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NETGAMES
2006
ACM
15 years 6 months ago
Post-game estimation of game client RTT and hop count distributions
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
PODC
2006
ACM
15 years 6 months ago
Sketching asynchronous streams over a sliding window
We study the problem of maintaining sketches of recent elements of a data stream. Motivated by applications involving network data, we consider streams that are asynchronous, in w...
Srikanta Tirthapura, Bojian Xu, Costas Busch
158
Voted
SENSYS
2006
ACM
15 years 6 months ago
Target tracking with binary proximity sensors: fundamental limits, minimal descriptions, and algorithms
We explore fundamental performance limits of tracking a target in a two-dimensional field of binary proximity sensors, and design algorithms that attain those limits. In particul...
Nisheeth Shrivastava, Raghuraman Mudumbai, Upamany...
SIGMETRICS
2006
ACM
174views Hardware» more  SIGMETRICS 2006»
15 years 6 months ago
Understanding the management of client perceived response time
Understanding and managing the response time of web services is of key importance as dependence on the World Wide Web continues to grow. We present Remote Latency-based Management...
David P. Olshefski, Jason Nieh
ISCC
2005
IEEE
101views Communications» more  ISCC 2005»
15 years 6 months ago
Comparing and Evaluating Lightweight Solutions for Replica Dissemination and Retrieval in Dense MANETs
There is an emerging market interest in service provisioning over dense Mobile Ad-hoc NETworks (MANETs), i.e., limited spatial regions, such as shopping malls, airports, and unive...
Paolo Bellavista, Antonio Corradi, Eugenio Magistr...