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Networked 3-D Virtual Collaboration in Science and Education: Towards ‘Web 3.0’ (A Modeling Perspective) Michael Devetsikiotis Professor of Electrical & Computer Engineering North Carolina State University [email protected] http://www4.ncsu.edu/~mdevets Collaborators: Mitzi Montoya, George Michailidis NC State Team: Michael Kallitsis, Vineet Kulkarni, Ioannis Papapanagiotou, Nilesh Gavaskar, Yan Wang

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Page 1: Networked 3-D Virtual Collaboration in Science and Education ......Networked 3-D Virtual Collaboration in Science and Education: Towards ‘Web 3.0’ (A Modeling Perspective) Michael

Networked 3-D Virtual Collaboration in Science and Education: Towards ‘Web 3.0’

(A Modeling Perspective)

Michael Devetsikiotis Professor of Electrical & Computer Engineering

North Carolina State University [email protected]

http://www4.ncsu.edu/~mdevets

Collaborators: Mitzi Montoya, George Michailidis NC State Team: Michael Kallitsis, Vineet Kulkarni,

Ioannis Papapanagiotou, Nilesh Gavaskar, Yan Wang

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•  Main themes: –  Services dominate (“service oriented networks”?) –  Ubiquitous social nets and virtual collaboration –  Distributed and virtualized delivery (the “cloud”) –  Convergence: telecom - services - infrastructure

•  Horizontal integration and fixed-to-wireless convergence •  NGN, IMS/SIP, web services: middleware meets the telcos

•  New apps: p2p, virtual worlds, social nets, games, virtual collaboration, tele-presence, Web 2.0,…

•  Emerging “application content infrastructure” •  All via next generation communication networks

Strategic Trends and Overview

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•  Our larger goals: – Capture “presence” and location awareness – Quantify socio-technical interactions – Characterize workload spatially and temporally – Optimize over multiple resources, across layers

Overview: Service Oriented Networks

SON and Convergent Nets

Workload Aggregation and Distributed

Delivery

Social Apps and Virtual Collaboration

“Cloud”

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•  Service Oriented Networking

•  Resource optimization in net appliances

•  Virtual collaboration environments and socio-technical modeling

•  Resource optimization in clouds and wireless

•  Aggregation architectures and traffic models

Research Topics

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Services in Networks and Economy •  Over 70% of advanced economies today in services •  Components becoming “commodities” •  Applies to telecom and IT sectors too •  Services are about “co-production” and “innovation” •  A new “Service Sciences” discipline is emerging •  Both human level and software/middleware

Business/Economics

Competition

Technology/Resources

Congestion, QoS

Services/Innovation

Flexibility

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•  Definition

–  Service-Oriented Networking (SON): emerging network architecture gaining IT efficiency by providing intelligent functionality in the network fabric, previously unavailable or impractical to implement.

•  Details

–  Application awareness in the network fabric is key –  Challenges end-to-end principle of networks (“don’t

touch the payload”) –  Assumes that the network can make intelligent

decisions based on application data –  Revisits earlier research in application-aware networks –  NGN standards make architecture more flexible

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•  Offload services into the network fabric that can leverage specialized hardware (cryptographic or XML processing ASIC/FPGA)

•  In this example, the network offers a value added service of securing SOAP/XML requests and responses inline

•  In certain situations, the network could provide a full offload of endpoint services (e.g., caching stock prices), and would be managed by a caching policy

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•  Content-based routing typically involves applying a rule against some part of a service request (header or content) to derive a token as a result.

•  This token is then used to make a routing decision

•  In this example, where requests are XML messages, we utilize XPath to extract the appropriate routing token

•  This value-added service can be used to enable service partitioning (higher efficiency)

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•  Robustness

– Admission Control – Load Scheduling

•  Resource Allocation

– Concurrency Architectures

•  Security

– Concurrency Architectures

•  Performance Optimization

– Effectively leverage hardware co-processors

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–  Scalability of the network with network entities

–  Adaptation of network to changes in state

–  Distributed policy-driven dissemination of network management data between nodes

–  Distributed control of the network to connect consumers and providers while enforcing appropriate policies

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•  Service networking and optimization –  Service delivery pricing and optimization –  Service-oriented networking –  Architecture for service brokering and delivery –  Measurement-based control of service centers or

“appliances” –  Virtualized server characterization and control

•  Networked virtual collaboration •  Cross layer and wireless design

–  WiFi and WiMax QoS modeling –  Cross layer modeling, simulation, optimization –  Mesh and multihop systems (WiFi, WiMax,

hybrid)

Our Research in Network Services

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•  Income or Utility Component –  Maximize utility charge

•  Cost Component –  Minimize delay-incurred cost

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•  Used deterministic network calculus for end-to-end delay

•  Recently used stochastic calculus providing tighter bound

•  Approximate -- need better formula to include processing delays

•  Gauss-Seidel versus Dual Decomposition

•  Working on better understanding and more alternatives

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Cloud computing & Virtual Collaboration

  Enterprises are moving towards the application of Virtual Worlds for internal deployment   Virtual Worlds enable ubiquitous presence and virtual collaboration   Apply same paradigm in education:  Access applications via a virtual world Synergistic work

and parallelization  Student 1: MatLab; Student 2: OPNET and vice-versa

 DE students will interact with their colleagues  No commute needed for students working in industry

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VIRTUAL COMPUTING LAB (VCL)

“The Virtual Computing Lab (VCL) is a remote access service that allows to reserve a computer with a desired set of applications for yourself, and remotely access it over the Internet”

•  Users have remote desktop access to machines loaded, on demand, with the desired software. •  Anytime-anywhere access to applications, transparent to users. •  Ease of system configuration and management, and scalability.

