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» Simulation and Control of Reactive Systems
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133
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AVI
2008
15 years 5 months ago
Agent warp engine: formula based shape warping for networked applications
Computer visualization and networking have advanced dramatically over the last few years, partially driven by the exploding video game market. 3D hardware acceleration has reached...
Alexander Repenning, Andri Ioannidou
174
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ICDCS
2012
IEEE
13 years 5 months ago
G-COPSS: A Content Centric Communication Infrastructure for Gaming Applications
—With users increasingly focused on an online world, an emerging challenge for the network infrastructure is the need to support Massively Multiplayer Online Role Playing Games (...
Jiachen Chen, Mayutan Arumaithurai, Xiaoming Fu, K...
144
Voted
HPDC
2010
IEEE
15 years 3 months ago
Data parallelism in bioinformatics workflows using Hydra
Large scale bioinformatics experiments are usually composed by a set of data flows generated by a chain of activities (programs or services) that may be modeled as scientific work...
Fábio Coutinho, Eduardo S. Ogasawara, Danie...
148
Voted
MICRO
2010
IEEE
156views Hardware» more  MICRO 2010»
15 years 1 months ago
Explicit Communication and Synchronization in SARC
SARC merges cache controller and network interface functions by relying on a single hardware primitive: each access checks the tag and the state of the addressed line for possible...
Manolis Katevenis, Vassilis Papaefstathiou, Stamat...
125
Voted
SASO
2007
IEEE
15 years 9 months ago
Novel Mathematics-Inspired Algorithms for Self-Adaptive Peer-to-Peer Computing
This paper describes, and evaluates benefits of, a design methodology to translate certain mathematical models into the design of novel, self-adaptive, peer-to-peer (p2p) distrib...
Steven Y. Ko, Indranil Gupta, Yookyung Jo