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Yao, Yong
Alternative names
Publications (10 of 33) Show all publications
Guo, Y. & Yao, Y. (2019). On Performance of Prioritized Appointment Scheduling for Healthcare. Journal of Service Science and Management, 12, 589-604
Open this publication in new window or tab >>On Performance of Prioritized Appointment Scheduling for Healthcare
2019 (English)In: Journal of Service Science and Management, ISSN 1940-9893, E-ISSN 1940-9907, Vol. 12, p. 589-604Article in journal (Refereed) Published
Abstract [en]

Designing the appointment scheduling is a challenging task for the development of healthcare system. The efficient solution approach can provide high-quality healthcare service between care providers (CP)s and care receivers (CR)s. In this paper, we consider the healthcare system with the heterogeneous CRs in terms of urgent and routine CRs. Our suggested model assumes that the system gives the service priority to the urgent CRs by allowing them to interrupt the ongoing routine appointments. An appointment handoff scheme is suggested for the interrupted routine appointments, and thus the routine CRs can attempt to re-establish the appointment scheduling with other available CPs. With these considerations, we study the scheduling performance of the system by using the Markov chains based modeling approach. The numerical analysis is reported and the simulation experiment is conducted to validate the numerical results.

Place, publisher, year, edition, pages
Scientific Research Publishing, 2019
Keywords
Appointment Scheduling, Healthcare System, Queueing Theory, Discrete Time Markov Chain (DTMC)
National Category
Engineering and Technology Computer Systems
Identifiers
urn:nbn:se:bth-18699 (URN)10.4236/jssm.2019.125040 (DOI)
Note

open access

Available from: 2019-09-27 Created: 2019-09-27 Last updated: 2019-10-09Bibliographically approved
Popescu, A., Yao, Y. & Ilie, D. (2018). Video Distribution Networks: Architectures and System Requirements. In: Adrian Popescu (Ed.), Greening Video Distribution Networks: Energy-Efficient Internet Video Delivery. Springer
Open this publication in new window or tab >>Video Distribution Networks: Architectures and System Requirements
2018 (English)In: Greening Video Distribution Networks: Energy-Efficient Internet Video Delivery / [ed] Adrian Popescu, Springer, 2018Chapter in book (Refereed)
Abstract [en]

The creation of video content and its distribution over the Internet Protocol (IP) are sophisticated processes that follow a chain model from the acquisition of the video source, production and packaging, transport, and finally distribution to viewers. Video distribution networks refer to several parts, namely content contribution, primary distribution, secondary distribution, and video consumers. The focus of the chapter is on the presentation of video distribution systems over IP, categories of architectural solutions as well as a short presentation of several important applications associated with video distribution networks.

Place, publisher, year, edition, pages
Springer, 2018
Series
Computer Communications and Networks, ISSN 1617-7975
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-17223 (URN)10.1007/978-3-319-71718-0_1 (DOI)9783319717180 (ISBN)9783319717173 (ISBN)
Available from: 2018-11-05 Created: 2018-11-05 Last updated: 2018-11-07Bibliographically approved
Popescu, A., Yao, Y., Fiedler, M. & Ducloux, X. (2018). Video Distribution Networks: Models and Performance. In: Adrian Popescu (Ed.), Greening Video Distribution Networks: Energy-Efficient Internet Video Delivery (pp. 227). Springer
Open this publication in new window or tab >>Video Distribution Networks: Models and Performance
2018 (English)In: Greening Video Distribution Networks: Energy-Efficient Internet Video Delivery / [ed] Adrian Popescu, Springer, 2018, p. 227-Chapter in book (Refereed)
Abstract [en]

The creation, distribution and delivery of video content is a sophisticated process with elements like video acquisition, preprocessing and encoding, content production and packaging as well as distribution to customers. IP networks are usually used for the transfer of video signals. The treatment of video content is also very complex, and we have a multidimensional process with elements like content acquisition, content exchange and content distribution. The focus of the chapter is on the presentation of models that can be used to characterize the main elements in a video distribution chain. These models are about video coding and compression, video streaming, video traffic models, energy consumption models, system performance, concepts of performance optimization and QoE- and energy-optimal streaming.

