Mobile Phones and Cloud Computing

Total Page:16

File Type:pdf, Size:1020Kb

Mobile Phones and Cloud Computing Mobile phones and cloud computing A quantitative research paper on mobile phone application offloading by cloud computing utilization Oskar Hamrén Department of informatics Human Computer Interaction Master’s programme Master thesis 2-year level, 30 credits SPM 2012.07 Abstract The development of the mobile phone has been rapid. From being a device mainly used for phone calls and writing text messages the mobile phone of today, or commonly referred to as the smartphone, has become a multi-purpose device. Because of its size and thermal constraints there are certain limitations in areas of battery life and computational capabilities. Some say that cloud computing is just another buzzword, a way to sell already existing technology. Others claim that it has the potential to transform the whole IT-industry. This thesis is covering the intersection of these two fields by investigating if it is possible to increase the speed of mobile phones by offloading computational heavy mobile phone application functions by using cloud computing. A mobile phone application was developed that conducts three computational heavy tests. The tests were run twice, by not using cloud computing offloading and by using it. The time taken to carry out the tests were saved and later compared to see if it is faster to use cloud computing in comparison to not use it. The results showed that it is not beneficial to use cloud computing to carry out these types of tasks; it is faster to use the mobile phone. 1 Table of Contents Abstract ..................................................................................................................................... 1 Table of Contents ..................................................................................................................... 2 1. Introduction .......................................................................................................................... 5 1.1 Previous research ......................................................................................................................... 5 1.2 Purpose .......................................................................................................................................... 7 1.3 Research questions ....................................................................................................................... 7 1.4 Hypothesis ..................................................................................................................................... 7 1.5 Research plan ............................................................................................................................... 8 1.6 Limitations .................................................................................................................................... 8 2. Defining cloud computing .................................................................................................... 9 2.1 The five essential characteristics of cloud computing ............................................................... 9 2.2 Cloud computing service models .............................................................................................. 10 2.2.1 Software as a Service (SaaS) ................................................................................................ 10 2.2.2 Platform as a Service (PaaS) ................................................................................................. 10 2.2.3 Cloud Infrastructure as a Service (IaaS) ............................................................................... 11 2.3 Cloud computing deployment models ...................................................................................... 12 2.3.1 Public cloud .......................................................................................................................... 12 2.3.2 Private cloud ......................................................................................................................... 12 2.3.3 Hybrid cloud ......................................................................................................................... 12 2.3.4 Community cloud ................................................................................................................. 12 2.4 The history of cloud computing ................................................................................................ 13 2.4.1 Virtualization ........................................................................................................................ 14 2.4.2 Utility computing .................................................................................................................. 14 2.4.3 Outsourcing ........................................................................................................................... 14 2.4.4 Grid Computing .................................................................................................................... 15 3. Mobile phone development ................................................................................................ 16 3.1 Mobile platforms and operating systems ................................................................................. 16 3.2 Mobile phones and cloud computing ........................................................................................ 17 4. Method ................................................................................................................................. 18 4.1 Quantitative and qualitative methods ...................................................................................... 18 4.2 Choice of method ........................................................................................................................ 18 4.3 Choice of research questions ..................................................................................................... 19 4.4 Data gathering ............................................................................................................................ 19 4.4.1 Choosing target mobile phone devices and programming language .................................... 19 4.4.2 Choosing tests ....................................................................................................................... 19 4.4.3 Choosing cloud vendor ......................................................................................................... 20 4.4.3 Building the mobile phone application and cloud servlets ................................................... 21 4.4.4. Application walkthrough ..................................................................................................... 23 4.4.5 Distributing the application .................................................................................................. 25 4.5 Data processing ........................................................................................................................... 26 2 4.6 Statistical methods ..................................................................................................................... 27 4.6.1 Statistical method for comparing the test results .................................................................. 27 4.6.2 Statistical method for comparing download and upload ratio to the cloud based test results ....................................................................................................................................................... 28 4.6.3 Statistical method for comparing phone performance to the local based test results ........... 28 5. Result ................................................................................................................................... 29 5.1 Comparing the cloud-based and local based test results ........................................................ 29 5.2 The cloud based tests results relationship with download and upload ratio ........................ 31 5.3 Local based test results relation to mobile phone performance ............................................ 37 6. Discussion ............................................................................................................................ 44 6.1 Upload/download ratio effect on the cloud test results ........................................................... 44 6.2 Phone performance effect on the local test results .................................................................. 45 6.3 Answering the sub questions ..................................................................................................... 45 6.3.1 Comparison of fast and slow mobile phones with fast or slow network connection ............ 45 6.3.2 Suitable functions for cloud offloading ................................................................................ 46 6.3.3 Other advantages and disadvantages of using the cloud in mobile phone applications ....... 47 References ............................................................................................................................... 48 Appendix 1 – Word list .......................................................................................................... 52 Appendix 2 – The image ........................................................................................................ 55 Appendix 3 – Tests and timer source code ........................................................................... 56 PrimeClacLocal.java .......................................................................................................................
