From Ad Hoc Networks to Ad Hoc Applications
نویسندگان
چکیده
This paper presents the first result of an ongoing research on mobile peer-to-peer communication paradigm and on ad hoc networks. This result is threefold: (1) we propose a definition of ad hoc applications that is independent of the notion of ad hoc networks, (2) we advocate for the need of an adequate development framework for building ad hoc applications, (3) we introduce such a framework, which is independent of the underlying network technology but which relies on existing standards. To illustrate our approach, we also sketch how our framework can be used to build a real ad hoc application. Ad hoc network; Ad hoc application; Framework; Abstraction; Peer-to-Peer; Mobile; Collocation; Location-based; Java Phone. I. AD HOC NETWORKS AS BACKGROUND Several recent research projects aim at studying new generation mobile communication and information services, based on self-organisation (AODV [2], Terminodes [8], CarNet [15]). Such systems have become very topical lately, with the advent of the peer-to-peer communication paradigm and the emergence of ad hoc network technologies. Yet, many fundamental technical questions remain open, while real business applications still need to be rolled out. One specific domain where the peer-to-peer phenomenon had a major impact is the data and media interchange on the internet. It had especially an immense influence on the music industry, to the point to question its foundations and existence [6]. However, this wave does not seem to be limited to desktop computers connected on the internet. Mobile devices will presumably be the next target, as storage and computing capacities raise, power consumption diminishes, and mobile communication tends to generalize, altogether guaranteeing the minimal requirements for multimedia applications (Apeera’s [17] example shows this trend). In the context of mobile peer-to-peer communication, ad hoc networks are expected to play a key role in the future, although nobody knows which emerging technology will win and when it will be ready for prime time. It seems nevertheless reasonable to forecast that when this will happen, we will need adequate development frameworks to leverage such ad hoc networks and turn them into mobile peer-to-peer applications. A. A definition of ad hoc network According to Murphy & al. [16], an ad hoc network is “a transitory association of mobile nodes which do not depend upon any fixed support infrastructure. [...] Connection and disconnection is controlled by the distance among nodes and by willingness to collaborate in the formation of cohesive, albeit transitory community”. Distance among nodes. With ad hoc networks, no additional infrastructure is required besides the network nodes themselves. It is the distance among nodes, or rather their proximity, that defines the boundaries of the network. That is, the mere collocation of two or more mobile nodes within a certain perimeter defines a new network in an ad hoc manner. Now, if the nodes were not mobile, an ad hoc network would not be different from LAN (Local Area Network). So, it is also the mobility of nodes, causing variations in their distance, that gives such networks their ad hoc nature. The actual perimeter defining an ad hoc network really depends on the technology being used. Some ad hoc network solutions are limited to so-called PAN (Personal Area Network). The Bluetooth technology, for instance, allows only for the definition of a PAN (up to about 10 meters [12]). This is also the case of some proprietary solutions like Spotme by Shockfish [18] which is limited to approximately 30 meters. Willingness to collaborate. The collocation of several nodes within a certain distance is a necessary but not sufficient condition to form an ad hoc network. In addition, collocated nodes need to be willing to collaborate. By definition of ad hoc networks, this willingness is expressed at the network level: roughly speaking, the decision to collaborate or not is expressed by going online or offline.1 Transitory peer-to-peer communities. Intuitively, the above features of ad hoc networks characterize their some1. The way a node goes on-line or off-line then depends on the actual ad hoc network technology being used. how “here and now” nature. That is, at any point in time (now), the network is defined by all nodes that are both within a certain distance and online (here). As consequence, nodes tend to appear and disappear in an ad hoc network much more often than in other types of networks, leading to so-called transitory community. Interestingly, transitory community is also a common aspect of peer-to-peer applications. People can join and withdraw from the community at any time, making it an ever changing map. The absence of a network infrastructure besides the nodes themselves accentuates the peer-to-peer nature of ad hoc networks even more. Because of this absence, indeed, nodes must interact via network-level peerto-peer communication. B. What applications for ad hoc networks? As a first approximation, we could simply define ad hoc applications as pieces of software that run on ad hoc networks. We do not believe however that this definition adequately characterizes the essence of ad hoc applications. Defining a class of applications (ad hoc applications) by coupling it to one (but only one) possible implementation technology (ad hoc networks) reduces the generality and effectiveness of the definition. This is particularly true in such a changing arena as mobile network technology. Indeed, no widely adopted ad hoc network exists nowadays. However, many researchers [2, 8, 15] work on the subject in order to build what will probably be the next generation networks. As no general consensus about future ad hoc network technology seems to emerge, a wise approach is to abstract ourself from the network level as will be seen later in this paper. In the remainder of the paper, we thus propose a more general definition of ad hoc applications and we describe an application-level framework for building such applications. More precisely, we start by providing the business background that we consider in our research, following a typical top-down approach. Then, we define ad hoc applications without mentioning the underlying network technology, and we illustrate our definition with some examples. Finally, we provide an architecture overview of our framework solution and we compare it with some existing related work. II. TOWARDS AD HOC APPLICATIONS For this research, we are following a fairly classical topdown approach, starting with an analysis of the business aspects of ad hoc applications.2 The aim is to identify existing ad hoc applications in order to see the evolution of this sector in the actual mobile commerce (m-commerce, for short) world. This important part of the research is still ongoing and helps to draw a possible scenario in the case of a wide adoption of ad hoc networks [3]. At the same time, it provides useful and viable examples that will help to validate our working process. Some of those examples are discussed later in this paper, but as it is not the main goal of this paper, they are not further developed. They nevertheless constitute the business