Δημοσιεύσεις
2024
Tsipis, Athanasios; Kontopanagou, Katerina; Fanarioti, Sofia; Komianos, Vasileios
Employing Immersive Technologies and Digital Museology for Successful Cultural Heritage Promotion: Experience Gained from Previous Cultural Projects and the Case of the v-Corfu Project Proceedings Article Forthcoming
In: 5th CAA-GR Conference 2024 Transforming Heritage Research in a Transforming World, Forthcoming.
@inproceedings{tsipis2024employing,
title = {Employing Immersive Technologies and Digital Museology for Successful Cultural Heritage Promotion: Experience Gained from Previous Cultural Projects and the Case of the v-Corfu Project},
author = {Athanasios Tsipis and Katerina Kontopanagou and Sofia Fanarioti and Vasileios Komianos},
year = {2024},
date = {2024-04-17},
urldate = {2024-04-17},
booktitle = {5th CAA-GR Conference 2024 Transforming Heritage Research in a Transforming World},
keywords = {},
pubstate = {forthcoming},
tppubtype = {inproceedings}
}
Tsipis, Athanasios; Fanarioti, Sofia; Kontopanagou, Katerina; Komianos, Vasileios
Εναλλακτικές Πραγματικότητες και Ψηφιακές Εφαρμογές για την Ανάδειξη Αρχιτεκτονικής Κληρονομιάς: Η Περίπτωση της Κέρκυρας και του Έργου v-Corfu Best Paper Proceedings Article Forthcoming
In: 5ο Πανελλήνιο Συνέδριο Ψηφιοποίησης Πολιτιστικής Κληρονομιάς (EuroMed 2023), pp. 1-12, Forthcoming.
@inproceedings{tsipis2024alternative,
title = {Εναλλακτικές Πραγματικότητες και Ψηφιακές Εφαρμογές για την Ανάδειξη Αρχιτεκτονικής Κληρονομιάς: Η Περίπτωση της Κέρκυρας και του Έργου v-Corfu},
author = {Athanasios Tsipis and Sofia Fanarioti and Katerina Kontopanagou and Vasileios Komianos},
year = {2024},
date = {2024-03-09},
urldate = {2024-03-09},
booktitle = {5ο Πανελλήνιο Συνέδριο Ψηφιοποίησης Πολιτιστικής Κληρονομιάς (EuroMed 2023)},
pages = {1-12},
abstract = {Οι εμβυθιστικές τεχνολογίες έχουν αναδυθεί ως καινοτόμες προτάσεις για την ανάδειξη του υλικού ή μη υφιστάμενου πολιτισμικού κεφαλαίου ενός τόπου. Παράλληλα, παρατηρείται ότι νέες και πρωτότυπες μέθοδοι παρουσίασης της αρχιτεκτονικής κληρονομιάς προσελκύουν σταθερά το κοινό, νέο ή παλιό. Υπό το πρίσμα αυτό, η αναπαράσταση πολιτιστικών αντικειμένων και κτηρίων μέσω ψηφιακών τριδιάστατων (3Δ) μοντέλων, πλαισιωμένα από καθηλωτικές εμπειρίες και διαδραστικά εικονικά περιβάλλοντα, επιτρέπει τη δημιουργία νέων μονοπατιών γνώσης, τροφοδοτώντας την εμπεριστατωμένη κατανόηση και ενεργό συμμετοχή του χρήστη στη διαδικασία προώθησης και ανάδειξής τους. Στην παρούσα εργασία μελετάται η χρήση εναλλακτικών πραγματικοτήτων (εικονική, επαυξημένη, εκτεταμένη, κτλ.) για την ενημέρωση του κοινού σχετικά με την αρχιτεκτονική κληρονομιά, λαμβάνοντας υπόψη την περίπτωση της Κέρκυρας και το έργο με τίτλο «Εικονικός Εκθεσιακός Χώρος Κέρκυρας στους Τομείς Πολιτισμού, Τουρισμού και Περιβάλλοντος» (v-Corfu). Το έργο ακολουθεί μία πολύπλευρη προσέγγιση για την αλληλεπίδραση με το ψηφιακό περιεχόμενο που επιτρέπει στους εικονικούς επισκέπτες να περιηγηθούν και να έρθουν σε επαφή με τα εικονικά εκθέματα όπως θα έκαναν σε έναν πραγματικό εκθεσιακό χώρο ή μουσείο. Συνδυάζοντας διαφορετικές εμβυθιστικές τεχνολογίες, το v-Corfu τοποθετεί τα 3Δ αρχιτεκτονικά μνημεία στο επίκεντρο της εικονικής έκθεσης, καθιστώντας το ευρύ κοινό κοινωνό της γνώσης αυτής. Συμπληρωματικές εφαρμογές, όπως ψηφιακά μίνι παιχνίδια, και πλούσιο πληροφοριακό και πολυμεσικό περιεχόμενο επεκτείνουν την εμπειρία προσφέροντας ευκαιρίες για ψυχαγωγία και μάθηση.},
keywords = {},
pubstate = {forthcoming},
tppubtype = {inproceedings}
}
Kontopanagou, Katerina; Tsipis, Athanasios; Komianos, Vasileios
Fostering Cultural Awareness in Museums and Monuments by Employing Extended Reality Journal Article
In: Global Journal of Archaeology & Anthropology, vol. 13, iss. 4, 2024.
@article{kontopanagou2024fostering,
title = {Fostering Cultural Awareness in Museums and Monuments by Employing Extended Reality},
author = {Katerina Kontopanagou and Athanasios Tsipis and Vasileios Komianos},
url = {https://v-corfu.gr/papers/GJAA.MS.ID.555870.pdf},
doi = {http://dx.doi.org/10.19080/GJAA.2024.13.555870},
year = {2024},
date = {2024-03-06},
urldate = {2024-03-06},
journal = {Global Journal of Archaeology & Anthropology},
volume = {13},
issue = {4},
abstract = {Fostering cultural awareness and user engagement in museums and monuments is fundamental for the successful promotion and valorization of Cultural Heritage. The current work aims at a brief discussion about the possibilities and benefits brought forth by the adoption of immersive technologies such as Virtual, Augmented and Mixed Reality, often jointly termed as Extended Reality (XR), in boosting user engagement and providing meaningful and long-lasting cultural experiences that ensure inclusivity and accessibility to all.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
2023
Zervopoulos, Alexandros; Oikonomou, Konstantinos
Load Balancing of Virtual Network Functions through Packet Delegation Proceedings Article
In: 2023 International Balkan Conference on Communications and Networking (BalkanCom), pp. 1-6, 2023.
