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Dive into the research topics where Claudio E. Palazzi is active.

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Featured researches published by Claudio E. Palazzi.


IEEE Transactions on Intelligent Transportation Systems | 2010

An Intervehicular Communication Architecture for Safety and Entertainment

Claudio E. Palazzi; Marco Roccetti; Stefano Ferretti

Intervehicle communication (IVC) is emerging in research prominence for the interest that it is generating in all major car manufacturers and for the benefits that its inception will produce. The specific features of IVC will allow the deployment of a wide set of possible applications, which span from road safety to entertainment. Even if, on the one hand, these applications share the common need for fast multihop message propagation, on the other hand, they possess distinct characteristics in terms of generated network traffic. The state of the art of current research only proposes solutions specifically designed for a single application (or class) that is not directly extendable to a general IVC context. Instead, we claim that a privileged architecture exists, which is able to support the whole spectrum of application classes. To this aim, we propose a novel IVC architecture that adapts its functionalities to efficiently serve applications by quickly propagating their messages over a vehicular network. We conducted an extensive set of experiments that demonstrate the efficacy of our approach. As representative case studies, we considered two application classes that, for their network traffic characteristics, are at the opposite boundaries of the application spectrum: safety and entertainment.


consumer communications and networking conference | 2007

How Do You Quickly Choreograph Inter-Vehicular Communications? A Fast Vehicle-to-Vehicle Multi-Hop Broadcast Algorithm, Explained

Claudio E. Palazzi; Stefano Ferretti; Marco Roccetti; Giovanni Pau; Mario Gerla

As the technology available on cars is increasing, a wide range of applications, from safety to entertainment, are becoming factually accessible to passengers. Many of these applications involves a one-to-many transmission model where a single car broadcasts a message that has to be forwarded, even with multiple hops, in a very short time to all the other cars located within a range of few kilometers from the source. Since the high mobility and density of a car network scenario, specific solutions need to be devised to choreograph a fast-delivery multi- hop broadcast. To this aim, we developed a practical and efficient technique that allows cars to estimate their communication range with the help of a very limited message exchange and exploit this information to reduce the number of transmissions, as well as the hops to be traversed, and hence the time, required by a broadcasted message to reach all the cars following the sender within a certain distance.


consumer communications and networking conference | 2012

Movement pattern recognition through smartphone's accelerometer

Armir Bujari; Bogdan Licar; Claudio E. Palazzi

Sensor-enabled smartphones have become a mainstream platform for researchers due to their ability to collect and process large quantities of data, hence creating new opportunities for innovative applications. Yet, the limits in employing sensors to opportunistically detect human behaviors are not clear and deserve investigation. To this purpose, in this article, we discuss movement pattern recognition in day-by-day urban street behavior. As a case study, we restrict at recognizing situations when a pedestrian stops, crosses a street ruled by a traffic light; to do so we only use data coming from the accelerometer of the pedestrians smartphone.


international conference on multimedia and expo | 2010

Path 2.0: A participatory system for the generation of accessible routes

Claudio E. Palazzi; Lorenzo Teodori; Marco Roccetti

From the advent of the digital era, new powerful technologies have shown, on one hand, important progresses towards the mankind necessity and, on the other hand, a progressive isolation of individuals. In this work, we present a social application we have developed to support people with disabilities. Our application leverages on the popularity of smart phones and on the Web 2.0 paradigm to pervasively and invisibly collect information about the accessibility of city roads. This information is then used to provide a Google Maps-like service to determine an accessible path between any two locations for users with a certain disability.


