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UNIVERSITATIS OULUENSIS ACTA C TECHNICA OULU 2011 C 396 Timo Koskela COMMUNITY-CENTRIC MOBILE PEER-TO-PEER SERVICES: PERFORMANCE EVALUATION AND USER STUDIES UNIVERSITY OF OULU, FACULTY OF TECHNOLOGY, DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING; INFOTECH OULU C 396 ACTA Timo Koskela

SERIES EDITORS Timo Koskela TECHNICA A SCIENTIAE …jultika.oulu.fi/files/isbn9789514296000.pdfSNS Social Networking Service SOA Service-Oriented Architecture TAM Technology Acceptance

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Page 1: SERIES EDITORS Timo Koskela TECHNICA A SCIENTIAE …jultika.oulu.fi/files/isbn9789514296000.pdfSNS Social Networking Service SOA Service-Oriented Architecture TAM Technology Acceptance

ABCDEFG

UNIVERS ITY OF OULU P.O.B . 7500 F I -90014 UNIVERS ITY OF OULU F INLAND

A C T A U N I V E R S I T A T I S O U L U E N S I S

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SCIENTIAE RERUM NATURALIUM

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ISBN 978-951-42-9599-7 (Paperback)ISBN 978-951-42-9600-0 (PDF)ISSN 0355-3213 (Print)ISSN 1796-2226 (Online)

U N I V E R S I TAT I S O U L U E N S I SACTAC

TECHNICA

U N I V E R S I TAT I S O U L U E N S I SACTAC

TECHNICA

OULU 2011

C 396

Timo Koskela

COMMUNITY-CENTRIC MOBILE PEER-TO-PEER SERVICES: PERFORMANCE EVALUATION AND USER STUDIES

UNIVERSITY OF OULU,FACULTY OF TECHNOLOGY,DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING;INFOTECH OULU

C 396

ACTA

Tim

o Koskela

C396etukansi.kesken.fm Page 1 Monday, October 17, 2011 11:53 AM

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A C T A U N I V E R S I T A T I S O U L U E N S I SC Te c h n i c a 3 9 6

TIMO KOSKELA

COMMUNITY-CENTRIC MOBILE PEER-TO-PEER SERVICES: PERFORMANCE EVALUATIONAND USER STUDIES

Academic dissertation to be presented with the assent ofthe Faculty of Technology of the University of Oulu forpublic defence in Auditorium IT116, Linnanmaa, on 23November 2011, at 12 noon

UNIVERSITY OF OULU, OULU 2011

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Copyright © 2011Acta Univ. Oul. C 396, 2011

Supervised byDocent Mika Ylianttila

Reviewed byDoctor Peter ReichlProfessor Kaisa Väänänen-Vainio-Mattila

ISBN 978-951-42-9599-7 (Paperback)ISBN 978-951-42-9600-0 (PDF)

ISSN 0355-3213 (Printed)ISSN 1796-2226 (Online)

Cover DesignRaimo Ahonen

JUVENES PRINTTAMPERE 2011

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Koskela, Timo, Community-centric mobile peer-to-peer services: performanceevaluation and user studies. University of Oulu, Faculty of Technology, Department of Computer Science and Engineering;Infotech Oulu, P.O. Box 4500, FI-90014 University of Oulu, FinlandActa Univ. Oul. C 396, 2011Oulu, Finland

AbstractThe popularity of social networking services emphasises the importance of user communities. Asthe next evolutionary step, social networking will evolve towards user communities that aredynamically established according to contextual aspects such as the shared location and/oractivities of people. In this vision, distributed peer-to-peer (P2P) technologies provide arespectable alternative to the centralised client-server technologies for implementing theupcoming community-centric mobile services.

This thesis focuses on the development of enabling techniques and methods for a community-centric mobile service environment and on the evaluation of users’ perceptions and useracceptance of novel community-centric mobile services. The research was carried out by firstexamining the applicability of different P2P system architectures for implementing themanagement of user communities. Next, an experimental prototype of a community-centricmobile service environment was implemented. The experimental prototype was used forevaluating the performance of the community-centric mobile service environment and forconducting the user studies of novel community-centric mobile services. The evaluation wasconducted in a real deployment environment with test users.

The main results are the following: (1) a conceptual analysis of the advantages anddisadvantages of P2P group management systems that are implemented using architecturallydistinct P2P system architectures; (2) a performance evaluation of a P2P community managementsystem, in which each community is implemented as an independent structured P2P overlaynetwork; (3) a novel community-centric mobile service environment and its core component, amobile middleware, which enables the use of P2P technologies and context information as part ofWeb-based applications running on a Web browser; (4) an evaluation of users’ perceptions anduser acceptance of novel community-centric mobile services that are related to making a selectionof an entertainment premise based on its music style and voting for music in a user community.

Keywords: community management, context information, mobile middleware, mobileservices, peer-to-peer networks, user studies, user-centred design, web 2.0

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Koskela, Timo, Yhteisölliset mobiilit vertaisverkkopalvelut: suorituskyvynarviointi ja käyttäjätutkimus. Oulun yliopisto, Teknillinen tiedekunta, Tietotekniikan osasto; Infotech Oulu, PL 4500, 90014Oulun yliopistoActa Univ. Oul. C 396, 2011Oulu

TiivistelmäKäyttäjäyhteisöiden tärkeys on korostunut sosiaalista verkottumista edistävien palveluiden suo-sion kautta. Seuraavaksi sosiaalinen verkottuminen tulee laajentumaan yhteisöihin, jotka perus-tetaan dynaamisesti muun muassa ihmisten yhteisen sijainnin ja/tai toiminnan perusteella. Tule-vaisuuden yhteisöllisten mobiilipalveluiden toteutuksessa hajautetut vertaisverkkoteknologiattarjoavat varteenotettavan vaihtoehdon keskitetyille asiakas-palvelin -teknologioille.

Tämä väitöskirjatyö keskittyy kehittämään tarvittavia tekniikoita ja menetelmiä yhteisöllisenmobiilipalveluympäristön toteuttamiseen sekä arvioimaan käyttäjien kokemuksia uusista yhtei-söllisistä mobiilipalveluista. Tutkimuksessa tarkasteltiin aluksi arkkitehtuurillisesti erilaistenvertaisverkkojärjestelmien sopivuutta käyttäjäyhteisöjen hallinnan toteutettamiseksi. Seuraavak-si tutkimuksessa toteutettiin kokeellinen prototyyppi yhteisöllisestä mobiilipalveluympäristöstä.Kokeellista prototyyppiä hyödynnettiin sekä yhteisöllisen mobiilipalveluympäristön suoritusky-vyn että uusien yhteisöllisten mobiilipalveluiden käyttäjäkokemuksen arvioinnissa. Arviointisuoritettiin aidossa käyttöympäristössä testikäyttäjien avulla.

Väitöskirjatyön keskisimmät tulokset ovat seuraavat: (1) käsitteellinen analyysi arkkitehtuu-rillisesti erilaisten vertaisverkkojärjestelmien vahvuuksista ja heikkouksista ryhmänhallintajär-jestelmän toteuttamisessa; (2) sellaisen yhteisönhallintajärjestelmän arviointi, jossa jokainenyhteisö on toteutettu erillisen ja itsenäisen rakenteellisen vertaisverkon avulla; (3) uusi yhteisöl-linen mobiilipalveluympäristö, jonka keskeisin osa mobiili välikerrosohjelmisto mahdollistaavertaisverkkoteknologioiden ja kontekstitiedon käyttämisen selaimessa toimivissa Web-sovel-luksissa; (4) sellaisten uusien yhteisöllisten mobiilipalveluiden käyttäjäkokemuksen arviointi,jotka liittyvät vapaa-ajan viettopaikan valitaan musiikin perusteella ja soitettavan musiikinäänestämiseen käyttäjäyhteisöissä.

Asiasanat: kontekstitieto, käyttäjälähtöinen suunnittelu, käyttäjätutkimukset,mobiilipalvelut, mobiilit välikerrosohjelmistot, verkkoyhteisöt, vertaisverkot, web 2.0

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Acknowledgements

The research work presented in this thesis has been carried out at the MediaTeam

Oulu research group, Department of Computer Science and Engineering,

University of Oulu, Finland. Specifically, the research work was conducted as

part of Eureka ITEA2 Expeshare and DECICOM projects.

First, I would like to express my gratitude to my supervisor, Doc. Mika

Ylianttila who has inspired me to achieve my best and provided me valuable

guidance throughout my post-graduate studies. In addition, Mrs. Sari Järvinen, Mr.

Jari Korhonen, Ms. Nonna Kostamo, Ms. Meirong Liu, Mr. Juuso Ohtonen, Dr.

Zhonghong Ou, Mr. Jani Pellikka, and especially Mr. Erkki Harjula, Mr. Janne

Julkunen and Mr. Otso Kassinen, deserve my appreciation for their invaluable

contributions to the original publications in this thesis. I am also grateful to the

research and industrial partners in Expeshare project, and especially to Lic. Johan

Plomp from VTT, Mr. Panu Kanervo from Nokia, Mr. Pablo Harju from Kutalab

for successful collaboration.

I would like to thank Professor Antti Ylä-Jääski for serving as the opponent in

the doctoral defence. I would also like to thank the official reviewers, Dr. Peter

Reichl from Telecommunications Research Center Vienna and Professor Kaisa

Väänänen-Vainio-Mattila from Tampere University of Technology for their

valuable feedback.

For supporting this thesis financially, I am very grateful to Graduate School

in Electronics, Telecommunications and Automation (GETA), Infotech Oulu

Graduate School, Walter Ahlström Foundation, Tauno Tönning Research

Foundation, Finnish Foundation for Technology Promotion, Nokia Foundation,

Research and Training Foundation of TeliaSonera, HPY Research Foundation,

Riitta and Jorma J. Takanen Foundation, Finnish Funding Agency for Technology

and Innovation (Tekes), and the industrial partners in DECICOM project,

including Ericsson, Nokia and Nethawk.

I would like to deeply thank my parents Aila and Erkki, my parents-in-law

Ailakki and Kari, as well as a family friend Dr. Jukka Kortelainen for all their

support throughout my post-graduate studies. Finally, my wife Saija deserves my

most sincere appreciation for her encouragement and patience especially in the

times of hardship. Without you this would not have been possible.

Oulu, October 2011 Timo Koskela

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Abbreviations

AJAX Asynchronous JavaScript and XML

API Application Programming Interface

BT Bluetooth

CCMV Community-centric Music Voting

CNL City Night Life

COMSE Community-centric Mobile Service Environment

CS Client-Server

DHT Distributed Hash Table

DTPB Decomposed Theory of Planned Behaviour

ESB Enterprise Service Bus

FW Firewall

GMS Group Management System

GPS Global Positioning System

HCI Human-Computer Interaction

HTML Hypertext Markup Language

HTTP Hypertext Transfer Protocol

ICT Information and Communication Technology

IDT Innovation Diffusion Theory

IEEE Institute of Electrical and Electronics Engineers

IP Internet Protocol

IS Information System

ISO International Organization for Standardization

ITU International Telecommunication Union

J2ME Java Platform, Micro Edition

MANET Mobile Ad hoc Network

MIS Mobile Information System

NAT Network Address Translation

ORM Object-Role Modelling

OS Operating System

P2P Peer-to-Peer

PCMS P2P Community Management System

PIDP Presence Information Data Format

PIDP-LO Presence Information Data Format Location Object

RFID Radio Frequency Identification

QoE Quality of Experience

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QoS Quality of Service

SIMPLE Session Initiation Protocol for Instant Messaging and Presence

Leveraging Extensions

SIP Session Initiation Protocol

SNS Social Networking Service

SOA Service-Oriented Architecture

TAM Technology Acceptance Model

TPB Theory of Planned Behaviour

TRA Theory of Reasoned Action

TTL Time-To-Live

UCD User-Centred Design

UDDI Universal Description, Discovery and Integration

UIA Unmanaged Internet Architecture

UML Unified Modelling Language

URL Uniform Resource Locator

UTAUT Unified Theory of Acceptance and Use of Technology

UX User Experience

WAP Wireless Application Protocol

WSDL Web Service Description Language

WLAN Wireless Local Area Network

XML Extensible Markup Language

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List of original publications

This thesis is based on the following original publications, which are referred to

in the text by Roman numerals (I-VII):

I Koskela T, Kassinen O, Harjula E & Ylianttila M (In press) P2P Group Management Systems: A Conceptual Analysis. ACM Computing Surveys.

II Koskela T, Kassinen O, Ou Z & Ylianttila M (2010) Improving Community Management Performance with Two-level Hierarchical DHT Overlays. Journal of Internet Technology, Special Issue on Internet Resource Sharing and Discovery 11(2): 167–179.

III Koskela T, Harjula E, Kassinen O & Ylianttila M (2011) Robustness of a P2P Community Management System based on Two-level Hierarchical DHT Overlays. Proc IEEE Symposium on Computers and Communication. Kerkyra, Greece: 881–886.

IV Koskela T, Kostamo N, Kassinen O, Ohtonen J & Ylianttila M (2007) Towards Context-Aware Mobile Web 2.0 Service Architecture. Proc IARIA International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies. Papeete, French Polynesia: 41–48.1

V Koskela T, Kassinen O, Harjula E, Pellikka J & Ylianttila M (2010) Case Study on a Community-Centric Mobile Service Environment. International Journal of Web Applications 2(3): 187–205.

VI Koskela T, Julkunen J, Kassinen O & Ylianttila M (2010) User Evaluation of a Community-centric Music Voting Service. Journal of Digital Content Technology and its Application 4(1): 69–78.

VII Koskela T, Järvinen S, Liu M & Ylianttila M (2010) User Experience in Added Value Location-based Mobile Music Service. Proc IEEE International Conference on Web Services. Miami, USA: 465–472.

Papers I-III focus on the research challenges related to P2P group management.

Papers IV and V address the research issues on the development of a service

environment for community-centric mobile services. Papers VI and VII examine

the factors that affect user acceptance of community-centric mobile services.