@inproceedings{10167963,
title = {Load Balancing of Virtual Network Functions through Packet Delegation},
author = {Alexandros Zervopoulos and Konstantinos Oikonomou},
doi = {10.1109/BalkanCom58402.2023.10167963},
year = {2023},
date = {2023-01-01},
urldate = {2023-01-01},
booktitle = {2023 International Balkan Conference on Communications and Networking (BalkanCom)},
pages = {1-6},
abstract = {Network Function Virtualization is a promising technology that can provide complex packet processing capabilities through Virtual Network Function (VNF) chains. Service Function Chaining aims to facilitate the management of these chains, typically through centralized management and orchestration, which perform inadequately when operating under heavy load, as they require the exchange of a significant amount of packets and they often optimize for network-wide metrics, potentially providing subpar performance to a few individuals. To address these shortcomings, a packet delegation mechanism is proposed in this paper, which can be integrated into the lifecycle managers of VNFs and serves as a load sharing mechanism redirecting traffic from VNFs under heavy load to other servers. Additionally, the prioritization of delegated packets is proposed to reduce the delay overhead that is introduced by the additional hops that delegated packets may need to traverse. The packet delegation mechanism is analytically studied under certain assumptions using queueing theory and its performance is evaluated through experimentation in a simulation setting. The acquired results validate the analysis, which indicates that packet delegation can effectively redirect traffic from overburdened VNFs and reduce end-to-end delay, while utilizing purely local information.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2022
Tsipis, Athanasios; Komianos, Vasileios; Oikonomou, Konstantinos; Stavrakakis, Ioannis
Towards fairness and QoE-based edge allocation for multiplayer virtual reality applications in edge computing Journal Article
In: ITU Journal on Future and Evolving Technologies, vol. 3, iss. 3, pp. 854-873, 2022.
@article{tsipis2022towards,
title = {Towards fairness and QoE-based edge allocation for multiplayer virtual reality applications in edge computing},
author = {Athanasios Tsipis and Vasileios Komianos and Konstantinos Oikonomou and Ioannis Stavrakakis},
url = {https://v-corfu.gr/papers/S-JNL-VOL3.ISSUE3-2022-A62-PDF-E.pdf, Download Full Paper (PDF)},
doi = {https://doi.org/10.52953/VAVY1919},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
journal = {ITU Journal on Future and Evolving Technologies},
volume = {3},
issue = {3},
pages = {854-873},
abstract = {Edge computing has emerged as the next big thing in distributed computing, by extending the cloud paradigm and offering efficient ways to engage with latency-intolerant applications, such as Virtual Reality (VR) multiplayer games. In edge computing, the service providers can benefit from existing cellular infrastructure to deploy services on edge servers that reside in close proximity to the users. Given the limited available budget for edge resource investment, one fundamental problem that manifests is the discovery of a prudent edge allocation strategy, that will efficiently prescribe which users are assigned to which edge servers, in order to tackle application-specific requirements, like minimizing system deployment costs. In this paper, considering the frequent interactions and view inconsistencies occurring among multiple users immersed in the same VR game, we address the problem from the users' perspective, focusing on improving their edge admission rate, resource provisioning and overall fairness, in order to subsequently maximize the average Quality of Experience (QoE). We call this the "Fairness and QoE-Based Edge Allocation" (FQEA) problem, formally formulating its properties and theoretically proving its complexity. However, discovering optimal solutions to the NP-hard FQEA in large-scale VR scenarios is challenging. Hence, we propose FQEA-H, a heuristic algorithm to generate allocation strategies in reasonable time. Comprehensive simulations, conducted on a real-world topological trace, demonstrate how FQEA-H can tackle the problem effectively, generally outperforming both the baseline and state-of-the-art alternatives.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Dragonas, Vasileios; Tsoumanis, Georgios; Oikonomou, Konstantinos
A probabilistic refined policy for topology-independent medium access control in ad hoc network environments Journal Article
In: ITU Journal on Future and Evolving Technologies, vol. 3, iss. 2, pp. 483-497, 2022.
@article{dragonas2022probabilistic,
title = {A probabilistic refined policy for topology-independent medium access control in ad hoc network environments},
author = {Vasileios Dragonas and Georgios Tsoumanis and Konstantinos Oikonomou},
url = {https://www.itu.int/pub/S-JNL-VOL3.ISSUE2-2022-A37},
doi = {https://doi.org/10.52953/WSYN6375},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
journal = {ITU Journal on Future and Evolving Technologies},
volume = {3},
issue = {2},
pages = {483-497},
abstract = {Modern network environments are starting to engulf billions of different interconnected devices that support a wide range of applications. Depending on the case, these environments range from static (e.g., wireless sensors) to highly dynamic (e.g., vehicular networks) with respect to topology changes and have different constraints for throughput, time delay, energy consumption etc. Supporting such applications in a topology-varying ad hoc environment is a challenging task. Thus, TDMA-based MAC policies are revisited here and a new policy, i.e., the refined policy is proposed, which builds and improves on the topology-independent policies that appear in the literature. In particular, an individual access probability is introduced that is distributively calculated by each node to access time slots that may result to collisions, but if not then unused network resources will be utilized, thus, increasing throughput. The key idea under the refined policy is to identify and refrain from transmitting during slots that collisions are likely to appear. An analytical expression for the individual access probability is also derived here. It is also shown through simulation experiments that energy consumption is also reduced in addition to throughput incremented under the proposed policy.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Dragonas, Vasileios; Kallergis, Dimitrios; Tsoumanis, Georgios; Oikonomou, Konstantinos
On Utilizing Unused Slots In Topology-Transparent TDMA MAC Policies for Ad Hoc Networks Proceedings Article
In: 2022 Global Information Infrastructure and Networking Symposium (GIIS), pp. 57-61, 2022.
