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Testbed

About: Testbed is a research topic. Over the lifetime, 10858 publications have been published within this topic receiving 147147 citations. The topic is also known as: test bed.


Papers
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Proceedings ArticleDOI
10 Apr 2011
TL;DR: This work proposes a novel approach for mobile users to collect the network-wide data by only performing a local modification to update the routing structure while the routing performance is bounded and controlled compared to the optimal performance.
Abstract: We study the ubiquitous data collection for mobile users in wireless sensor networks. People with handheld devices can easily interact with the network and collect data. We propose a novel approach for mobile users to collect the network-wide data. The routing structure of data collection is additively updated with the movement of the mobile user. With this approach, we only perform a local modification to update the routing structure while the routing performance is bounded and controlled compared to the optimal performance. The proposed protocol is easy to implement. Our analysis shows that the proposed approach is scalable in maintenance overheads, performs efficiently in the routing performance, and provides continuous data delivery during the user movement. We implement the proposed protocol in a prototype system and test its feasibility and applicability by a 49-node testbed. We further conduct extensive simulations to examine the efficiency and scalability of our protocol with varied network settings.

101 citations

Journal ArticleDOI
01 Nov 2016-Energy
TL;DR: In this article, an advanced real-time energy management system (RT-EMS) for microgrid (MG) systems is presented, which capitalizes on the power of Genetic Algorithms (GAs) to minimize the energy cost and carbon dioxide emissions while maximizing the available renewable energy resources.

101 citations

Proceedings ArticleDOI
23 Feb 2005
TL;DR: TATUS, a ubiquitous computing simulator designed to maximize usability and flexibility in the experimentation of adaptive ubiquitous computing systems, is described, which is interfaced with a testbed for wireless communication domain simulation.
Abstract: Core to ubiquitous computing environments are adaptive software systems that adapt their behavior to the context in which the user is attempting the task the system aims to support. This context is strongly linked with the physical environment in which the task is being performed. The efficacy of such adaptive systems is thus highly dependent on the human perception of the provided system behavior within the context represented by that particular physical environment and social situation. However, effective evaluation of human interaction with adaptive ubiquitous computing technologies has been hindered by the cost and logistics of accurately controlling such environmental context. This paper describes TATUS, a ubiquitous computing simulator aimed at overcoming these cost and logistical issues. Based on a 3D games engine, the simulator has been designed to maximize usability and flexibility in the experimentation of adaptive ubiquitous computing systems. We also describe how this simulator is interfaced with a testbed for wireless communication domain simulation.

101 citations

Journal ArticleDOI
01 Jan 2015
TL;DR: The proposed heuristic algorithms produce close-to-optimal solutions and scale to large cloud gaming services with 20,000 servers and 40,000 gamers, and outperform the state-of-the-art placement heuristic, e.g., by up to 3.5 times in terms of net profits.
Abstract: Optimizing cloud gaming experience is no easy task due to the complex tradeoff between gamer quality of experience (QoE) and provider net profit. We tackle the challenge and study an optimization problem to maximize the cloud gaming provider’s total profit while achieving just-good-enough QoE. We conduct measurement studies to derive the QoE and performance models. We formulate and optimally solve the problem. The optimization problem has exponential running time, and we develop an efficient heuristic algorithm. We also present an alternative formulation and algorithms for closed cloud gaming services with dedicated infrastructures, where the profit is not a concern and overall gaming QoE needs to be maximized. We present a prototype system and testbed using off-the-shelf virtualization software, to demonstrate the practicality and efficiency of our algorithms. Our experience on realizing the testbed sheds some lights on how cloud gaming providers may build up their own profitable services. Last, we conduct extensive trace-driven simulations to evaluate our proposed algorithms. The simulation results show that the proposed heuristic algorithms: (i) produce close-to-optimal solutions, (ii) scale to large cloud gaming services with 20,000 servers and 40,000 gamers, and (iii) outperform the state-of-the-art placement heuristic, e.g., by up to 3.5 times in terms of net profits.

101 citations

Proceedings ArticleDOI
21 Sep 2009
TL;DR: The deployment of the OpenRoads testbed, a testbed that allows multiple network experiments to be conducted concurrently in a production network, is described and discussed at Stanford University.
Abstract: We have built and deployed OpenRoads [11], a testbed that allows multiple network experiments to be conducted concurrently in a production network. For example, multiple routing protocols, mobility managers and network access controllers can run simultaneously in the same network. In this paper, we describe and discuss our deployment of the testbed at Stanford University. We focus on the challenges we faced deploying in a production network, and the tools we built to overcome these challenges. Our goal is to gain enough experience for other groups to deploy OpenRoads in their campus network.

101 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
2023917
20222,046
2021499
2020590
2019693
2018639