Does not support collaboration among users, yet!

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VCL 3.0: a motivating example

•  Users request their applications from VCL •  An image of a virtual world with those apps is created •  Remote connections are created to those apps from inside the world •  Resources to virtual machine are given according to socio-technical

characteristics of the group members

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Allocating cloud resources

•  Which virtual machines should be placed for execution?

•  How do we optimally allocate cloud resources?

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Social-awareness

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Resource Allocation to Virtual Collaboration Environments

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Ultimate Goal: Socio-Technical Response Surface & Optimization

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Social Distance – Connectivity Graph

•  Construction of connectivity graph –  Bandwidth availability of each user –  Physical distance (implies communication delay) –  Business distance –  Group size, level of trust between collaborators, etc could also be used

•  Use of graph’s diameter to differentiate between different connectivity graphs •  Main idea: assign more resources to group with smaller social-distance •  Larger social-distance: conditions not favoring high collaboration quality

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Optimal Resource Allocation •  3D/2D Knapsack placement problem:

CPU

Mem

ory

p1=10

p2=5

p3=1

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Optimal Resource Allocation (cont’d)

•  Optimally allocate excess cloud resources:

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Measuring Virtual Presence

  Analyze social networking patterns in relation to communication patterns  Measure degree to which VW creates a sense of virtual

presence in the user  Assess collaboration quality in VWs  Evaluate network traffic in relation to social networking

and communication patterns (e.g., chat communication, voice, video)

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Trials in Class: Matlab Doubly Virtualized inside Wonderland

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Student Teams Collaborate inside Wonderland

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Measuring Virtual Presence (Wonderland/Matlab)  A group-based collaboration exercise in Wonderland

 Matlab exercise  Data collected from 120 students (Spring 2010, ECE 220)  Measures include:

 Average time per solution   Individual contribution to team performance  Perception of virtual presence, communication mode (voice/chat),

collaboration quality

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Completed

Collaborative Virtual

Presence:

ELEMENTS

DATA COLLECTION

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Survey of Educational/Collaborative Experience

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Measuring Virtual Presence (Wonderland/Matlab) •  CPU utilization analysis during collaboration:

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CPU, Memory and Network Monitored

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Measuring Virtual Presence (Opensim/Maze)

  A negotiation and planning game in OpenSim  LOST (in 3D maze)  The game requires players to collaborate (lead/follow) in

order to meet a common objective under time constraints

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•  Repeat experiment with different levels of: –  CPU (using cpulimit command) –  Memory (using ulimit command) –  Bandwidth shaping (using the trickle tool)

•  Obtain objective functions for our optimization problem •  Define the weights for the edges of our connectivity graph

Measuring Virtual Presence (cont’d)

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Trials with Programmable Bots

•  Use programmable bots as subjects for maze traversal –  A guide bot instructs the lost bot how to “escape” the maze

•  Vary the amount of server's communication bandwidth –  Introduce dummy bots who chat with each other –  Limit allocated bandwidth using Linux tools

•  Vary the concurrent in-world participants •  The metrics which we can capture:

–  Frames per Second reported by server –  Maze completion time

•  Bots communicate using IM chatting •  Future extension: emulate voice communication •  (Server specifications: 2.8Ghz, 16 core, 64 bit machine, 16 GB

RAM)

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Bot Results (IM communication)

•  Time completion vs. Concurrent in-world users

•  Frames per second vs. Concurrent in-world users

•  Time completion vs. Available bandwidth

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Contributions so far

•  Optimal and dynamic allocation of cloud resources (e.g., CPU, memory, network bandwidth)

•  Why consider presence status of users –  Going towards social awareness –  Introducing social distance and connectivity graphs

•  Applications: cloud computing & virtual worlds –  NCSU’s VCL –  Amazon EC2

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Summary

  Social-aware optimization framework   Motivation: Resource allocation of cloud resources to virtual machines that host virtual collaboration environments   User's presence perception needs to be correlated with tangible resources (CPU, memory, bandwidth)   Future work: Continue trials and experiments to:   Find suitable utility functions per resource   Investigate other important parameters to be used in the

graph weight function

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Next Steps & Future Plans - I  Model patterns/bundles as service-oriented network for deployment in CloudBurst (IBM DataPower appliance)

• Analyze network traffic, CPU patterns (also, power consumption?)

