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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/20026
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dc.contributor.advisor劉邦鋒
dc.contributor.authorYi-Ning Changen
dc.contributor.author張逸寧zh_TW
dc.date.accessioned2021-06-08T02:38:57Z-
dc.date.copyright2018-07-19
dc.date.issued2018
dc.date.submitted2018-07-10
dc.identifier.citationBibliography
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[2] M. L. Bymer. Dsts:first immersive virtual training system fielded. https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded.
[3] E. Carson. Nasa shows the world its 20-year virtual reality experiment to train astronauts. https://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/.
[4] L. Chen and H. Shen. Towards resource-efficient cloud systems: Avoiding overprovisioning in demand-prediction based resource provisioning. In Big Data (Big Data), 2016 IEEE International Conference on, pages 184–193. IEEE, 2016.
[5] J. D. Cohen, M. C. Lin, D. Manocha, and M. Ponamgi. I-collide: An interactive and exact collision detection system for large-scale environments. In Proceedings of the 1995 Symposium on Interactive 3D Graphics, I3D ’95, pages 189–ff., New York, NY, USA, 1995. ACM.
[6] E. Cuervo, A. Balasubramanian, D.-k. Cho, A. Wolman, S. Saroiu, R. Chandra, and P. Bahl. Maui: Making smartphones last longer with code offload. In Proceedings of the 8th International Conference on Mobile Systems, Applications, and Services, MobiSys ’10, pages 49–62, New York, NY, USA, 2010. ACM.
[7] H. T. Dinh, C. Lee, D. Niyato, and P. Wang. A survey of mobile cloud computing: architecture, applications, and approaches. Wireless communications and mobile computing, 13(18):1587–1611, 2013.
[8] Z. Gong, X. Gu, and J. Wilkes. Press: Predictive elastic resource scaling for cloud systems. 2010 International Conference on Network and Service Management, pages 9–16, 2010.
[9] Google. Google cardboard. https://vr.google.com/cardboard/.
[10] J. Hongo. Online High School in Japan Enters Virtual Reality. https://blogs.wsj.com/digits/2016/04/07/online-high-school-in-japan-enters-virtual-reality/.
[11] J. T. Klosowski, M. Held, J. S. Mitchell, H.Sowizral, and K. Zikan. Efficient collision detection using bounding volume hierarchies of k-dops. IEEE transactions on Visualization and Computer Graphics, 4(1):21–36, 1998.
[12] S. Kosta, A. Aucinas, P. Hui, R. Mortier, and X. Zhang. Thinkair: Dynamic resource allocation and parallel execution in the cloud for mobile code offloading. In Infocom, 2012 Proceedings IEEE, pages 945–953. IEEE, 2012.
[13] K. Kumar and Y.-H. Lu. Cloud computing for mobile users: Can offloading computation save energy? Computer, 43(4):51–56, 2010.
[14] C.-C. Lin, J.-J. Wu, J.-A. Lin, L.-C. Song, and P. Liu. Automatic resource scaling based on application service requirements. In Cloud Computing (CLOUD), 2012 IEEE 5th International Conference on, pages 941–942. IEEE, 2012.
[15] C.-C. Lin, J.-J. Wu, P. Liu, J.-A. Lin, and L.-C. Song. Automatic resource scaling for web applications in the cloud. In J. J. J. H. Park, H. R. Arabnia, C. Kim, W. Shi, and J.-M. Gil, editors, Grid and Pervasive Computing, pages 81–90, Berlin, Heidelberg, 2013. Springer Berlin Heidelberg.
[16] H. Liu, F. Eldarrat, H. Alqahtani, A. Reznik, X. de Foy, and Y. Zhang. Mobile edge cloud system: Architectures, challenges, and approaches. IEEE Systems Journal, 2017.
[17] F. Rohr. Comparison of best vr headsets. https://web.archive.org/web/20150820001906/http://data-reality.com/comparison-of-best-vr-headsetsmorpheus-vs-rift-vs-vive/.
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[19] Z. Shen, S. Subbiah, X. Gu, and J. Wilkes. Cloudscale: Elastic resource scaling for multi-tenant cloud systems. In Proceedings of the 2Nd ACM Symposium on Cloud Computing, SOCC ’11, pages 5:1–5:14, New York, NY, USA, 2011. ACM.
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[22] L. Yang, J. Cao, H. Cheng, and Y. Ji. Multi-user computation partitioning for latency sensitive mobile cloud applications. IEEE Transactions on Computers, 64(8):2253–2266, 2015.
[23] L. Yang, B. Liu, J. Cao, Y. Sahni, and Z. Wang. Joint computation partitioning and resource allocation for latency sensitive applications in mobile edge clouds. In Cloud Computing (CLOUD), 2017 IEEE 10th International Conference on, pages 246–253. IEEE, 2017.
