Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access... more Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access and there by rich multimedia services experience to the mass market. This wireless evolution to 4G network has the potential to reduce end to end latency and round trip delay, by consolidating and ldquoflatteningrdquo the wireless core network. This network evolution is germane to IMS architecture to support new multimedia services with lower latency characteristics. One of the key service envision to take the market is the high-end real time mobile interactive gaming which is rich in multimedia experience, hence need very stringent real-time/latency requirements. The researches to make Interactive Mobile game the ldquoKiller Applicationrdquo was mainly focused to work around the latency and bandwidth limitations of mobile network. One of the unexplored areas is handling the interworking of mobile services and real time interactive gaming effectively for the multi-vendor, multi platform mobile network. This paper identifies that one of the key challenge in the future mobile gaming is the Service Interaction between games and other mobile services. This paper analyses the gap in the current user equipment based implementations to resolve some of these interworking issues. This paper goes further and discusses in detail how the IMS architecture can resolve these interaction issues at the network level and come up with a generic solution which is access agnostic and device independent.
Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access... more Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access and there by rich multimedia services experience to the mass market. This wireless evolution to 4G network has the potential to reduce end to end latency and round trip delay, by consolidating and ldquoflatteningrdquo the wireless core network. This network evolution is germane to IMS architecture to support new multimedia services with lower latency characteristics. One of the key service envision to take the market is the high-end real time mobile interactive gaming which is rich in multimedia experience, hence need very stringent real-time/latency requirements. The researches to make Interactive Mobile game the ldquoKiller Applicationrdquo was mainly focused to work around the latency and bandwidth limitations of mobile network. One of the unexplored areas is handling the interworking of mobile services and real time interactive gaming effectively for the multi-vendor, multi platform mobile network. This paper identifies that one of the key challenge in the future mobile gaming is the Service Interaction between games and other mobile services. This paper analyses the gap in the current user equipment based implementations to resolve some of these interworking issues. This paper goes further and discusses in detail how the IMS architecture can resolve these interaction issues at the network level and come up with a generic solution which is access agnostic and device independent.
Performance estimation which drives the design space exploration is usually done by simulation. W... more Performance estimation which drives the design space exploration is usually done by simulation. With increasing dimensions of the design space, simulator based approaches become too time consuming. In the domain of application specific instruction set processors (ASIP), this problem can be solved by scheduler based approaches, which are much faster. However, existing scheduler based approaches do not help in exploring storage organization. We present a scheduler based technique for exploring register file size, number of register windows and cache configurations in an integrated manner. Performances for different register file sizes are estimated by predicting the number of memory spills and its delay. The technique employed does not require explicit register assignment. The number of context switches leading to spills is estimated for evaluating the time penalty due to a limited number of register windows and cache simulator is used for estimating cache performance. The proposed technique has been validated for several benchmarks over a range of processors by comparing our estimates to the results obtained from standard simulation tools. The processors include ARM7TDMI, LEON and Trimedia (TM-1000).
Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access... more Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access and there by rich multimedia services experience to the mass market. This wireless evolution to 4G network has the potential to reduce end to end latency and round trip delay, by consolidating and ldquoflatteningrdquo the wireless core network. This network evolution is germane to IMS architecture to support new multimedia services with lower latency characteristics. One of the key service envision to take the market is the high-end real time mobile interactive gaming which is rich in multimedia experience, hence need very stringent real-time/latency requirements. The researches to make Interactive Mobile game the ldquoKiller Applicationrdquo was mainly focused to work around the latency and bandwidth limitations of mobile network. One of the unexplored areas is handling the interworking of mobile services and real time interactive gaming effectively for the multi-vendor, multi platform mobile network. This paper identifies that one of the key challenge in the future mobile gaming is the Service Interaction between games and other mobile services. This paper analyses the gap in the current user equipment based implementations to resolve some of these interworking issues. This paper goes further and discusses in detail how the IMS architecture can resolve these interaction issues at the network level and come up with a generic solution which is access agnostic and device independent.
Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access... more Advent of Beyond 3G or 4G wireless communication network envisions broadband wireless data access and there by rich multimedia services experience to the mass market. This wireless evolution to 4G network has the potential to reduce end to end latency and round trip delay, by consolidating and ldquoflatteningrdquo the wireless core network. This network evolution is germane to IMS architecture to support new multimedia services with lower latency characteristics. One of the key service envision to take the market is the high-end real time mobile interactive gaming which is rich in multimedia experience, hence need very stringent real-time/latency requirements. The researches to make Interactive Mobile game the ldquoKiller Applicationrdquo was mainly focused to work around the latency and bandwidth limitations of mobile network. One of the unexplored areas is handling the interworking of mobile services and real time interactive gaming effectively for the multi-vendor, multi platform mobile network. This paper identifies that one of the key challenge in the future mobile gaming is the Service Interaction between games and other mobile services. This paper analyses the gap in the current user equipment based implementations to resolve some of these interworking issues. This paper goes further and discusses in detail how the IMS architecture can resolve these interaction issues at the network level and come up with a generic solution which is access agnostic and device independent.
Performance estimation which drives the design space exploration is usually done by simulation. W... more Performance estimation which drives the design space exploration is usually done by simulation. With increasing dimensions of the design space, simulator based approaches become too time consuming. In the domain of application specific instruction set processors (ASIP), this problem can be solved by scheduler based approaches, which are much faster. However, existing scheduler based approaches do not help in exploring storage organization. We present a scheduler based technique for exploring register file size, number of register windows and cache configurations in an integrated manner. Performances for different register file sizes are estimated by predicting the number of memory spills and its delay. The technique employed does not require explicit register assignment. The number of context switches leading to spills is estimated for evaluating the time penalty due to a limited number of register windows and cache simulator is used for estimating cache performance. The proposed technique has been validated for several benchmarks over a range of processors by comparing our estimates to the results obtained from standard simulation tools. The processors include ARM7TDMI, LEON and Trimedia (TM-1000).
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Papers by Manoj Balakrishnan