1 The best paper award

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Table of contents

Abstract

Tiivistelmä

Acknowledgements 7 Abbreviations 9 List of original publications 11 Table of contents 13 1 Introduction 15

1.1 Background ............................................................................................. 15 1.2 Motivation and research problems .......................................................... 17 1.3 Scope and methodology .......................................................................... 19 1.4 Contributions of the thesis ...................................................................... 21 1.5 Organisation of the thesis ........................................................................ 24

2 Literature review 25 2.1 Group management in mobile environments .......................................... 25

2.1.1 Multi-disciplinary nature of groups .............................................. 25 2.1.2 Characteristics of a group management system ............................ 28 2.1.3 Technologies for group management systems .............................. 29

2.2 Convergence of technologies in mobile environments ........................... 36 2.2.1 Benefits of mobile middleware .................................................... 36 2.2.2 Versatile role of context information ............................................ 38 2.2.3 Integrated use of P2P and Web technologies ................................ 42

2.3 Evaluating user acceptance of information systems ................................ 44 2.3.1 Defining user experience .............................................................. 44 2.3.2 User-centred design ...................................................................... 45 2.3.3 Models of user acceptance for information systems ..................... 46

3 Summary of the research contributions 53 3.1 Conceptual analysis of P2P group management systems ........................ 53 3.2 Performance evaluation of a P2P community management

system based on two-level hierarchical DHT overlays ........................... 54 3.3 A novel community-centric mobile service environment ....................... 57 3.4 User acceptance studies of community-centric mobile services ............. 60 3.5 Discussion and future work ..................................................................... 64

4 Conclusions 67 References 69 Original publications 79

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1 Introduction

1.1 Background

“There is no reason anyone would want a computer in their home”

Ken Olson 1977

Only two years after Ken Olson’s statement, the first commercially automated

cellular network was launched in Tokyo, Japan. Three decades later, mobile

phones had already reached the global market penetration rate of 50%. Along

with the huge success at the global market, the capabilities of mobile devices have

evolved exceptionally fast. Today, modern mobile devices are capable of sensing

their environment and connecting to the Internet using multiple wireless network

interfaces. In addition, screen size and resolution as well as input mechanisms

have advanced significantly during the recent years. As a consequence, we not

only have a computer at home, but also in our very own pocket.

The vast popularity of mobile devices has opened a completely new

playground for both research and business people who have struggled to develop

novel mobile services to answer to customers’ needs and to create new ones. The

growth expectations for the mobile service market were at their highest at the turn

of the 21st century, right before the burst of the information and communication

technology (ICT) bubble. As a consequence, the scepticism towards the mobile

services increased for several years to come (Yuan & Zhang 2003).

What makes mobile service market especially challenging is the novelty of

the services themselves. This is because of the fact that many mobile services are

completely new to the users, and thus, users’ perceptions on their added value are

hard to predict (Kesti et al. 2004, Fouskas et al. 2005). The growth of the mobile

service market has also been interfered by the difficulty of finding and installing

new mobile applications (Kassinen et al. 2005) as well as the slow penetration of

3G-capable mobile devices (Tallberg et al. 2007). These two issues are somewhat

intertwined, because without interesting mobile services there is no incentive to

invest in an expensive 3G-capable mobile device. The penetration of 3G-capable

mobile devices has been especially slow in countries, where bundling of mobile

subscriptions with mobile devices was still quite recently prohibited by law

(Tallberg et al. 2007).

The availability of mobile services has been significantly improved by mobile

device manufacturers and mobile operating system (OS) providers (e.g. Nokia,

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Apple and Google) who have established their own virtual market places, where

mobile applications can be easily acquired. Today, not only the official service

providers, but also any capable user can create their own mobile applications and

gain profit by selling them effortlessly in the virtual market place. This opening

has significantly increased the number of available mobile applications and has

had a positive effect on the development of the mobile service market at a global

scale. The popularity of creating home-made mobile applications has also been

supported by versatile development tools that have been made available for

everyone, and most importantly, mainly free of charge.

In 2003, while the mobile service market was still suffering from its growing

pains, the social networking services (SNSs) started to emerge in the Internet. By

definition, an SNS is a Web-based service that maintains a list of users, their

personal profiles and their connections with each other (Boyd & Ellison 2007). In

the late 2006, social networking was revolutionised when an SNS called

Facebook was opened for everyone. Its success has been tremendous, because

today Facebook has more than 500 million active users and is estimated to be

worth of 50 billion dollars (Facebook 2011).

Facebook is one of the many examples that highlight the importance of

communities in today’s online services. Although any SNS can also be used with

high-end mobile devices, few SNSs take advantage of the information that is

produced by a mobile user. The information that characterises the situation of an

entity such as a user is called context information (Dey et al. 2001).

It is predicted that the social networking phenomenon will eventually expand

to mobile environments, which opens new possibilities for the growth of the

mobile service market. Use of context information as a building block in an SNS

enables the implementation of new kinds of community-centric mobile services

that are established according to the shared location and/or activities of people

(Tasch & Brakel 2004, Morr & Kawash 2007, Nguyen et al. 2008). In this context,

the term community-centric refers to a commercial or a non-profit service that is

built around a user community whose members provide added-value to the

service itself. The added-value may result from the mere participation in the

service usage or from the provided user-specific information and/or user-created

content. The future implications suggest that these communities become an

invisible and integrated part of our physical environment (Nguyen et al. 2008).

Although the most of the existing SNSs rely on a client-server (CS) based

communication model, the feasibility of using decentralised communication

models based on either peer-to-peer (P2P) (Androutsellis-Theotokis & Spinellis

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2004) or mobile ad hoc network (MANET) (Chlamtac et al. 2003) technologies

should be further examined. One of the main benefits of using P2P or MANET

technologies in community-centric mobile services is that they are low cost in

terms of required hardware and its maintenance (Leibnitz et al. 2007).

The multifaceted research field of this thesis is examined from the viewpoint

of computer networks engineering, but also some elements from mobile

information systems (MIS) (Krogstie et al. 2003, Cheong & Park 2005, Fouskas

et al. 2005) and human-computer interaction (HCI) (Dix et al. 2004, Forlizzi &

Battarbee 2004) research are adopted. When developing novel community-centric

mobile services, the impact of technological choices, the factors affecting user

acceptance and the viability of potential business models should not be

considered separately, but as an integrated task.

1.2 Motivation and research problems

Today, every fifth mobile phone sold is a smartphone that is a handheld computer

embedded with the functionality of a mobile phone. Typically, a smartphone is

equipped with multiple sensors as well as wireless network interfaces, and is

capable of running a large variety of mobile applications. Smartphones are

quickly becoming the norm, because it is expected that the smartphone market

will grow four times faster than the market for traditional mobile handsets

(International Data Corporation 2011). However, the smartphone market is still

populated by multiple competing OSs, which complicates the development of

interoperable mobile services. As a consequence, this trend provides incentive for

using Web technologies for developing mobile services, because Web-based

services are inherently platform-independent.

Fuelled by the growing number of smartphones with built-in GPS devices,

location-based services are transforming from the research concepts into reality

(Junglas & Watson 2008). Despite the recent development, location information

can still be used in a more versatile manner in activity- and context-aware

applications, for instance, to enhance social relationships (Dey et al. 2010). Based

on this trend and the huge success of SNSs, the social networking phenomenon is

predicted to expand to communities that are established according to the shared

location and/or activities of people (Tasch & Brakel 2004, Morr & Kawash 2007,

Nguyen et al. 2008).

To facilitate the development of the emerging community-centric mobile

services, research on the service environment, and especially on the alternative

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communication models, is needed. Distributed P2P technologies provide a strong

alternative to the centralised CS technologies for managing user communities and

enabling interaction between the community members. According to

Androutsellis-Theotokis & Spinellis (2004), P2P technologies are, inherently,

viable platforms for both distributed computing and interpersonal communication.

Structured P2P networks, in which each network resource has its globally unique

position in the numeric namespace, enable deterministic resolution of search

queries. This guarantees that all groups, group members and the provided services

can be reliably found in the community-centric service environment. Structured

P2P networks, however, can inflict a relatively large amount of load on mobile

devices due to the globally maintained data structure. This is a concern that needs

to be addressed when developing a community management system using

structured P2P technologies.

From the business standpoint, the most important advantages of using P2P

technologies in community-centric mobile services are low hardware and

maintenance costs (Leibnitz et al. 2007). This not only encourages, but also

speeds up the introduction of new community-centric mobile services to the

market. Based on this and the above mentioned remarks, the following research

questions are addressed in this thesis:

1. How to efficiently establish communities using different types of P2P system

architectures?

2. How to implement a robust and efficient community management system for

mobile nodes using structured P2P technologies?

3. What kind of communication infrastructure is required for implementing a

community-centric mobile service environment using P2P and Web

technologies?

4. What kind of factors affect user acceptance of exemplary community-centric

mobile services?

In Fig. 1, the original publications are mapped to the research areas and the

research questions of this thesis. P2P group management and the integrated use of

P2P and Web technologies provide technical enablers for the community-centric

mobile service environment (COMSE). Exemplary community-centric mobile

services, in turn, provide an instrument for evaluating both the feasibility of the

COMSE and the user acceptance of this type of new mobile services.

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Fig. 1. The mapping of the original publications to the research areas and the

research questions of this thesis.

1.3 Scope and methodology

This thesis focuses on developing a service environment for community-centric

mobile services and examining the factors that affect user acceptance of novel

community-centric mobile services. The communication model for community-

centric mobile services can be implemented using CS, MANET or P2P

technologies, whereas the user interface can be implemented either as a local or a

Web-based application. In this thesis, the focus is especially on the integrated use

of P2P and Web technologies. Following the principles of constructive research,

the described research topics are primarily examined using real-life prototype

implementations. In order to answer to the research questions specified in Section

1.2, three different methodological approaches are used.

First, conceptual analysis is used in Paper I for examining how group

management can be efficiently implemented using different kinds of P2P system

architectures. The analysis is conducted using performance, robustness, fairness,

suitability for battery-powered devices, scalability and security as evaluation

criteria. The selected criteria present the essential challenges faced in P2P

networking (Androutsellis-Theotokis & Spinellis 2004, Kelényi & Nurminen

Paper I

RQ1

Paper II

RQ1, RQ2

Paper III

RQ2

RQ3

Paper VPaper IV

RQ3

RQ4

Paper VI

RQ4

Paper VII

P2P group managementCommunity-centric

mobile services

Community-centric mobile service environment

Integrated use ofP2P and Web technologies

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2008, Leonard et al. 2008). In addition, conceptual analysis is also used in Paper

IV for examining what kinds of market structures are likely to appear when

different communication models are used for community-centric mobile services.

The market structures were analysed using the theory of industrial organisation.

However, this analysis was not done by the author, and thus, is not discussed in

detail.

Second, real-life prototypes of a P2P community management system (PCMS)

and the COMSE were implemented to be able to analyse their performance,

robustness, and energy-efficiency in Papers II, III and V. It must be noted that the

used distributed hash table (DHT)-based P2P protocol called P2PP (Baset et al.

2007) was not developed by the author, but was used as an essential building

block in both prototype implementations. The used DHT algorithms were

Kademlia (Maymounkov & Mazieres 2002) and Chord (Stoica et al. 2001). The

prototype of the PCMS was evaluated by running multiple instances of P2P nodes

within a dedicated server machine, whereas the prototype of the COMSE was

evaluated in an authentic deployment environment with real test users. The

mobile devices used by the test users were connected to the Internet using a

wireless local area network (WLAN). The established P2P overlay networks were

of different size and contained varying levels of node activity. The prototypes

were evaluated using metrics common to the research community of P2P

networking, namely network traffic load, routing latency, look-up hop count, and

success ratio of look-up operations (Xu et al. 2003, Ou et al. 2010).

Third, user studies and two real-life prototype services are used in Papers VI

and VII for studying users’ perceptions and the factors that affect user acceptance

of exemplary community-centric mobile services. The exemplary services,

Community-centric Music Voting (CCMV) and City Night Life (CNL), were

developed by following some of the key principles of the user-centred design

(UCD) approach. In the development process, a scenario-based description of the

services was first defined in collaboration with the industrial partners relying on

their knowledge on the potential customers. The development of the services was

conducted incrementally, and the testing of the services was implemented in two

iterations. The preliminary testing of the CCMV service was conducted in a

laboratory environment with eleven test users (Koskela et al. 2009), and the final

testing of both CCMV and CNL services, in a real deployment environment with

53 test users. The final testing was conducted in five consecutive testing events,

of which each was populated by approximately ten test users. Both prototype

services were used during each testing event by every test user. First, a test user

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used the CNL service to find a bar matching her music taste, and second, the

CCMV service to interact in a user community of a pre-selected bar and vote for

music to be played in that bar. Each testing event lasted approximately 45 minutes.

Although the duration of a testing event was fairly short, for instance, Koivumäki

et al. (2008) point out that users’ perceptions on a mobile service do not notably

depend on the length of the test period. This clearly emphasises the importance of

the first impression.

The research data was collected in two phases: first, background information

about test users’ technological awareness and music consumption habits was

collected beforehand using an online questionnaire. Second, users’ perceptions on

the services were collected after the testing event using a quantitative

questionnaire with a 5-point Likert-scale, ranging from strongly disagree to

strongly agree. Finally, short group interviews were conducted that focused on

users’ perceptions on the services, but also on the ideas for future improvements.

For analysing the research data concerning the CCMV service, a research

model called Decomposed Theory of Planned Behaviour (DTPB) (Taylor & Todd

1995) was selected. DTPB examines the effects of attitude, social influence and

perceived behavioural control on the usage intentions towards the service under

investigation. The selection of the research model was based on the facts that

DTPB: (1) performs well in studies focusing on customer behaviour, (2) suits well

for studies, where other individuals may have an influence on the use behaviour

of MISs, (3) can also be applied when the studied MIS is still in the development

phase, and (4) is not overly complex, and thus, rather straight-forward to

implement (Teo & Pok 2003). In addition, the research data concerning both the

CCMV and the CNL services was examined by defining special interest groups

based on test users’ technological awareness and music consumption habits. This

was done, because the special interest groups were predicted to have different

kinds of expectations and attitudes towards the two exemplary community-centric

mobile services. Furthermore, the aim was to find out the user groups that were

likely to be the early adopters of the CCMV and the CNL services.

1.4 Contributions of the thesis

The main contributions are summarised in this section. Specific contributions of

each original paper are elaborated in more detail in Chapter 3. The main

contributions of this thesis are the following:

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1. Conceptual analysis of P2P group management systems

2. Performance evaluation of a P2P community management system based on

two-level hierarchical DHT overlays

3. A novel community-centric mobile service environment

4. User acceptance studies on exemplary community-centric mobile services.

Paper I introduces a conceptual analysis of P2P group management systems

(GMSs). The publication illustrates how groups are formed using different P2P

system architectures, and analyses the advantages and disadvantages of using

each P2P system architecture in the implementation of a P2P GMS. The

guidelines given in the publication facilitate the selection of an appropriate P2P

system architecture for implementing a P2P GMS. The author was responsible for

conducting the conceptual analysis of P2P GMSs. Mr. Kassinen and Mr. Harjula

defined the evaluation criteria used in the conceptual analysis and participated in

the finalisation of the publication. Doc. Ylianttila was the supervisor.

Paper II introduces and evaluates the PCMS that is a system for managing

P2P communities. In the PCMS, a separate DHT overlay is established for each

community, resulting in multiple small overlays that are indexed and discovered

using a global DHT overlay. The PCMS was evaluated using P2PP as the DHT-

based P2P protocol and Kademlia as the DHT algorithm. The performance of the

PCMS was measured and evaluated in terms of network traffic load, routing

latencies, success ratio of look-up operations and mobile nodes’ energy

consumption. In the evaluation, the PCMS is also compared against a flat DHT

structure, where all the community related activities are performed in a single

DHT overlay. The author was responsible for designing the architecture, defining

the test setup and analysing the evaluation results. Mr. Korhonen and Mr.