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/jspui/handle/123456789/20026-
dc.description.abstract行動裝置雲端計算系統將行動裝置應用程式上的工作負載卸載到雲
端系統。本篇碩士論文著重於卸載具有高通信與計算比的行動裝置社
交型虛擬實境應用程式,這使得網路資源成為雲端系統中的瓶頸。而
我們的目標是在提供服務時降低網路硬體資源需求同時保證服務品質,
並且在無需添加更多硬體資源的情況下最大化社交型虛擬實境實例被
容納的數量。
在沒有事先知道社交型虛擬實境實例未來需求的情況下,很難適當
地減少被啟用的硬體機器數量,以及在沒有額外硬體資源的情況下,
也很難增加社交型虛擬實境實例的數量。因此,我們提出了一個新的
排程演算法,Profiling and Partition Scheduling (PPS),以剖析應用程
式的網路需求,再利用統計分析的方式來預測未來的需求進而減少啟
用機器的數量,同時保證服務品質的違規率處於極小值。接著,我們
利用社交型虛擬實境應用程式的特性,提出一個分治技術以增加同時
容納實例的數量。
我們實做一個測試用雲端系統以評估我們的 PPS 排程演算法並使用
模擬評測和實際實驗。評測顯現出我們將網絡使用率提高到 72%、減
少所需機器的平均數量,並保證服務品質違規率低於 0.13% 以下。另
外,我們在模擬中減少了被拒絕服務的實例數量高達 25%,而實際實
驗中高達 13%,我們以此證明我們可以在不額外增加硬體資源的限制
下,增加社交型虛擬實境實例的數量。
zh_TW
dc.description.abstractMobile cloud computing offloads workload from mobile application into
cloud system. This paper focuses on offloading a mobile social VR application
with high communication-to-computation ratio, which makes the network
a bottleneck in this application in the cloud. Our goal is to reduce the network
hardware requirement while providing Service Level Objective (SLO)
guarantee, and to maximize the number of accommodated social VR instances
without adding more hardware resources.
It is difficult to reduce the amount of active hardware without knowing
the future demand of a social VR application in advance, and it is also difficult
to increase the number of accommodated social VR instances without
extra hardware resources. Thus, we propose a new scheduling, Profiling and
Partition Scheduling (PPS), to profile the application and use statistical analysis
to predict future demand to reduce the number of active machines while
guaranteeing a small SLO violation rate. Then, we exploit the property of
social VR application to propose a partition technique to increase the number
of simultaneously accommodated instances.
We implement a cloud testbed to evaluate our PPS scheduling algorithm
and conduct both trace-driven simulation and real-world experiment. The
evaluation shows that we increase the network usage rate up to 72%, decrease
the average number of required machines, and guarantee an SLO violation
rate under 0.13%. In addition, we decrease the number of rejected instance
by 25% in the trace simulation and 13% in running a real-world application
iv
on the testbed. That is, we demonstrate that we can increase the number of
accommodated social VR instances without adding more hardware resources.
en
dc.description.provenanceMade available in DSpace on 2021-06-08T02:38:57Z (GMT). No. of bitstreams: 1
ntu-107-R05922087-1.pdf: 992371 bytes, checksum: 50d1c7b970d84bc43a539e316ea7a4e8 (MD5)
Previous issue date: 2018
en
dc.description.tableofcontentsContents
誌謝 ii
摘要 iii
Abstract iv
1 Introduction 1
2 Related Work 3
2.1 Auto-Scaling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Mobile Cloud Computing . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.3 Mobile Edge Cloud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3 System Models and Problem Formulation 6
3.1 Application Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.2 System Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.3 Problem Formulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.4 Objective Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.5 Notations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
4 Scheduling Design 14
4.1 Best-fit Scheduling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.2 Worst-fit Scheduling . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.3 Profiling and Partition Scheduling . . . . . . . . . . . . . . . . . . . . . 16
4.3.1 Profiling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.3.2 Partition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.3.3 Scheduling Algorithm . . . . . . . . . . . . . . . . . . . . . . . 28
5 Performance Evaluation 29
5.1 Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.1.1 Performance of Profiling . . . . . . . . . . . . . . . . . . . . . . 30
5.1.2 Performance of Partition . . . . . . . . . . . . . . . . . . . . . . 31
5.2 Real-world Testbed Experiment . . . . . . . . . . . . . . . . . . . . . . 31
5.2.1 Performance of Profiling . . . . . . . . . . . . . . . . . . . . . . 32
5.2.2 Performance of Partition . . . . . . . . . . . . . . . . . . . . . . 33
6 Conclusion 34
Bibliography 36
dc.title行動裝置社交型虛擬實境應用程式在雲端系統中高效能的整體網路資源排程zh_TW
dc.titleEfficient Global Network Scheduling for Mobile Social VR Applications in Cloud Systemen
dc.typeThesis
dc.date.schoolyear106-2
dc.description.degree碩士
dc.contributor.oralexamcommittee吳真貞,徐慰中
dc.subject.keyword行動雲端計算,社交型虛擬實境,網路瓶頸,資源排程,zh_TW
dc.subject.keywordmobile cloud computing,social VR application,network bottleneck,scheduling,en
dc.relation.page38
dc.identifier.doi10.6342/NTU201801350
dc.rights.note未授權
dc.date.accepted2018-07-11
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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