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NETGAMES
2004
ACM
13 years 10 months ago
Accuracy in dead-reckoning based distributed multi-player games
Distributed multi-player games use dead reckoning vectors to intimate other (at a distance) participating players about the movement of any entity by a controlling player. The dea...
Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, ...
HIPEAC
2007
Springer
13 years 11 months ago
Dynamic Capacity-Speed Tradeoffs in SMT Processor Caches
Caches are designed to provide the best tradeoff between access speed and capacity for a set of target applications. Unfortunately, different applications, and even different phas...
Sonia López, Steve Dropsho, David H. Albone...
COMSWARE
2007
IEEE
13 years 11 months ago
OASiS: A Programming Framework for Service-Oriented Sensor Networks
Abstract— Wireless sensor networks consist of small, inexpensive devices which interact with the environment, communicate with each other, and perform distributed computations in...
Manish Kushwaha, Isaac Amundson, Xenofon D. Koutso...