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ative Commons Attribution Non-Commercial No Derivatives licence. Researchers
"... I herewith certify that all material in this dissertation which is not my own work has been properly acknowledged. ..."
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I herewith certify that all material in this dissertation which is not my own work has been properly acknowledged.
Research Article Self-Stabilizing TDMA Algorithms for Dynamic Wireless Ad Hoc Networks
"... In dynamic wireless ad hoc networks (DynWANs), autonomous computing devices set up a network for the communication needs of the moment. These networks require the implementation of a medium access control (MAC) layer.We considerMAC protocols for DynWANs that need to be autonomous and robust as well ..."
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In dynamic wireless ad hoc networks (DynWANs), autonomous computing devices set up a network for the communication needs of the moment. These networks require the implementation of a medium access control (MAC) layer.We considerMAC protocols for DynWANs that need to be autonomous and robust as well
LumiNet An Organic Interactive Illumination Network Diploma Thesis at the Media Computing Group
"... 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.
Abstract Multichannel Communication in Contiki's Low-power IPv6 Stack
"... Vast majority of wireless appliances used in household, industry and medical field share the ISM frequency band. These devices need to coexist and thus are challenged to tolerate their mutual interference. One way of dealing with this is by using frequency hopping; where the device changes its radio ..."
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radio channel periodically. Consequently, communications will not suffer from the same interference each time; instead, it should be fairer and more stable. This thesis investigates the aforementioned problem in the field of low power wireless sensor networks and Internet of Things where Contiki OS
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, 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 ..."
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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
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 ..."
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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
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 ..."
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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
Results 11 - 20
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