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Management

by Natalie Fridman, Gal A. Kaminka, Avishay Zilka
"... In agent-based social simulation, crowd models are used to generate agent behaviors that should correspond closely to human crowds. Despite significant progress in this area, many existing crowd models do not yet account for important cultural factors in crowd behavior, and even more so, for mixed-c ..."
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and evacuation domains. We account for micro-level cultural attributes: personal spaces, speed, pedestrian avoidance side and group formations. We then quantitatively validate the macro-level predictions of an agent-based simulation utilizing these against data from web-cam movies of human pedestrian crowds

MPEG-4 for Interactive Low-delay Real-time Communication

by Olaf L, Gary Minden , 2003
"... ii Internet broadcasting techniques are wide spread and have been the focus off many research projects. Due to high transmission delays these systems often lack interactivity. This thesis introduces a new streaming system to deliver real-time video and audio data with low-delays across the Internet. ..."
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. Packet loss, jitter and changing bandwidth availability describe the challenges that have to be handled by the system, since the Internet is a best effort network and does not guarantee quality of service. To lower bit-rates audio and video data are usually compressed in formats like MPEG-4. The high

Thesis Advisor Accepted by.......Gakenhimer..

by Gregory A. Rossel, Fiichael J. Shiffer, Ralph Gakenheimer, Gregory A. Rossel
"... ussRaNIte ..."
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by unknown authors
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Guaranteeing Communication Quality in Real World WSN Deployments

by Fbk-irst Bruno, Kessler Foundation, Matteo Ceriotti, Dr. Amy, L. Murphy, Bruno Kessler Foundation (fbk-irst, Amy L. Murphy, Prof Prabal Dutta, Prof Koen Langendoen, Prof Leo Selavo
"... April 29, 2011Für UnsShe had never before seen a rabbit with either a waistcoat-pocket, or a watch to take out of it, and burning with curiosity, she ran across the field after it Lewis CarrollThe following document, written under the supervision of Dr. reviewed by: ..."
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April 29, 2011Für UnsShe had never before seen a rabbit with either a waistcoat-pocket, or a watch to take out of it, and burning with curiosity, she ran across the field after it Lewis CarrollThe following document, written under the supervision of Dr. reviewed by:

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

Article TDMA-Based Dual-Mode Communication for Mobile Wireless Sensor Networks

by Ankur Mehta, Branko Kerkez, Steven D. Glaser, Kristofer S. J. Pister , 2012
"... sensors ..."
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POUR L'OBTENTION DU GRADE DE DOCTEUR ÈS SCIENCES PAR

by Dominique Tschopp, Prof E. Telatar, Prof S. Diggavi, Prof M. Grossglauser, Prof J. -y, Le Boudec, Prof M. Mitzenmacher, Prof S. Shakkottai
"... 2010 to my wife, Joyce, and my family...- Résumé- ..."
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2010 to my wife, Joyce, and my family...- Résumé-

Gameplay-Entwurf und-Implementierung für ein Massively Multiplayer Online Game

by Denis Lapiner, Gutachten Prof Alej, Ro Buchmann, Gutachten Max Lehn, Tag Einreichung
"... Hiermit versichere ich, die vorliegende Bachelor-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 Prüfungsbe ..."
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Hiermit versichere ich, die vorliegende Bachelor-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 30th March 2011 Massively multiplayer online games (MMOGs) are very popular nowadays, but mostly still are implemented in a client-server based approach. This thesis is part of a study on the question: Are peer-to-peer networks suitable for real time applications like games?. This work discusses Planet π4, a prototype for a 3D space shooter game, designed for benchmarking with exchangeable underlying network systems. In this thesis the original game was improved, especially the gameplay and the produced network load, but also graphics were reworked. The gameplay was enhanced with asteroids, upgrade points and shield regenerators, which make it more complex and allow tactical playing and team work. The keybord controls were enriched with the mouse control feature, which in combination with various motion hints and a better game balance have made the game to a dynamic and challenging 3D space shooter. The game

Routing and Broadcasting in Ad-Hoc Networks

by Der Philosophisch-naturwissenschaftlichen Fakultät, Der Universität Bern, Marc Heissenbüttel, Prof Dr, T. Braun, Der Philosophisch-naturwissenschaftlichen Fakultät, Der Universität Bern, Marc Heissenbüttel, Von Frutigen, Prof Dr, T. Braun
"... 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 ..."
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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,
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