Kassinen implemented the test setup and performed the test cases. Dr. Ou was

responsible for the latency analysis. Doc. Ylianttila was the supervisor and

participated in the finalisation of the publication with Mr. Kassinen.

Paper III continues the work started in Paper II and evaluates the robustness

of the PCMS more thoroughly. The evaluation is based on the measurements

conducted using P2PP with two DHT algorithms called Kademlia and Chord. The

robustness of the PCMS is evaluated with different levels of churn (i.e. constant

joining and leaving of nodes) and node activity, in terms of nodes’ look-up

success ratio, network traffic load and average hop count. The PCMS is also

compared against a flat DHT structure where all the community related activities

are performed in a single DHT overlay. The author was responsible for defining

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the test setup and analysing the evaluation results. Mr. Julkunen implemented the

test setup, whereas Mr. Harjula and Mr. Kassinen participated in the research

discussion and the finalisation of the publication. Doc. Ylianttila was the

supervisor.

Paper IV describes a context-aware mobile Web 2.0 service architecture that

connects individual and community context information with Web-based services.

Based on the degree of centralisation, four communication models for indexing

and discovery of context information and Web-based services are introduced. In

addition, market structures of the proposed communication models are analysed

from a multidisciplinary point of view. The author was responsible for designing

the architecture and the four communication models, whereas Ms. Kostamo

conducted the market structure analysis. Mr. Kassinen and Mr. Ohtonen

participated in the research discussion and in the finalisation of the publication.

Doc. Ylianttila was the supervisor.

Paper V continues the work started in Paper IV and introduces the COMSE, a

service environment for community-centric mobile services that are developed

with Web technologies. The COMSE was built on a distributed communication

infrastructure implemented using P2PP and Kademlia. The interaction between

P2P overlay networks and Web-based services is realised with a mobile

middleware component called P2P Daemon. The performance of the COMSE was

evaluated in terms of network traffic load, success ratio of P2P operations, and

latencies of successful P2P operations. The author was responsible for designing

the COMSE, defining the test setup and analysing the evaluation results. Mr.

Julkunen, Mr. Kassinen and Mr. Pellikka implemented a prototype of the COMSE,

whereas Mr. Harjula participated in the finalisation of the publication. Doc.

Ylianttila was the supervisor.

Paper VI examines the factors that affect user acceptance of the CCMV

service that relies on the COMSE and a virtual disc jockey system called

DjOnline. The CCMV service enables members of a community to influence the

music played within their premises and to interact with each other. The testing of

the CCMV service was conducted in a real usage environment, where the user

communities were comprised of the clientele of a bar. In the evaluation, a user

acceptance model called DTPB was used. The author was responsible for

gathering the research data and studying the factors that affect user acceptance of

the CCMV service. Mr. Julkunen implemented a prototype of the CCMV service,

whereas Mr. Kassinen participated in the finalisation of the publication. Doc.

Ylianttila was the supervisor.

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Paper VII studies users’ perceptions on the CNL service that relies on the

COMSE and DjOnline. The CNL service provides recommendations about

entertainment premises in the proximity by matching their music styles with the

user’s personal music preferences. Entertainment premises are shown on a map

interface and are marked with colours according to their match. The testing of the

CNL service was conducted in a real usage environment. The analysis of users’

perceptions was based on different user groups that were established according to

test users’ technological awareness and music consumption habits. The author

was responsible for designing the CNL service, gathering the research data and

conducting the analysis of users’ perceptions on the CNL service. Mrs. Sari

Järvinen conducted a user study on the usage of personal music profiles, whereas

Ms. Liu participated in the development of the matching algorithm. Doc.

Ylianttila was the supervisor and participated in the finalisation of the publication.

1.5 Organisation of the thesis

The thesis is organised as follows: in this chapter, the background of the research

topics, motivation and research problems, scope and methodology, as well as a

brief summary of the contributions of this thesis are discussed.

In Chapter 2, a literature review of the research topics covered in this thesis is

presented. The research topics include group management in mobile

environments, convergence of technologies in mobile environments and

evaluating user acceptance of information systems.

In Chapter 3, the main research contributions of the original publications are

summarised, the significance of the results is discussed and ideas for future

research are presented. This chapter consists of five parts that are conceptual

analysis of P2P group management systems, performance evaluation of a P2P

community management system based on two-level hierarchical DHT overlays, a

novel community-centric mobile service environment, user acceptance studies of

community-centric mobile services as well as discussion and future work.

In Chapter 4, some conclusions are finally drawn based on the results of the

thesis and the current development of the community-centric mobile services.

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2 Literature review

This chapter provides an overview of the literature related to the community-

centric mobile services. The chapter is divided into three parts: Section 2.1

examines the group management in mobile environments, Section 2.2 investigates

the convergence of technologies in mobile environments and Section 2.3 deals

with user studies, having the main focus on the different models for assessing user

acceptance of information technology.

2.1 Group management in mobile environments

“A community is more than the sum of its parts”

Paul Lample 2000

Although the concept of a group may seem simple and well-defined, it is actually

rather ambiguous. This is because of the fact that the concept of a group has

diverse meanings for professionals of different sciences. In this section, the

concepts of a group and a community are defined from a multi-disciplinary

viewpoint and the basic characteristics of group management systems are

presented together with three fundamental enabling technologies.

2.1.1 Multi-disciplinary nature of groups

The concept of a group has particular meanings for professionals of different

sciences (Gupta & Kim 2004). For a psychologist, a group usually refers to two

or more people. For an engineer, in turn, a group may refer to two or more users

or computing entities, whereas an economist primarily interprets a group as two

or more customers whose demographics or consumption behaviour are alike.

In a similar manner, misapprehensions also take place between the concepts

of a group and a community. The two concepts are often used synonymously,

although they have a different meaning (Khambatti et al. 2002). Whereas a group

consists of two or more people or computing entities that may be unknown or at

least anonymous to each other (Tasch & Brakel 2004), a community consists of

two or more people who interact around a shared interest according to some

agreed rules of conduct (Porter 2004). Based on the two definitions, the concept

of a community can be considered as a special case of the concept of a group.

Consequently, all communities are groups, but not all groups are communities.

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The growing popularity of personal computers and the Internet in the 1990’s

enabled establishing communities also in the electronic frontier (Rheingold 2000).

As a consequence, Porter (2004) categorises communities into physical, partially

virtual and virtual counterparts depending on the used medium for

communication. A community can be defined as (completely) virtual when all

communication is mediated by technology. This varying degree of virtualisation is

also introduced by Morr & Kawash (2007) in their classification of communities.

It is also important to take into account the mobility of the used communication

technology. Thus, technology as a communication medium can be further divided

into mobile and stationary devices (Tasch & Brakel 2004). The use of a mobile

device enables, for instance, more spontaneous communication patterns and

implementation of services that are related to specific locations.

Another distinguishing characteristic of virtual communities is the physical

position of the community itself. A virtual community can exist solely in the

Internet or it can also be rooted to some place or a specific location. Nguyen et al.

(2008) also make a distinction between a place-based and a location-based virtual

community. According to Nguyen et al. (2008), a place is used for referring to a

meaningful location for humans, whereas a location is merely a point in the

coordinate system. In order to improve the clarity of this thesis, the term location-

based is adopted because it is still more established in the literature.

When considering the manner how communities are established, they are

typically either member-initiated or organisation-sponsored (Porter 2004).

Member-initiated communities can be further categorised into social and

professional communities based on their relationship orientation. On the same

basis, organisation-sponsored communities can be further categorised into

commercial, non-profit and government communities.

Commercial virtual communities, in particular, have been paid a great deal of

attention by the researchers of mobile and electronic commerce during the last

decade. For instance, Lechner & Hummel (2002) studied the business models for

virtual communities that are established using P2P technologies, Schubert &

Hampe (2005) examined business models for mobile virtual communities in

general, whereas Gupta & Kim (2004) investigated the potential applications of

virtual communities in both electronic and mobile commerce. According to Gupta

& Kim (2004), the potential benefits of virtual communities are versatile. For

instance, virtual communities provide a cost-effective way to communicate and

share knowledge, improve effectiveness of marketing, and enhance trust among

the customers.

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Based on work conducted by Porter (2004), Tasch & Brakel (2004), Morr &

Kawash (2007) and Nguyen et al. (2008), Fig. 2 presents the topology of virtual

communities.

Fig. 2. The topology of virtual communities.

For the purpose of clarity, the term group is hereafter used in this section for

referring to any group, whether the group is a community or not. The reason for

this is that the systems presented in Section 2.1.2 could be all used for managing

groups, but not all of them for managing user communities. In some of these

systems, groups may, for instance, be established without users being aware of

this, which render these particular systems unsuitable for managing user

communities. To also clarify the terminology used in Papers I-III, it is important

to emphasise that in Paper I, all kinds of P2P GMSs are examined, but in Papers

Virtual community

Partially virtual Virtual

Degree of virtualisation

Stationary Mobile

Communication technology

Location-independent Location-based

Position

Member-initiated Organisation-sponsored

Establishment

Social Commerical

Relationship orientation

Professional Non-profit

Government

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II and III, the focus is solely on using a specific type of a P2P system for

managing user communities.

2.1.2 Characteristics of a group management system

Today, GMSs have many applications. The purpose of a GMS can be, for instance,

social or professional networking, real-time group communication, sharing and

rating of multimedia content, as well as provisioning of collaborative services

(Boyd & Ellison 2007). In the given examples, groups are usually member-

initiated or organisation-sponsored. As a consequence, the user is aware of the

fact that the groups exist as an essential part of the service. Especially in P2P

networks, a GMS may also serve more technical purposes that are not directly

visible to the user. In these cases, the groups are often dynamically established by

the GMS in order to improve, for instance, the search performance of the service

(Agostini & Moro 2004, Li & Vuong 2006). Agostini & Moro (2004) emphasise

that the existence of a group and its members is often unknown to the user.

Because of these two different types of GMSs, it is important to examine the

common characteristics of a GMS from both technical and service viewpoints

(Tasch & Brakel 2004).

In the context of P2P networking, Gong (2001) introduces a group as a virtual

entity that implements a set of group protocols. Hence, from the technical

perspective, a GMS is comprised of multiple group management procedures. It is

important to note that the basic functionality provided by the group management

procedures is similar regardless of the chosen implementation technology or the

fundamental purpose of a GMS. A concise definition of group management could

not be found in the literature, but by completing the perceptions of Gong (2001)

and Bottazzi et al. (2008), the following technical definition was formulated:

group management refers to a set of procedures that enable establishing,

configuring, indexing, discovering, joining, leaving and removing groups. As a

result, a GMS is a system that implements, at least, part of these group

management procedures.

From the service perspective, a GMS provides a set of services that enable

interaction between the members of a group, and possibly between different

groups. Tasch & Brakel (2004) describe this set of services as multiple different

communication spaces that are populated by users. In addition to Facebook, well-

known examples of GMSs include LinkedIn that provides a professional network

for technology experts, MySpace that provides a meeting place for fans of social

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entertainment, and Twitter that provides a real-time information sharing network

(Boyd & Ellison 2007). It is important to note that the services provided by these

GMSs rely on the defined set of group management procedures. For instance, a

chatting session with a particular friend requires discovering the group of friends

(i.e. friend list) that are online at that moment.

2.1.3 Technologies for group management systems

It should be emphasised that not only the purpose, but also the deployment

environment dictates what kinds of technologies are feasible for implementing a

GMS. The communication model and the group management procedures of a

GMS can be implemented using CS, MANET or P2P technologies, as well as

some combination of the previous. The choice between the alternatives depends

on varying criteria such as the predicted number of users, the mobility of users,

capabilities of users’ devices, as well as the available communication

infrastructure to mention a few examples. All three communication technologies

are presented in this section, but the focus is especially on P2P technologies in

order to provide the theoretical foundation for Papers I-III in this thesis.

Client-server networks

The communication model based on the CS architecture consists of a server and

one or multiple clients. A server acts as the provider of a service, whereas clients

act as users of that service. The clients are able to discover any service using a

Uniform Resource Locator (URL). A URL is comprised of the used

communication protocol, the name of the domain and the path to a particular

resource. With the CS architecture, the clients are lightweight compared to the

server. In the context of GMSs, all group management procedures are

implemented on the server using a variety of database structures that are, however,

outside the scope of this thesis.

All recently introduced GMSs (mainly SNSs) that rely on the CS architecture

are based on Web technologies (Boyd & Ellison 2007). With Web technologies,

the server hosts an additional component called a Web server that can be accessed

by the clients using a Web browser. Thanks to the rapid emergence of

smartphones and the fast wireless network interfaces, not only stationary

computers with a fixed Internet connection, but also high-end mobile devices are

capable of hosting a Web server (Srirana et al. 2006). The communication

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between the Web server and the Web browser takes place using Hypertext

Transfer Protocol (HTTP) that operates over reliable Transmission Control

Protocol (TCP) (Kozierok 2005). The contents of a Web-based service are

exchanged as Hypertext Markup Language (HTML) documents that are

interpreted and visualised by the Web browser. The access to the database

structures on the server can be implemented with Web technologies, for instance,

using a scripting language called PHP. With PHP, HTML documents can be

dynamically created on run time.

The Web-based user interfaces of GMSs are today very often based on

Asynchronous JavaScript and XML (AJAX). AJAX is not a new technology, but

a combination of existing technologies used together in a novel way (Paulson

2005). With AJAX, a Javascript-based engine is run on the Web browser that is

capable of requesting content from the Web server silently in the background. As

a result, the interactivity and responsiveness of a Web-based service is

considerably improved.

The main advantages of using CS networks in GMSs are typically low

latency access to data, strong data security, good robustness against churn, and

low stress on clients which is especially important for mobile devices (Leibnitz et

al. 2007, Balasubramanian et al. 2009). The usual disadvantages include the

single point of failure, low scalability, a need for expensive hardware

infrastructure as well as high maintenance and administrative costs (Leibnitz et al.

2007). Some of these shortcomings, however, can be removed by using server

clustering techniques (Schroeder 2000). For instance, in Facebook and Twitter,

the issues related to the single of point of failure and low scalability have been

eliminated by using a distributed database called Apache Cassandra that is

capable of efficiently replicating all data within the established server cluster. As

a result, the speed of data access increases when new hardware is added.

Mobile ad hoc networks

A MANET is comprised of mobile nodes that are capable of dynamically self-

organising into arbitrary and temporary network topologies without any pre-

existing communication infrastructure (Chlamtac et al. 2003). Mobile nodes are

connected to each other using various wireless network interfaces such as

Bluetooth (BT) or WLAN. Because of the different wireless network interfaces

and their transmission capabilities, multi-hop protocols are usually needed for

enabling connectivity between mobile nodes that are not necessarily within each

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other’s wireless range (Chlamtac et al. 2003, Adibi & Erfani 2006). Since no

default routers exist, each mobile node assumes the role of a router and forwards

other nodes’ packets in the established network topology. From the viewpoint of

security, any mobile node on the routing path can be potentially hostile. There

exists a large variety of routing protocols for MANETs (Yu et al. 2005, Adibi &

Erfani 2006), which are, however, not within the scope of this thesis.

