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Grouping Nodes in Wireless Sensor Networks Using Coalitional Game Theory
- Proceedings of the 16th IEEE International Conference on Engineering of Complex Computer Systems (ICECCS
, 2011
"... Abstract. Wireless sensor networks are typically ad-hoc networks of resource-constrained nodes; in particular, the nodes are limited in power resources. It can be difficult and costly to replace sensor nodes, for instance when implanted in the human body. Data transmission is the major consumer of ..."
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Cited by 3 (0 self)
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Abstract. Wireless sensor networks are typically ad-hoc networks of resource-constrained nodes; in particular, the nodes are limited in power resources. It can be difficult and costly to replace sensor nodes, for instance when implanted in the human body. Data transmission is the major consumer
Spectrum sharing in multi-channel cooperative cognitive radio networks: a coalitional game approach
"... Abstract In this paper, we study a coalitional game approach to resource allocation in a multi-channel coop-erative cognitive radio network with multiple primary users (PUs) and secondary users (SUs). We propose to form the grand coalition by grouping all PUs and SUs in a set, where each PU can leas ..."
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Abstract In this paper, we study a coalitional game approach to resource allocation in a multi-channel coop-erative cognitive radio network with multiple primary users (PUs) and secondary users (SUs). We propose to form the grand coalition by grouping all PUs and SUs in a set, where each PU can
A Selfish Approach to Coalition Formation among Unmanned Air Vehicles in Wireless Networks
- IEEE INTERNATIONAL CONFERENCE ON GAME THEORY FOR NETWORKS, ISTANBUL: TURKEY
, 2009
"... Autonomous agents such as unmanned aerial vehicles (UAVs) have a great potential for deployment in next generation wireless networks. While current literature has been mainly focused on the use of UAVs for connectivity enhancement and routing in military ad hoc networks, this paper proposes a novel ..."
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Cited by 19 (3 self)
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Autonomous agents such as unmanned aerial vehicles (UAVs) have a great potential for deployment in next generation wireless networks. While current literature has been mainly focused on the use of UAVs for connectivity enhancement and routing in military ad hoc networks, this paper proposes a
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
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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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
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
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.
Künstliche Intelligenz für ein Massively Multiplayer Online Game
"... 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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-to-peer MMOG. Aim of this work is to create a new AI for a peer-to-peer MMOG called Planet π4. First I analyzed the current state of art of the AI for computer games. Then I considered two different approaches to create the AI for Planet π4. The first AI implements a simple behavior while the second AI creates
unknown title
"... Sensor network software update management: a survey By Chih-Chieh Han, Ram Kumar, Roy Shea and Mani Srivastava*,† Software management is a critical task in the system administration of enterprise-scale networks. Enterprise-scale networks that have traditionally comprised of large clusters of worksta ..."
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of workstations are expanding to include low-power ad hoc wireless sensor networks (WSN). The existing tools for software updates in workstations cannot be used with the severely resource-constrained sensor nodes. In this article, we survey the software update techniques in WSNs. We base our discussion around a
†Databases and Distributed Systems
"... Abstract—We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used for comparin ..."
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Abstract—We present an approach to the generation of realistic synthetic workloads for use in benchmarking of (massively) multiplayer online gaming infrastructures. Existing techniques are either too simple to be realistic or are too specific to a particular network structure to be used
Results 1 - 10
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