@inproceedings{9937029,
title = {On Utilizing Unused Slots In Topology-Transparent TDMA MAC Policies for Ad Hoc Networks},
author = {Vasileios Dragonas and Dimitrios Kallergis and Georgios Tsoumanis and Konstantinos Oikonomou},
doi = {10.1109/GIIS56506.2022.9937029},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {2022 Global Information Infrastructure and Networking Symposium (GIIS)},
pages = {57-61},
abstract = {In the age of the Internet of Things, numerous devices of diverse characteristics are communicating with each other. The underlying networks supporting those communications can either use some sort of infrastructure or implement an ad hoc network. For the latter type of networks and depending on the application requirements, Topology-Transparent TDMA MAC policies can be considered as they are inherently suited for dynamic and unstructured topologies. However, such TDMA-based schemes may suffer from low throughput performance, especially in sparse networks, where a significant portion of available time slots remains unused. To address this challenge, a Topology-Transparent TDMA MAC policy is revisited in this paper, which utilizes unused slots by allowing nodes to transmit in them under a common and fixed probability p . Additionally, an improvement is proposed, where every node can calculate its own individual access probability based on information gathered from its local neighborhood. Simulation results demonstrate that the use of the individual access probability leads to improved performance in terms of system throughput. Moreover, the requirement for assigning a value to probability p during the network initialization is relaxed, as this value is now calculated dynamically and distributively during the network operation.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Oikonomou, Konstantinos
A Spectrum Analysis Approach for the Median Problem in Modern Network Environments Proceedings Article
In: 2022 IEEE Symposium on Computers and Communications (ISCC), pp. 1-6, 2022.
@inproceedings{9912838,
title = {A Spectrum Analysis Approach for the Median Problem in Modern Network Environments},
author = {Konstantinos Oikonomou},
doi = {10.1109/ISCC55528.2022.9912838},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {2022 IEEE Symposium on Computers and Communications (ISCC)},
pages = {1-6},
abstract = {Service facility location is a challenging problem in the emerging dynamic modern network environments of increased number of users, devices, and supported applications. Under this perspective, the median problem is revisited here from a spectrum analysis point of view. More specifically, a median matrix depending on the network topology and the traffic requirements of the network nodes is introduced and studied in this paper. An analytical investigation of its spectral properties reveals that the minimum elements of its principal eigenvector correspond to the solution of the median problem. The smallest eigenvalue is also studied through simulations to demonstrate the effectiveness of the spectrum analysis approach introduced in this paper. Moreover, its relation to a metric related to the robustness of the median solution is investigated, thus shedding further light on the particulars of facility location problems.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Komianos, Vasileios
In: JOIV: International Journal on Informatics Visualization, vol. 6, no. 1, pp. 60–73, 2022.
@article{komianos2022immersive,
title = {Immersive applications in museums: An analysis of the use of xr technologies and the provided functionality based on systematic literature review},
author = {Vasileios Komianos},
url = {https://v-corfu.gr/papers/708-1813-1-PB.pdf, Download Full Paper (PDF)},
doi = {http://dx.doi.org/10.30630/joiv.6.1.708},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
journal = {JOIV: International Journal on Informatics Visualization},
volume = {6},
number = {1},
pages = {60–73},
abstract = {Immersive technologies (Virtual, Augmented, and Mixed Reality) are widely used in cultural heritage for communication, enhancing the visiting experience, and improving learning and understanding. Immersive technologies have found their way into museums and other cultural spaces in various forms and shapes. This work aims to recognize the main forms of immersive technologies and applications in museums and other cultural spaces and provide information on the employed methods, technologies, equipment, and software solutions by conducting a systematic literature review aligned with the PRISMA guidelines. The analyzed literature was collected through a focused search in scientific databases (Scopus, ACM, and IEEE). The relevance to the subject was assessed based on the main technological focus (VR/AR/MR or XR) and the employed technologies. Methods and approaches for realizing their applications were studied and discussed. Thirteen articles were found to meet the selection criteria, of which two focus on VR, six are on AR, two are on Audio-AR, and three are on MR. The results showed that Augmented Reality solutions are preferred for on-site use; Mixed Reality applications started to emerge as Mixed Reality hardware technology became available and Virtual Reality despite being criticized for isolating visitors. The findings cover the existing gap in recent literature and can reveal a set of good practices and innovative ideas for future applications.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Tsipis, Athanasios; Fanarioti, Sofia; Komianos, Vasileios; Sioutas, Spyros; Oikonomou, Konstantinos
A Study on Robustness for the Single Server Location in Distributed Interactive Applications Proceedings Article
In: 2022 Global Information Infrastructure and Networking Symposium (GIIS), pp. 68-72, 2022.
@inproceedings{9936934,
title = {A Study on Robustness for the Single Server Location in Distributed Interactive Applications},
author = {Athanasios Tsipis and Sofia Fanarioti and Vasileios Komianos and Spyros Sioutas and Konstantinos Oikonomou},
doi = {10.1109/GIIS56506.2022.9936934},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {2022 Global Information Infrastructure and Networking Symposium (GIIS)},
pages = {68-72},
abstract = {In distributed interactive application ecosystems, service provision and availability are key factors for the end user's perceived quality. Therefore, the location of any server facility is important from the provider's standpoint for efficient capital expenditure. Given the dynamicity of such environments (e.g., due to traffic load variance over time), modeling this challenge as a median problem may require the continuous calculation of the optimal location. To address this robustness issue, a new robustness metric is introduced here for the case of the single server in edge computing, which depends on the overall delay experienced by the data traffic. Moreover, the smallest eigenvalue of the median matrix is considered as an alternative means for measuring this robustness. Using trace-driven simulation results, it is demonstrated that there is indeed a relationship between the proposed robustness metric and the smallest eigenvalue for the under consideration environment.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Tsipis, Athanasios; Oikonomou, Konstantinos
Joint optimization of social interactivity and server provisioning for interactive games in edge computing Journal Article
In: Computer Networks, vol. 212, pp. 109028, 2022, ISSN: 1389-1286.
