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CORR
2008
Springer
113views Education» more  CORR 2008»
14 years 10 months ago
Self-Stabilizing Pulse Synchronization Inspired by Biological Pacemaker Networks
We define the "Pulse Synchronization" problem that requires nodes to achieve tight synchronization of regular pulse events, in the settings of distributed computing syste...
Ariel Daliot, Danny Dolev, Hanna Parnas
NETGAMES
2004
ACM
15 years 3 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, ...
FOCS
2006
IEEE
15 years 3 months ago
Fault-Tolerant Distributed Computing in Full-Information Networks
In this paper, we use random-selection protocols in the full-information model to solve classical problems in distributed computing. Our main results are the following: • An O(l...
Shafi Goldwasser, Elan Pavlov, Vinod Vaikuntanatha...
MM
2003
ACM
105views Multimedia» more  MM 2003»
15 years 3 months ago
Universal synchronization scheme for distributed audio-video capture on heterogeneous computing platforms
We propose a universal synchronization scheme for distributed audio-video capture on heterogeneous computing devices such as laptops, tablets, PDAs, cellular phones, audio recorde...
Rainer Lienhart, Igor Kozintsev, Stefan Wehr
MM
2004
ACM
104views Multimedia» more  MM 2004»
15 years 3 months ago
Supporting continuous consistency in multiplayer online games
Multiplayer online games have become very popular in recent years. However, they generally suffer from network latency problem. If a player changes its states, it will take some ...
Frederick W. B. Li, Lewis W. F. Li, Rynson W. H. L...