Abstract:
A system for managing clouds of edge devices as an Infrastructure as a Service clouds includes an application server, a location based situational awareness subsystem and a cloud management subsystem. The cloud management subsystem includes a first API through which the application server makes request to the location based situational awareness subsystem and a conductor that searches for the optimal deployment of cloud resources that meet a set of constraints. A second API for managing and deploying applications on a selected set of the plurality of network connected devices. The system also includes a compute node that can interact with the selected set of the plurality of network connected devices to launch and manage containers on the selected set of the plurality of network connected devices.
Abstract:
A mobile device is configured as a point and shoot type weapon for gaming, training, or the like. Utilizing the mobile device based weapon, such as a smart phone for example, a user thereof can simply aim the mobile device at a target and shoot. Shooting may be accomplished by tapping the mobile device, activating a button or soft key on the mobile device, making a gesture (e.g., moving a finger as if a trigger is being pulled), providing an audible command (e.g., “shoot”), or the like.
Abstract:
Concepts and technologies are disclosed herein for providing streaming video from mobile computing nodes. A request for streaming video captured by a mobile computing node can be received at a computer including a processor that executes a controller. The request can include a parameter associated with the streaming video. The computer can initiate transmission of an inquiry message to two or more mobile computing nodes and receive inquiry message responses from the mobile computing nodes that include the mobile computing node. The inquiry message responses can indicate that the mobile computing nodes can satisfy the parameter. The computer can create a list of the mobile computing nodes that can satisfy the parameter and provide the list to the requestor. The computer can receive a selection of the mobile computing node, and initiate delivery of a video stream to the requestor.
Abstract:
A method includes receiving a data object for storage in a storage system. The storage system includes a number of datacenters (s) interconnected by a first network. Each of the datacenters is located in a geographic location that is different than any geographic locations of any other of the datacenters. The method includes creating secondary copies of the data object. A number of secondary copies is equal to at least s−1. The method includes, in accordance with a placement map of at least one of the datacenters, storing a primary copy of the data object in one of the datacenters. The method also includes, in each other of the datacenters, storing at least one of the secondary copies. The method also includes monitoring, via a plurality of data monitors, an accessibility of data stored in the storage system. The data includes the primary copy and the secondary copies of the data objects.
Abstract:
Information is acquired from a geographically-distributed sensor network using a scalable wireless geocast protocol. Geographically distributed networks of unattended sensors are placed at desired locations to collect various types of information, such as, for example, environmental parameters, temperature, humidity, rainfall, heat signatures, video, audio, seismic activity, and/or wind conditions. To acquire information, a query is provided to the geographic area at which the sensors are located utilizing the geocast protocol. Delivery of the query is based on a physical location of a region in which a sensor network is located, the type of information being queried, and/or temporal conditions. Each sensor that receives a query determines if all requirements/conditions are satisfied. If so, the query is accepted and processed by the recipient sensor, and responded to accordingly. Responses to queries are provided via the geocast protocol.
Abstract:
Geocast-based file transfer may be implemented via use of a Geocast File Transfer (GFT) protocol. A sending device may parse a file into multiple chunks. Respective multiple geocast packets comprising the chunks may be geocast. The sending device may geocast all packets sequentially. Upon geocasting all packets, the sending device may wait a predetermined amount of time. During the period of time, any receiving device that did not receive a chunk of the file may geocast a request for the missing chunk. Receiving devices also may wait various respective amounts of time before geocasting requests. Other receiving devices that may have missed a chunk may hear that the chunk it missed is being requested. And that device need not make a request for the chunk. Rather, that device may wait for the sending device to retransmit a geocast packet that contains the missing chunk.
Abstract:
Methods, apparatus, systems and articles of manufacture to transfer a data set via parallel communications are disclosed herein. Example methods include controlling the distribution of portions of a field data set to a network access point via a plurality of parallel communication sessions established by respective ones of a plurality of communication devices with the network access point. Example methods also include comparing a first value based on a respective data transfer rate of a first one of the communication sessions to a second value based on a respective data transfer rate of a second one of the communication sessions to determine whether to establish a new communication session with a third one of the plurality of communication devices. In response to determining to establish a new communication session, a processor instructs a third one of the communication devices to establish the new communication session to transmit a respective portion of the field data set to the network access point.
Abstract:
Geocast-based situation awareness utilizing a scalable, distributed ad hoc geocast protocol as a communication primitive, may provide a field common operating picture (FCOP) for providing location tracking, movement history, telemetry, and messaging in near real time to all operators in a scenario. Information may be transferred using a query/response geocast message protocol. Caching on devices may be utilized to gain scalability. A query message may have a payload containing a type indication and a header containing a description of a geocast region of intended reception, which may comprise the monitored region, the location of the monitorer, or any appropriate combination thereof. Response messages may be sent from devices located in the monitored region to an area containing the location of the sender of a query. A response message may contain monitored information, such as current location, telemetry data, and/or recent movement history, or the like.
Abstract:
A bridge device at a first tier receives a geographic addressing packet destined for a target region containing a plurality of devices. The bridge device applies a bridging function using the geographic address packet to determine whether to transmit the geographic addressing packet. The bridging function utilizes certain information based on the geographic addressing packet. The bridge device determines to transmit the geographic addressing packet to a second tier based on the bridging function indicating that the geographic addressing packet should be transmitted to the second tier.
Abstract:
Geographic gaming via a scalable, wireless geographic broadcast protocol enables multiplayer gaming between communication devices without relying on traditional network elements. Games can be fully distributed over an ad hoc network of mobile communications devices. The scalable nature of the wireless geographic broadcast protocol enables multiplayer games to function equally well in both remote areas with no or little network service and in crowded areas containing both game players and other users of mobile communications devices. Wireless geographic broadcast messages distributed among multiplayer game participants can be used to control gameplay features and/or game elements of multiplayer games. Embodiments include simulated artillery battles, simulated throw and catch games, and simulated reconnaissance elements.