@article{TSIPIS2022109028,
title = {Joint optimization of social interactivity and server provisioning for interactive games in edge computing},
author = {Athanasios Tsipis and Konstantinos Oikonomou},
url = {https://www.sciencedirect.com/science/article/pii/S1389128622001840},
doi = {https://doi.org/10.1016/j.comnet.2022.109028},
issn = {1389-1286},
year = {2022},
date = {2022-01-01},
journal = {Computer Networks},
volume = {212},
pages = {109028},
abstract = {Distributed interactive applications (DIAs), like immersive virtual reality and multiplayer cloud games, where players team-up and form social communities to participate in collaborative virtual events, dominate the modern cloud multimedia industry. Still, due to the massive workload, intensive graphics processing and delay intolerance, conventional cloud-only models are increasingly becoming ineffective. Thankfully, with the shift towards Mobile Edge Computing, game providers can leverage existing cellular infrastructure to deploy edge servers that supply gaming services in a highly accessible fashion. One fundamental challenge, that naturally arises, is the discovery of the most suitable player-to-edge server assignment strategy, that achieves a balanced trade-off between conflicting objectives that refer to high social interactivity on the one hand and low-cost server provisioning on the other. In this article, the core properties of social interactivity for gaming DIAs are investigated through formal formulation under diverse social aspects and strict assignment rules, respecting, in the meantime, the provisioning cost and constraints of the edge servers. We call this the “Social Interactivity-oriented Edge Allocation” (SIEA) problem and prove its NP-hardness. Based on our theoretical analysis, we present SIEA-H, a two-phase heuristic algorithm to efficiently assign players to servers and then iteratively refine the edge allocation strategy. SIEA-H is evaluated using comprehensive trace-driven simulations. The results demonstrate how it surpasses the baseline and state-of-the-art assignment alternatives in reducing the total cost, especially as the number of servers and their capacity grows, or the coverage area expands, while for players it exhibits the highest admission rate and the best overall resource management.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Tsipis, Athanasios; Komianos, Vasileios; Oikonomou, Konstantinos
Fairness-Oriented Edge Allocation for Interactive Group Gaming in Edge Computing Proceedings Article
In: 2022 13th International Conference on Information, Intelligence, Systems & Applications (IISA), pp. 1-8, 2022.
@inproceedings{9904397,
title = {Fairness-Oriented Edge Allocation for Interactive Group Gaming in Edge Computing},
author = {Athanasios Tsipis and Vasileios Komianos and Konstantinos Oikonomou},
doi = {10.1109/IISA56318.2022.9904397},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {2022 13th International Conference on Information, Intelligence, Systems & Applications (IISA)},
pages = {1-8},
abstract = {In recent years, edge computing has emerged as a highly promising paradigm for the extension of cloud multimedia systems, enabling network latency reduction by pushing services and data from remote clouds to edge servers. For immersive distributed interactive applications, such as virtual reality and multiplayer online games, this shift has revolutionized the way nearby mobile users interact with one another to jointly participate in collaborative virtual events. However, because the virtual world is shared among many users, one fundamental decision problem for the game providers relates to: (i) how the servers will be deployed, given the limited budget in edge infrastructure investment; and, subsequently, (ii) in what manner the users will be assigned to maintain group fairness across all participating parties, given the lag variance in game view consistency. In this paper, we call this the “Fairness-oriented Edge Allocation” (FEA) problem, and formally formulate its properties and discuss its complexity. To provide solutions efficiently, we present a heuristic algorithm, namely the h-FEA, and theoretically analyze its time complexity. We, then, evaluate h-FEA against several benchmark alternatives using comprehensive simulations on a real-world topological trace. The results clearly demonstrate, under different scenarios, the superiority of our proposed algorithm in minimizing the fairness loss for users engaged with the same games, while achieving high edge user admission rates.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Papamichail, Asterios; Tsipis, Athanasios; Tsoumanis, Georgios; Oikonomou, Konstantinos
Study of a Proposed Spectral-based Approach for Facility Location in Tree Topologies Proceedings Article
In: 2022 Global Information Infrastructure and Networking Symposium (GIIS), pp. 73-77, 2022.
@inproceedings{9937025,
title = {Study of a Proposed Spectral-based Approach for Facility Location in Tree Topologies},
author = {Asterios Papamichail and Athanasios Tsipis and Georgios Tsoumanis and Konstantinos Oikonomou},
doi = {10.1109/GIIS56506.2022.9937025},
year = {2022},
date = {2022-01-01},
urldate = {2022-01-01},
booktitle = {2022 Global Information Infrastructure and Networking Symposium (GIIS)},
pages = {73-77},
abstract = {The wide proliferation of smart devices in the emerging Internet of Things (IoT) networking environment necessitates a revisit to the facility location problems, i.e., where to locate a certain service facility in order to minimize a corresponding cost function (e.g., minimize energy consumption in wireless sensor network by selecting a suitable location for the sink). To address this problem for a single facility, a spectral-based approach is presented in this paper for tree topologies considering the principal eigenvector of the distance matrix and the aggregate traffic loads. It was observed using simulation that even for those cases that the proposed approach does not produce the optimal location (i.e., the solution of the median problem), the corresponding cost is still close to the minimum.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2021
Vergis, Spiridon; Tsoumanis, Georgios; Oikonomou, Konstantinos
A Proposed Multi -Head Clustering Algorithm for VANET Environments Proceedings Article
In: 2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), pp. 1-8, 2021.