Recommended publications
  • Internet Killed the B-Boy Star: a Study of B-Boying Through the Lens Of
    Internet Killed the B-boy Star: A Study of B-boying Through the Lens of Contemporary Media Dehui Kong Senior Seminar in Dance Fall 2010 Thesis director: Professor L. Garafola © Dehui Kong 1 B-Boy Infinitives To suck until our lips turned blue the last drops of cool juice from a crumpled cup sopped with spit the first Italian Ice of summer To chase popsicle stick skiffs along the curb skimming stormwater from Woodbridge Ave to Old Post Road To be To B-boy To be boys who snuck into a garden to pluck a baseball from mud and shit To hop that old man's fence before he bust through his front door with a lame-bull limp charge and a fist the size of half a spade To be To B-boy To lace shell-toe Adidas To say Word to Kurtis Blow To laugh the afternoons someone's mama was so black when she stepped out the car B-boy… that’s what it is, that’s why when the public the oil light went on changed it to ‘break-dancing’ they were just giving a To count hairs sprouting professional name to it, but b-boy was the original name for it and whoever wants to keep it real would around our cocks To touch 1 ourselves To pick the half-smoked keep calling it b-boy. True Blues from my father's ash tray and cough the gray grit - JoJo, from Rock Steady Crew into my hands To run my tongue along the lips of a girl with crooked teeth To be To B-boy To be boys for the ten days an 8-foot gash of cardboard lasts after we dragged that cardboard seven blocks then slapped it on the cracked blacktop To spin on our hands and backs To bruise elbows wrists and hips To Bronx-Twist Jersey version beside the mid-day traffic To swipe To pop To lock freeze and drop dimes on the hot pavement – even if the girls stopped watching and the street lamps lit buzzed all night we danced like that and no one called us home - Patrick Rosal 1 The Freshest Kids , prod.
    [Show full text]
  • O'reilly- Collaborating in Devops Culture
    Compliments of Collaborating in DevOps Culture Better Software Through Better Relationships Jennifer Davis & Ryn Daniels REPORT Teamwork powers DevOps GitHub powers teams GitHub helps more than two million organizations build better software together by centralizing discussions, automating tasks, and integrating with thousands of apps. Embraced by 31 million developers and counting, GitHub is where high-performing DevOps starts. Get started with a free trial at enterprise.github.com/contact Our on-premises and cloud solutions help enterprise teams: Collaborate Innovate Integrate Work across internal and Bring the power of Build on GitHub and external teams securely. the world’s largest open integrate with everything GitHub Enterprise includes source community to from legacy tools to access to on-premises developers at work, while cutting-edge apps, unifying Enterprise Server as well keeping your most critical your DevOps toolchain as Enterprise Cloud—now code behind the firewall so you can keep things with SOC 1, SOC 2, and ISAE with GitHub Connect. simple as you grow. 3000/3402 compliance. Work fast. Work secure. Work together. Start a free trial To find out more about GitHub Enterprise visit github.com/enterprise or email us at [email protected] Collaborating in DevOps Culture Better Software Through Better Relationships Jennifer Davis and Ryn Daniels Beijing Boston Farnham Sebastopol Tokyo Collaborating in DevOps Culture by Jennifer Davis and Ryn Daniels Copyright © 2019 Jennifer Davis and Ryn Daniels. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use.
    [Show full text]
  • Uses and Effects of Mobile Computing Devices in K–8 Classrooms
    Uses and Effects of Mobile Computing Devices in K–8 Classrooms Karen Swan Mark van ‘t Hooft Annette Kratcoski Kent State University Darlene Unger Virginia Commonwealth University Abstract This preliminary study employed mixed methodologies to explore students’ use of mobile comput- ing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs, student work samples, student and teacher interviews, and classroom observations. Findings highlight the personalization of learning afforded by such devices both in terms of individuals and individual classroom cultures, as well as their usefulness in extending learning beyond the classroom. They also sug- gest that increased motivation due to mobile device use leads to increases in the quality and quantity of student work. (Keywords: mobile computing, motivation, writing.) BACKGROUND More than a decade ago, Mark Weiser (1991) wrote that we live in a society in which technology is so pervasive that we do not notice it anymore when used for everyday tasks such as information retrieval, communication, and entertainment. Defining this environment as ubiquitous computing, he described it more as a state of mind, as “a new way of thinking about computers in the world . [that] allows the computers themselves to vanish into the background . [and] be- come indistinguishable from everyday life” (p. 94). As a result, the current gener- ation of K–12 students is growing up more technologically literate than children their age were a decade ago, with access to an increasing number of devices and services such as video game consoles, mobile gaming devices, cell phones, the In- ternet, and instant messaging.