Place, publisher, year, edition, pages
Springer, 2018
Series
Computer Communications and Networks, ISSN 1617-7975
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-17224 (URN)10.1007/978-3-319-71718-0_3 (DOI)978-3-319-71718-0 (ISBN)
Available from: 2018-11-05 Created: 2018-11-05 Last updated: 2021-05-04Bibliographically approved
Yao, Y., Popescu, A., Fiedler, M. & Ljung, R. (2017). On the Performance of Video Streaming in Energy-Aware Wireless Mesh Networks. In: European Conference on Networks and Communications (EuCNC) 2017: . Paper presented at European Conference on Networks and Communications (EuCNC), Oulu, Finland. IEEE
Open this publication in new window or tab >>On the Performance of Video Streaming in Energy-Aware Wireless Mesh Networks
2017 (English)In: European Conference on Networks and Communications (EuCNC) 2017, IEEE, 2017Conference paper, Published paper (Refereed)
Abstract [en]

Mobile multimedia has today become a promising application for end users and service providers. With reference to the existing systems for mobile communications, this application further demands for solving several technical problems, especially regarding video streaming over wireless networks. An interesting approach is in form ofWireless Mesh Network (WMN) based networks, where the individual video flows operate in an end-to-end (e2e) manner along a particular networking scenario including several mesh routers. That means, a particular mesh router may be traversed by multiple video flows. This situation may become even more complicated in the case of a large amount of packet retransmissions, which may deteriorate the performance of video flows. To investigate this problem, a two-level Modulated Markov Poisson Process (MMPP) based queueing model is built up and the transport performance of e2e video streaming in WMN based mobile multimedia system is analysed. Four metrics are used to study the system performance, namely e2e throughput, e2e delay, e2e error-rate and traffic-related energy consumption. Numerical analysis and evaluation studies are done. Based on the reported results, two different solutions are suggested and discussed with regard to the trade-off among these metrics.

Place, publisher, year, edition, pages
IEEE, 2017
Series
European Conference on Networks and Communications, ISSN 2475-6490, E-ISSN 2575-4912
Keywords
Streaming media, Energy consumption, Power demand, Routing, Mobile communication, Measurement, Mobile handsets
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-15640 (URN)10.1109/EuCNC.2017.7980771 (DOI)000425922900130 ()978-1-5386-3873-6 (ISBN)
Conference
European Conference on Networks and Communications (EuCNC), Oulu, Finland
Projects
CONVINcE
Available from: 2017-12-12 Created: 2017-12-12 Last updated: 2021-05-04Bibliographically approved
Guo, Y., Bai, G. & Yao, Y. (2016). A new Software Framework for Heterogeneous Knowledge Sharing in Healthcare system. In: : . Paper presented at Swedish Communication Technologies Workshop (Swe-CTW), Sundsvall.
Open this publication in new window or tab >>A new Software Framework for Heterogeneous Knowledge Sharing in Healthcare system
2016 (English)Conference paper, Poster (with or without abstract) (Refereed)
Abstract [en]

Today’s demand for healthcare is dramatically increasing as the factor of the aging population and expectations growing during the past few years. This leads to the need of substantial healthcare services with innovative technologies developed from both industry and academia. Designing an efficient healthcare system is however a sophisticated process due to different research issues with the requirement for the provision of high-quality healthcare services. Connected to this requirement, the focus of many studies done so far is widely laid on a well-known problem called knowledge sharing. In recent years, knowledge sharing raises as one of the most demanding applications with references to the dynamic inter-activity among different healthcare actors and the complex data structures involved in this application. Suitable solution approach to knowledge sharing can enhance the efficiency of healthcare delivery, and thus improving the quality of healthcare services. The corresponding development tasks can be accomplished by using different methodologies such as analytical approaches, simulation experiments and practical measurements on the real healthcare system.In our work, the problem of heterogeneous knowledge sharing in the healthcare system is considered. Here, the heterogeneous aspect is expressed in terms ofdifferent healthcare actors and the associated characterizations. To do this, we suggest a new software framework, which mainly consists of three components. The first component is about the ontology based activity theory, which is used to scientifically represent the healthcare actors together with their relationships and interactions. The second component refers to an overlay decision maker, which is responsible for dealing with the decision-making activities such as appointment scheduling. Its advantage is to jointly consider various healthcare parameters and different algorithms for decision-making purposes. Based on these two components, the third component provides the theoretical models to conduct the numerical analysis and performance evaluation on the particular healthcare service.