In MANETs, all group management procedures need to be implemented in a

distributed manner. This is a challenging task, because the network topology is

changing dynamically, and thus, the correct routing information is difficult to

maintain (Adibi & Erfani 2006). This complicates, for instance, implementing

consistent indexing of group members. Without any centralised elements, the

indexing of group members would need to be implemented locally by each

mobile node according to their current knowledge of the network topology. Using

clustering-based routing schemes in MANETs, some well-connected nodes could

assume the role of a cluster leader (Yu et al. 2005). Because of their central

position in the network topology, the leader of each cluster could take the

responsibility for implementing the group management procedures. An example

of a MANET-based GMS that use clustering is presented by Bottazzi et al. (2008)

who cluster mobile nodes according to the similarity of their interests and goals.

The main advantage of using MANETs in GMSs is that no pre-existing

communication infrastructure is needed. In addition, the ability to exploit the

variety of wireless network interfaces enables the majority of mobile devices to

participate in a MANET. The main disadvantages are low security and the

difficulty of maintaining the network topology, which usually leads to rather low

performance, robustness and scalability. From the viewpoint of GMSs, this

complicates the implementation of group management procedures. However, it

should be noted that some of the group management procedures could also be

implemented using CS networks if several mobile nodes can act as gateways to

the Internet (Chlamtac et al. 2003).

Peer-to-peer overlay networks

An overlay network can be defined as a network that is established on top of

another network. In the case of P2P technologies, a P2P overlay network is

formed by a collection of logical links that connect nodes to each other at the

application layer (Androutsellis-Theotokis & Spinellis 2004). Each of these

logical links then corresponds to one or more physical links between the nodes.

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Similar to MANETs, each message is propagated through multiple nodes that may

potentially be hostile. This, of course, has a negative effect on the security of P2P

systems (Urdaneta et al. 2011). From the viewpoint of communication

infrastructure, P2P overlay networks fall somewhere between CS and MANET

networks. P2P overlay networks rely on the existing IP-based networks, but do

not require any dedicated hardware components.

In the literature, P2P systems have been categorised in multiple ways, for

instance, according to the chronological appearance of different P2P system

architectures (Harjula et al. 2004) or the specific applications of a P2P system

(Brands & Karagiannis 2009). Androutsellis-Theotokis & Spinellis (2004) explain

that the diversity of the definitions results from the chosen level of broadness. In

their fundamental study of P2P systems, Androutsellis-Theotokis & Spinellis

(2004) reconcile the different viewpoints to P2P systems and define them as

“distributed systems consisting of interconnected nodes able to self-organise into

network topologies with the purpose of sharing resources such as content, CPU

cycles, storage and bandwidth, capable of adapting to failures and

accommodating transient populations of nodes while maintaining acceptable

connectivity and performance, without requiring the intermediation or support of

a global centralized server or authority”. Although the definition is self-

explanatory, understanding the P2P networking requires further examination of

the architecturally distinct approaches to implementing P2P systems.

From the architectural perspective, P2P systems can be categorised according

to the type of the index and the type of the network structure (Lua et al. 2005,

Brands & Karagiannis 2009). A P2P system can use either centralised, distributed

or hybrid indexing for locating nodes and resources in the P2P network. In

centralised indexing, the index is stored by one or more centralised servers. A

common example a P2P system that uses centralised indexing is the original

version of BitTorrent. In distributed indexing, the index is distributed to all nodes

in the P2P network and stored in a collaborative manner. An example of a P2P

system that relies on distributed indexing is Gnutella v0.4. In hybrid indexing, the

index is stored by a subset of nodes that are usually called super-nodes. Super-

nodes typically possess high capabilities and are responsible for maintaining the

index on behalf of ordinary nodes connected to them (Yang & Garcia-Molina

2003). An example of a P2P system that uses hybrid indexing is Skype (Baset &

Schulzrinne 2004).

Based on the type of the network structure, P2P systems can be further

categorised as unstructured, structured or a combination of unstructured and

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structured. In unstructured P2P systems, nodes are organised in a random overlay

topology that emerges in the course of time. In unstructured P2P systems, nodes

and their shared resources are located using search methods that are either based

on flooding, random walks or expanding-ring search (Lua et al. 2005). A search

query is typically propagated until a specific Time-To-Live (TTL) parameter has

decreased to zero. As a consequence, a search query usually reaches only a part of

a P2P network, and thus, deterministic resolution of queries cannot be guaranteed.

An example of an unstructured P2P system is Gnutella v0.4.

In structured P2P systems, the structure of the overlay topology is tightly

controlled. In other words, each node and resource is mapped to an identifier that

has an unambiguous location in the overlay topology (Androutsellis-Theotokis &

Spinellis 2004). Apart from a few exceptions such as Mercury (Bharambe et al.

2004), all structured P2P systems are based on DHT algorithms. In DHT-based

P2P systems, nodes and resources are mapped into a logical numeric address

space. Within the address space, each node and resource is located using a key

that is calculated with a DHT-specific mathematical (usually hash) function (Xu

et al. 2003). If a key to a node or a resource is known, deterministic resolution of

search queries can be guaranteed. This is crucial when P2P overlay networks are,

for instance, used for managing user communities, managing time critical

information, provisioning of mobile services and/or storing specific items of the

service data. Without deterministic resolutions of queries, these different types of

resources could not be reliably found. This would result, for instance, in

expiration of time critical information such as location or in malfunctions of a

service. Popular DHT algorithms are Kademlia, Chord, CAN (Ratnasamy et al.

2001), Pastry (Rowstrom & Druschel 2001) and Tapestry (Zhao et al. 2004).

P2P systems that consist of both unstructured and structured overlay

topologies are typically based on hybrid indexing. In Skype, for instance, the

communication between the super-nodes is structured, whereas the

communication between a super-node and its ordinary nodes is unstructured.

In addition to the previously presented P2P systems, there are also more

complex P2P systems that are composed of multiple connected overlay networks

(e.g. Xu et al. 2003 Artigas et al. 2005, Li & Vuong 2006). In these P2P systems,

it is typical that there exists one overlay network that is populated by all the nodes

in the P2P system, whereas the rest of the overlay networks are comprised of

some subset of nodes. As a result, the type of the index and the type of the

network structure are tightly coupled and cannot be examined separately.

Commonly, the overlay topologies are based on DHT algorithms, and thus, these

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P2P systems are usually called hierarchical DHTs. For instance, Xu et al. (2003)

introduce HIERAS, a layered P2P system, where nodes are arranged into different

levels of overlays based on their network latencies. This is done in order to

optimise the routing performance. Another P2P system called Cyclone is

presented by Artigas et al. (2005) who connect multiple overlays in a tree-like

conceptual hierarchy. Although several P2P systems that are composed of

multiple connected overlay networks exist, they have not been experimented for

managing location and/or activity-based user communities and have not been

evaluated using real-life prototype implementations. At least, in the case of DHT

algorithms, Kato & Kamiya (2007) found out that the results gained using

simulations may differ significantly from the measurements conducted with real-

life prototype implementations. Furthermore, Hautakorpi & Camarillo (2007)

pointed out that the suitability of a DHT algorithm depends on the deployment

environment and the specific application case. The PCMS, evaluated in Papers II

and III, is a P2P system that is based on hierarchical DHTs.

In addition to the type of the index and the network structure, Brands and

Karagiannis (2009) further categorise P2P systems based on the type of the

application, deployment, standardisation and security mechanisms. However, this

extensive set of categories is too vast to be examined in this thesis.

In P2P systems, the implementation of group management procedures is also

dependent on the selected type of the index and the structure of the network. With

centralised indexing, group management procedures are straightforward to

implement by the centralised servers (Krishnamurthy et al. 2001). In distributed

indexing, group management procedures are typically implemented either using

tree-like structures on top of the overlay topology (Castano & Montanelli 2005,

Castro et al. 2002) or locally by each individual node (Das et al. 2009). In hybrid

indexing, group management procedures are typically implemented by super-

nodes as, for instance, in JXTA (Gong 2001). In P2P systems that are composed

of multiple connected overlay networks, group management procedures are an

integrated part of the P2P system itself.

Advantages of using P2P technologies in GMSs are slightly challenging to

generalise because of the multiple architecturally distinct implementation

approaches. However, P2P networks have good scalability, mediocre robustness

against churn, and very low maintenance and administrative costs. The common

disadvantages are low security and mediocre performance, at least, when

compared to the CS networks. From the standpoint of mobile nodes, energy

consumption may also become an issue. This is due to two facts: first, the

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maintenance of the network topology, especially in DHT-based P2P systems,

requires a fairly large amount of messaging; second, mobile nodes using a cellular

data connection such as 3G are usually behind network address translation (NAT)

or firewall (FW) devices that need to be traversed (Haverinen et al. 2007). NATs

and FWs have timers that are used for removing idle connections, and thus,

mobile nodes are required to send frequent keep-alive messages in order to keep

them reachable from the Internet. One solution to this problem is to give the

mobile nodes a public Internet protocol (IP) address. This, however, is not

possible as long as IPv4 is the dominating protocol in the Internet, because the

pool of unallocated IPv4 addresses was depleted already during the year 2011.

The IPv6, however, has a significantly larger address pool, and with public IPv6

addresses, the issue of the NAT traversal, at least, would be solved.

The presented communication models are not mutually exclusive and can be

used in a collaborative manner. For instance, the CS technologies could be used

for tasks that require a high level of security such as authentication, the P2P

technologies could be used for communication and resource sharing, whereas the

MANET technologies, in turn, could be used whenever communication

infrastructure is not available or when the costs for the Internet access are

considered too high (Chlamtac et al. 2003). In Table 1, a rough conceptual

comparison of CS, P2P and MANET-based communication models is presented

in terms of performance, robustness, scalability, security, suitability for mobile

nodes, independence of communication infrastructure and independence of

maintenance and administration.

Table 1. A conceptual comparison of CS, P2P and MANET communications models.

Comparison criteria Communication model

CS P2P MANET

Performance high medium low

Robustness high medium low

Scalability medium high low

Security high low low

Suitability for mobile devices high medium high

Independence of communication infrastructure low medium high

Independence of maintenance and administration low high high

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2.2 Convergence of technologies in mobile environments

The heterogeneity of wireless network interfaces, mobile OSs and communication

networks introduces a respectable challenge for today’s mobile software

developers (Yoneki & Bacon 2007). However, the integrated use of different

technologies can be facilitated using a middleware solution. In this section, the

benefits of mobile middleware are investigated together with the versatile role of

context information. Furthermore, the integrated use of P2P and Web technologies

in mobile environments is examined. The goal of this section is to provide the

theoretical background for Papers IV and V in this thesis.

2.2.1 Benefits of mobile middleware

Middleware is an umbrella term that comprises of “a set of services, APIs, and

management systems, which support distributed, networked computing

environment” (Yoneki & Bacon 2007). Consequently, a mobile middleware is a

special case of middleware that is run on mobile devices. What makes the

development of mobile middleware especially challenging is the scarcity of

available resources in mobile environments (Tarkoma 2009). As a consequence, a

mobile middleware must be able to withstand delays that are usually caused by

the unreliable wireless network connections and the relatively low processing

capabilities of mobile devices. Added to this, the mobile middleware itself should

be lightweight in order to preserve the precious battery life of a mobile device.

Typically, a middleware is implemented as a software layer that resides above

the OS and the TCP/IP stack, but below the applications (Tarkoma 2009).

According to Yoneki & Bacon (2007), middleware can be categorised roughly

into two different types: application-specific upper middleware and resource-

specific lower middleware. Application-specific upper middleware provides a set

of services that are used for simplifying the application logic and for enhancing

the interoperability between the applications. Resources-specific lower

middleware, in turn, is used for managing particular resources in a distributed

network environment. A mobile middleware (i.e. P2P Daemon), introduced in

Paper V, implements some of the features from both the application-specific

upper middleware and the resource-specific lower middleware. P2P Daemon

provides a service that enables Web-based services running in a Web browser to

utilise the available P2P networks, and at the same time, P2P Daemon is required

to participate in these P2P networks as one of the nodes.

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In Fig. 3, a generic mobile middleware stack is illustrated (Yoneki & Bacon

2007). Because an exact composition is dependent on the purpose of a mobile

middleware and its deployment environment, Yoneki & Bacon (2007) provide a

generic set of services that represent the typical building blocks used in mobile

middleware solutions.

Fig. 3. A generic mobile middleware stack (modified from Yoneki & Bacon 2007).

The benefits provided by a mobile middleware are diverse when examined from

the viewpoint of different actors in the value chain of mobile business (Yuan &

Zhang 2003, Tarkoma 2009). For end-users, a mobile middleware as such is not

visible, but it provides indirect benefits through the wider range of supported

applications. For device manufactures, a mobile middleware enables introduction

of extended features that interface with the device drivers. For Internet service

providers, a mobile middleware enables monitoring and administration of the

network environment. For platform providers, a mobile middleware provides

interoperability with different mobile OSs. Finally, for application service

providers, a mobile middleware enables easier and faster application development.

Overall, the use of a mobile middleware reduces costs and also shortens the time

required for introducing new devices and services to the market.

Open APIs

Network architecture

Middleware generic service elements

Operating system

Mobile middleware communication

Client-Server P2P/Grid MANET Wireless sensor network

Resource managementData management

Event notificationService discovery

Directory

Quality of ServiceReal-time

Security

Context management

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The number of existing mobile middleware solutions is vast. In the following,

illustrative examples of MANET and P2P-based mobile middleware solutions are

introduced. The examples include Proem (Kortuem 2002), STEAM (Meier &

Cahill 2010), PnPAP (Harjula et al. 2004) and MyNet (Kalofonos et al. 2008).

Kortuem (2002) introduces Proem that is a mobile middleware for developing

and deploying P2P applications in MANETs. The architecture of Proem consists

of three parts that are an application run-time environment, a set of middleware

services and a protocol stack. The middleware services include the presence

manager, the profile manager, the data space manager, the community manager,

the peer database and the event bus that enables event-based communication

among the P2P applications. Another example of a mobile middleware for

MANETs is presented by Meier & Cahill (2010) who introduce STEAM, an

event-based middleware for collaborative applications. The architecture of

STEAM comprises of four parts that are the event service nucleus, the proximity

discovery service, the location service and the proximity-based group

communication service. As part of STEAM, Meier & Cahill (2010) introduce

techniques for location-independent announcement and subscription coupled with

location-dependent filtering and event delivery.

