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ISBN: 978-3-86644-405-8Probabilistic Framework for Sensor Management zur Erlangung des akademischen Grades eines

by Isas Universität Karlsruhe (th, Fakultät Für Informatik, Universitätsverlag Karlsruhe, Doktors Der Ingenieurwissenschaften, Der Fakultät Für Informatik, Prof Dr. -ing, Uwe D. Hanebeck
"... www.uvka.de ..."
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Author manuscript, published in "WWW (Companion Volume) (2012) 211-214" The ERC Webdam on Foundations of Web Data Management ∗

by Serge Abiteboul, Collège De France, Inria Saclay, Ens Cachan, Pierre Senellart, Victor Vianu , 2012
"... The Webdam ERC grant is a five-year project that started in December 2008. The goal is to develop a formal model for Web data management that would open new horizons for the development of the Web in a well-principled way, enhancing its functionality, performance, and reliability. Specifically, the ..."
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, the goal is to develop a universally accepted formal framework for describing complex and flexible interacting Web applications featuring notably data exchange, sharing, integration, querying, and updating. We also propose to develop formal foundations that will enable peers to concurrently reason about

LumiNet An Organic Interactive Illumination Network Diploma Thesis at the Media Computing Group

by Prof Dr, Jan Borchers, René Bohne, René Bohne V
"... 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.

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Scenario Generation and Reduction for Long-term and Short-term Power System Generation Planning under Uncertainties

by Yonghan Feng, James D. Mccalley, William Q. Meeker, Jo Min, Lizhi Wang
"... ii ..."
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von

by Vom Promotionsausschuss Der, Technischen Universität Hamburg-harburg, Roman Kubrin , 2011
"... Diese Dissertation wurde vom Cuvillier Verlag Göttingen als Buch unter ISBN 978-3-95404-019-3 veröffentlicht (www.cuvillier.de). iContents ..."
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Diese Dissertation wurde vom Cuvillier Verlag Göttingen als Buch unter ISBN 978-3-95404-019-3 veröffentlicht (www.cuvillier.de). iContents

von

by Mathematisch-naturwissenschaftlichen Fakultät, Stefan Lange, Prof Dr, Jan-hendrik Olbertz, Prof Dr, Elmar Kulke
"... eingereicht an der ..."
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eingereicht an der

4. TITLE AND SUBTITLE A Practical Theory of Micro-Solar Power Sensor Networks

by Jaein Jeong , 2009
"... Public reporting burden for the collection of information is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments ..."
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Public reporting burden for the collection of information is estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the collection of information. Send comments regarding this burden estimate or any other aspect of this collection of information,

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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