    [Show full text]
  • On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
    Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor.
    [Show full text]
  • Mobile Supercomputers
    EMBEDDED COMPUTING ing. We also anticipate the emergence of relatively simple, disposable devices Mobile that support the pervasive computing infrastructure—for example, sensor network nodes. The requirements of low-end devices Supercomputers are increasing exponentially, and com- puter architectures must adapt to keep Todd Austin, David Blaauw, Scott Mahlke, up. Some elements of high-end devices and Trevor Mudge, University of Michigan are already present in 3G cell phones Chaitali Chakrabarti, Arizona State University from the major manufacturers. High- Wayne Wolf, Princeton University end PDAs also include an amazing range of features, such as networking and cameras. oore’s law has held sway over the past several Current trends in computer decades, with the number architecture and power cannot M of transistors per chip doubling every 18 meet the demands of mobile months. As a result, a fairly inexpen- supercomputing. Significant sive CPU can perform hundreds of millions of operations per second— innovation is required. performance that would have cost mil- lions of dollars two decades ago. We should be proud of our achieve- puters. Rather than worrying solely SUPERCOMPUTING REQUIREMENTS ments and rest on our laurels, right? about performance, with the occa- A mobile supercomputer will employ Unfortunately, no. sional nod to power consumption and natural I/O interfaces to the mobile The human appetite for computation cost, we need to judge computers by user. For example, input could come has grown even faster than the pro- their performance-power-cost product. through a continuous real-time speech- cessing power that Moore’s law pre- This new way of looking at proces- processing component.
    [Show full text]
  • The Application of Personal Digital Assistants As Mobile Computing Device on Construction Site
    The Application of Personal Digital Assistants as Mobile Computing Device on Construction Site Kenji Kimoto, Kazuyoshi Endo, Satoru Iwashita and Mitsuhiro Fujiwara Konoike Construction Co., Ltd., Research Institute of Technology 1-20-1 Sakura, Tsukuba-Science City, IBARAKI 305-0003, Japan. {kimoto_kj, Iwashita_st, fujiwara_mh}@konoike.co.jp . Kogakuin University, Department of Architecture, 1-24-2 Nishishinjuku, Shinjyuku-ku, TOKYO 163-8677, Japan. [email protected] ABSTRACT: Construction managers need to access the real construction site to manage the construction project. They have recently handled various types of digital information such as drawings, specification, checklists and daily reports. They usually use sheets of paper and/or field notes. As a result, a gap in time and space between the outdoor construction site and the office, which leads to the low efficiency, occurs. This paper reports the application of PDA (Personal Digital Assistants) as mobile computing device for construction managers on construction sites. First, this paper describes the aim and the essential element of the mobile systems. This also shows the analysis of necessary functions as mobile computing device through the discussion with construction managers, and the concept of development of this computer-aided engineering system. Secondly, this paper describes the outline of below subsystems with PDA: Progress Monitoring System, Inspection System and Position Check System. Subsystems have two programs: the data input program in PDA and the output program in PC. Finally, this paper indicates the development of more refined process of construction management with the mobile computing device on construction site. • Progress Monitoring System has been built for construction managers to monitor the progress of works.
    [Show full text]
  • Sustainable Principles of Mobile Computing
    Journal of Information Technology & Software Engineering Short communication Sustainable Principles of Mobile Computing Nicholas Furness* Department of Trauma & Orthopaedics, Royal United Hospital Bath NHS Trust, Combe Park, Bath, United Kingdom ABSTRACT Mobile Computing is the advanced and developing computer application that allows voice and video transmission in the form of data through computer or wireless devices without any further linking. Mobile computing has three aspects: mobile communication, mobile hardware, and mobile software. Modern way of mobile computing view as any electronic device that helps you organize your life, communicate with coworkers or friends, or do your job more efficiently is part of mobile computing. Keywords: Mobile computing; Cloud computing; Internet of Things INTRODUCTION • Good battery life. Cloud computing empowered Internet of Things (IoT) • Huge memory capacity. technology has conceptualized the ideology of Industry 4.0. APPLICATIONS Inspired by this, the food industry 4.0 presents a unique concept for determining food quality in real-time. Conspicuously, the current research provides an IoT-based smart framework for Traffic evaluating the food-quality parameters in restaurants and food During traveling in traffic if we require to know road situation, outlets. IoT technology is primarily utilized to gather data that latest news and when if feel more stress in driving then can play can explicitly affect food quality within a food serving music and other important broadcast data are received through environment. This allows us to synthetically generate realistic Digital Audio Broadcasting (DAB). content requests starting from real-world databases of user activities in smart homes [1-3]. Emergencies situation FUTURE OF MOBILE COMPUTING Only Wireless networks work of communication in nature disaster 2 such as earthquakes, tsunami, flood, and fire.