Harjula et al. (2004) describe a mobile middleware called PnPAP that enables

dynamic selection of a P2P protocol, a session management protocol and a

wireless network interface. Configuration and run-time optimisation of PnPAP

can be done using a lightweight interpretable state machine. Another example of a

mobile middleware relying on P2P technologies is MyNet that provides secure

personal and social networking services (Kalofonos et al. 2008). MyNet enables

user-generated services and content to be accessed and shared in real-time,

directly from users’ mobile devices. The shared services can also be implemented

using Web technologies in which case they can be run on any Web browser.

MyNet is built on top of a distributed communication platform called Unmanaged

Internet Architecture (UIA) (Ford et al. 2006).

2.2.2 Versatile role of context information

“Context is all”

Margaret Atwood 1985

Context as a term can be very vague and ambiguous if not defined properly. This

is a result from the fact that practically everything around us is happening in a

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certain context (Chen & Kotz 2000). Added to this, context has diverse meanings

in different areas of computer sciences. In mobile computing, the most

established definition is given by Dey et al. (2001) who define context

information as “any information that can be used to characterize the situation of

entities (i.e. whether a person, place, or object) that are considered relevant to the

interaction between a user and an application, including the user and the

application themselves. Context is typically the location, identity, and state of

people, groups, and computational and physical objects”. The definition is precise,

and at the same time, generic enough in order to cover all types of context

information and application scenarios. Furthermore, the definition takes into

account that an entity can also be a group of individuals (Ferscha et al. 2004).

In the literature, there exists a large variety of attempts to categorise context

information (e.g. Chen & Korz 2000, Dey et al. 2001, Krogstie et al. 2003).

Introducing multiple different categorisations of context information, however, is

not fundamental to this thesis, and thus, the widely accepted categorisation given

by Dey et al. (2001) is adopted and presented in more detail.

Dey et al. (2001) classify context information into four categories that are

identity, location, status and time. Identify refers to a unique identifier given to an

entity. In the used namespace, each identifier must be unique so that the

applications are able to unambiguously identify the corresponding entities. For

instance, in DHT-based P2P systems, each node is given a peer-ID that uniquely

identifies both the node and its location in a global namespace (Baset et al. 2007).

In many cases, location is usually associated only with an exact position in a

two-dimensional space. However, location can also be expanded to include

meaningful places, orientation, elevation and spatial relationships between entities.

In order to provide a standard software engineering model for location-based

ubiquitous systems, Hightower et al. (2002) introduce a seven-layered location

stack. The layers are in a bottom-up order sensors, measurements, fusion,

arrangements, contextual fusion, activities and intention. In the location stack, the

raw data is first gathered from sensors and transcribed into canonical

measurement types. This measurement data is then combined to identify the

representation and the orientation of entities that are arranged into a coordinate

system. Finally, location data is merged with other non-location contextual

information in order to identify the activities and the intensions of a user.

The characteristics of an entity are identified with status. Depending on the

nature of an entity, status can include multiple different kinds of context

information. First, if an entity is a person or a group of people, status can refer to

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physiological factors such as mood or to an activity such as chatting with a friend.

Second, if a place, status can be the current air temperature or the noise level.

Third, if a computing system, status can include the current load on the central

processing unit (CPU) or the available wireless network bandwidth. Finally, time

is often used in association with the other pieces of context information. When

expressed as a timestamp or a timespan, time indicates when some other piece of

context information has been discovered or is to be considered relevant.

Context information can be gathered from multiple different sources. For

instance, new smartphones are full of sensors that are able to determine the

location of the user, the current air temperature, as well as the orientation and

acceleration of the device itself to mention only a few examples. Some pieces of

context information such as status can also be added manually by the users, but in

an effective context-aware system, the gathering of context information should, of

course, be as automatic as possible. In order to efficiently manage context

information in a distributed network environment, common methods for

modelling and presenting as well as for distributing context information are

required.

Strang & Lindhoff-Popien (2004) introduce six different approaches to

modelling context information. The approaches are key-value, markup scheme,

graphical, object-oriented, logic-based and ontology-based models. Key-value

models are very easy to manage, but they cannot be structured in a sophisticated

way to enable efficient context retrieval algorithms. In markup scheme models,

the context information (typically profiles) is expressed as a hierarchical data

structure consisting of markup tags with attributes and content. The

implementation of markup scheme models is usually based on Extensible Markup

Language (XML). For instance, the personal music profiles, introduced in Paper

VII, are expressed using a simple markup scheme model. In graphical models,

context information is presented using some graphical modelling language such

as Unified Modelling Language (UML) or Object-Role Modelling (ORM)

(Henricksen & Indulska 2006). In object-oriented models, the advantages of the

object-oriented approach, namely encapsulation and reusability, are exploited for

managing the dynamicity of context information in a ubiquitous network

environment. The details of processing the context information is encapsulated

within the objects, and thus, hidden from the other components. In logic-based

models, context information is defined as facts, expressions and rules. By

reasoning, expressions and facts can be derived from conditions according to a set

of rules. Finally, ontology-based models describe context information as concepts

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and relationship between them. This makes ontology-based models especially

suitable for systems that manage context information used in our daily life.

Distribution of context information is typically implemented according to two

different approaches. First, in a push-based approach, context information is

pushed to an entity that is responsible for storing and distributing context

information. This entity can either be a centralised server or a distributed data

structure, as in Skype (Based & Schulzrinne 2004). Second, in a pull-based

approach, context information is stored locally by each device and is pulled when

needed. The context information can either be retrieved directly from a device or

through a gateway entity, as illustrated by Järvinen et al. (2009a). Context

information can be made available, for instance, as a Web-based service. In Paper

V, the push-based approach was adopted, because it enables easier retrieval and

delivery of community context information.

For carrying both presence and location information, Internet Engineering

Task Force (IETF) has introduced an XML-based data format called Presence

Information Data Format Location Object (PIDF-LO) (Sugano et al. 2004,

Winterbottom et al. 2009). It is important to notice that the IETF term presence

can be seen equivalent with the term status used by Dey et al. (2001) in their

categorisation of context information. For each piece of presence and location

information, PIDF-LO also encompasses data fields for the entity and the time

information. It should be noted that PIDF-LO only defines the data format for

carrying context information, but does not concern with the data format of the

context information itself. In Paper V, multiple PIDF-LO documents were

bundled together for enabling efficient delivery of community context

information.

There are many application scenarios for context information. However,

without contradictions, the most common category of context-aware applications

is related to navigation (Dey et al. 2011). For instance, Ohtonen et al. (2006)

introduce NaviP2P, a group-based mobile P2P navigation application. In NaviP2P,

locations of the user and her group member are shown on a map interface. By

selecting a group member on the map interface, an application session such as

chat can be instantly proposed. NaviP2P is built on top of the previously

presented PnPAP middleware. Another common category of context-aware

applications is related to proximity sensing (Chen & Kotz 2000). For instance,

Väänänen-Vainio-Mattila et al. (2010) present TWIN, a MANET-based social

networking service, which offers applications for social presence, multimedia

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sharing and group communication. By using WLAN in an ad hoc mode, a user is

able to sense her surroundings in order to discover other users in the proximity.

There also exists a variety of context-aware applications that automatically

perform particular operations when certain conditions have been met. This

category of context-aware applications is related to event triggering (Gu et al.

2004). Illustrative examples include a location-based reminder service and a fall

detection service that can automatically contact a medical unit (Noury et al. 2007).

Finally, one more important category of context-aware applications is related to

automatic configuration (Chen & Kotz 2000). For instance, Chen & Kotz (2000)

describe a context-aware mobile service that can adjust the font size and the

brightness of the screen according to the status of a user.

2.2.3 Integrated use of P2P and Web technologies

Today, the research on the integrated use of P2P and Web technologies in fixed-

line Internet is dominated by three different approaches. First, there exists a huge

number of proposals for replacing the centralised Web Services repository such as

Universal Description, Discovery and Integration (UDDI) with P2P technologies

in order to enhance the scalability and robustness of Web Service provisioning

(e.g. Li et al. 2005, Yu et al. 2007, Birman et al. 2009). Second, P2P technologies

have been used for caching and replication of Web content (e.g. Wanlei & Casey

2008, Iwamaru et al. 2009). The benefits of this approach are reduced access

latency to the Web content and lighter load on Web servers. Third, in some

proposals, access to P2P overlay networks has been enabled for Web-based

services running on a Web browser in order to realise a scalable and distributed

Web server architecture (e.g. Deshpande et al. 2007, Terrace et al. 2008). In this

approach, the communication between a Web-based service running on a Web

browser and P2P overlay networks is usually implemented in the source code of

the Web-based service itself and as a plug-in to a Web browser. Alternatively, the

source code of a Web browser could also be modified, but this would severely

decrease the interoperability of the implementation. In Paper V, the

communication between Web-based services and P2P overlay networks was

implemented using a specific software library in the Web-based services and a

plug-in in the Web browser.

As a research area, the integrated use of P2P and Web technologies in mobile

environments is rather new. This is a result mainly from the fact that until recently,

the capabilities of mobile devices have not been sufficient for participating in P2P

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overlay networks. As in the fixed-line Internet, P2P technologies can also be used

for the provisioning of mobile Web-based services. For instance, Gehlen & Pham

(2005) propose a Service-Oriented Architecture (SOA) for providing mobile Web

Services in a distributed network environment. A SOA-based realisation is

proposed for both P2P and MANET-based networks. In their architecture, Web

Services are published as XML documents using Web Service Description

Language (WSDL). Srirama & Prinz (2007) introduce an integration framework

also for provisioning of mobile Web Services. The framework is based on

Enterprise Service Bus (ESB) technology that combines Web Services, messaging

middleware, intelligent routing, and transformation. The ESB acts as an

intermediary between the Web Service clients in the Internet and the mobile

nodes in a P2P overlay network that is based on JXTA. Finally, Hassan (2009)

proposes another mobile Web Service architecture based on an intermediary

gateway and a JXTA-based P2P overlay network. The intermediary gateway is

used for connecting the Web Service clients and providers in the JXTA-based P2P

overlay network.

P2P technologies have also been used for implementing a GMS for Web-

based social networking services. For instance, Kalofonos et al. (2008) present

MyNet, a P2P-based social networking platform that supports provisioning of

Web-based services for user groups. An example application implemented for

MyNet is a Web-based content browsing application that enables access to the

contents in the user’s personal devices. Another example, in which P2P

technologies have been used for implementing a GMS for a Web-based service, is

collaborative browsing of rich Web pages that are too complex and large to be

displayed efficiently on a single mobile device (Xiao et al. 2008). In their work,

Xiao et al. (2008) introduce an adaption engine that splits a rich Web page into

multiple small blocks. The adaption engine is implemented in a distributed

manner using a layered P2P structure. Each layer is established as an unstructured

P2P overlay network that relies on centralised indexing. In each layer, the most

capable mobile node acts as a master (i.e. a super-node) and takes the

responsibility for allocating the blocks to the other nodes connected to it. As

supported by the given examples, the research on the integrated use of P2P and

Web technologies in mobile environments has quickly gained momentum.

However, the existing research still lacks a general-purpose service framework,

where all functionalities of a P2P system could be seamlessly used by a Web-

based service running in a Web browser of a mobile device.

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In order to summarise the benefits of the integrated use of P2P and Web

technologies in mobile environments, the following characteristics can be brought

forth. Use of Web technologies enables easy and fast development of mobile

services that are independent of the mobile OS. P2P technologies, in turn, enable

easy and scalable implementation of user communities. Furthermore, the use of

P2P technologies increases the scalability and robustness of the provisioning of

Web-based services.

2.3 Evaluating user acceptance of information systems

Understanding the users’ perceptions of a service, and its implications on the

usage intentions, is a challenging task for the researchers of information systems

(ISs). This results from the fact that the users’ perceptions of a service are not

merely affected by technical standards, but also by complex human factors that

can range from attitudinal to aesthetical elements. In this section, a user-centred

approach to the development of ISs is presented together with theoretical models

that can be used for assessing the acceptance of novel information technologies.

2.3.1 Defining user experience

Before going into the details of user-centred design (UCD) and the models of user

acceptance, it is important to distinguish two prominent concepts, namely quality

of service (QoS) and quality of user experience (QoE), from each other.

During the last two decades, QoS has become a very commonly used, but

also rather ambiguous, acronym in the research of communication networks.

International Telecommunication Union (ITU) (2009) defines QoS as “the totality

of characteristics of a telecommunications service that bear on its ability to satisfy

stated and implied needs of the user of the service”. Despite the efforts to

establish QoS as a measure of user experience (UX), the term has been primarily

used in a technical context (Reichl 2007, Kilkki 2008). Although the network-

related QoS parameters, such as bit rates, delays and packet loss rates, might be

crucial for the fluent operation of an application, UX in a service is also affected

by more human factors (Hassenzahl & Tractinsky 2006).

The concept of UX was adopted into the research of ISs to increase the

understanding on “how people interact with products, other people and the

resulting emotions and experience that unfold” (Forlizzi & Battarbee 2004). The

complex phenomenon of UX has also been recently compacted by International

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Organization for Standardization (ISO) (2009) who defines UX as “a person’s

perceptions and responses that result from the use or anticipated use of a product,

system or service”. In order to have a common denominator for the evaluation of

UX, the concept of the quality of user experience (QoE) was introduced. The

relationship between the acronyms of QoS and QoE is emphasised by

Muhammad et al. (2006) who state that the aim of the network and services is to

guarantee maximum user satisfaction (i.e. QoE), while the network quality (i.e.

QoS) is needed for achieving that goal effectively. Whereas the evaluation of QoS

is a relatively straight-forward task using the previously mentioned network-

related parameters, the approaches to evaluating QoE are more diverse and

isolated due to the complex nature of UX itself (Forlizzi & Battarbee 2004). In

this thesis, QoE was not particularly evaluated, but rather its consequences on the

user acceptance of exemplary community-centric mobile services.

2.3.2 User-centred design

The idea of the UCD was first introduced by Norman & Draper (1986) who

emphasised the necessity of understanding the users’ needs in the development of

ISs. From the beginning, UCD has been strongly connected with the concept of

usability that is defined as “a measure how well the users are able to use the IS”

(Nielsen 1993). In the late 1980’s, the academic interest towards the UCD began

to increase, especially when it became evident that developing usability of ISs

was mainly seen as an activity carried out only in the end of the development

process (Johnson et al. 2007).

Based on the original mindset brought up by Norman & Draper (1986), the

purpose of UCD is, specifically, to guarantee that the users are able to use the ISs

to fulfil their tasks. This initial goal of UCD is solid and understandable, but lacks

practical details that are necessary for successful implementation of the mindset.

