11 research outputs found

    Resource allocation for wireless networks: learning, competition and coordination.

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    Lin, Xingqin.Thesis (M.Phil.)--Chinese University of Hong Kong, 2011.Includes bibliographical references (p. 103-109).Abstracts in English and Chinese.Abstract --- p.iAcknowledgement --- p.iiiChapter 1 --- Introduction --- p.1Chapter 1.1 --- Motivation --- p.1Chapter 1.2 --- Background --- p.3Chapter 1.2.1 --- Wireless Communication Schemes --- p.3Chapter 1.2.2 --- Mathematical Preliminaries --- p.8Chapter 1.3 --- Outline of the Thesis --- p.12Chapter 2 --- Learning for Parallel Gaussian Interference Channels --- p.14Chapter 2.1 --- System Model and Problem Formulation --- p.16Chapter 2.2 --- Stochastic Algorithm for Learning --- p.18Chapter 2.2.1 --- Algorithm Design --- p.18Chapter 2.2.2 --- Convergence Analysis --- p.21Chapter 2.3 --- Continuous Time Approximation --- p.26Chapter 2.4 --- Learning with Averaging --- p.28Chapter 2.5 --- Numerical Results --- p.29Chapter 3 --- Power Control for One-to-Many Transmissions --- p.34Chapter 3.1 --- System Model --- p.35Chapter 3.2 --- A GNEP Approach --- p.38Chapter 3.2.1 --- Problem Formulation --- p.38Chapter 3.2.2 --- Preliminary Results --- p.39Chapter 3.3 --- Algorithm Design --- p.42Chapter 3.4 --- Numerical Results --- p.46Chapter 4 --- Flow Allocation in Multiple Access Networks --- p.50Chapter 4.1 --- System Model and Problem Formulation --- p.52Chapter 4.1.1 --- System Model --- p.52Chapter 4.1.2 --- Problem Formulation --- p.53Chapter 4.2 --- Characterization of NE --- p.57Chapter 4.2.1 --- Feasibility Assumption --- p.57Chapter 4.2.2 --- Existence and Uniqueness of NE --- p.58Chapter 4.3 --- Distributed Algorithms Design --- p.60Chapter 4.3.1 --- D-SBRA --- p.60Chapter 4.3.2 --- P-SBRA --- p.61Chapter 4.3.3 --- Best Response and Layered Structure --- p.65Chapter 4.4 --- Performance Evaluation --- p.67Chapter 4.4.1 --- Protocol Evaluation --- p.67Chapter 4.4.2 --- Convergence and Performance --- p.69Chapter 4.4.3 --- Flow Distribution --- p.71Chapter 4.4.4 --- A Grid Network Simulation --- p.73Chapter 5 --- Relay Assignment in Cooperative Networks --- p.76Chapter 5.1 --- System Model and Problem Formulation --- p.77Chapter 5.1.1 --- Three-Node Relay Model --- p.77Chapter 5.1.2 --- Network Model --- p.78Chapter 5.1.3 --- Problem Formulation --- p.78Chapter 5.2 --- Centralized Scheme --- p.80Chapter 5.2.1 --- Generalized Relay Assignment --- p.80Chapter 5.2.2 --- Admission Control --- p.83Chapter 5.2.3 --- Iteration Algorithm and Some Remarks --- p.84Chapter 5.3 --- A Simple Distributed Algorithm --- p.84Chapter 5.4 --- Numerical Results --- p.86Chapter 6 --- Conclusions and Future Work --- p.88Chapter 6.1 --- Conclusions --- p.88Chapter 6.2 --- Future Work --- p.89Chapter A --- Proof of Theorem 21 --- p.93Chapter B --- Proof of Theorem 22 --- p.96Chapter C --- Proof of Proposition 31 --- p.98Chapter D --- Proof of Proposition 44 --- p.101Bibliography --- p.10

