1,455 research outputs found

    Survey: energy efficient protocols using radio scheduling in wireless sensor network

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    An efficient energy management scheme is crucial factor for design and implementation of any sensor network. Almost all sensor networks are structured with numerous small sized, low cost sensor devices which are scattered over the large area. To improvise the network performance by high throughput with minimum energy consumption, an energy efficient radio scheduling MAC protocol is effective solution, since MAC layer has the capability to collaborate with distributed wireless networks. The present survey study provides relevant research work towards radio scheduling mechanism in the design of energy efficient wireless sensor networks (WSNs). The various radio scheduling protocols are exist in the literature, which has some limitations. Therefore, it is require developing a new energy efficient radio scheduling protocol to perform multi tasks with minimum energy consumption (e.g. data transmission). The most of research studies paying more attention towards to enhance the overall network lifetime with the aim of using energy efficient scheduling protocol. In that context, this survey study overviews the different categories of MAC based radio scheduling protocols and those protocols are measured by evaluating their data transmission capability, energy efficiency, and network performance. With the extensive analysis of existing works, many research challenges are stated. Also provides future directions for new WSN design at the end of this survey

    A survey of machine learning techniques applied to self organizing cellular networks

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    In this paper, a survey of the literature of the past fifteen years involving Machine Learning (ML) algorithms applied to self organizing cellular networks is performed. In order for future networks to overcome the current limitations and address the issues of current cellular systems, it is clear that more intelligence needs to be deployed, so that a fully autonomous and flexible network can be enabled. This paper focuses on the learning perspective of Self Organizing Networks (SON) solutions and provides, not only an overview of the most common ML techniques encountered in cellular networks, but also manages to classify each paper in terms of its learning solution, while also giving some examples. The authors also classify each paper in terms of its self-organizing use-case and discuss how each proposed solution performed. In addition, a comparison between the most commonly found ML algorithms in terms of certain SON metrics is performed and general guidelines on when to choose each ML algorithm for each SON function are proposed. Lastly, this work also provides future research directions and new paradigms that the use of more robust and intelligent algorithms, together with data gathered by operators, can bring to the cellular networks domain and fully enable the concept of SON in the near future

    L'intertextualité dans les publications scientifiques

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    La base de données bibliographiques de l'IEEE contient un certain nombre de duplications avérées avec indication des originaux copiés. Ce corpus est utilisé pour tester une méthode d'attribution d'auteur. La combinaison de la distance intertextuelle avec la fenêtre glissante et diverses techniques de classification permet d'identifier ces duplications avec un risque d'erreur très faible. Cette expérience montre également que plusieurs facteurs brouillent l'identité de l'auteur scientifique, notamment des collectifs de chercheurs à géométrie variable et une forte dose d'intertextualité acceptée voire recherchée

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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