basis for the definition of ad hoc applications that follows. A. A definition of ad hoc application We define an ad hoc application as a self-organizing application composed of mobile and autonomous devices, interacting as peers and which relationships are made possible because of relative physical distance (collocation). In addition, this dynamic community defined by a geographical proximity needs to have a common (application-level) interest. More formally, three features must be present in an application for it to deserve the ad hoc label. Mobility. In order to be able to use the application everywhere, the user should not be limited by the range available. Thus, a PAN is not enough. The range limit is set by the business logic of the application. Peer-to-Peer. Direct communication between peers is mandatory. This means that the pieces of software forming an ad hoc application have to interact directly, without using a central server. As said earlier, the underlying physical infrastructure has no impact on the fulfillment of this aspect. Collocation. All logical interactions between applications have to result in a physical interaction between users. This is called collocation. It means that in order to be called an ad hoc application, the service has to be location-based. B. Abstracting the network level The above definition allows us to abstract the network completely, and focus on the application aspects. This way, there is a clear decoupling between the application and the network, and any type of network GSM, WLAN or ad hoc can be used. This decoupling is fundamental in understanding the key issues underlying ad hoc applications and in providing reusable solutions to solve these issues (in order to ease the development of ad hoc applications). By abstracting the network level, we are able to build ad hoc applications in absence of any ad hoc network, as long as the underlying infrastructure can provide support for the three basic aspects that we described earlier. C. Existing ad hoc applications Some possible applications have already been cited in the literature. For example, Kortuem discusses an ad hoc task trading system [13]. The idea is that two individuals use their 2. More precisely, we are following an iterative top-down approach, as proposed by the Unified Process [9]. mobile devices to negotiate about and to exchange real-world tasks: dropping off someone’s dry cleaning, buying a book of stamps at the post office, or returning a book to the local library. The idea is that you do a favor for others because you know that one day they will do it for you. Some mobile operators, like Swisscom with their FriendZone service [7], are also active in this domain. The FriendZone service for instance lets you meet new people close to you, even flirt with them or locate your friends. More recently, Swatch released a mobile dating device in the form of a watch, under the name synchro.beat [19]. This system uses a sound made by a watch to transfer information to another one. Then, a matching algorithm tells you the level of compatibility you have with the other watch’s owner, based on information both parties entered in their respective synchro.beat watches. D. An example: the ubiquitous flea market In order to illustrate our approach, we define an ad hoc application referred to as the ubiquitous flea-market.3 An important characteristic of traditional flea markets is that they are only available on a certain day and time. Then, walking around takes time and energy, as one has to carefully scrutinize what is available. And finally, the different roles (buyer and seller) are clearly separated. The ubiquitous flea market is available wherever you are and at all time. It is available on many mobile devices and matches buyers and sellers present within a certain range, the latter being previously defined by the user. While walking, driving or flying, this ad hoc application scans its surroundings for possible peer sellers or buyers. It has to be noted that any user can be buyer and/or seller. When the application finds another mobile device that runs the same piece of software, it scans the shared items in order to find a matching one. If there is a match, the user is alerted and can then ask the peer to get in touch and make the physical transaction. All this, in a matter of simplification, is based on a shared and known taxonomy describing the items that can be bought and sold.4 A use-case diagram helps to have a better idea of the fundamental features of our ubiquitous flea market. As can be seen in Figure 1, the ubiquitous flea market ad hoc application has three actors and six different use-cases. The first one, Start, launches the application and registers, through the Register Location Interest use-case, in the Ad Hoc Framework through the location service. In Manage Item List, the user (a buyer and/or a seller depending on the wished configuration) can add, update or remove items to be bought or sold, whereas the Update Proximity Preferences is where the trading range, among other possible preferences, is set. Finally, Find Matching Item is where most of the work is done. This use-case gets a notification of a peer’s presence by the Ad Hoc Framework and then notifies the user of the possibility to make a transaction with the peer. In a last move, both users get physically in touch in order to seal the deal. Figure 1. use-case of the ubiquitous flea market III. A FRAMEWORK FOR AD HOC APPLICATIONS Based on our definition of ad hoc application, we advocate for the need of a development framework dedicated to the creation of ad hoc applications. A key requirement of such a framework is that it should be independent of any underlying ad hoc network technology, just as our definition of ad hoc application. If we fulfill this requirement, it is then relatively easy to adapt the framework to upcoming ad hoc technologies, with no impact on previously developed applications. A. A lightweight framework In our ad hoc application framework, we do not reinvent the wheel. Rather, it is based on existing standards, thus making it lightweight, in order to drive its adoption by developers. Some frameworks close to ours actually redefine for instance a transport protocol, as discussed in Section IV. This is not necessary as with the advent of Java enabled mobile devices, most of these basic services are already available and standardized. In Figure 2, we present the different layers for an ad hoc application when based on our framework. The P2P Low level corresponds to the physical infrastructure needed to communicate. As said earlier, this layer does not need to be an ad hoc network. It can be for instance a regular GSM network. But the communication between two peers has to be logically direct. In a GSM network [20], the location information has to be given by a mobile operator. With the generalization of GPS and advances in the ad hoc network research field (as can be seen in [4]), this information will be directly 3. As we shall see, this application also serves for testing and validating the framework we propose in Section A. of Part III. 4. Describing this taxonomy is beyond scope here. UBIQUITOUS FLEE MARKET
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