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AIIDE
2009
13 years 9 months ago
Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game
In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. ...
Erin J. Hastings, Ratan K. Guha, Kenneth O. Stanle...
WCNC
2010
IEEE
14 years 18 days ago
A Lightweight Distributed Solution to Content Replication in Mobile Networks
Abstract—Performance and reliability of content access in mobile networks is conditioned jointly by the number and location of content replicas deployed at the network nodes. The...
C.-A. La, Pietro Michiardi, Claudio Casetti, Carla...
PODC
2010
ACM
13 years 10 months ago
Brief announcement: adaptive content placement for peer-to-peer video-on-demand systems
In this paper, we address the problem of content placement in peer-to-peer systems, with the objective of maximizing the utilization of peers' uplink bandwidth resources. We ...
Bo Tan, Laurent Massoulié
AINA
2009
IEEE
14 years 1 months ago
Layer-Based Dome Contents Creation Using Scenario Description Language
—In recent years, dome display has become popular, and it is desired to establish a method to create dome image contents easily. In this study, psychophysical experiment was cond...
Tetsuro Ogi, Daisuke Furuyama, Tetsuro Fujise
USENIX
2007
13 years 11 months ago
Supporting Practical Content-Addressable Caching with CZIP Compression
Content-based naming (CBN) enables content sharing across similar files by breaking files into positionindependent chunks and naming these chunks using hashes of their contents....
KyoungSoo Park, Sunghwan Ihm, Mic Bowman, Vivek S....