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1 Android 1,a) GPS Android Android Sensor virtualization on Android Abstract: In this paper, we propose the method to virtualize smartphone sensors on Android so that other devices can use it over Bluetooth. We also propose traffic control method according to the amount of change in the measured data in order to reduce power consumption when using another device s sensor. We prototype the application using virtualized accelerometer. And we report the results of evaluating the power consumption of the device and the accuracy of the sensor value. Keywords: Android, Sensor, Virtualization 1. Galaxy S3 8 GSP/A-GPS FM IT Android OS 1 Graduate School of Information Science and Electrical Engineering, Kyushu University 2 Faculty of Information Science and Electrical Engineering, Kyushu University 3 Faculty of Informatics, Kansai University a) miyake@f.ait.kyushu-u.ac.jp Android OS OS TV Universal Plug and Play UPnP *1 [1] AP *1 c 213 Information Processing Society of Japan 1

2 GPS GPS Android GPS GPS Android 1 Android GPS Android Android GPS Android Android Android iphone Android SD GPS Android Android Android GPS SensorManager OS OS Android 2.1 Android Wi-Fi USB Bluetooth USB Android USB Wi-Fi Android Wi-Fi AP PC Wi-Fi Bluetooth Wi-Fi Bluetooth Android 1 [2] Wi-Fi Wi-Fi Wi-Fi c 213 Information Processing Society of Japan 2

3 APP APP APP APP APP1 APP2 Framework Sensor Manager Bluetooth Framework Bluetooth Sensor Manager Hardware Bluetooth Hardware Bluetooth Android 1.5 Android GPS GPS Android GPS GPS Android Bluetooth GPS Android GPS Google Play Strore *2 Bluetooth GPS *3 GPS Android Bluetooth GPS Output *4 Android GPS GPS GPS GPS Android GPS 1Android iphone GPS GPS *2 *3 roid.btgps&feature=search result#?t=w251bgwsmswyl DEsImdvb2dvby5hbmRyb2lkLmJZ3BzIl. *4 box.btgps&feature=search result&hl =ja 2.3 [4] IP 3G IP 3. Android 2Android OS 3.1 Android GPS Android c 213 Information Processing Society of Japan 3

4 Android OS Java VM [3] Android OS Android OS OS ROM 2 Android SensorManager 3.2 Android Android 2 Bluetooth Wi-Fi 3G Bluetooth public final float[] values public long timestamp byte Bluetooth 3G Wi-Fi Bluetooth 3 4 T T F F T 3, 4 F c 213 Information Processing Society of Japan 4

5 API Android SensorManager Android OS SDK API boolean registermocksensorlistener(sensor sensor, int rate) setmock- SensorEvent SENSOR DELAY FASTEST(FASTEST) SEN- SOR DELAY GAME(GAME) SENSOR DELAY UI(UI) SENSOR DELAY NORMAL(NORMAL) boolean sensor) unregistermocksensoreventlistener(sensor void setmocksensorevent(sensor sensor, float[] values, long timestamp) registermocksensorlistener Android bit 5bit FASTEST GAME UI 3 Bluetooth 6 FASTEST GAME UI 3 ms Bluetooth 5. Android OS Android 5.1 c 213 Information Processing Society of Japan 5