    Scheduling algorithms for throughput maximization in data networks

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.Includes bibliographical references (p. 215-226).This thesis considers the performance implications of throughput optimal scheduling in physically and computationally constrained data networks. We study optical networks, packet switches, and wireless networks, each of which has an assortment of features and constraints that challenge the design decisions of network architects. In this work, each of these network settings are subsumed under a canonical model and scheduling framework. Tools of queueing analysis are used to evaluate network throughput properties, and demonstrate throughput optimality of scheduling and routing algorithms under stochastic traffic. Techniques of graph theory are used to study network topologies having desirable throughput properties. Combinatorial algorithms are proposed for efficient resource allocation. In the optical network setting, the key enabling technology is wavelength division multiplexing (WDM), which allows each optical fiber link to simultaneously carry a large number of independent data streams at high rate. To take advantage of this high data processing potential, engineers and physicists have developed numerous technologies, including wavelength converters, optical switches, and tunable transceivers.(cont.) While the functionality provided by these devices is of great importance in capitalizing upon the WDM resources, a major challenge exists in determining how to configure these devices to operate efficiently under time-varying data traffic. In the WDM setting, we make two main contributions. First, we develop throughput optimal joint WDM reconfiguration and electronic-layer routing algorithms, based on maxweight scheduling. To mitigate the service disruption associated with WDM reconfiguration, our algorithms make decisions at frame intervals. Second, we develop analytic tools to quantify the maximum throughput achievable in general network settings. Our approach is to characterize several geometric features of the maximum region of arrival rates that can be supported in the network. In the packet switch setting, we observe through numerical simulation the attractive throughput properties of a simple maximal weight scheduler. Subsequently, we consider small switches, and analytically demonstrate the attractive throughput properties achievable using maximal weight scheduling. We demonstrate that such throughput properties may not be sustained in larger switches.(cont.) In the wireless network setting, mesh networking is a promising technology for achieving connectivity in local and metropolitan area networks. Wireless access points and base stations adhering to the IEEE 802.11 wireless networking standard can be bought off the shelf at little cost, and can be configured to access the Internet in minutes. With ubiquitous low-cost Internet access perceived to be of tremendous societal value, such technology is naturally garnering strong interest. Enabling such wireless technology is thus of great importance. An important challenge in enabling mesh networks, and many other wireless network applications, results from the fact that wireless transmission is achieved by broadcasting signals through the air, which has the potential for interfering with other parts of the network. Furthermore, the scarcity of wireless transmission resources implies that link activation and packet routing should be effected using simple distributed algorithms. We make three main contributions in the wireless setting. First, we determine graph classes under which simple, distributed, maximal weight schedulers achieve throughput optimality.(cont.) Second, we use this acquired knowledge of graph classes to develop combinatorial algorithms, based on matroids, for allocating channels to wireless links, such that each channel can achieve maximum throughput using simple distributed schedulers. Third, we determine new conditions under which distributed algorithms for joint link activation and routing achieve throughput optimality.by Andrew Brzezinski.Ph.D

    Interactive Technologies for the Public Sphere Toward a Theory of Critical Creative Technology

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    Digital media cultural practices continue to address the social, cultural and aesthetic contexts of the global information economy, perhaps better called ecology, by inventing new methods and genres that encourage interactive engagement, collaboration, exploration and learning. The theoretical framework for creative critical technology evolved from the confluence of the arts, human computer interaction, and critical theories of technology. Molding this nascent theoretical framework from these seemingly disparate disciplines was a reflexive process where the influence of each component on each other spiraled into the theory and practice as illustrated through the Constructed Narratives project. Research that evolves from an arts perspective encourages experimental processes of making as a method for defining research principles. The traditional reductionist approach to research requires that all confounding variables are eliminated or silenced using methods of statistics. However, that noise in the data, those confounding variables provide the rich context, media, and processes by which creative practices thrive. As research in the arts gains recognition for its contributions of new knowledge, the traditional reductive practice in search of general principles will be respectfully joined by methodologies for defining living principles that celebrate and build from the confounding variables, the data noise. The movement to develop research methodologies from the noisy edges of human interaction have been explored in the research and practices of ludic design and ambiguity (Gaver, 2003); affective gap (Sengers et al., 2005b; 2006); embodied interaction (Dourish, 2001); the felt life (McCarthy & Wright, 2004); and reflective HCI (Dourish, et al., 2004). The theory of critical creative technology examines the relationships between critical theories of technology, society and aesthetics, information technologies and contemporary practices in interaction design and creative digital media. The theory of critical creative technology is aligned with theories and practices in social navigation (Dourish, 1999) and community-based interactive systems (Stathis, 1999) in the development of smart appliances and network systems that support people in engaging in social activities, promoting communication and enhancing the potential for learning in a community-based environment. The theory of critical creative technology amends these community-based and collaborative design theories by emphasizing methods to facilitate face-to-face dialogical interaction when the exchange of ideas, observations, dreams, concerns, and celebrations may be silenced by societal norms about how to engage others in public spaces. The Constructed Narratives project is an experiment in the design of a critical creative technology that emphasizes the collaborative construction of new knowledge about one's lived world through computer-supported collaborative play (CSCP). To construct is to creatively invent one's world by engaging in creative decision-making, problem solving and acts of negotiation. The metaphor of construction is used to demonstrate how a simple artefact - a building block - can provide an interactive platform to support discourse between collaborating participants. The technical goal for this project was the development of a software and hardware platform for the design of critical creative technology applications that can process a dynamic flow of logistical and profile data from multiple users to be used in applications that facilitate dialogue between people in a real-time playful interactive experience