    [Show full text]
  • Distributed Programming with Ruby
    DISTRIBUTED PROGRAMMING WITH RUBY Mark Bates Upper Saddle River, NJ • Boston • Indianapolis • San Francisco New York • Toronto • Montreal • London • Munich • Paris • Madrid Capetown • Sydney • Tokyo • Singapore • Mexico City Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and the pub- lisher was aware of a trademark claim, the designations have been printed with initial Editor-in-Chief capital letters or in all capitals. Mark Taub The author and publisher have taken care in the preparation of this book, but make no Acquisitions Editor expressed or implied warranty of any kind and assume no responsibility for errors or Debra Williams Cauley omissions. No liability is assumed for incidental or consequential damages in connection Development Editor with or arising out of the use of the information or programs contained herein. Songlin Qiu The publisher offers excellent discounts on this book when ordered in quantity for bulk Managing Editor purchases or special sales, which may include electronic versions and/or custom covers Kristy Hart and content particular to your business, training goals, marketing focus, and branding Senior Project Editor interests. For more information, please contact: Lori Lyons U.S. Corporate and Government Sales Copy Editor 800-382-3419 Gayle Johnson [email protected] Indexer For sales outside the United States, please contact: Brad Herriman Proofreader International Sales Apostrophe Editing [email protected] Services Visit us on the web: informit.com/ph Publishing Coordinator Kim Boedigheimer Library of Congress Cataloging-in-Publication Data: Cover Designer Bates, Mark, 1976- Chuti Prasertsith Distributed programming with Ruby / Mark Bates.
    [Show full text]
  • Editors Desk ...2
    The content of this magazine is released under the Creative Commons Attribution-Share Alike 3.0 Unported license. For more information visit user http://creativecommons.org/licenses/by-sa/3.0 TM Issue #1 - April 2009 EDITORS DESK ................................ 2 COMMUNITY NEWS ........................ 3 CHOOSING A DE/WM ...................... 4 HARDENING SSH IN 60 SECONDS .................................... 6 GAMERS CORNER .......................... 9 TIPS & TRICKS ............................... 10 PIMP MY ARCH .............................. 11 SOFTWARE REVIEW ......................12 Q&A ..................................................14 EEDDIITTOORRSS DDEESSKK Welcome to the first issue of Arch User Magazine! ARCH USER STAFF Daniel Griffiths (Ghost1227) ........... Editor ello, and thank you for picking up issue #1 of Arch User Magazine! While David Crouse (Crouse) .......... Contributor the vast majority of you probably know me (or have at least seen me H around the forums), I feel that I should take a moment to introduce myself. My name is Daniel Griffiths, and I am a 26-year-old independent contractor in Delaware, US. Throughout my life, I have wandered through various UNIX/Linux systems including (but not limited to) MINIX, RedHat, Mandrake, Slackware, Gentoo, Debian, and even two home made distributions based on Linux From Scratch. I finally found Arch in 2007 and instantly fell in love with its elegant simplicity. Some of our more attentive readers may note that Arch already has a monthly newsletter. With the existence of the aformentioned newsletter, what is the point of adding another news medium to the mix? Fear not, newsletter readers, I have no intention of letting Arch User Magazine take the place of the newsletter. In fact, Arch User Magazine and the newsletter are intended to fill two very different needs in the Arch community.