National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-15584 (URN)
Conference
Swedish Communication Technologies Workshop (Swe-CTW), Sundsvall
Available from: 2017-11-29 Created: 2017-11-29 Last updated: 2018-01-13Bibliographically approved
Guo, Y., Yao, Y. & Bai, G. (2016). eHASS: A Smart Appointment Scheduling System for eHealth. In: : . Paper presented at 12th Swedish National Computer Networking Workshop (SNCNW), Sundsvall.
Open this publication in new window or tab >>eHASS: A Smart Appointment Scheduling System for eHealth
2016 (English)Conference paper, Published paper (Refereed)
Abstract [en]

In the eHealth system, the appointment scheduling is an important task for the delivery of healthcare service among different healthcare actors. The key procedure is to do the decision making on the selection of suitable appointments between the care providers and the care receivers. The appointment decisionis a sophisticated problem in terms of how to efficiently deal with various parameters of involved healthcare actors. To solve this problem, we suggest a smart system called eHealth Appointment Scheduling System (eHASS). eHASS takes into account both heterogeneous aspects and interoperability requirements of eHealth system. As such, eHASS is capable of jointly considering various appointment characterizations and decision making algorithms for conducting appointment scheduling. The paper reports the eHASS architecture as well as the related work-in-progress.

National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-15580 (URN)
Conference
12th Swedish National Computer Networking Workshop (SNCNW), Sundsvall
Available from: 2017-11-29 Created: 2017-11-29 Last updated: 2019-09-27Bibliographically approved
Yao, Y. & Popescu, A. (2016). On Energy Consumption in Mobile Multimedia Networks with OpenFlow Switch. In: 2016 INTERNATIONAL CONFERENCE ON COMMUNICATIONS (COMM 2016): . Paper presented at IEEE 11th International Conference on Communications (COMM), JUN 09-11, 2016, Bucharest, ROMANIA (pp. 309-312). IEEE
Open this publication in new window or tab >>On Energy Consumption in Mobile Multimedia Networks with OpenFlow Switch
2016 (English)In: 2016 INTERNATIONAL CONFERENCE ON COMMUNICATIONS (COMM 2016), IEEE, 2016, p. 309-312Conference paper, Published paper (Refereed)
Abstract [en]

In mobile multimedia networks, the video flow usually operates in an end-to-end manner from Head-End to mobile terminals. However, measuring the energy consumption associated with a video flow is a sophisticated process due to the complexity related to this. In the paper, a theoretical measurement approach is suggested to estimate the energy consumption of a video flow through mobile multimedia networks enhanced with the support of OpenFlow switch. Two different power models are built up to compute the traffic related energy consumption at the network element side. The numerical derivation of these two theoretical models is presented.

Place, publisher, year, edition, pages
IEEE, 2016
Series
International Conference on Communications (ICC)
Keywords
Mobile multimedia network, energy consumption, Software Defined Network, OpenFlow switch
National Category
Media and Communication Technology Telecommunications
Identifiers
urn:nbn:se:bth-13304 (URN)000383221900064 ()978-1-4673-8197-0 (ISBN)
Conference
IEEE 11th International Conference on Communications (COMM), JUN 09-11, 2016, Bucharest, ROMANIA
Available from: 2016-11-01 Created: 2016-11-01 Last updated: 2018-01-13Bibliographically approved
Yao, Y. & Popescu, A. (2016). On Energy Consumption in Mobile Multimedia Networks with OpwnFlow Switch. In: International Conference on Communications (COMM), 2016: . Paper presented at The 11th International Conference on Communications (COMM), Bucharest. IEEE
Open this publication in new window or tab >>On Energy Consumption in Mobile Multimedia Networks with OpwnFlow Switch
2016 (English)In: International Conference on Communications (COMM), 2016, IEEE, 2016Conference paper, Published paper (Refereed)
Abstract [en]

With the advance of new wireless technologies and ubiquitous radio access, mobile multimedia is becoming a very important application for both service providers and end users. This also leads to different business models such as mobile television, mobile conferencing, and remote gaming. A Mobile Multimedia Network (MMN) generally refers to several parts, which are known as the video contribution, the network distribution and the mobile terminals. The video contribution is connected to the functions of generating and processing the video content, which is eventually transferred onto the network for further distribution to mobile terminals.