@inproceedings{9566263,
title = {A Proposed Multi -Head Clustering Algorithm for VANET Environments},
author = {Spiridon Vergis and Georgios Tsoumanis and Konstantinos Oikonomou},
doi = {10.1109/SEEDA-CECNSM53056.2021.9566263},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM)},
pages = {1-8},
abstract = {Vehicular Ad Hoc Networks (VANETs) have the potential to become viable to Intelligent Transportation System (ITS) real-world applications. Vehicles' high mobility along with real-world application scalability are some of the main challenges in this network environment. The various mobility-based characteristics can be exploited by forming clusters of vehicles with similar attributes within the network. Clustering in VANET environments is an approach that converts the network structure from flat into hierarchical by dividing the network into groups of vehicles, called clusters. One of the main requirements for effective VANET clustering is stability given the dynamicity of the environment. This paper presents a multi-head clustering algorithm that utilizes mobility-based metrics to form clusters in a vehicular network. The proposed algorithm assumes that each vehicle can be a member of multiple clusters, thus creating stable clusters that are robust in this environment. Several simulations are carried out to test the algorithm's effectiveness under different scenarios. The proposed algorithm is also compared against a previously presented algorithm, called Double-Head Clustering Algorithm. The performance evaluation is based on metrics regarding the clusters' lifetime. The results outline that the presented algorithm outperforms the clustering algorithm of the bibliography both in cluster stability and cluster size.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Dragonas, Vasileios; Tsoumanis, Georgios; Oikonomou, Konstantinos
A Refined Topology-Independent Probabilistic TDMA MAC Policy for Ad Hoc Networks Proceedings Article
In: 2021 International Balkan Conference on Communications and Networking (BalkanCom), pp. 61-65, 2021.
@inproceedings{9593134,
title = {A Refined Topology-Independent Probabilistic TDMA MAC Policy for Ad Hoc Networks},
author = {Vasileios Dragonas and Georgios Tsoumanis and Konstantinos Oikonomou},
doi = {10.1109/BalkanCom53780.2021.9593134},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 International Balkan Conference on Communications and Networking (BalkanCom)},
pages = {61-65},
abstract = {Entering the age of the Internet of Things, millions of devices with different requirements and diverse characteristics will soon be interconnected. This interconnection, depending on the scenario, can be achieved either through the cloud or by implementing an ad hoc network. Frequent topology changes and energy consumption issues create the need for researching new MAC Policies that are better suited to tackle the aforementioned problems.In this paper a TDMA Medium Access Control Policy for wireless ad hoc networks is proposed which is unaware of the underlying topology. The proposed policy is based on an already existing topology-independent policy which utilizes the non-assigned TDMA slots by means of transmitting during them probabilistically. The policy suggested here tries to improve by identifying transmissions that have a high chance of creating collisions. Experimental results show that the proposed policy achieves better performance in terms of system throughput and at the same time achieves fewer total transmissions, thus contributing in energy conservation},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Tsipis, Athanasios
Network resource optimization in cloud computing environments PhD Thesis
2021.
@phdthesis{theses:PhD,
title = {Network resource optimization in cloud computing environments},
author = {Athanasios Tsipis},
doi = {http://dx.doi.org/10.12681/eadd/48819},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {PhD Dissertation},
publisher = {Dept. of Informatics},
address = {Ionian University, Corfu, Greece},
abstract = {Recent technological advances in cloudification and virtualization already support numerous applications and wide deployment of network devices, e.g., Internet of Things (IoT), and Wireless Sensor Networks (WSNs), that are envisioned to reach the extreme number of 28 billion devices by the end of 2021. The expected increment in human-type and machine-type communications introduce a wide variety of communication characteristics with different requirements regarding data rate, latency, mobility, and reliability. In such environments, to compensate for the huge demands in resources and the growing volumes of data, numerous data centers, and devices deployed around the world work in unison to efficiently accommodate service provisioning. Nevertheless, as the number of users and cloud services increases, key optimization problems emerge and become a priority for cloud service providers who focus on scalability and service availability problems in order to minimize the overall operational cost and eventually increase their profit revenues and public acceptance. In this context, the problems of discovering the number and location of virtual machines that instantiate a cloud service, as well as finding efficient ways for user assignment and dynamic resource allocation, become exceedingly complex problems (NP-hard), since their solutions are affected by a large number of criteria, parameters, and constraints. When also considering the high inherent dynamicity and frequent fluctuations in network traffic and conditions, it becomes abundantly clear that classical or strictly centralized approaches, requiring global knowledge of the topology conditions, fail to capture the needs for timely scalability and adaptability. Thus, the need for procuring new feasible and low-complexity solutions for service location, resource allocation, and data handling arises, even if these come at the expense of unguaranteed optimal solutions. The present thesis dissertation studies the preceding problems through a different prism, taking advantage of the benefits offered by distributed computing. As such, it is divided into two major focal points of interest. The first explores location-allocation issues in Cloud Gaming, the latter being an ideal representative of highly dynamic cloud computing environments that can be straightforwardly generalized to capture other cloud application domains. Contrary to general approaches, the focus is on the fog/edge layer, for which five decentralized policies, relying solely on local network information, are derived and analyzed for efficient, elastic, and scalable admission control, user assignment, server allocation, resource optimization, and service placement. Regarding the second focal point, issues affiliating to data handling optimization in the IoT are studied, with emphasis on data measurement synchronization and drone-based information collection. Finally, two complete systems, that incorporate fog computing for resource optimization and adaptation, are presented, on one hand for the case of Smart Cities and on the other hand for the case of Smart Agriculture.},
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pubstate = {published},
tppubtype = {phdthesis}
}
Tsipis, Athanasios; Oikonomou, Konstantinos
ARPA: An autonomous renderer placement algorithm in distributed multimedia fog networks with delay guarantees Journal Article
In: ITU Journal on Future and Evolving Technologies, vol. 2, no. 2, pp. 81-108, 2021.