This shortcoming has raised a lot of criticism towards the UCD (e.g. Constantine

& Lockwood 2002), but at the same time, has also fuelled the development of

versatile UCD methodologies. As an outcome of two decades of academic

discussion and numerous practical use cases, UCD has evolved into “a process

that focuses on usability throughout the entire development process and further

throughout the IS life cycle” (Gulliksen et al. 2003). In this regard, UCD is now

seen as an integrated and continuous process composed of various user-centred

activities. These activities include, for instance, explicit user focus, active user

involvement, iterative and incremental systems development and participation of

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a multidisciplinary development team (Gulliksen et al. 2003). In the development

of the two exemplary community-centric mobile services, introduced in Papers VI

and VII, some of the key activities of UCD were adopted.

Besides UCD, research efforts on the development of ISs have resulted in the

introduction of two other essential fields of research called usability engineering

and information technology acceptance. Usability engineering bears similarities

with UCD, because of its strong emphasis on retrieving continuous feedback from

the actual or potential users throughout the entire development cycle of ISs

(Nielsen 1993). Compared to UCD, usability engineering, however, has a

narrower scope, since its main focus is mainly on defining measurable usability

goals and evaluating these goals against the developed IS. Fulfilment of the

usability goals is commonly verified using a method called usability testing,

where representative users use an IS under observation of usability experts

(Kushniruk & Patel 2004). In usability testing, it is also common that the entire

interaction between the users and the IS is recorded and minutely analysed

afterwards. Although usability engineering has evolved as an independent field of

research, it easily fits as a part of a more comprehensive UCD process.

As a field of research, information technology acceptance approaches the

development of ISs from a different standpoint and considers usability only as

one of the factors that explain the reasons why some ISs are, or are not, accepted

by users (Venkatesh et al. 2003). Along with usability engineering, information

technology acceptance provides practical methods that can be used in different

stages of the UCD process and the IS life cycle. In the next subsection, some

widely applied models for information technology acceptance are summarised in

order to provide a theoretical foundation particularly for Paper VI in this thesis.

2.3.3 Models of user acceptance for information systems

“Essentially, all models are wrong, but some are useful”

George E.P. Box 1987

Research on information technology acceptance has its roots in three distinct

fields of research that are ISs, psychology, and sociology. During the last 50 years,

this multidisciplinary field of research has introduced several competing models

that aim to resolve the determinants that have the most significant effect on both

the use intentions and the actual use of an IS. It is common that each of the

models presents its own set of determinants that are, however, partially

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overlapping (Venkatesh et al. 2003). Today, the most prominent models are: (1)

Innovation Diffusion Theory (IDT) (Rogers 1962, 2003), (2) Theory of Reasoned

Action (TRA) (Fishbein & Ajzen 1975), (3) Theory of Planned Behaviour (TPB)

(Ajzen 1991), (4) Technology Acceptance Model (TAM) (Davis et al. 1989), and

(5) Unified Theory of Acceptance and Use of Technology (UTAUT) (Venkatesh

et al. 2003). Three of the five models: IDM, TRA and TPB have not been

specifically developed for modelling user acceptance of information technology,

but have been successfully applied to this context as well.

Innovation Diffusion Model

In the early 1960’s, Rogers (1962, 2003) introduced a generalised innovation

diffusion model (i.e. IDT) through a synthesis of several theories on innovation

adoption behaviours. In general, the aim of IDT is to explain how innovations are

diffused in a social system, and how the members of this social system adopt

these innovations. Rogers describes diffusion as “a process by which innovation

is communicated through certain channels over time among the members of a

social system”. In IDT, the diffusion process is distinguished from the adoption

process. Whereas the diffusion process takes place within a social system, the

adoption process is more closely related to individuals.

Fig. 4. Innovation adoption curve.

According to Rogers, individuals can be classified into five different categories

based on their degree of innovativeness that has influence on their adoption

Time

Cum

ulat

ive

adop

tion

Innovators (2,5%)

Early adopters (13,5%)

Early majority (34%)

Late majority (34%)

Laggards (16%)

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behaviour. Over the length of time, the cumulative adoption of an innovation

forms an S-shaped diffusion curve, as illustrated in Fig. 4.

In order to discover the reasons why some innovations are adopted and some

are rejected, Rogers (1962, 2003) identified five characteristics of an innovation

that have the most significant influence on adoption behaviours. These

characteristics include relative advantage, compatibility, complexity, trialability,

and observability. This original set of characteristics has been later modified and

extended, for instance, by Tornatzky & Klein (1982) and Moore & Benbasat

(1991) who also provided an instrument for examining, especially the adoption of

information technology innovations. Overall, IDT has been widely used in the

studies of information technology and systems adoption. For instance, Agarwal &

Pradat (1997) examined the adoption of WWW, Van Slyke et al. (2002) focused

on the adoption of group-based communication applications, and to conclude,

Prescott & Conger (1995) listed over 70 publications on information technology

and systems adoption that were published in 1984–1993.

Theory of Reasoned Action

In the mid 1970’s, Fishbein & Ajzen (1975) introduced TRA (Fig. 5), a very

general model used for predicting and explaining behaviour in a variety of

domains. TRA has its origins in social psychology which is interested in the

determinants of consciously intended behaviour (Davis et al. 1989).

Fig. 5. Theory of reasoned action (Fishbein & Ajzen 1975).

According to TRA, the actual behaviour of an individual is determined by her

intention to conduct the behaviour, which is further influenced by both the

individual’s attitude and subjective norm (Teo & Pok 2003). Attitude represents

an individual’s beliefs on the consequences of a particular behaviour and the

evaluation of the pleasantness of these consequences (Fishbein & Ajzen 1975). In

turn, the subjective norm is defined as an individual’s beliefs whether the people

Attitudetowards

behaviour

Subjectivenorm

Behaviouralintention Behaviour

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that are important to her expect her to conduct or not to conduct that particular

behaviour, and whether she is motivated to comply (Teo & Pok 2003). Since TRA

is a general model, it does not specify what beliefs are relevant for a specific

behaviour. Consequently, researchers using TRA must first identify the beliefs

that are essential regarding the behaviour under examination (Davis et al. 1989).

Although used in variety of domains, TRA has received most attention from the

researchers of marketing that study customer behaviour (Sheppard et al. 1988).

Theory of Planned Behaviour

Despite its popularity, TRA was found to have difficulties when dealing with

behaviours in which people do not have volitional control (Teo & Pok 2003). To

overcome this specific shortcoming, Ajzen (1991) introduced TPB (Fig. 6), an

extended version of TRA, in which a third element called perceived behavioural

control was added as a determinant of both behavioural intention and actual

behaviour. Perceived behavioural control refers to an individual’s perception of

her resources, skills, and opportunities to conduct a particular behaviour, and

whether she considers the expected results of that behaviour important. According

to Teo & Pok (2003), perceived behavioural control has been discovered to have a

significant influence, especially on the use behaviour of information technology.

Fig. 6. Theory of planned behaviour (Ajzen 1991).

Besides the original version, TPB has also a decomposed variant (DTPB), in

which the three determinants: attitude, subjective norm, and perceived

behavioural control are further decomposed into an underlying belief structure

(Taylor & Todd 1995). Although DTPB is slightly more complex than TRA, TPB

or TAM (Taylor & Todd 1995), Teo & Pok (2003) emphasise that DTPB provides

Attitudetowards

behaviour

Subjectivenorm

Intention Behaviour

Perceivedbehavioural

control

Behaviouralbeliefs

Normativebeliefs

Controlbeliefs

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a few significant advantages over its competitors. First, the underlying belief

structure of DTPB can be constructed of specific innovation characteristics that

are relevant to the particular behaviour under investigation. Second, DTPB

provides more explanatory power, and thus, a more thorough understanding of the

determinants that influence the use behaviour of information technology. Studies

of information technology and systems adoption that rely on TPB or DTPB are

vast in numbers. For instance, Ajjan & Hartshorne (2009) investigated the

acceptance of Web 2.0 technologies in academic environments, Lu et al. (2009)

examined acceptance of instant messaging in China, and Teo & Pok (2003)

explored the adoption of WAP-enabled mobile phones among Internet users. In

this thesis, DTPB was chosen as a research model for Paper VI.

Technology Acceptance Model

For modelling acceptance of ISs, in particular, Davis et al. (1989) introduced

TAM (Fig. 7). According to Taylor & Todd (1995), TAM can be considered as a

special case of TRA, in which behavioural intention, and further the actual use, is

influenced only by attitude that is determined by two beliefs: perceived usefulness

and perceived ease of use. Perceived usefulness is defined as an individual’s

perceptions whether using a particular IS will increase her performance within an

organisational context (Davis et al. 1989). In turn, perceived ease of use refers to

an individual’s perceptions whether using a particular IS will be free of physical

and mental efforts (Cheong & Park 2005).

Fig. 7. Technology Acceptance Model (Davis 1989).

TAM has been found to be successful in predicting the use of ISs (Taylor & Todd

1995), especially when applied in the later stages of the software development

process using a rather mature version of the system (Dillon 2001). It is important

Perceivedusefulness

Perceivedease of use

Behaviouralintention to use

Actualsystem use

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to notice that using an immature version might produce skewed perceptions of

both usefulness and ease of use of the IS under examination.

TAM has been very popular among the researchers of ISs acceptance. To

demonstrate this, Legris et al. (2003) identified altogether more than 80 journal

papers published in 1980–2001, where TAM was used as a research model.

During the last 10 years, many TAM-based studies have also been conducted for

mobile ISs. For example, Shin (2007), Cheong & Park (2005), and Lee et al.

(2002) examined the acceptance of mobile Internet, whereas Pagani (2004)

focused on the adoption of the third generation mobile multimedia services.

Besides the original version of TAM, several modifications and extensions have

been proposed, for instance, by Shin (2007), Cheong & Park (2005), and

Venkatesh & Davis (2000). Thus far, the most prominent extension of TAM has

indisputably been TAM2 with more than two thousand citations found in Google

Scholar (Venkatesh & Davis 2000).

Unified Theory of Acceptance and Use of Technology

After the turn of the millennium, a new trend started to emerge from the ISs

research community. Instead of perfecting the existing models, more emphasis

was laid on an integrated approach, in which the features of two or more models

are combined (Yi 2006). One of the recent proposals has been provided by

Venkatesh et al. (2003) who introduced UTAUT (Fig. 8) that draws and combines

elements from eight different acceptance models building a unified view to

information technology acceptance. In UTAUT, four determinants: performance

expectancy, effort expectancy, social influence, and facilitating conditions have a

direct influence on behavioural intention and use behaviour. In addition, gender,

age, experience and voluntariness of use are considered as key moderators that

may further influence the four determinants and their interpretation.

During the recent years, UTAUT, too, has been applied by the research

community. For instance, UTAUT was used by Eckhardt et al. (2009) to study the

significance of social influence on the adoption of information technology, and by

Koivumäki et al. (2008) to discover how familiarity of mobile devices, the time

used for testing and individuals’ technology skills affect the acceptance of mobile

services. For instance, Koivumäki et al. (2008) found out that users’ perceptions

on a mobile service did not notably depend on the length of the test period, which

emphasises the importance of the first impression. It was also discovered that

skilled users tend to consider mobile services more useful and easier to use.

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Fig. 8. Unified theory of acceptance and use of technology (Venkatesh et al. 2003).

Fuelled by the rapid development of mobile technologies, the user communities

that are established according to the shared location and/or activities of people are

becoming technically feasible. In order to succeed in the deployment of the novel

community-centric mobile services, more knowledge is required on the factors

that affect the user acceptance of this type of new mobile services. As supported

by the given examples in the section, user acceptance of Web-based mobile

services has already been paid a lot of attention in the research community of MIS.

However, according to the author’s best knowledge, studies on user acceptance of

community-centric services are very few (e.g. Van Slyke et al. 2002, Dholakia et

al. 2004) and mostly lacking the mobile aspect.

Performanceexpectancy

Effortexpectancy

Behaviouralintention

Usebehaviour

Socialinfluence

Facilitatingconditions

Gender Age Experience Voluntariness

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3 Summary of the research contributions

In this chapter, the research contributions of the original publications are

presented in detail. Furthermore, it is discussed how each original publication

answers to the research questions proposed in this thesis. In Section 3.1, a

conceptual analysis of P2P GMSs is presented. In Section 3.2, the performance of

the PCMS is evaluated. In Section 3.3, the research issues related to the

implementation of the COMSE are addressed. In Section 3.4, two pilot services

built on the COMSE and user studies of these services are presented, and finally,

Section 3.5 discusses the significance of the results and the items for future work.

3.1 Conceptual analysis of P2P group management systems

The first research question in this thesis concerned efficient ways to establish

groups with different P2P system architectures. Paper I, entitled “P2P Group

Management Systems: A Conceptual Analysis” contains the contributions to this

research area and provides answers to the first research question. First, the

publication provides a concise definition of a P2P GMS and a description of P2P

group management procedures. Second, the publication illustrates how groups are

efficiently formed using different P2P system architectures, and analyses the

advantages and disadvantages of using each P2P system architecture for

implementing P2P group management. Both the conceptualisation and the survey

of P2P GMSs are unique attempts to provide a comprehensive understanding of

P2P group management.

Based on the conceptual analysis, P2P systems with hybrid indexing are the

most suitable for community members who are using battery-powered devices.

This is because the mobile nodes can assume a less demanding role of an ordinary

node. However, if a P2P system is almost entirely populated by mobile nodes,

some of them are required to assume a more demanding role of a super-node. In

this case, hybrid indexing loses its advantage. P2P systems that are composed of

multiple overlays have been rarely used for P2P community management, but as

they can provide a complete autonomy of groups, each group could be

implemented using any type of a P2P system that is chosen efficiently according

to the group-specific needs. Furthermore, the autonomy of groups inherently

improves security and fairness of group management procedures, because the

load originated from the activity within a particular group is not shared by other

groups.

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The publication concludes by providing instructions for facilitating the task

of designing a P2P GMS. The instructions are summarised as follows:

1. Define the purpose why groups are needed.

2. Define the set of group management procedures that need to be implemented.

3. Estimate the characteristics of the intended usage environment.

4. Define the required qualities of the underlying P2P system architecture.

5. Consider how to implement the needed group management procedures.

6. Select an underlying P2P system architecture for implementing the defined

P2P GMS.

3.2 Performance evaluation of a P2P community management system based on two-level hierarchical DHT overlays

The second research question in this thesis deals with the implementation of a

robust and efficient community management system for mobile nodes using

structured P2P technologies. Papers II and III contain the contribution to this

research area and provide answers to the second research question. Paper II also

provides some evidence to the first research question. This is achieved by

providing an example of a GMS that is designed for user communities and

implemented using multiple connected P2P overlay networks.

Paper II, entitled “Improving Community Management Performance with

Two-level Hierarchical DHT Overlays” introduces the PCMS, a P2P community

management system that was originally developed using P2PP as a DHT-based

P2P protocol and Kademlia as a DHT algorithm. In the PCMS, a separate DHT

overlay is established for each community, resulting in multiple small overlays

that are indexed and discovered using a global DHT overlay (henceforth called

the main overlay). Additionally, the community member lists are indexed and

discovered in the main overlay. In comparison to a single large DHT overlay

where all the community-related activities take place, the PCMS provides the

following benefits:

– More efficient routing, because of the smaller community overlays

– Better security, because the activities of different community overlays are

separated from each other

– Fairer load distribution, because the community-related activities are carried

out only by the members of a specific community overlay.

