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An Empirical Study of the Congestion Response of RealPlayer, Windows
"... Properly reacting to congestion is known to be a requirement for maintaining the stability of the Internet; in addition, UDP based applications should do so for their own sake if they are delay- or loss-sensitive. We measured the responsiveness of the three popular streaming media applications RealP ..."
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Cited by 3 (1 self)
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Properly reacting to congestion is known to be a requirement for maintaining the stability of the Internet; in addition, UDP based applications should do so for their own sake if they are delay- or loss-sensitive. We measured the responsiveness of the three popular streaming media applications RealPlayer
Index Terms — MediaPlayer, RealPlayer, Streaming Multimedia
"... Abstract – – The performance of currently available streaming media products will play an important role in the network impact of streaming media. However, there are few empirical studies that analyze the network traffic characteristics and Internet impact of current streaming media products. This p ..."
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. This paper presents analysis from an empirical study of the two dominant streaming multimedia products, RealNetworks RealPlayer ™ and Microsoft MediaPlayer™. Utilizing two custom media player measurement tools, RealTracker and MediaTracker, we are able to gather application layer and network layer
MediaPlayer ™ versus RealPlayer ™- A Comparison of Network Turbulence
"... Abstract – – The performance of currently available streaming media products will play an important role in the network impact of streaming media. However, there are few empirical studies that analyze the network traffic characteristics and Internet impact of current streaming media products. This p ..."
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. This paper presents analysis from an empirical study of the two dominant streaming multimedia products, RealNetworks RealPlayer ™ and Microsoft MediaPlayer™. Utilizing two custom media player measurement tools, RealTracker and MediaTracker, we are able to gather application layer and network layer
Quicktime VR - an image-based approach to virtual environment navigation.
- In SIGGRAPH 95 Conference Proceedings,
, 1995
"... ABSTRACT Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because of ..."
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Cited by 527 (0 self)
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ABSTRACT Traditionally, virtual reality systems use 3D computer graphics to model and render virtual environments in real-time. This approach usually requires laborious modeling and expensive special purpose rendering hardware. The rendering quality and scene complexity are often limited because
Learning to predict by the methods of temporal differences
- MACHINE LEARNING
, 1988
"... This article introduces a class of incremental learning procedures specialized for prediction – that is, for using past experience with an incompletely known system to predict its future behavior. Whereas conventional prediction-learning methods assign credit by means of the difference between predi ..."
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Cited by 1521 (56 self)
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predicted and actual outcomes, the new methods assign credit by means of the difference between temporally successive predictions. Although such temporal-difference methods have been used in Samuel's checker player, Holland's bucket brigade, and the author's Adaptive Heuristic Critic
1 Empirical Evaluation of the Congestion Responsiveness of RealPlayer Video Streams
"... Abstract — Increasingly popular commercial streaming media applications over the Internet often use UDP as the underlying transmission protocol for performance reasons. Hand-in-hand with the increase in streaming media comes the impending threat of unresponsive UDP traffic, often cited as the major ..."
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-trip time, making it difficult to estimate the available capacity for effective media scaling. Index Terms — streaming media, protocols, RealPlayer, TCP-Friendly, unresponsive flows I.
FairPlayer or FoulPlayer? - Head to Head Performance of RealPlayer Streaming Video Over UDP versus TCP
- UDP versus TCP,” CS Department, Worcester Polytechnic Institute, Tech. Rep. WPI-CS-TR-0217
, 2002
"... The growth in power and connectivity of today 's PCs promises a continued increase in streaming media over the Internet. Hand-in-hand with the increase in streaming media comes the impending threat of unresponsive traffic, often cited as the major threat to the stability of the Internet. The re ..."
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Cited by 7 (1 self)
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. The responsiveness of commercial streaming media applications will play an important role in the network impact of streaming media. Unfortunately, there are few empirical studies that analyze the responsiveness, or lack of it, of current streaming media products. In this work, we measure the responsiveness of Real
On Distinguishing Epistemic from Pragmatic Action
- Cognitive Science
, 1994
"... We present data and argument to show that in Tetris-a real-time, interactive video game-certain cognitive and perceptual problems ore more quicktv, easily, and reliably solved by performing actions in the world than by performing com-putational actions in the head atone. We have found that some of t ..."
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Cited by 341 (10 self)
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We present data and argument to show that in Tetris-a real-time, interactive video game-certain cognitive and perceptual problems ore more quicktv, easily, and reliably solved by performing actions in the world than by performing com-putational actions in the head atone. We have found that some
GameFlow: A model for evaluating player enjoyment in games
- ACM Computer in Entertainment
, 2005
"... Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate these heuris ..."
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Cited by 202 (2 self)
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Although player enjoyment is central to computer games, there is currently no accepted model of player enjoyment in games. There are many heuristics in the literature, based on elements such as the game interface, mechanics, gameplay, and narrative. However, there is a need to integrate
On the Synthesis of Discrete Controllers for Timed Systems
- in E.W. Mayr and C. Puech (Eds), Proc. STACS'95, LNCS 900
, 1995
"... Abstract. This paper presents algorithms for the automatic synthesis of real-time controllers by nding a winning strategy for certain games de ned by the timed-automata of Alur and Dill. In such games, the outcome depends on the players ' actions as well as on their timing. We believe that thes ..."
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Cited by 243 (18 self)
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Abstract. This paper presents algorithms for the automatic synthesis of real-time controllers by nding a winning strategy for certain games de ned by the timed-automata of Alur and Dill. In such games, the outcome depends on the players ' actions as well as on their timing. We believe
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