Results 11 -
18 of
18
22.10.2009 Implementation of a Peer-to-Peer Multiplayer Game with Realtime Requirements
"... 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 ..."
Abstract
- Add to MetaCart
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
Flush: A Reliable Bulk Transport Protocol for Multihop Wireless Networks
"... We present Flush, a reliable, high goodput bulk data trans-port protocol for wireless sensor networks. Flush provides end-to-end reliability, reduces transfer time, and adapts to time-varying network conditions. It achieves these proper-ties using end-to-end acknowledgments, implicit snooping of con ..."
Abstract
- Add to MetaCart
We present Flush, a reliable, high goodput bulk data trans-port protocol for wireless sensor networks. Flush provides end-to-end reliability, reduces transfer time, and adapts to time-varying network conditions. It achieves these proper-ties using end-to-end acknowledgments, implicit snooping of control information, and a rate-control algorithm that op-erates at each hop along a flow. Using several real network topologies, we show that Flush closely tracks or exceeds the maximum goodput achievable by a hand-tuned but fixed rate for each hop over a wide range of path lengths and varying network conditions. Flush is scalable; its effective bandwidth over a 48-hop wireless network is approximately one-third of the rate achievable over one hop. The design of Flush is sim-plified by assuming that different flows do not interfere with each other, a reasonable restriction for many sensornet ap-plications that collect bulk data in a coordinated fashion, like structural health monitoring, volcanic activity monitoring, or protocol evaluation. We collected all of the performance data presented in this paper using Flush itself.
De-indirection for Flash-based Solid State Drives
, 2013
"... ii iv vTo my parents vi vii Acknowledgements I would first and foremost extend my whole-hearted gratitude to my advisors, An-drea Arpaci-Dusseau and Remzi Arpaci-Dusseau. Andrea and Remzi are the reason that I had the opportunity for this exceptional Ph.D. journey. To this day, I still re-member the ..."
Abstract
- Add to MetaCart
ii iv vTo my parents vi vii Acknowledgements I would first and foremost extend my whole-hearted gratitude to my advisors, An-drea Arpaci-Dusseau and Remzi Arpaci-Dusseau. Andrea and Remzi are the reason that I had the opportunity for this exceptional Ph.D. journey. To this day, I still re-member the moment when they took me as their student and the joy and hope in my heart. Andrea and Remzi have showed me what systems research is like and how much fun and challenging it can be. Before this journey with them, I had always liked and believed in the beauty of mathematics and theory. My initial interest in systems research happened when I took Remzi’s Advanced Operating Systems
Using BubbleStorm Accepted Master-Thesis from Marcel Lucas
"... 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 ..."
Abstract
- Add to MetaCart
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
copyright by
, 2009
"... Abstract: Mobile ad hoc networks (MANETs) and wireless sensor networks (WSNs) are two recently-developed technologies that uniquely function without xed infrastructure support, and sense at scales, resolutions, and durations previously not possible. While both offer great potential in many applicati ..."
Abstract
- Add to MetaCart
Abstract: Mobile ad hoc networks (MANETs) and wireless sensor networks (WSNs) are two recently-developed technologies that uniquely function without xed infrastructure support, and sense at scales, resolutions, and durations previously not possible. While both offer great potential in many
Routing and Broadcasting in Ad-Hoc Networks
"... I would like to thank Prof. Dr. Torsten Braun, head of the Computer Network and Distributed Systems group (RVS), for supervising this work and for his insightful advises. Prof. Dr. Torsten Braun encouraged and motivated me to publish my research results and he provided me the opportunity to present ..."
Abstract
- Add to MetaCart
I would like to thank Prof. Dr. Torsten Braun, head of the Computer Network and Distributed Systems group (RVS), for supervising this work and for his insightful advises. Prof. Dr. Torsten Braun encouraged and motivated me to publish my research results and he provided me the opportunity to present the work on various conferences, for which I thank him. I would also like to thank Prof. Dr. Roger Wattenhofer, responsible for the Koreferat of this work. Also, Prof. Dr. Oscar Nierstrasz who was willing to be the co-examinator of this work deserves many thanks. Many thanks go to my colleagues of the RVS group and of the IAM for our various interesting discussions about all kinds of topics and for making the institute a very pleasant and friendly place to work at. Special thanks go to David Steiner, Marc Steinemann, Matthias Scheidegger, Florian Baumgartner, Ruy De Oliveira, and Attila Weyland. There are many students who worked with me and helped a lot in developing and implementing. Among them I especially thankful to Thomas Bernoulli,
Software and Systems Modeling The final publication is available at www.springerlink.com Performance Modeling and Analysis of Message-oriented Event-driven Systems
"... Abstract Message-oriented event-driven systems are becoming increasingly ubiquitous in many industry do-mains including telecommunications, transportation and supply chain management. Applications in these areas typically have stringent requirements for performance and scalability. To guarantee adeq ..."
Abstract
- Add to MetaCart
Abstract Message-oriented event-driven systems are becoming increasingly ubiquitous in many industry do-mains including telecommunications, transportation and supply chain management. Applications in these areas typically have stringent requirements for performance and scalability. To guarantee adequate quality-of-service, systems must be subjected to a rigorous performance and scalability analysis before they are put into produc-tion. In this paper, we present a comprehensive modeling methodology for message-oriented event-driven systems in the context of a case study of a representative ap-plication in the supply chain management domain. The methodology, which is based on queueing Petri nets, pro-vides a basis for performance analysis and capacity plan-ning. We study a deployment of the SPECjms2007 stan-dard benchmark on a leading commercial middleware platform. A detailed system model is built in a step-by-step fashion and then used to predict the system perfor-mance under various workload and configuration scenar-ios. After the case study, we present a set of generic per-formance modeling patterns that can be used as build-ing blocks when modeling message-oriented event-driven systems. The results demonstrate the effectiveness, prac-ticality and accuracy of the proposed modeling and pre-diction approach. 1
Design and Implementation for an Android based Massively Multiplayer Online Augmented Reality Game Entwurf und Implementierung für ein Android basiertes Massively Multiplayer Online Augmented Reality Game
, 2014
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den an-gegebenen 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 Prüfungsbeh ..."
Abstract
- Add to MetaCart
Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den an-gegebenen 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 28th February 2014 (Denis Lapiner) This Master’s Thesis proposes and implements a game design for an Android based massively multiplayer online augmented reality game. The proposed game design is based on an analysis of other popular aug-mented reality games such as Ingress, a game created by Google Inc. The game of this thesis motivates the players to meet in the real world and move in groups to certain points of interest like historic mon-uments. The spatial locality of players, which comes up when players move in groups, makes the game interesting for the research on mobile ad hoc networks (MANETs). The provided implementation of the game contains a centralized communication component that logs the network communication between players and therefore, is usable for data collection of network traffic in MANETs. The collected data