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Object/relational query optimization with chase

by Lucian Popa
"... and backchase ..."
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and backchase

Acknowledgements

by Alejandro Houspanossian, Facultad De Ciencias Exactas , 2006
"... First, I would like to thank to Dimka Karastoyanova and Mariano Cilia for all the fruitful discussions, their guidance and support through the course of this project. Thanks also to Prof. Alejandro Buchmann who sponsored my stay at Technische Universität Darmstadt during the spring of 2004. The spec ..."
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First, I would like to thank to Dimka Karastoyanova and Mariano Cilia for all the fruitful discussions, their guidance and support through the course of this project. Thanks also to Prof. Alejandro Buchmann who sponsored my stay at Technische Universität Darmstadt during the spring of 2004. The special thanks go to my advisor, Mariano Cilia, who has made all this possible. Finally, I’d like to thank to my family for all these years of support.

Verification of Description Logic Knowledge and Action Bases

by This Open, Access Ios Press, Babak Bagheri Hariri, Diego Calvanese, Riccardo De Masellis, Paolo Felli, Marco Montali , 2012
"... doi:10.3233/978-1-61499-098-7-103 ..."
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doi:10.3233/978-1-61499-098-7-103

Using BubbleStorm Accepted Master-Thesis from Marcel Lucas

by Assessor Prof Alej, Ro P. Buchmann, Ph. D
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehö ..."
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Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehörde vorgelegen. Darmstadt, den 17. Mai 2011 (Marcel Lucas) The popularity of Networked Virtual Environments (NVE) increased remarkably in recent years where a plethora of players participate concurrently. Traditional approaches applying the Client/Server pattern swiftly reach their limit in terms of scalability and maintainability. Hence, different approaches are based on Peer-to-Peer (P2P) technology. In particular, fast-paced NVEs stress these systems and most likely cause high overlay maintenance overhead. This Master’s Thesis presents a novel approach to spatial Publish/Subscribe (Pub/Sub) in P2P NVEs. The unstructured P2P system BubbleStorm offers flexible and scalable means and is therefore used as a fundamental base for the developed Pub/Sub system. As the evaluation of the subscription is performed

Name:

by Vorgelegt Am Januar, Oliver Schneider, Fachbereich Informatik, Oliver Schneider Contents
"... ..."
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doi:10.1093/comjnl/bxp026 A Digest and Pattern Matching-Based Intrusion Detection Engine

by Zhongqiang Chen, Yuan Zhang, Zhongrong Chen, Alex Delis , 2008
"... Intrusion detection/prevention systems (IDSs/IPSs) heavily rely on signature databases and pattern matching (PM) techniques to identify network attacks. The engines of such systems often employ traditional PM algorithms to search for telltale patterns in network flows. The observations that real-wor ..."
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digests or fingerprints for attack signatures during its programming phase. In its querying phase, the framework quickly identifies attack-free connections by transforming input traffic into its fingerprint space and matching its digest against those of attack signatures. If the legitimacy of a stream

LumiNet An Organic Interactive Illumination Network Diploma Thesis at the Media Computing Group

by Prof Dr, Jan Borchers, René Bohne, René Bohne V
"... I hereby declare that I have created this work completely on my own and used no other sources or tools than the ones listed, and that I have marked any citations accordingly. Hiermit versichere ich, dass ich die vorliegende Arbeit selbständig verfasst und keine anderen als die angegebenen Quellen un ..."
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I hereby declare that I have created this work completely on my own and used no other sources or tools than the ones listed, and that I have marked any citations accordingly. Hiermit versichere ich, dass ich die vorliegende Arbeit selbständig verfasst und keine anderen als die angegebenen Quellen und Hilfsmittel benutzt sowie Zitate kenntlich gemacht habe.

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22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements

by Gutachten Alej, Ro Buchmann
"... Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are ..."
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Massively multiplayer online games (MMOGs) have become increasingly popular in the recent years, particularly in the form of online role-playing games (MMORPGs). These games support up to several ten thousand players interacting in a virtual game world. The current commercially successful games are client-server based, which is feasible for relatively slow role-playing games. Those have modest bandwidth and latency requirements and are paid for by their customers. For MMOGs with higher realtime requirements and/or a smaller number of customers willing to pay, peer-to-peer networking seems to be a serious alternative. This work analyzes the implementation of both a client-server and a peer-to-peer networking model for the prototype shooter game Planet π4. Initially, a survey introduces recent academic approaches to peer-to-peer systems specifically designed for games. Of those, one system is selected for implementation with Planet π4. Planet π4 is improved in several aspects for the purpose of analyzing various network implementations. First, its architecture is restructured and cleaned to allow for an easy replacement of the networking component. Second, its core is modified to work in a completely event-based mode, supporting the execution of the game in an discrete-event-based network simulator. Third, a simple artificial intelligence player is developed for workload generation in large (and possibly simulated) networks. Furthermore, the newly developed transport protocol CUSP is applied for the network implementation, thus the game is the first real application using CUSP. Finally the game Planet π4 is integrated with the CUSP network simulator, allowing to run the whole game in a simulated network without the need for modification of its core components. Kurzfassung Massen-Mehrspieler-Onlinespiele (Massively multiplayer online games; MMOGs) wurden in den vergangenen Jahren zunehmend populär, insbesondere in Form von Online-Rollenspielen (MMORPGs). In
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