@article{tsipis2021arpa,
title = {ARPA: An autonomous renderer placement algorithm in distributed multimedia fog networks with delay guarantees},
author = {Athanasios Tsipis and Konstantinos Oikonomou},
url = {https://v-corfu.gr/papers/S-JNL-VOL2.ISSUE2-2021-A06-PDF-E.pdf, Download Full Paper (PDF)},
doi = {https://doi.org/10.52953/TSDT6782},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
journal = {ITU Journal on Future and Evolving Technologies},
volume = {2},
number = {2},
pages = {81-108},
abstract = {Multimedia cloud computing has emerged as a popular paradigm for the support of delay-intolerable immersive multimedia applications with high-end three-dimensional rendering. To that end, fog computing offers distributed computational offloading solutions, by positioning rendering servers in close proximity to end users promising in this way continuous service provision, that is otherwise not easily attainable under the strictly centralized cloud-only model. Yet, in order to alleviate the multimedia providers from unnecessary capital expenditure, a strategic placement approach of the servers at the fog layer must be implemented, that can effectively cope both with the network dynamics and the overall imposed deployment cost, and still adhere to the delay bounds set forth by the multimedia application. In this paper, we formally formulate the problem as a facility location problem using constrained optimization over a finite time horizon. We then theoretically analyze the minimum acceptable conditions necessary for a decentralized location of the servers, utilizing solely local information around their immediate neighborhood, that iteratively leads to better solutions. Based on the analysis, we propose a distributed algorithm, namely the Autonomous Renderer Placement Algorithm (ARPA), to address it. ARPA employs localized service relocation to shift the placement according to simple rules that designate elastic migration, replication, and complementary consolidation of the underlying renderers. Simulation results under diversified deployment scenarios, as well as trace-driven comparisons against other approaches, testify to ARPA`s accountability in obeying the delay limits and fast converge in finite time slots to a placement solution that both outperforms the baseline alternatives and is close to the optimal one, rendering it suitable for scaling up and down to meet the current demands of the offered multimedia applications.},
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pubstate = {published},
tppubtype = {article}
}
Tsipis, Athanasios; Komianos, Vasileios
Scalable Server Location for Distributed Interactive Applications Under Budget Constraints Proceedings Article
In: 2021 International Balkan Conference on Communications and Networking (BalkanCom), pp. 21-25, 2021.
@inproceedings{9593261,
title = {Scalable Server Location for Distributed Interactive Applications Under Budget Constraints},
author = {Athanasios Tsipis and Vasileios Komianos},
doi = {10.1109/BalkanCom53780.2021.9593261},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 International Balkan Conference on Communications and Networking (BalkanCom)},
pages = {21-25},
abstract = {Mobile Edge Computing (MEC) has emerged as a popular paradigm for the support of distributed interactive applications (DIAs), promising continuous service provision and availability to mobile users, that is otherwise not easily attainable under the centralized cloud-only model. Yet, in order to alleviate the app provider from unnecessary capital expenditure, a judicious location of the edge servers must be adopted, that can effectively cope with both the network demands and the deployment cost, and still abide by the budget constraints of the app provider. In this paper, we formally formulate the problem as a budget-constrained facility location problem. We then propose a distributed and scalable algorithm, that employs elastic server relocation, to address it. Trace-driven simulations under various MEC deployment scenarios verify the expected behavior and testify to the algorithm’s accountability in obeying the budget limits and converging to a placement solution close to the optimal in finite time slots, rendering it suitable for DIAs ecosystems.},
keywords = {},
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tppubtype = {inproceedings}
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Komianos, Vasileios; Tsipis, Athanasios; Kontopanagou, Katerina
Design of a Computational Offloading Platform for Immersive Experiences in Digital Culture Proceedings Article
In: 2021 International Balkan Conference on Communications and Networking (BalkanCom), pp. 40-44, 2021.
@inproceedings{9593230,
title = {Design of a Computational Offloading Platform for Immersive Experiences in Digital Culture},
author = {Vasileios Komianos and Athanasios Tsipis and Katerina Kontopanagou},
doi = {10.1109/BalkanCom53780.2021.9593230},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 International Balkan Conference on Communications and Networking (BalkanCom)},
pages = {40-44},
abstract = {Recent advances in three-dimensional (3D) media delivery technologies, such as Augmented and Mixed Reality, have paved the way towards the realization of high-quality immersive experiences in digital culture applications. Nowadays, these services play a crucial role in cultural heritage dissemination, transforming visitors from passive spectators into proactive culture caretakers and content creators. Nevertheless, they demand significant computational resources and are subject to low delay tolerances, that are generally difficult to acquire via standard mobile devices. Under this scope, the current paper deals with the preliminary design of a hybrid cloud/edge computing platform for the support of digital culture applications. The goal is to recognize computationally intensive services that are to be offloaded based on their resource and time criticality to the cloud or edge respectively, and offer constant guarantees regarding the visitors’ Quality of Experience. The use case of Byzantine Monuments and Churches is also reported to better contextualize the approach and present the platform’s layering and data flow.},
keywords = {},
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Skiadopoulos, Konstantinos; Tsipis, Athanasios; Oikonomou, Konstantinos
Constructing Budget Connected Dominating Sets in Large-Scale IoT Network Environments Proceedings Article
In: 2021 International Balkan Conference on Communications and Networking (BalkanCom), pp. 75-79, 2021.
@inproceedings{9593243,
title = {Constructing Budget Connected Dominating Sets in Large-Scale IoT Network Environments},
author = {Konstantinos Skiadopoulos and Athanasios Tsipis and Konstantinos Oikonomou},
doi = {10.1109/BalkanCom53780.2021.9593243},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 International Balkan Conference on Communications and Networking (BalkanCom)},
pages = {75-79},
abstract = {Several critical operations depend on various types of information dissemination in the Internet of Things (IoT) networks. To avoid costly flooding-based solutions in these typically large-scale network environments, it is frequently sufficient enough to involve only a proper subset of the nodes (or backbone network), ensuring that every other node will be at most d hops away from a node belonging to the specific subset, i.e., a connected dominating set (CDS). In many cases, the outputted CDS size is upper bounded by a specific physical requirement or constraints relating to the limited available processing and memory capacities of the IoT nodes. Thus, a budget parameter k is frequently introduced as an upper bound for the number of nodes comprising the CDS, leading to the creation of a Budget Connected Dominating Set (BCDS). In this work, a novel distributed algorithm for constructing a BCDS is proposed based on information available d hops away from the network nodes, assuming an upper budget k limit regarding its final size. An additional upper bound parameter relating to the number of sent messages for each node, i.e., the stop, is also for the first time utilized. It is shown using simulation results that when stop is employed, a BCDS with increased coverage (i.e., the fraction of nodes at most d hops away from the BCDS nodes) is constructed under the proposed algorithm.},
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Tsipis, Athanasios; Oikonomou, Konstantinos
Player Assignment in MEC Gaming for Social Interactivity and Server Provisioning Optimization Best Paper Proceedings Article
In: 2021 IEEE Symposium on Computers and Communications (ISCC), pp. 1-7, 2021.