• Obtain the resource requirements of virtual images according to type of application used and participant social/business type • Use above information in the virtual machines placement problem

 Continue to collect scaling data from bots  Simulation (demo)  Measure maze completion time  Measure Frames Per Second  Change # of concurrent users  Change CPU/memory/bandwidth

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Next Steps & Future Plans - II

•  Placement problem – Add the green dimension: place virtual machines to also

account for their power consumption – Use physical space, cooling and power constraints

•  Smart Grid extension? Energy appliances?

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Network-Enabled Collaboration for Innovation

Virt

ual P

ublic

Sch

ools

(K-1

2)

Art

City

SSM

E C

omm

unity

Serio

us G

amin

g

Med

ical

Tec

hnol

ogy

Social Innovation

VIRTUAL ORGANIZATIONS

Industry/University Commercial Innovation

Centennial Living Labs

Virtual RTP

Virtual Proximity: Testing & Implementation

VIRTUAL WORLDS AND 3Di

COLLABORATION PROTOCOLS

Enabling Mechanisms

NETWORK & MIDDLEWARE

Ope

n So

urce

S/W

(Jaz

z, V

CL)

Partners:

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•  Autonomic service delivery platform for the Arts •  Enabling artistic virtual organizations and remote interactions by use

of high speed networking and on-demand service delivery. •  Combine network services with virtual collaboration research, and

with hands-on, “living lab” setting on campus (immersive Art Village in dorm, Centennial trials and pilot event in EBII).

•  Use Centaur lab as hub for connectivity. •  RENCI and other telepresence and mixed reality facilities (e.g.,

Cisco) •  Use-cases: wireless-based mobile gaming and virtualized dance

activities: also serve as sources of system performance and workload measurements and analysis.

•  Measurement phase followed by a design phase, where the algorithms and protocols in Nortel-sponsored wireless mesh trial can be adapted for optimized performance in real-life setting.

•  Our work on service-delivery platforms and resource allocation will be tested and tried in this environment and its performance will be tuned accordingly.

ArtCity: Network-Enabled Art

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Wireless Positioning and Awareness

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•  Partnering with Nortel, Carleton University in Ottawa, Canada, and Cisco

•  Analysis: Cross-layer modeling of performance •  Trial: Wireless mesh testbed in EB-II •  Benefits from Centennial campus wireless network

•  Emphasize location, distances and “aware” network

•  Building Wi-Fi positioning system in EB-II •  Stage serious gaming trials

Nortel SIP and Next Gen Services over Mesh Wireless

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Social Distance Aware Utility Functions •  Motivation

–  Utility Functions defined almost always at the transport layer

–  Social distance of a user to her peers affects desired utility

•  Approach –  Formalize the type of distances (social, effective)

between related entities in a social graph –  Define and solve the Social Distance Aware Resource

Allocation Problem.

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Social Distance Aware Resource Allocation

•  Network is explicitly made aware of the resource requirements. •  Resource allocation decisions happen in terms of parameter

tuning at corresponding protocol layers. •  Better resource allocation decisions possible due to social

context awareness.

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Examples of Social Distances

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Social Distance Aware Utility Function

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Resource Allocation in a WLAN •  Resource Allocation

–  Access Points are aware of the traffic demand. –  802.11e compliant AP’s and nodes are necessary for

QoS differentation. –  AIFS, CWMin are among the parameters that can be

controlled. –  We use AIFS as the control parameter for our

simulations in ns-2. –  The end user application is VoIP.

•  Modified VoIP Utility Function –  MOS*(R) = MOS(R) - β (χ - 1)

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Delay and Loss Matrices

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Resource Allocation Algorithm for WLAN

CHOOSE AIFS

Max Unew(AIFS, χ) – cost(AIFS, χ) Subject to

1<=AIFS<=7 1<= χ <= 3

•  For our example, we consider social distances to be chosen from the set {1,2,3} with 1 signifying the highest priority.

•  Control parameter = AIFS

Algorithm computes loss and delay for the

current mix of calls after adding this new call

Loss (L) And

Delay (D) matrices

or

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Aware Allocation Pseudo Code

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Distance-Aware vs. Plain 802.11e

Call Capacity Total Utility

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Real World Implementation •  Effective Distance

–  To measure this quantity, applications need to become location-aware.

–  Social distance awareness is also necessary. But this is usually easier, since it is determined by the user herself.

•  Our Solution –  Implement a Wi-Fi Positioning System for locating

devices when inside buildings (EB-II). –  Devices are GPS-enabled (iPhones/Android devices)

to facilitate positioning when outside.

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•  Steps of positioning system 1. Client retrieves data

(Visible Access Points and their RSSI)

•  2.Client sends data to server

•  3-6.Server enters data into database, uses algorithm to calculate position

•  7. Other Clients open map using browser and get the location information from the server

Wi-Fi Positioning System

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The V911 Application – A Location Aware Application •  Emergency response application, with the

locations being determined using WPS.

User Helper

WPS Server

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Ongoing Work •  Implement applications which have a social

context in addition to being location-aware. –  A game with 4 teams competing against each other.

•  Perform trials with devices spread out both indoors and outdoors.

•  Measure network performance metrics (delay, loss, jitter etc).

•  Relate the user’s experience to the metrics – culminating in the definition of the social distance aware utility function for this application.