    [Show full text]
  • Git Pull Request Best Practice
    Git Pull Request Best Practice Acquirable Vassili hook: he detribalizing his enervation culturally and afterward. Trinal Jordon screws contingently. Isotheral Ahmet never skydives so clamorously or bemuddled any gators pickaback. To the same major changes that are in a small patches usually better thanks to a pull requests, iterating as pull request best practice to pull, eliminating the reference Any interactions between changes are easy comparison see. In any programmer reading it should ask you should be edited with your pr is mttr for these are a code can scroll horizontally, if some prominent open up. Git integrations with your Git provider. Get thus there after start contributing. One way you are important things go together should also show of your future self a practical. To slab the latest changes made a the upstream branch to encourage local repository, enter in following command. That pull request is git and practices are issues referenced on their own? All pull request best practices is an hour goes. It guides the author. Prs are property of specific line of time best practices, a list based patch. But nonetheless should aim for long and organizational optimization. However, apt can also assign it anywhere any reviewer. Pull request that out the young skywalker you follow the git pull best practice for everyone else to? As pull request best practice where you for git? Future self a branch to the commit is about the correct results. Practically useful pull requests come back in git? This tax would then contain to the changes you share here your code reviewers in the floor step.
    [Show full text]
  • Download (4MB)
    Jurnal SIMETRIS, Vol 6 No 2 November 2015 ISSN: 2252-4983 REMASTERING LIVE USB UNTUK ”LAMP” PADA FAKULTAS SAINS DAN TEKNOLOGI PALEMBANG Klaudius Jevanda B.S. Fakultas Sains dan Teknologi, Program Studi Informatika Universitas Katolik Musi Charitas Email: [email protected] ABSTRAK Penelitian ini bertujuan untuk membuat distribusi Linux bernama Lubuntu yang memfokuskan diri pada desktop yang ringan serta ditujukan untuk menjadi lingkungan web server yang free dalam bentuk live USB. Dimana, penelitian ini menjelaskan tentang desain dan implementasi dari distribusi Linux Lubuntu itu sendiri yang nantinya bisa terus diperbaiki, disempurnakan dan dimungkinkan untuk dimodifikasi serta dipelajari oleh pihak lain. Lubuntu dikembangkan dengan memodifikasi dari Linux Lubuntu 14.04 dari tahap penambahan program, penghapusan program dan konfigurasi sampai pada tahap pembuatan Live USB untuk LAMP (Linux Apache Mysql PHP) menggunakan metode remastering. Hasil dari penelitian ini berupa Live USB yang berisi tool untuk lingkungan web server. Tool utama dalam Live USB diantaranya adalah phpmyadmin, gimp, inkscape, dan bluefish. Keluaran penelitian ini, diharapkan bisa digunakan sebagai sistem operasi dan dikhususkan dalam lingkungan web server yang nyaman untuk dipergunakan dalam proses belajar mengajar pada matakuliah sistem operasi, pemrograman basis web I, dan pemrograman basis web II di Fakultas Sains dan Teknologi Universitas Katolik Musi Charitas palembang. Kata kunci: linux, web server, LAMP, remastering, live usb. ABSTRACT The research aims to make the linux distribution namely Lubuntu that focuses on lightweight desktop environment and to create a free Live USB environment. This research explains the design and implementation the Linux Lubuntu distribution which will be continuously improved, modified, and learned by other.
    [Show full text]
  • LIFE Packages
    LIFE packages Index Office automation Desktop Internet Server Web developpement Tele centers Emulation Health centers Graphics High Schools Utilities Teachers Multimedia Tertiary schools Programming Database Games Documentation Internet - Firefox - Browser - Epiphany - Nautilus - Ftp client - gFTP - Evolution - Mail client - Thunderbird - Internet messaging - Gaim - Gaim - IRC - XChat - Gaim - VoIP - Skype - Videomeeting - Gnome meeting - GnomeBittorent - P2P - aMule - Firefox - Download manager - d4x - Telnet - Telnet Web developpement - Quanta - Bluefish - HTML editor - Nvu - Any text editor - HTML galerie - Album - Web server - XAMPP - Collaborative publishing system - Spip Desktop - Gnome - Desktop - Kde - Xfce Graphics - Advanced image editor - The Gimp - KolourPaint - Simple image editor - gPaint - TuxPaint - CinePaint - Video editor - Kino - OpenOffice Draw - Vector vraphics editor - Inkscape - Dia - Diagram editor - Kivio - Electrical CAD - Electric - 3D modeller/render - Blender - CAD system - QCad Utilities - Calculator - gCalcTool - gEdit - gxEdit - Text editor - eMacs21 - Leafpad - Application finder - Xfce4-appfinder - Desktop search tool - Beagle - File explorer - Nautilus -Archive manager - File-Roller - Nautilus CD Burner - CD burner - K3B - GnomeBaker - Synaptic - System updates - apt-get - IPtables - Firewall - FireStarter - BackupPC - Backup - Amanda - gnome-terminal - Terminal - xTerm - xTerminal - Scanner - Xsane - Partition editor - gParted - Making image of disks - Partitimage - Mirroring over network - UDP Cast
    [Show full text]