@inproceedings{9631480,
title = {Player Assignment in MEC Gaming for Social Interactivity and Server Provisioning Optimization},
author = {Athanasios Tsipis and Konstantinos Oikonomou},
doi = {10.1109/ISCC53001.2021.9631480},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 IEEE Symposium on Computers and Communications (ISCC)},
pages = {1-7},
abstract = {In Mobile Edge Computing (MEC), edge servers are deployed on Base Stations (BSs) to provide high accessibility to nearby users, alleviating the computational burden of the remote cloud and significantly reducing network delays. Still, for distributed interactive applications (DIAs), such as cloud games, where players team up and form social communities, one fundamental challenge is the discovery of the most suitable player-to-server assignment, that achieves a balanced tradeoff between low-delay social interactivity and low-cost server provisioning, under strict proximity and capacity constraints. In this paper, we formally model the problem via mixed-integer linear programming. However, its solution is complex falling under the category of existing capacitated facility location problems. Thus, we present the “Interactivity-based Edge Server Allocation” (IESA) algorithm, a novel heuristic approach to efficiently assign and then iteratively improve the player-to-server allocation. IESA is evaluated using trace-driven simulations that demonstrate how it outperforms the baseline and state-of-the-art assignment alternatives.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Kontopanagou, Katerina; Tsipis, Athanasios; Komianos, Vasileios
In: Technologies, vol. 9, no. 3, 2021, ISSN: 2227-7080.
@article{technologies9030057,
title = {A Framework for Exploring Churches/Monuments/Museums of Byzantine Cultural Influence Exploiting Immersive Technologies in Real-Time Networked Environments},
author = {Katerina Kontopanagou and Athanasios Tsipis and Vasileios Komianos},
url = {https://v-corfu.gr/papers/technologies-09-00057.pdf, Download Full Paper (PDF)},
doi = {10.3390/technologies9030057},
issn = {2227-7080},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
journal = {Technologies},
volume = {9},
number = {3},
abstract = {The unique art that was developed in Byzantine times is widely accepted as a precursor to the Renaissance and is still evident in monuments either from or influenced by the Byzantium. Visiting such a site is a unique experience due to the lavishly painted interior for both tourists and scholars. Taking advantage of the emerging 5G technologies, cloud/fog computing, and Augmented/Mixed Reality mechanisms, a common smart device (e.g., smartphone, tablet) could be employed to give a better experience to the end-users. The proposed framework is intended to provide visitors with interpretative information regarding the visited monuments and their paintings. Under the framework introduced in this paper, camera input is uploaded to a cloud/fog computing infrastructure where appropriate algorithms and services provide monument and painting recognition and the mobile application retrieves and projects the related information. In addition, the designed immersive user interfaces assist visitors in contributing in cases of monuments and paintings for which no available information exists. This paper presents the state of the art in approaches for immersive experiences in Digital Culture, reviews the current image recognition approaches and their suitability for Byzantine paintings, proposes interaction techniques appropriately designed for observation and interaction of paintings, and discusses the overall framework architecture that is needed to support the described functionality while stressing the challenging issues of the above aspects thus paving the road for future work and providing guidelines for a test-bed implementation.},
keywords = {},
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Zervopoulos, Alexandros; Oikonomou, Konstantinos
A Migration-Based Approach for the SDN Controller Placement Problem in Tree Topologies Proceedings Article
In: 2021 International Balkan Conference on Communications and Networking (BalkanCom), pp. 127-132, 2021.
@inproceedings{9593218,
title = {A Migration-Based Approach for the SDN Controller Placement Problem in Tree Topologies},
author = {Alexandros Zervopoulos and Konstantinos Oikonomou},
doi = {10.1109/BalkanCom53780.2021.9593218},
year = {2021},
date = {2021-01-01},
urldate = {2021-01-01},
booktitle = {2021 International Balkan Conference on Communications and Networking (BalkanCom)},
pages = {127-132},
abstract = {The advent of Software-Defined Networking (SDN) brings about a major shift in network management but also introduces various challenges, like scalability, giving rise to physically distributed approaches towards a logically centralized controller. When deploying multiple controllers, where to place them in the network in order to minimize response times and overhead is an issue that naturally arises. This has been termed as the Controller Placement Problem (CPP). The CPP can be viewed as an extension of the k-median problem, if the number of controllers is known. However, unlike the k-median problem, assigning switches to the available controllers is a challenging task, as even the reassignment of a single switch can affect the performance of others. In this work, the CPP is studied in the context of tree topologies, where it is shown that reassigning a switch only affects its directly adjacent switches. Additionally, a migration-based approach for solving the CPP is considered, consisting of two parts: (i) the controller migration policy; and (ii) the switch migration policy. The controller migration policy is based on an existing service migration approach, whereas two different switch migration policies are proposed and studied in this paper. Simulation results demonstrate that in tree topologies, switch migrations offer limited benefit. This is attributed to the limited opportunities for switch migration that arise because of the topological aspects of trees. On the other hand, the controller migration policy suffices to closely approximate optimal solutions.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Tsipis, Athanasios; Komianos, Vasileios; Oikonomou, Konstantinos; Stavrakakis, Ioannis
Elastic Distributed Rendering Service Placement in Capacitated Cloud/Fog Gaming Systems Proceedings Article
In: 2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA, pp. 1-8, 2020.
@inproceedings{9284390,
title = {Elastic Distributed Rendering Service Placement in Capacitated Cloud/Fog Gaming Systems},
author = {Athanasios Tsipis and Vasileios Komianos and Konstantinos Oikonomou and Ioannis Stavrakakis},
doi = {10.1109/IISA50023.2020.9284390},
year = {2020},
date = {2020-01-01},
urldate = {2020-01-01},
booktitle = {2020 11th International Conference on Information, Intelligence, Systems and Applications (IISA},
pages = {1-8},
abstract = {Fog-assisted cloud computing advances have paved the way for new solutions in online gaming, by integrating all rendering resources directly into the edges of the cloud. However, despite the numerous benefits, these systems still remain prone to network delays, ergo, the discovery of an optimal rendering service placement in the fog layer, that effectively reduces capital deployment cost for the game providers and access latency cost for the game clients, is a challenging issue. In fact, it falls into the category of the well-known (NP-hard) facility location problems. As such, conventional centralized approaches, that require global network knowledge, in most cases are deemed unscalable and cost-prohibitive, thus, distributed solutions must be further explored. The approach followed here, introduces a Rendering Service Allocation Policy (RSAP) to autonomously allocate services towards an optimal placement, based strictly on local information available to the fog renderers regarding their aggregate rendering demands, yielding reduced access latency and deployment costs, whilst meeting their stringent capacity bounds. Simulation results showcase the efficiency of RSAP and verify its elastic behavior under different deployment scenarios.},
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}
Tsipis, Athanasios; Oikonomou, Konstantinos; Komianos, Vasileios; Stavrakakis, Ioannis
QoE-Aware Rendering Service Allocation in Fog-Assisted Cloud Gaming Environments Proceedings Article
In: 2020 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), pp. 1-8, 2020.
