18-05-2013, 01:08 PM
Virtualized Screen: A Third Element for Cloud Mobile Convergence
Virtualized Screen.docx (Size: 358.12 KB / Downloads: 25)
ABSTRACT:
Mobile and cloud computing have emerged as the new computing platforms and are converging into a powerful cloud-mobile computing platform. This article envisions a virtualized screen as a new dimension in such a platform to further optimize the overall computing experience for users. In a virtualized screen, screen rendering is done in the cloud, and delivered as images to the client for interactive display. This enables thin-client mobile devices to enjoy many computationally intensive and graphically rich services. Technical challenges are 0discussed and addressed. Two novel cloud-mobile applications, Cloud Browser and Cloud Phone, are presented to demonstrate the advantages of such a virtualized screen.
EXISTING SYSTEM:
Virtual Network Computing (VNC) and Remote Desktop Protocol (RDP), represent screen updates with graphics primitives of arbitrarily-sized regions. Such a mechanism allows the server to simply forward the graphics primitives to be updated into the compressors and discard other stable regions directly.
Disadvantage:
The screen updates with graphics primitives of arbitrarily-sized regions.
The graphics primitives to be updated into the compressors and discard other stable regions directly.
PROPOSED SYSTEM:
The proposed thin-client, remote-computing system, which decouples the application logic and the user interface for clients to use remote servers deployed as virtual machines in the cloud. The servers and the clients communicate with each other over a network through an interactive screen-remoting mechanism. The clients send user inputs to the remote servers, and the servers return screen updates to the clients as a response.
As we know in existing system we can access or modify only an individual pc or lapy but in the proposed system we can access the remote server virtually using the cloud so that modifications and updates of the screen can be done at the remote server
SCREEN TRANSMISSION:
The latency of screen transmission is probably the most important factor to user experience in a remote-computing system. Because the screen images are organized as a time-series like a video, some existing video-transmission technologies could be leveraged here. The strong dependency between predicatively coded frames makes the video stream sensitive to transmission errors. Therefore, some buffering and error-control mechanisms have to be employed, which causes additional delay on top of the inherent network-transmission delay. Furthermore, interactive screen remoting has much more stringent requirements on latency than real-time video communications. For example, the user usually expects an immediate response on the local display after clicking a button, similar to what would be expected when using a local machine. Achieving this performance requires quick round-trip message processing and almost instant updates between the virtual screen in the cloud and the local display on the device.
We transfer the screen images in a video sequence but the images will be transmitted in the form of frames therefore the transmission errors occurs in order avoid these errors we use some buffering and error-control mechanisms
SCREEN CAPTURE:
Rapid development of the Internet has provided opportunities for using remote computing and storage resources hosted by powerful, parallel, distributed machines in a public or private data center. In a typical cloud-client computing architecture, the data and the program can be stored, loaded, and run remotely and/or locally. To take advantage of the cloud, computationally intensive tasks are usually undertaken in the cloud to generate some intermediate results, which are then delivered to the clients for the creation of a locally processed display screen. In other words, local screen rendering is separated from the data storage and program execution, and is connected to them through the Internet.
CLOUD MOBILITY CONVERGENCE:
The rapid evolution of mobile computing offers a wide variety of freedom to mobile users. Besides communication functions, a mobile device could be a computing, sensor, control, gaming, and natural-interaction platform. However, it’s difficult for a mobile device to serve as a dominant device for all the user’s computing needs, mainly because of its limited capabilities in terms of computing, storage, display, and interaction. On the other hand, cloud computing offers unlimited computing and storage capabilities through centralized data centers. The capacity of mobile devices
VIRTUALIZED SCREEN:
Thin-client, remote-computing systems are expected to provide high-fidelity displays and responsive interactions to end users as if they were using local machines. However, the complicated graphical interfaces and multimedia applications usually present technical challenges to thin-client developers for achieving efficient transmissions with relatively low bandwidth links.
Depicts the proposed thin-client, remote-computing system, which decouples the application logic and the user interface for clients to use remote servers deployed as virtual machines in the cloud. The servers and the clients communicate with each other over a network through an interactive screen-remoting mechanism. The clients send user inputs to the remote servers, and the servers return screen updates to the clients as a response.