TY - JOUR
T1 - Osmotic computing-based service migration and resource scheduling in Mobile Augmented Reality Networks (MARN)
AU - Sharma, Vishal
AU - Jayakody, Dushantha Nalin K.
AU - Qaraqe, Marwa
N1 - Publisher Copyright:
© 2019
PY - 2020/1
Y1 - 2020/1
N2 - Resources and services between the servers in Mobile Augmented Reality Networks (MARN) are tedious to manage. These networks comprise users possessing Augmented Reality (AR)-Virtual Reality (VR) applications. Low latency, robustness, and tolerance are the key requirements of these networks, which can be attained by using near-user solutions such as edge computing. However, management of services and scheduling them to near-user servers in an integrated environment of edge and public/private infrastructure are complex tasks. These require an optimal solution, which can be obtained by using “Osmotic Computing”, that has been recently proposed as a paradigm for the integration of edge and public/private cloud. This paper uses osmotic computing for effectively migrating and scheduling the services between the servers of the different layers. The paper also presents the details on various components that are used for applying osmotic computing to a network followed by core applications, types, service classification, migration, and scheduling through the rules of osmotic game formulated for its operations. The evaluations are conducted on 100,000 requests and the proposed approach shows significant performance with the probability of the error being 0.1 at 55.72% conservation of the energy and memory resources for the entire network despite the increasing number of users. The proposed approach also satisfies the conditions of the joint optimization functions presented in the system model and demonstrates that the system holds true even with varying users, thus, proving its robustness and tolerance against the number of users.
AB - Resources and services between the servers in Mobile Augmented Reality Networks (MARN) are tedious to manage. These networks comprise users possessing Augmented Reality (AR)-Virtual Reality (VR) applications. Low latency, robustness, and tolerance are the key requirements of these networks, which can be attained by using near-user solutions such as edge computing. However, management of services and scheduling them to near-user servers in an integrated environment of edge and public/private infrastructure are complex tasks. These require an optimal solution, which can be obtained by using “Osmotic Computing”, that has been recently proposed as a paradigm for the integration of edge and public/private cloud. This paper uses osmotic computing for effectively migrating and scheduling the services between the servers of the different layers. The paper also presents the details on various components that are used for applying osmotic computing to a network followed by core applications, types, service classification, migration, and scheduling through the rules of osmotic game formulated for its operations. The evaluations are conducted on 100,000 requests and the proposed approach shows significant performance with the probability of the error being 0.1 at 55.72% conservation of the energy and memory resources for the entire network despite the increasing number of users. The proposed approach also satisfies the conditions of the joint optimization functions presented in the system model and demonstrates that the system holds true even with varying users, thus, proving its robustness and tolerance against the number of users.
KW - Augmented reality
KW - Edge-computing
KW - Osmotic computing
KW - Resource scheduling
KW - Service migrations
UR - http://www.scopus.com/inward/record.url?scp=85072586157&partnerID=8YFLogxK
U2 - 10.1016/j.future.2019.09.008
DO - 10.1016/j.future.2019.09.008
M3 - Article
AN - SCOPUS:85072586157
SN - 0167-739X
VL - 102
SP - 723
EP - 737
JO - Future Generation Computer Systems
JF - Future Generation Computer Systems
ER -