International Journal of Communication Systems | 2012

Social-aware delay tolerant networking for mobile-to-mobile file sharing

Claudio E. Palazzi; Armir Bujari

Peer-to-peer (P2P) overlay networks and mobile ad hoc networks share many key characteristics such as self-organization and decentralization; they also face the crucial challenge of providing connectivity in a decentralized, dynamic environment. However, when considering ad hoc networks composed of mobile devices such as smartphones, we cannot rely on the continuous end-to-end path between peers as for classic Internet P2P applications; rather, we have to deal with low node density that creates mobile-disconnected networks. Porting the P2P paradigm into mobile networks to create a mobile-to-mobile file sharing application will create a modern type of delay/disruption tolerant network. In this context, we discuss our new approach for P2P file sharing that considers networks composed of mobile smartphones. As an innovative feature, we leverage on peer mobility to reach data in other disconnected networks by implementing a delay/disruption tolerant network-like store-delegate-and-forward communication model, where a peer can delegate unaccomplished file download tasks to other peers. In order to increase the chances of eventually receiving the requested file while reducing the number of transmitted messages and data, social awareness is exploited by nodes to delegate unaccomplished tasks only to peers that are expected to be encountered again in the future. Copyright


IEEE Transactions on Multimedia | 2006

Interactivity-loss avoidance in event delivery synchronization for mirrored game architectures

Claudio E. Palazzi; Stefano Ferretti; Stefano Cacciaguerra; Marco Roccetti

Since the expansion of their market and their challenging requirements, massively multiplayer online games are gaining increasing attention in the scientific community. One of the key factors in this kind of application is represented by the ability to rapidly deliver game events among the various players over the network. Employing in this context mirrored game server architectures and adapting RED (random early detection) techniques borrowed from network queuing management, we are able to show sensible benefits in upholding interactivity and scalability, whilst preserving game state consistency and game evolution fluency at the players side


global communications conference | 2004

On maintaining interactivity in event delivery synchronization for mirrored game architectures

Claudio E. Palazzi; Stefano Ferretti; Stefano Cacciaguerra; Marco Roccetti

Online amusement applications, as distributed multiplayer videogames and interactive story telling, are gaining increasing attention both from entertainment industry and from scientific community. Providing a pleasant experience to players requires a rapid delivery of game actions among the various nodes in the network. A high playability degree should be guaranteed independently of the users location, utilized device (PC, PDA, cellphone), type of connection (wired, wireless), and number of contemporary players. To this aim, we have devised an innovative approach to design the event delivery service for networked multiplayer game applications. Exploiting the semantics of the game, our scheme relaxes the ordering and reliability properties, upholding the interactivity level while preserving the game state consistency. The main contribution of our work is to show the benefits in event delivery synchronization obtained by employing, in this context, RED techniques borrowed from networking queuing management.


Wireless Communications and Mobile Computing | 2013

A survey on interactive games over mobile networks

Mario Gerla; Dario Maggiorini; Claudio E. Palazzi; Armir Bujari

The mobile revolution has brought us the possibility to enjoy our favorite applications anywhere and anytime. In this context, interactive games over mobile networks embody a fascinating case study both for their commercial success and for their technical challenges, thus, sparking interest and development. The current state of the art of interactive games over mobile networks is captured in this article. We discuss main requirements and analyze possible combinations of existing solutions to provide better support for highly interactive game sessions with mobile players. Copyright


conference on computability in europe | 2010

Realizing the unexploited potential of games on serious challenges

Claudio E. Palazzi; Marco Roccetti; Gustavo Marfia

Author address: University of Padua - Pure and Applied Mathematics, Via Trieste, 63 Padova, D 35131, Italy Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies show this notice on the first page or initial screen of a display along with the full citation. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, to redistribute to lists, or to use any component of this work in other works requires prior specific permission and/or a fee. Permissions may be requested from Publications Dept., ACM, Inc., 2 Penn Plaza, Suite 701, New York, NY 10121-0701 USA, fax +1 (212) 869-0481, or [email protected]. ©2010 ACM 1544-3574/2010/12-ART23


international conference on ultra modern telecommunications | 2009

DroidGlove: An android-based application for wrist rehabilitation

Dario Deponti; Dario Maggiorini; Claudio E. Palazzi

10.00 DOI: 10.1145/1921141.1921143 http://doi.acm.org/10.1145/1921141.1921143 ACM Computers in Entertainment, Vol. 8, No. 4, Article 23, Publication date: December 2010

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Mario Gerla

University of California

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Giovanni Pau

University of California

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