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NETGAMES
2006
ACM
15 years 5 months ago
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the D...
Brian Carrig, David Denieffe, John Murphy
78
Voted
NOSSDAV
2004
Springer
15 years 5 months ago
Considering altruism in peer-to-peer internet streaming broadcast
In peer-to-peer overlay for video broadcast, peers contribute a portion of the bandwidth to the overlay in return for the service. In the presence of network heterogeneity, it is ...
Yang-Hua Chu, Hui Zhang
SI3D
2003
ACM
15 years 4 months ago
Pattern based procedural textures
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which proce...
Sylvain Lefebvre, Fabrice Neyret
SAC
2010
ACM
15 years 6 months ago
A wavelet-based sampling algorithm for wireless sensor networks applications
This work proposes and evaluates a sampling algorithm based on wavelet transforms with Coiflets basis to reduce the data sensed in wireless sensor networks applications. The Coiï...
André L. L. de Aquino, Ricardo A. R. Olivei...
91
Voted
PDP
2009
IEEE
15 years 6 months ago
Modelling the Internet Delay Space Based on Geographical Locations
Existing approaches for modelling the Internet delay space predict end-to-end delays between two arbitrary hosts as static values. Further, they do not capture the characteristics...
Sebastian Kaune, Konstantin Pussep, Christof Leng,...