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IEEECGIV
2005
IEEE
14 years 2 months ago
A Practical Implementation of a 3-D Game Engine
Creating a 3-D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show you how various real-ti...
Thomas C. S. Cheah, Kok-Why Ng
IPPS
2005
IEEE
14 years 2 months ago
User Transparent Parallel Processing of the 2004 NIST TRECVID Data Set
The Parallel-Horus framework, developed at the University of Amsterdam, is a unique software architecture that allows non-expert parallel programmers to develop fully sequential m...
Frank J. Seinstra, Cees Snoek, Dennis Koelma, Jan-...
ISORC
2005
IEEE
14 years 2 months ago
A GTRBAC Based System for Dynamic Workflow Composition and Management
In this paper, we propose an architecture for adaptive real-time workflow-based collaborative system. Such a system is needed to support real-time communication and sharing of inf...
Basit Shafiq, Arjmand Samuel, Halima Ghafoor
MSS
2005
IEEE
110views Hardware» more  MSS 2005»
14 years 2 months ago
Fermilab's Multi-Petabyte Scalable Mass Storage System
Fermilab provides a multi-Petabyte scale mass storage system for High Energy Physics (HEP) Experiments and other scientific endeavors. We describe the scalability aspects of the h...
Gene Oleynik, Bonnie Alcorn, Wayne Baisley, Jon Ba...
TRIDENTCOM
2005
IEEE
14 years 2 months ago
A Global X-Bone for Network Experiments
A global Internet overlay testbed is being deployed to support the distributed, shared use of resources for network research. The Global X-Bone (GX-Bone) augments the X-Bone softw...
Joseph D. Touch, Yu-Shun Wang, Venkata K. Pingali,...