    Unmet goals of tracking: within-track heterogeneity of students' expectations for

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    Educational systems are often characterized by some form(s) of ability grouping, like tracking. Although substantial variation in the implementation of these practices exists, it is always the aim to improve teaching efficiency by creating homogeneous groups of students in terms of capabilities and performances as well as expected pathways. If students’ expected pathways (university, graduate school, or working) are in line with the goals of tracking, one might presume that these expectations are rather homogeneous within tracks and heterogeneous between tracks. In Flanders (the northern region of Belgium), the educational system consists of four tracks. Many students start out in the most prestigious, academic track. If they fail to gain the necessary credentials, they move to the less esteemed technical and vocational tracks. Therefore, the educational system has been called a 'cascade system'. We presume that this cascade system creates homogeneous expectations in the academic track, though heterogeneous expectations in the technical and vocational tracks. We use data from the International Study of City Youth (ISCY), gathered during the 2013-2014 school year from 2354 pupils of the tenth grade across 30 secondary schools in the city of Ghent, Flanders. Preliminary results suggest that the technical and vocational tracks show more heterogeneity in student’s expectations than the academic track. If tracking does not fulfill the desired goals in some tracks, tracking practices should be questioned as tracking occurs along social and ethnic lines, causing social inequality

    Esa 12th Conference: Differences, Inequalities and Sociological Imagination: Abstract Book

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    Esa 12th Conference: Differences, Inequalities and Sociological Imagination: Abstract Boo

    The benefits of an additional practice in descriptive geomerty course: non obligatory workshop at the Faculty of Civil Engineering in Belgrade

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    At the Faculty of Civil Engineering in Belgrade, in the Descriptive geometry (DG) course, non-obligatory workshops named “facultative task” are held for the three generations of freshman students with the aim to give students the opportunity to get higher final grade on the exam. The content of this workshop was a creative task, performed by a group of three students, offering free choice of a topic, i.e. the geometric structure associated with some real or imagery architectural/art-work object. After the workshops a questionnaire (composed by the professors at the course) is given to the students, in order to get their response on teaching/learning materials for the DG course and the workshop. During the workshop students performed one of the common tests for testing spatial abilities, named “paper folding". Based on the results of the questionnairethe investigation of the linkages between:students’ final achievements and spatial abilities, as well as students’ expectations of their performance on the exam, and how the students’ capacity to correctly estimate their grades were associated with expected and final grades, is provided. The goal was to give an evidence that a creative work, performed by a small group of students and self-assessment of their performances are a good way of helping students to maintain motivation and to accomplish their achievement. The final conclusion is addressed to the benefits of additional workshops employment in the course, which confirmhigherfinal scores-grades, achievement of creative results (facultative tasks) and confirmation of DG knowledge adaption

    The contemporary visualization and modelling technologies and the techniques for the design of the green roofs

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    The contemporary design solutions are merging the boundaries between real and virtual world. The Landscape architecture like the other interdisciplinary field stepped in a contemporary technologies area focused on that, beside the good execution of works, designer solutions has to be more realistic and “touchable”. The opportunities provided by Virtual Reality are certainly not negligible, it is common knowledge that the designs in the world are already presented in this way so the Virtual Reality increasingly used. Following the example of the application of virtual reality in landscape architecture, this paper deals with proposals for the use of virtual reality in landscape architecture so that designers, clients and users would have a virtual sense of scope e.g. rooftop garden, urban areas, parks, roads, etc. It is a programming language that creates a series of images creating a whole, so certain parts can be controlled or even modified in VR. Virtual reality today requires a specific gadget, such as Occulus, HTC Vive, Samsung Gear VR and similar. The aim of this paper is to acquire new theoretical and practical knowledge in the interdisciplinary field of virtual reality, the ability to display using virtual reality methods, and to present through a brief overview the plant species used in the design and construction of an intensive roof garden in a Mediterranean climate, the basic characteristics of roofing gardens as well as the benefits they carry. Virtual and augmented reality as technology is a very powerful tool for landscape architects, when modeling roof gardens, parks, and urban areas. One of the most popular technologies used by landscape architects is Google Tilt Brush, which enables fast modeling. The Google Tilt Brush VR app allows modeling in three-dimensional virtual space using a palette to work with the use of a three dimensional brush. The terms of two "programmed" realities - virtual reality and augmented reality - are often confused. One thing they have in common, though, is VRML - Virtual Reality Modeling Language. In this paper are shown the ways on which this issue can be solved and by the way, get closer the term of Virtual Reality (VR), also all the opportunities which the Virtual reality offered us. As well, in this paper are shown the conditions of Mediterranean climate, the conceptual solution and the plant species which will be used by execution of intensive green roof on the motel “Marković”

    Undergraduate Academic Catalog 2018-2019

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