become tightly coupled with the mobile applications while delivering the service, which is highly undesirable in the dynamic and unreliable mobile cloud computing paradigm. By facilitating these applications with the cloud services, it helps to overcome the inherent limitations of mobile/portable devices that are faced by their mobile applications. Mobile Cloud Computing architecture provides the services of cloud computing to the mobile applications executing in users' mobile/portable devices. Lastly, practical experiments are carried out to illustrate the effectiveness of the proposed framework under various setting of the virtual scene and mobile devices configuration/types. A fine grained cache mechanism is used to keep the most frequently requested objects' details in the device memory and consequently reduce the network traffics. This way, each mobile progressively receives and process the only object's details that match with its display resolution, and hence improving the user's perception and overall system's response time. In this paper, we propose an effective progressive mesh transmission framework that stores and divide scene objects into different resolutions. One key issue in the design of cost efficient mobile walkthrough applications is the data transmission between servers and mobile client devices. These applications support many clients and impose a heavy requirement on network resources and computational resources. The last years have witnessed a dramatic growth in the number as well as the variety of graphics intensive mobile applications, which allow users to interact and navigate through large scenes such as ancient places, museums and even virtual cities.







Virtual city walkthrough