@inproceedings{9221778,
title = {QoE-Aware Rendering Service Allocation in Fog-Assisted Cloud Gaming Environments},
author = {Athanasios Tsipis and Konstantinos Oikonomou and Vasileios Komianos and Ioannis Stavrakakis},
doi = {10.1109/SEEDA-CECNSM49515.2020.9221778},
year = {2020},
date = {2020-01-01},
urldate = {2020-01-01},
booktitle = {2020 5th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM)},
pages = {1-8},
abstract = {Cloudification of heterogeneous networks along with the virtualization of gaming resources, allow the game providers to move into the cloud gaming era. Cloud gaming offloads computation-intensive tasks to the cloud in order to alleviate the computational burden of end-users’ devices, but introduces delay which deteriorates their Quality of Experience (QoE). To solve the optimization problem of rendering service allocation with QoE guarantees and reduce the operational expenditures of game providers, fog computing is deemed a promising solution. However, the optimization problem is NP-hard since it falls into the category of the well-known Facility Location Problems. In the current paper, a distributed policy is proposed, named QoE-Aware Rendering Service Allocation (QoERSA), which takes advantage of strictly local network information, to reallocate the rendering services inside the fog computing network, towards an optimal delay-sensitive placement, given the QoE gaming constraints and the need for capital investment reduction. To this end, it employs Mean Opinion Score objective QoE assessment and simple mechanics that move, copy and merge services with high elasticity and scalability. QoERSA is evaluated through simulations that highlight its efficiency and showcase its capability of overall service access and deployment cost reduction.},
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}
0000
Tsavalou, Despoina; Komianos, Vasileios
First Steps Towards Speech Controlled Navigation in Web Virtual Reality Environments Booklet Forthcoming
EasyChair Preprint no. 9955, Forthcoming.
@booklet{EasyChair:9955,
title = {First Steps Towards Speech Controlled Navigation in Web Virtual Reality Environments},
author = {Despoina Tsavalou and Vasileios Komianos},
abstract = {In this paper, the first steps of designing and implementing a speech-controlled navigation mechanism for web VR environments are presented. The mechanism design is presented and brief testing and evaluation are performed in order to assess its effectiveness. The results show that speech commands can be used for navigation in VR environments and provide valuable feedback for future improvements of the proposed approach.},
howpublished = {EasyChair Preprint no. 9955},
month = {00},
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Tsiamalou, Fani; Sigourtzidou, Despoina; Komianos, Vasileios
Creating Virtual Reality Spaces with Mozilla Hubs: Designers’ Expectations and Applications in AudioVisuals Creativity Booklet Forthcoming
EasyChair Preprint no. 9956, Forthcoming.
@booklet{EasyChair:9956,
title = {Creating Virtual Reality Spaces with Mozilla Hubs: Designers’ Expectations and Applications in AudioVisuals Creativity},
author = {Fani Tsiamalou and Despoina Sigourtzidou and Vasileios Komianos},
abstract = {Virtual Reality (VR) spaces have become easily accessible due to the evolution of web VR standards and frameworks. In parallel, VR development tools have become more user-friendly and provide non-experienced designers the ability to design VR applications for the web. Under this light, this work aims to explore the designers’ expectations from such tools and their perspective regarding the potential applications in the audiovisuals creativity domain. In this work, in order to accomplish its goal a small group of young designers is employed to be trained in the use of a web VR development platform, i.e., Mozilla Hubs, and to provide their feedback regarding the types of applications they are interested in designing. Their responses are analyzed in order to provide a set of instructions suitable to serve most of their requirements in designing VR applications with the considered platform as well as for providing information on the adoption of VR technologies and applications by the so-called “digital natives” generation.},
howpublished = {EasyChair Preprint no. 9956},
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Tsipis, Athanasios; Komianos, Vasileios; Oikonomou, Konstantinos
Distributed Computing Paradigms for Optimization of Mixed Reality Applications in Digital Culture Booklet Forthcoming
EasyChair Preprint no. 9966, Forthcoming.
@booklet{EasyChair:9966,
title = {Distributed Computing Paradigms for Optimization of Mixed Reality Applications in Digital Culture},
author = {Athanasios Tsipis and Vasileios Komianos and Konstantinos Oikonomou},
abstract = {Given the wide proliferation of immersive applications nowadays, such as Mixed Reality (MR), broad research is continuously being conducted on their applicability and impact on Digital Culture. Still, most of these applications are time-constrained, requiring heavy computation in order to keep track of the engaged users’ navigation and orientation, and in parallel generate high-quality three-dimensional (3D) graphics that are perfectly mapped to their surroundings, a fact that is not easily attainable through standard mobile devices. These issues are exceedingly difficult to address when considering large-scale Cultural Heritage environments, where numerous users are present at any given moment, resulting in fluctuating network conditions and service demands. Motivated by the capabilities offered by the emerging Mobile Edge Computing paradigm, this paper shares insights regarding potential optimization approaches that can be adopted in order to speed up the complex user tracking, area mapping, and 3D rendering processes in Digital Culture. The main goal is to deliver scalable MR applications with constant Quality of Experience guarantees to the visitors, by exploiting existing and elastic infrastructure in close proximity to cultural landmarks within large-scale Cultural Heritage sites.},
howpublished = {EasyChair Preprint no. 9966},
month = {00},
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