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A New Fault-Tolerant Technique for Improving Schedulability in Multiprocessor Real-time Systems

by R. Al-omari, Arun K. Somani, G. Manimaran - In Proc. Intl. Parallel and Distributed Processing Symposium (IPDPS , 2001
"... In real-time systems, tasks have deadlines to be met despite the presence of faults. Primary-Backup (PB) scheme is one of the most common schemes that has been employed for fault-tolerant scheduling of real-time tasks, wherein each task has two versions and the versions are scheduled on two differen ..."
Abstract - Cited by 10 (1 self) - Add to MetaCart
that of the BB-overloading, thereby increasing the schedulability. We conduct schedulability and reliability analysis of PB- and BB-overloading techniques through simulation and analytical studies. Our studies show that PB-overloading offers better schedulability (25% increase in the guarantee ratio) than

RESEARCH Open Access T1 at 1.5T and 3T compared with conventional T2 * at 1.5T for cardiac

by Mohammed H. Alam, Dominique Auger, Gillian C. Smith, Taigang He, Vassilis Vassiliou, A. John Baksi, Rick Wage, Peter Drivas, Yanqiu Feng, David N. Firmin, Dudley J. Pennell
"... Background: Myocardial black blood (BB) T2 * relaxometry at 1.5T provides robust, reproducible and calibrated non-invasive assessment of cardiac iron burden. In vitro data has shown that like T2*, novel native Modified Look-Locker Inversion recovery (MOLLI) T1 shortens with increasing tissue iron. T ..."
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. The relative merits of T1 and T2 * are largely unexplored. We compared the established 1.5T BB T2 * technique against native T1 values at 1.5T and 3T in iron overload patients and in normal volunteers. Methods: A total of 73 subjects (42 male) were recruited, comprising 20 healthy volunteers (controls) and 53

05 SIMULTANEOUS CLASSICAL-QUANTUM CAPACITIES OF QUANTUM MULTIPLE ACCESS CHANNELS

by Abbas El Gamal, Carl A. Yard , 2005
"... ar ..."
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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-

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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