Place, publisher, year, edition, pages
IEEE, 2016
Keywords
Streaming media, Energy consumption, Mobile communication, Switches, Mobile computing, Numerical models, Power demand
National Category
Telecommunications
Identifiers
urn:nbn:se:bth-15639 (URN)10.1109/ICComm.2016.7528299 (DOI)
Conference
The 11th International Conference on Communications (COMM), Bucharest
Projects
CONVINcE
Available from: 2017-12-12 Created: 2017-12-12 Last updated: 2018-05-23Bibliographically approved
Guo, Y., Yao, Y. & Bai, G. (2016). On Enhancement of Inter-Activity for Knowledge Sharing in eHealth. In: 2016 INTERNATIONAL CONFERENCE ON COMMUNICATIONS (COMM 2016): . Paper presented at IEEE 11th International Conference on Communications (COMM), JUN 09-11, 2016, Bucharest, ROMANIA (pp. 247-250). IEEE
Open this publication in new window or tab >>On Enhancement of Inter-Activity for Knowledge Sharing in eHealth
2016 (English)In: 2016 INTERNATIONAL CONFERENCE ON COMMUNICATIONS (COMM 2016), IEEE, 2016, p. 247-250Conference paper, Published paper (Refereed)
Abstract [en]

Today, knowledge sharing raises as an important issue that challenges for the eHealth management system. It becomes one of the most demanding applications with references to the dynamic inter-activities among different health actors and the complex data structures involved in this application. In this paper, we suggest an activity theory based ontology model to scientifically represent various health actors in the eHealth system. The goal of the suggest model is to enhance the inter activities among these health actors for the efficient knowledge sharing purposes. We also develop a prototype software system based on the suggested ontology model. The survey results collected from the system users show the feasibility of the developed software system.

Place, publisher, year, edition, pages
IEEE, 2016
Series
International Conference on Communications (ICC)
Keywords
eHealth, knowledge sharing, activity theory
National Category
Media and Communication Technology Other Medical Engineering
Identifiers
urn:nbn:se:bth-13302 (URN)000383221900052 ()978-1-4673-8197-0 (ISBN)
Conference
IEEE 11th International Conference on Communications (COMM), JUN 09-11, 2016, Bucharest, ROMANIA
Available from: 2016-11-01 Created: 2016-11-01 Last updated: 2019-09-27Bibliographically approved
Komu, M., Morabito, R., Kauppinen, T., Kjallman, J. & Yao, Y. (2016). Power Consumption in Remote Gaming: an Empirical Evaluation. In: 2016 IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS): . Paper presented at IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS), APR 10-14, 2016, San Francisco, CA. IEEE
Open this publication in new window or tab >>Power Consumption in Remote Gaming: an Empirical Evaluation
Show others...
2016 (English)In: 2016 IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS), IEEE, 2016Conference paper, Published paper (Refereed)
Abstract [en]

The thin-client approach for gaming is becoming more popular. For instance, Nvidia Shield, Valve Steam and Shinra technologies have offerings based on the concept. In remote cloud gaming, the game is being executed and processed in the cloud while the user receives a video and audio stream of the game, in a very similar way as with remote desktop clients. At the same time, clouds are moving towards the end-users as "edge clouds" with different standardization bodies, such Open Mobile Edge Cloud and Open Fog Consortium, giving momentum for the efforts. Were remote gaming approaches to utilize edge clouds, the games could be played without installing any infrastructure at the homes of end-users while keeping network delays to the latency-sensitive games low. While waiting for such edge-cloud deployments to substantiate, even regional clouds could be utilized for the purpose. In such environments, remote cloud gaming can already now be utilized by game companies as an alternative to traditional download-and-install games in order to support, e.g., anti-piracy protection. While the incentives for the game companies are relatively clear, the end-user experience has been investigated mainly from the viewpoint of latency. In this paper, we fill a research gap related to energy efficiency by showing that mobile phone users can save between 12 and 32 % power by utilizing remote gaming instead of playing with a native app. Our prototype is based on GamingAnywhere open-source software for which we have also integrated a gamepad for easier controls. We show power measurements both with a 2D and 3D games, and also additional measurements with a smart TV-stick.

Place, publisher, year, edition, pages
IEEE, 2016
Series
IEEE Conference on Computer Communications Workshops, ISSN 2159-4228
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-13679 (URN)000389210700138 ()978-1-4673-9955-5 (ISBN)
Conference
IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS), APR 10-14, 2016, San Francisco, CA
Available from: 2016-12-30 Created: 2016-12-30 Last updated: 2018-01-13Bibliographically approved
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