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If supported by the used DHT-based P2P protocol, nodes can assume either the

role of a peer or a client. A peer participates in the maintenance of the DHT

structure, whereas a client connects to a peer and merely uses the services

provided by a community through its peer. Each node takes part in the main

overlay, but it is beneficial that only some of these nodes assume the role of a peer.

This results from the fact that the messaging in the main overlay comprises only

of some publish and look-up operations which can be easily managed by a

relatively small number of peers. Instead, having a large overlay of peers would

unnecessarily increase the proportion of maintenance-related messaging, which is

usually dominant in DHT-based P2P networks. Because of its structural simplicity,

the PCMS can theoretically support an arbitrary combination of a DHT-based P2P

protocol and a DHT algorithm. This is enabled by two essential features of the

prototype: (1) the P2P protocol is not modified, but only used in a specific way to

enable unified access to the user communities, and (2) the community overlays

are independent from each other, and thus, different DHT algorithms can be used

for different community overlays.

The performance of the PCMS was experimentally evaluated in terms of

network traffic load, routing latencies, success ratio of look-up operations and

mobile nodes’ energy consumption. The PCMS was also compared against a flat

DHT structure where all the community-related activities are performed in a

single DHT overlay. In the evaluation, each node was run on the same dedicated

server machine as an independent instance of the PCMS prototype

implementation. The results related to the network traffic load indicate that the

PCMS performs especially well when the overall P2P network is large, the

community overlays are small and there is plenty of community-related activity

of the nodes. These advantages are mainly achieved because of more efficient

routing taking place in the smaller community overlays. The results related to

energy consumption indicate that with WLAN, the level of network activity and

the size of an average network packet had only a minor effect on the operational

time of a mobile device. With UMTS, however, the length of the operational time

was practically only dependent on the size of an average network packet. With

WLAN, the battery of a mobile device was consumed in six hours in average, and

with UMTS, only in two hours in average, which is obviously too limited use

period for today. In conclusion, the PCMS, as well as any other P2P community

management system in general could be further optimised for mobile devices by

adjusting the size of an average network packet. In this respect, more

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experimental evaluation is needed using more diverse levels of network activity

and sizes of an average network packet.

Paper III, entitled “Robustness of a P2P Community Management System

based on Two-level Hierarchical DHT Overlays” continues the work started in

Paper II and evaluates the robustness of the PCMS in more detail. The

experimental evaluation was conducted using P2PP as the DHT-based P2P

protocol and both Kademlia and Chord as DHT algorithms. The robustness of the

PCMS was evaluated with varying levels of churn and node activity, in terms of

look-up success ratio, network traffic load and average hop count. The level of

churn was adjusted by changing the average node online time and the way the

nodes leave the P2P overlay network, which could occur either in a graceful or

ungraceful manner. Like in Paper II, the PCMS was compared against a flat DHT

structure where all the community related activities are performed in a single

DHT overlay. In the evaluation, each node was run on a dedicated server machine

as an independent instance of the PCMS prototype implementation.

To ensure fluent user experience of a community-centric service, the look-up

success ratio should not decrease below 50%. With graceful leaving of nodes, the

Kademlia-based PCMS had a very high look-up success ratio even with the

shortest node online times. The look-up success ratio of the Chord-based PCMS

was clearly lower, but still at an acceptable level. With ungraceful leaving of

nodes, the look-up success ratios decreased with both the Kademlia-based and the

Chord-based PCMS. With Kademlia-based PCMS, the look-up success ratio

stayed at an acceptable level, but with the Chord-based PCMS, the look-up

success ratio fell below 50% with the shortest node online times.

When compared against the flat DHT structure, the evaluation results indicate

that the PCMS enhances the performance of community management in a high

churn environment. With Kademlia, this is exemplified by a slight decrease in the

network traffic load and by a significant decrease in the hop count. With Chord, in

turn, this is exemplified by the significantly improved look-up success ratio with

node online time of 800 seconds or shorter, and also by a significant decrease in

the hop count. In the future, the performance of the PCMS could be improved by

fine-tuning the operation of the DHT algorithm and the DHT-based P2P protocol

to the deployment environment and/or to the specific application case. However,

these aspects have not been thoroughly studied in this thesis, and hence, further

research is required.

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3.3 A novel community-centric mobile service environment

The third research question in this thesis concerned implementing the

communication infrastructure for community-centric mobile services using P2P

and Web technologies. Papers IV and V contain the contribution to this research

area and address the third research question.

Paper IV, entitled “Towards Context-aware Mobile Web 2.0 Service

Architecture” introduces initial considerations on the implementation of the

COMSE, and thus, provides a starting point for the research work done in this

thesis. The publication analyses different architectural approaches for

implementing a context-aware mobile Web 2.0 service architecture that connects

individual and community context information with Web-based services. In the

service architecture, four communication models are introduced for indexing and

discovery of context information and Web-based services. The communication

models are based on different degrees of centralisation.

The indexing and discovery of both context information and Web-based

services is implemented independently of each other using either CS or P2P

technologies. Based on the analysis, it is suggested that use of CS technologies is

a better choice for indexing and discovery of context information if availability

and freshness of context information (e.g. location) is crucial. This is because of

the fact that the search efficiency in P2P overlay networks cannot be usually

guaranteed. In this case, the load on the centralised servers should be alleviated

by using the P2P technologies for indexing and discovery of Web-based services.

Paper IV also illustrates the market structures of the proposed communication

models. The market structures are analysed from a multidisciplinary point of view

using the industrial organisation theory. According on the analysis, the

communication models that use P2P technologies are more probable to promote

perfect competition.

Paper V, entitled “Case Study on a Community-centric Mobile Service

Environment” continues the work started in Paper IV and introduces the COMSE,

a service environment for community-centric mobile services. The COMSE

advances the knowledge of using P2P and Web technologies collaboratively in

mobile environments by providing a general-purpose service environment, where

all functionalities of a P2P system can be seamlessly used by a Web-based service

running in a Web browser of a mobile device. In the COMSE, P2P technologies

enhance fairness of load distribution, scalability and fault tolerance, whereas the

Web-based services enable easy development, reuse and composition of platform

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independent mobile services. The prototype of the COMSE was implemented for

N810 Internet tablet that is based on Linux Maemo. This particular mobile device

was selected as the development platform, because it was predicted to be a

trendsetter for the mobile devices in the future. The overall architecture of the

COMSE is divided into three layers, as illustrated in Fig. 9.

Fig. 9. A layered architectural model of the COMSE (Paper V).

On the protocol layer, reside P2PP with Kademlia and Chord DHTs, as well as

Sofia-SIP stack with Session Initiation Protocol for Instant Messaging and

Presence Leveraging Extensions (SIMPLE) (Rosenberg 2010). P2PP provides

functionality for managing P2P overlay networks and their resources, whereas the

Sofia-SIP provides functionality for encoding and decoding SIMPLE-specific SIP

messages that carry context information of individuals and user communities. On

the middleware layer, reside five management components, namely (1)

Community Management, (2) Community Access Management, (3) Content

Management, (4) Service Management and (5) Community Context Management,

of which each provides a particular functionality for the Web-based services on

the service layer: Community Management component provides functionality for

establishing communities using the PCMS presented in Paper II and Paper III;

Community Access Management component provides functionality for joining to

location-based communities using either RFID or BT technologies; Content

Management component provides functionality for using P2P overlay networks as

a distributed storage; Service Management provides functionality for indexing

and discovering Web-based services within the established communities; and

Contextservice

1) CommunityManagement

Web-based services

Service layer

Middleware layer

2) CommunityAccess

Management

3) ContentManagement

4) ServiceManagement

5) CommunityContext

Management

Sofia-SIP stackwith SIMPLE

P2PP with Kademlia and Chord DHT

Protocol layer

P2P Daemon

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Community Context Management component provides functionality for storing

and delivering context information of individuals and user communities.

The management components are part of a mobile middleware called P2P

Daemon that acts as a gateway between the P2P overlay networks and the Web-

based services. P2P Daemon can communicate with one or multiple P2P overlay

networks by acting as a node in these P2P networks, whereas the communication

between the Web-based services and P2P Daemon is implemented using a specific

interface component called P2P Bridge. In the prototype of the COMSE, P2P

Bridge was implemented using an open source component called D-Bus that

enables communication between local applications on Linux-based platforms. In

this case, the local applications are the Web browser and P2P Daemon. Because

the interaction between P2P Daemon and the P2P overlay networks takes place

over a wireless network connection, there is, of course, always some network

delay present. Thus, all communication enabled by P2P Daemon was

implemented in an asynchronous manner. For the Web-based services, the

capability for asynchronous communication was implemented in P2P Bridge

using AJAX.

The performance of the COMSE was evaluated in terms of network traffic

load, success ratio of P2P operations, and latencies of successful P2P operations.

The evaluation took place in a real deployment environment with 53 test users.

The technical data needed for the performance evaluation was acquired

simultaneously while conducting the user studies of two pilot services (Papers VI

and VII) built on top of the COMSE. The two pilot services used the COMSE for

managing user communities, as well as for service indexing and discovery, but

not for storage. In the evaluation, each test user was equipped with a N810

Internet Tablet that was connected to the Internet using a WLAN base station

(IEEE 802.11b/g). Due to the capacity limitations of the available WLAN base

station, a P2P overlay network of approximately ten test users could be

established at a time. This resulted in five comparable test events. Although the

size of the established P2P overlay networks was small, a considerable amount of

churn was present, because some mobile nodes crashed several times. This was

caused by mistakes in the source code of the prototype, heavily loaded WLAN

base station, and the poorly performing WLAN connection of the N810 devices.

The performance evaluation results indicate that the average network traffic

load on a mobile node was not very high. According to the energy consumption

measurements conducted in Paper II, a mobile node could stay operational in this

kind of P2P overlay networks for up to eight hours. However, it should be taken

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into account that the size of the established DHT-based P2P overlay network was

small, which resulted in a relatively small maintenance load. In DHT-based P2P

systems, the proportion of the maintenance load is usually dominating. The

overall success ratio of P2P operations was also high, regardless of the fact that

every third operation required one or more resubmissions. However, the look-up

success ratio was slightly above the appropriate level of 50% being more

significantly affected by the high level of churn. The latencies of successful P2P

operations were rather low as expected, because the mobile nodes were connected

to the same WLAN base station. Although the evaluation results support the

feasibility of the COMSE, more extensive experimental evaluation should be

conducted in the future. The COMSE or a similar kind of approach should be

tested with larger P2P overlay networks, and with community-centric mobile

services that use the P2P overlay networks in a more diverse manner.

3.4 User acceptance studies of community-centric mobile services

The fourth research question in this thesis deals with factors that affect user

acceptance of exemplary community-centric mobile services. Papers VI and VII

contain the contribution to this research area and address the fourth research

question. The CCMV and CNL services, evaluated in this section, have been built

on top of the COMSE that was presented in Paper V. Therefore, the CCMV and

the CNL services were also used as instruments for evaluating the feasibility of

the COMSE.

Paper VI, entitled “User Evaluation of a Community-centric Music Voting

Service” evaluates users’ perceptions and user acceptance of the CCMV service

that relies on the COMSE and a virtual disc jockey system called DjOnline. In

brief, DjOnline provides a large database of music enriched with metadata that

allows creating playlists automatically based on musical preferences. The music

played by DjOnline is streamed from a server to client front-ends that reside in

commercial premises. For the CCMV service, DjOnline was enhanced with the

functionality for creating music voting events.

In the CCMV service, a DHT-based P2P overlay network is established for

each location-based community. The joining parameters for a particular

community can be retrieved either from a BT beacon or an RFID tag installed in

the proximity of that community. The joining parameters contain, in practice, the

IP address and the port of one or multiple bootstrap nodes. Once a member of a

community, users are able to influence the music played within the premises by

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participating in the music voting events. Users are also able to see the playlist of

the upcoming songs, to request songs to be played, and to interact with other

community members. In the prototype version of the CCMV, the interaction

included discovering the other community members, examining their personal

music profiles and sending messages to a common messaging board.

Fig. 10. The Decomposed Theory of Planned Behaviour (Paper VI).

The user study of the CCMV service was conducted in a real deployment

environment with 53 test users who represented the clientele of a bar. The

evaluation took place in the city of Oulu, Finland. The factors affecting user

acceptance of the CCMV service analysed using a research model called DTPB.

The version of DTPB, defined for studying community-centric mobile services, is

illustrated in Fig. 10. In Fig. 10, the significance of each determinant on the use

intention towards the CCMV service is shown. An asterisk (*) denotes that the

hypothesis was not supported. The analysis of users’ perceptions on the CCMV

service was based on the outcome of short group interviews and the differences in

Attitude

Subjectivenorm

Behaviouralintention

Perceivedbehavioural

control

Internetexperience

Mobileexperience 0.41

0.19*

0.41

Friendinfluence

Culturalinfluence

0.18*

0.42

0.49

Perceivedplayfulness

Perceivedusefulness

Image

Perceivedprice level -0.18*

0.45

0.22

0.16

0.02*

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the perceptions between the defined three special interest groups, namely people

who are very enthusiastic about new technology, people who are very enthusiastic

about listening to music, and people who use their mobile phone for listening to

music.

The evaluation results indicate that cultural-related habits and norms, as well

as earlier experiences with mobile devices, are the two most important factors that

affect the use intentions towards the CCMV service. The test users brought forth

that using the CCMV service should be very straight-forward and should not

interfere with the customary behaviour, for instance, in a bar. In general, the

voting for music in a community was experienced to be great fun. However, not

all the test users were convinced that the music voting in a community should be

arranged as a continuous activity, but rather as a scheduled wish hour. This was a

result from the following two facts: the concern that being in a bar would turn

into tapping out a mobile device, and the preference to hear music played also by

a professional disc jockey. In the midst of music voting, some users also preferred

a chat service that could be used for approaching new interesting people. Related

to this, adding a symbol that describes whether a person is a single or not was

requested. At the same time, however, several users voiced a privacy concern

about the storage and the visibility of users’ personal data.

Test users also clearly pointed out that use of the CCMV service should be

free-of-charge. However, they did not oppose adding the service expenses to the

prices of other services provided in the entertainment premises. These findings

should be taken into account when defining the business model for the CCMV

service. For instance, advertisement-based or revenue-sharing business models

could be applied. To implement revenue-sharing, the CCMV service could be

interfaced with a mobile music store. As a result, any song played within the

entertainment premises could be found and purchased from the mobile music

store. With each successful purchase, part of the revenue would then be shared

with the owner of the entertainment premises.

Based on the analysis of the defined interest groups, test users who were very

keen on technology, listening to music and using a mobile device as a music

consumption medium were found to be potential early adopters of the CCMV

service. These test users expressed stronger intention to use the CCMV service

than an average test user.

