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Networked virtual environments (NVEs) are computer-generated virtual worlds where users interact by exchanging messages via network connections. Each NVE user often pays attention to only a limited visibility sphere called area of interest (AOI) where interactions occur. The dissemination of messages to other users within the AOI (i.e., the AOI neighbors) thus is a fundamental NVE operation referred...
Interactive 3D content on Internet has yet become popular due to its typically large volume and the limited network bandwidth. Progressive content transmission, or 3D streaming, thus is necessary to enable real-time content interactions. However, the heavy data and processing requirements of 3D streaming challenge the scalability of client-server delivery methods. We propose the use of peer-to-peer...
State management is a basic requirement for multiuser virtual environments (VEs) such as massively multiplayer online games (MMOGs). Current MMOGs rely on centralized server-clusters that possess inherent scalability bottlenecks and are expensive to adopt and deploy. In this paper, we propose Voronoi state management (VSM) to maintain object states for peer-to-peer-based virtual worlds. By dynamically...
Seeking answers to questions is a natural part of our learning and social interactions. Although search engines, web-based forums, and inquiries to friends via e-mails or instant messengers are all methods we use today, in many cases, much time is still spent to search, organize, or wait for responses. If knowledgable people can be found online to answer questions in real-time, then the time spent...
An approach to build highly scalable and robust networked virtual environments (NVEs) is using the peer-to-peer overlay networks. Voronoi-based overlay network (VON) has been proposed to maintain a highly overlay topology consistency in a bandwidth- efficient manner. However, the related research requires all nodes to connect directly with their relevant neighbors. This limits the number of neighbors...
In this paper, we propose an energy-efficient data query method for wireless sensor networks (WSNs). Our method is flexible and adaptive. To solve the cluster head coverage problem in our method, we propose virtual grid clustering (VGC) protocol in which the clusters are constructed only in the query area when they are needed. The clusters are destroyed after the query ends. Theoretical analysis and...
Although P2P-based DVEs can potentially solve the scalability issues, other important issues such as consistency remain unexplored. In this paper, we address neighborship consistency, which is the ratio between the number of known nodes and the number of actual nodes within a node's area of interest (AOI). We address two factors that affect neighborship consistency for DVEs using Voronoi-based Overlay...
Radiofrequency identification (RFID) raises significant privacy concerns as it allows automated identification possibly without knowledge or permission of the tag bearer. Traditional cryptographic operations, such as authentication and encryption, to prevent unauthorized read are too costly for RFID tags to be deployed into cost-sensitive applications, e.g., into item-level applications in supply...
Different to conventional wireless multi-hop networks, the router is fixed and mobility is not the main problem in wireless mesh networks (WMNs). So a new metric is required imminently to fit in with the situation. Multi-radio and multi-channel are used in WMNs to enhance network capacity. WCETT is a metric designed for multi-radio and multi-channel wireless mesh network, but the bandwidth computation...
This paper presents a pipelined prototype for a planned 2.4 GHz wireless MIMO mesh network. The prototype design and channel allocation method are investigated in detail. MIMO's interference cancellation algorithm and MIMO-MU model are used to allow more parallel streams at one time, which greatly improves the throughput both for UDP and TCP transmission. The three non-overlapped channels are all...
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