6 情報処理学会研究報告 ト端末において取得したセンサ値を全て送信し ローカル ੦ धऩ ७থ१ ঋথॺ 端末において Bluetooth の受信をブロッキング処理で行 1msदभ ७থ१ ঋথॺ 2msदभ ७থ१ ঋথॺ 3msदभ ७থ१ ঋথॺ জঔ ॺش うものとする 実験環境 ট ش ढ़ঝ 提案手法の定量的評価実験を行う際の実験環境を以下に 示す t 1ms ms 使用する端末 2ms 3ms 図 7 センサ値誤差の計算方法 リモート端末 ローカル端末ともに Galaxy Nexus を 使用 12 対象のセンサ 1 ACCELERATION[m/s2] 本実験では加速度センサを対象とする サンプリング間隔 リモート端末がセンサイベントを取得する間隔 Galaxy Nexus の加速度センサでは UI と NORMAL は同じサンプリング間隔であるため 本実験では 8 6 X : X : 4 Y : Y : 2 Z : Z : -2 FASTEST GAME UI の三つに対して評価する こ -4 こで GAME UI NORMAL の Android OS のソー TIME[ms] 4 5 スコード上でのサンプリング間隔はそれぞれ 2ms 67ms 2ms である しかしながら このサンプリン 図 8 サンプリング間隔 FASTEST 従来手法における加速度の時間 変化 グ間隔は目安であり この通りの間隔で必ず届くわけ ではない 通常 ソースコード上の値よりも早く届き FASTEST では可能な限り早くセンサ値を取得する 12 1 ACCELERATION [m/s2] センサ値の閾値 リモート端末からローカル端末にセンサ値を送信す るかどうか判断する際のセンサ値差分の閾値 各セ ンサのセンサ値の最大値と解像度から計算する 本 実験で使用する Galaxy Nexus では 加速度センサの 最大値 [m/s2 ] 解像度 [m/s2 ] であ X : 4 X : 2 Y : Y : Z : -2 Z : の値をとりうるため 約 1bit の精度であると 1bit になるように閾値を設定する 表 1 に加速セン 6-4 る これにより 加速度センサのセンサ値は いえる したがって これを指標として 精度が 5 8 図 TIME [ms] 4 5 サンプリング間隔 FASTEST 精度 5bit における加速度の時 間変化 サにおけるセンサ値の精度と閾値の対応を表す リモート端末における待機時間 を代わりに採用する Galaxy Nexus の加速度センサ ローカル端末においてキャッシュのセンサ値を使用す るまでの待機時間 これには設定したサンプリング間 では 1ms である 測定中の動作 隔における Android OS ソースコード上の数値を採用 加速度センサを用いて 雪山を滑り降りるペンギンを する FASTEST ではこれが ms であるため 各端末 操作するレーシングゲームである Penguin Skiing に搭載されている各センサでのセンサ値取得最短間隔 3D*5 の Bunny Hills コースをプレイする このゲー ムでは 加速度の値によって スピードと左右のコン 表 1 トロールを行っている 加速度センサにおける精度と閾値の対応 端末間の距離 センサ値精度 [bit] 閾値 [m/s2 ] リモート端末とローカル端末の距離は常に 1m 以下に 配置する 端末の設定 c 213 Information Processing Society of Japan 各端末の Wi-Fi の電源を OFF にして実験を行った *5 droid.penguinskiing/ 6

7 [%] bit 5 9bit 4 8bit 7bit 3 6bit 2 5bit [m/s 2 ] 1 FASTEST [%] bit 5 9bit 4 8bit 3 7bit 6bit 2 5bit [m/s 2 ] 11 GAME [%] bit 5 9bit 4 8bit 3 7bit 6bit 2 5bit [m/s 2 ] 12 UI 5.2 1ms 7 x y z FASTEST 5bit bit 9bit 8bit 7bit 6bit 5bit FASTEST GAME UI FASTEST GAME UI FASTEST FASTEST bit,9bit 2 9bit 82% FASTEST 9bit GAME GAME 11 1bit 9bit 2 9bit 75% GAME 9bit UI UI 12 UI FASTEST GAME UI 1% UI Android SensorManc 213 Information Processing Society of Japan 7

8 ager Android FASTEST GAME 9bit UI FASTEST GAME 82% 75% 6.2 Android Android SensorManager [1] Fasbender, A. Gerdes, M. Matsumura, T. Haber, A. and Reichert, F. : Media Delivery to Remote Renderers Controlled by the Mobile Phone, 6th IEEE Consumer Communications and Networking Conference, pp. 1-2, Jan. 29. [2] Hao H., Yunxin L., Guobin S., Yongguang Z. and Qun L: DozyAP: Power-Efficient Wi-Fi Tethering, Proc. of the 1th international conference on Mobile systems, applications, and services, Jun [3] Rudolph, L: A Virtualization Infrastructure that Supports Pervasive Computing, IEEE Pervasive Computing, Vol. 8, no. 4, pp. 8-13, Oct.-Dec. 29. [4] Eric Y. C. and Mistutaka I.: Virtual Smartphone over IP, 21 IEEE International Symposium on a World of Wireless Mobile and Multimedia Networks, pp. 1-6, Jun. 21. c 213 Information Processing Society of Japan 8

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