Paper VII, entitled “User Experience in Added Value Location-based Mobile

Music Service” evaluates users’ perceptions on the CNL service that relies on the

COMSE and DjOnline. The idea behind the CNL service is to provide

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recommendations about entertainment premises in the proximity of a user based

on her music preferences. The music profiles of entertainment premises are

retrieved from DjOnline and matched with the user’s personal music profile. The

matching of the music profiles was originally conducted using an algorithm

presented in Paper VII, but later by calculating multidimensional Euclidean

distance. The entertainment premises are displayed on a map-based user interface

and are coloured grey, yellow or green according to their match.

The functionality of the CNL service can also be extended. This is achieved

by adding light-weight Web-based services such as Pictures Nearby (Järvinen et

al. 2009b) to the map-based user interface. By implementing the application

programming interface (API) provided by the CNL service, the integration is

seamless from the user’s viewpoint. For indexing and discovery of these services,

a DHT-based P2P overlay network is established. All in all, the CNL service

demonstrates how to use Web as a service platform in a mobile environment.

The user study of the CNL service was conducted in the same environment

and with the same test users as the user study of the CCMV service. The analysis

of users’ perceptions on the CNL service was based on the outcome of short group

interviews and on the differences in the perceptions between the same three

interest groups created according to test users’ technological awareness and music

consumption habits. The evaluation results indicate that the CNL service would

be the most beneficial in relatively large and unfamiliar cities. However, it was

also emphasised several times that it should be possible to define one’s own

friend communities and to find out the bars one’s friends are visiting at the

moment. This finding suggests that an extended version of the CNL would also be

useful in a more familiar neighbourhood. The evaluation results further indicate

that the options for defining the personal music profile were perceived to be too

abridged. This was partly expected, because the music profile copied from

DjOnline was simplified notably. Based on this finding, it appears that the more

diverse music profile would probably be created already at home and only fine-

tuned while on the move. In addition, the test users requested that the personal

music profile could be created semi-automatically based on their favourite songs.

From the three interest groups, test users who regularly used their mobile devices

for listening to music were clearly the most eager to start using the CNL service.

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3.5 Discussion and future work

With the rapidly maturing mobile technologies, novel community-centric mobile

services that are established according to the shared location and/or activities of

people are becoming technically feasible. This thesis casts light on the

development of these novel mobile services by providing new knowledge and a

source of future ideas for the developers and the researchers of P2P systems,

mobile services, as well as mobile middleware.

The conceptualisation and the survey of P2P GMSs, presented in Paper I, are

pioneering attempts to provide a comprehensive understanding of P2P group

management. Based on the knowledge provided in Paper I, the selection of a

suitable P2P system architecture for implementing a particular kind of P2P GMS

can be facilitated. Although many P2P systems that are composed of multiple

connected overlays have been already proposed in the literature (e.g. Xu et al.

2003, Artigas et al. 2005), they have not been experimented for managing

location and/or activity-based user communities and have not been evaluated

using real-life prototype implementations. The latter is an important aspect,

because according to Kato & Kamiya (2007), the results gained using simulations

may differ significantly from the measurements conducted with real-life

prototype implementations. The PCMS that was experimentally evaluated in

Papers II and III provides knowledge how a P2P system that is composed of

multiple connected DHT-based overlays suits for managing user communities.

Despite the fact that the use of DHT-based P2P systems in dynamic mobile

environments has been questioned by the researchers of P2P systems, the results

in Papers II, III and V indicate that Kademlia DHT carries off well in a dynamic

environment when P2P overlay networks are relatively small-sized and the

average node online time is not extremely short.

The integrated use of P2P and Web technologies in mobile environments is

becoming a popular research topic as witnessed by the increasing number of

research papers. The COMSE, introduced in Paper V, provides a general-purpose

service environment, where all functionalities of a P2P system can be directly

used by a Web-based service running in a Web browser of a mobile device.

According to the author’s best knowledge, this approach is novel, because the

existing works such as MyNet (Kalofonos et al. 2008) use P2P technologies

merely for implementing a GMS and the service discovery of Web-based services,

but not for enabling interaction between a P2P system and a Web-based service.

In the COMSE, a Web-based service can directly access any available P2P-based

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functionality. Currently, the COMSE is limited to Linux-based environments,

because the prototype version of the COMSE was developed for Linux Maemo-

based N810 Internet tablet.

Although some user acceptance studies on community-centric services exist

(e.g. Van Slyke et al. 2002, Dholakia et al. 2004), their focus is primarily on the

fixed environment. Papers VI and VII introduce two exemplary community-

centric mobile services, namely CCMV and CNL, and provide some insight into

the aspects that need to be taken into account when designing and deploying

novel community-centric mobile services. The results indicate that the most

important aspects to consider are the fit between a community-centric mobile

service and its intended usage situation, as well as the target user group’s level of

experience in mobile devices. The first aspect has also been discovered, for

instance, by Slyke et al. (2002) in their study of the intentions to use a groupware.

Because the implementations of the CCMV and the CNL services were merely

prototypes, some of the intended community-centric features could not be

implemented. This was a limitation that complicated a comprehensive testing of

community-centric aspects of the CCMV and the CNL services. Furthermore, the

test period of 45 minutes was rather short in order to enable a thorough

examination of the two exemplary community-centric mobile services. However,

as pointed out by Koivumäki et al. (2008), the first impression is especially

important with mobile services. According to their study, users’ perceptions did

not differ significantly depending on the time spent on using the examined mobile

services. Finally, it is worth to mention that some features of the CCMV service

have also been applied in a commercially deployed DjOnline service.

Despite the results achieved in this thesis, there remain several research areas

on the community-centric mobile services that should be examined further. Based

on the battery life measurements, conducted in Paper II, it was discovered that the

size of an average network package has a notable effect on the battery life of a

mobile device. Thus, the battery life of a mobile device could be extended by

optimising the size of an average network packet. In this respect, more

experimental evaluation is needed using more diverse levels of network activity

and sizes of an average network packet. Furthermore, the performance of any

DHT-based P2P community management system could be improved by fine-

tuning the operation of the selected DHT algorithm and the DHT-based P2P

protocol according to the deployment environment and/or to the specific

application case. Hautakorpi & Camarillo (2007) have already studied the

suitability of different DHT algorithms from the standpoint of interpersonal

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communications, but the same examination should also be conducted with various

types of community-centric mobile services.

Although the evaluation results, presented in Paper V, support the feasibility

of the COMSE, more extensive experimental evaluation should be conducted in

the future. The COMSE or a similar kind of approach should be tested with larger

P2P overlay networks, and with community-centric mobile services that use the

P2P overlay networks in a more diverse manner. Furthermore, more user studies

focusing on both user acceptance and UX in community-centric mobile services

are required in order to increase the understanding of the critical success factors.

A longitudinal user study would also reveal whether the technical optimisations

that strive to preserve the battery life of a mobile device have a significant effect

on either user acceptance or UX in community-centric mobile services.

For increasing the applicability of community-centric mobile services for

varying environments, the possibilities of using CS, P2P and MANET

technologies collaboratively should be examined more thoroughly in the future.

This also includes considerations for taking advantage of the information that

originates from the established SNSs. For instance, the community-centric mobile

services could be enriched with the existing information on personal profiles,

specific entertainment events and community memberships.

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4 Conclusions

The revolution of social networking started a couple of years after the turn of the

millennium, when several popular SNSs were introduced. The importance of

social networking is obvious, because today, even mobile devices may have

buttons and widgets that are dedicated for popular SNSs. As the next evolutionary

step for social networking, user communities will be dynamically established

according to contextual aspects such as the shared location and/or activities of

people. Taking this step is primarily enabled by the rapid development of mobile

devices that are now equipped with decent processing capabilities, multiple

sensors and several wireless network interfaces. In the development of the

community-centric mobile services, P2P technologies have their implicit

advantages over the dominating CS technologies. However, the two technologies

are not mutually exclusive, but can also be used efficiently in collaboration.

In this thesis, an experimental prototype of the COMSE was developed. All

services provided in the COMSE were implemented using platform-independent

Web technologies. The central component of the COMSE is a mobile middleware

called P2P Daemon that enables the use of P2P overlay networks and context

information as part of Web-based services running on a Web browser of a mobile

device. In the COMSE, P2P overlay networks are primarily used for enabling user

communities. To address this, the advantages and disadvantages of different P2P

system architectures were studied for implementing the management of

communities. As a result, an experimental prototype of the PCMS was developed

and its performance was evaluated. In the PCMS, each community is

implemented as an independent DHT-based P2P overlay network that are

advertised in a global DHT-based P2P overlay network. The experimental

prototype of the COMSE was used for two purposes: first, for studying the

feasibility of using P2P and Web technologies in mobile environments, and

second, for studying users’ perceptions and user acceptance of two exemplary

community-centric mobile services, namely CCMV and CNL. The evaluation was

conducted in a real deployment environment with 53 test users. In the user studies,

the main aim was to identify the factors that affect user acceptance of new

community-centric mobile services.

The development of new mobile services is a challenging task. This is a result

from the fact that users’ perceptions on new mobile services are very hard to

predict. The community-centric mobile services, introduced in this thesis, were

not only new types of mobile services to the users, but also to the developers of

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the service prototypes. This made it especially difficult to anticipate the users’

perceptions before carrying out the testing of the service prototypes in a real-life

usage environment.

While conducting the research work presented in this thesis, it became

evident that it is crucial to understand the motivating factors that guide users’

activity in the real-life usage environment. In this context, it is also essential to

find out how the local culture, generally accepted behaviour in particular,

influences users’ interaction with novel community-centric mobile services. For

instance, some test users voiced that they would consider it inappropriate if most

of the people were frequently tapping out their mobile devices in entertainment

premises such as bars. These findings emphasise the importance of involving the

users in the software development process, already in the very early phases, to

understand all the facets of the requirements for a community-centric mobile

service. With the two exemplary community-centric mobile services, introduced

in this thesis, the requirement of having an intuitive user interface that contains

only the necessary functionality was emphasised. In addition, several users voiced

their concerns about the security of their personal information. This probably

stems from the facts that a mobile device is considered a more personal device

than a desktop computer at home (typically used for SNSs), and that P2P as a

technology is not generally well-known and trusted. It also seems that P2P still

partly carries the stigma of being illegal though the blame should not be on the

technology itself, but on the people who use it for wrong purposes.

Due to the rapid development of mobile technologies, enterprises are not

likely aware of what is now technically viable. As a consequence, the enterprises

may not realise what kind of new mobile services they could, possibly in

collaboration with the other players, provide to their customers. In this context,

also the mobile operators should be encouraged to see the potential of mobile P2P

technologies, and not only the anticipated threat of excessive bandwidth usage. To

achieve this, successful deployments of community-centric mobile services are

required. This would provide evidence that the introduction of community-centric

mobile services may result in an appreciable growth of the mobile service market.

From the academic perspective, the development of community-centric

mobile services can be facilitated by creating new knowledge on the feasibility of

the alternative technologies, on the factors that affect user acceptance, and also,

on the viability of different business models. In order to have a comprehensive

understanding, the three tasks should not be conducted separately, but in close

collaboration. For this, a multidisciplinary research approach must be adopted.

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Original publications

I Koskela T, Kassinen O, Harjula E & Ylianttila M (In press) P2P Group Management Systems: A Conceptual Analysis. ACM Computing Surveys.

II Koskela T, Kassinen O, Ou Z & Ylianttila M (2010) Improving Community Management Performance with Two-level Hierarchical DHT Overlays. Journal of Internet Technology, Special Issue on Internet Resource Sharing and Discovery 11(2): 167–179.

III Koskela T, Harjula E, Kassinen O & Ylianttila M (2011) Robustness of a P2P Community Management System based on Two-level Hierarchical DHT Overlays. Proc IEEE Symposium on Computers and Communication. Kerkyra, Greece: 881–886.

IV Koskela T, Kostamo N, Kassinen O, Ohtonen J & Ylianttila M (2007) Towards Context-Aware Mobile Web 2.0 Service Architecture. Proc IARIA International Conference on Mobile Ubiquitous Computing, Systems, Services and Technologies. Papeete, French Polynesia: 41–48.

V Koskela T, Kassinen O, Harjula E, Pellikka J & Ylianttila M (2010) Case Study on a Community-Centric Mobile Service Environment. International Journal of Web Applications 2(3): 187–205.

VI Koskela T, Julkunen J, Kassinen O & Ylianttila M (2010) User Evaluation of a Community-centric Music Voting Service. Journal of Digital Content Technology and its Application 4(1): 69–78.

VII Koskela T, Järvinen S, Liu M & Ylianttila M (2010) User Experience in Added Value Location-based Mobile Music Service. Proc IEEE International Conference on Web Services. Miami, USA: 465–472.

Reprinted with permission from ACM (I), JIT (II), IEEE (III, IV, VII), IJWA (V)

and JDCTA (VI).

Original publications are not included in the electronic version of the dissertation.

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Book orders:Granum: Virtual book storehttp://granum.uta.fi/granum/

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378. Yang, Dayou (2011) Optimisation of product change process and demand-supplychain in high tech environment

379. Kalliokoski, Juha (2011) Models of filtration curve as a part of pulp drainageanalyzers

380. Myllylä, Markus (2011) Detection algorithms and architectures for wireless spatialmultiplexing in MIMO-OFDM systems

381. Muhos, Matti (2011) Early stages of technology intensive companies

382. Laitinen, Ossi (2011) Utilisation of tube flow fractionation in fibre and particleanalysis

383. Lasanen, Kimmo (2011) Integrated analogue CMOS circuits and structures forheart rate detectors and other low-voltage, low-power applications

384. Herrala, Maila (2011) Governance of infrastructure networks : developmentavenues for the Finnish water and sewage sector

385. Kortelainen, Jukka (2011) EEG-based depth of anesthesia measurement :separating the effects of propofol and remifentanil

386. Turunen, Helka (2011) CO2-balance in the athmosphere and CO2-utilisation : anengineering approach

387. Juha, Karjalainen (2011) Broadband single carrier multi-antenna communicationswith frequency domain turbo equalization

388. Martin, David Charles (2011) Selected heat conduction problems inthermomechanical treatment of steel

389. Nissinen, Jan (2011) Integrated CMOS circuits for laser radar transceivers

390. Nissinen, Ilkka (2011) CMOS time-to-digital converter structures for theintegrated receiver of a pulsed time-of-flight laser rangefinder

391. Kassinen, Otso (2011) Efficient middleware and resource management in mobilepeer-to-peer systems

392. Avellan, Kari (2011) Limit state design for strengthening foundations of historicbuildings using pretested drilled spiral piles with special reference to St. John’sChurch in Tartu

393. Khatri, Narendar Kumar (2011) Optimisation of recombinant protein productionin Pichia pastoris : Single-chain antibody fragment model protein

394. Paavola, Marko (2011) An efficient entropy estimation approach

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