553 research outputs found
Spectral Efficient and Energy Aware Clustering in Cellular Networks
The current and envisaged increase of cellular traffic poses new challenges
to Mobile Network Operators (MNO), who must densify their Radio Access Networks
(RAN) while maintaining low Capital Expenditure and Operational Expenditure to
ensure long-term sustainability. In this context, this paper analyses optimal
clustering solutions based on Device-to-Device (D2D) communications to mitigate
partially or completely the need for MNOs to carry out extremely dense RAN
deployments. Specifically, a low complexity algorithm that enables the creation
of spectral efficient clusters among users from different cells, denoted as
enhanced Clustering Optimization for Resources' Efficiency (eCORE) is
presented. Due to the imbalance between uplink and downlink traffic, a
complementary algorithm, known as Clustering algorithm for Load Balancing
(CaLB), is also proposed to create non-spectral efficient clusters when they
result in a capacity increase. Finally, in order to alleviate the energy
overconsumption suffered by cluster heads, the Clustering Energy Efficient
algorithm (CEEa) is also designed to manage the trade-off between the capacity
enhancement and the early battery drain of some users. Results show that the
proposed algorithms increase the network capacity and outperform existing
solutions, while, at the same time, CEEa is able to handle the cluster heads
energy overconsumption
Sterile Neutrino Fits to Short Baseline Neutrino Oscillation Measurements
This paper reviews short baseline oscillation experiments as interpreted
within the context of one, two, and three sterile neutrino models associated
with additional neutrino mass states in the ~1 eV range. Appearance and
disappearance signals and limits are considered. We show that fitting short
baseline data sets to a (3+3) model, defined by three active and three sterile
neutrinos, results in an overall goodness of fit of 67%, and a compatibility of
90% among all data sets -- to be compared to the compatibility of 0.043% and
13% for a (3+1) and a (3+2) model, respectively. While the (3+3) fit yields the
highest quality overall, it still finds inconsistencies with the MiniBooNE
appearance data sets; in particular, the global fit fails to account for the
observed MiniBooNE low-energy excess. Given the overall improvement, we
recommend using the results of (3+2) and (3+3) fits, rather than (3+1) fits,
for future neutrino oscillation phenomenology. These results motivate the
pursuit of further short baseline experiments, such as those reviewed in this
paper.Comment: Submitted to Advances in High Energy Physics Special Issue on
Neutrino Physic
Character Creator Tool
People want to be identified in some form while playing video games, customization is a game
element to accomplish that challenge.
This project will analyse diverse customization methods in video games, then identify best
practices/features and reproduce them using Unity and Unreal Engine 4.
Those techniques will be mainly analysed from the programmer's point of view.
Later on, combining those techniques to create two final character creators one in 2D done in
Unity and the other in 3D Unreal Engine 4
Chinmoku MQP
This report details the developmental process of Chinmoku (“silence”), an educational game developed to fulfill the Major Qualifying Project requirement for Worcester Polytechnic Institute’s Interactive Media and Game Development (IMGD) and Computer Science majors. This project was developed over a three month period at Ritsumeikan University’s Biwako-Kusatsu Campus in Shiga Prefecture, Japan. The game seeks to teach Hiragana, one of the Japanese writing systems, to a target audience of young adults familiar with gaming. This report covers all aspects of the team’s development process, research, playtesting, and the possibilities of future work on this project
Chinmoku MQP
This report details the developmental process of Chinmoku (“silence”), an educational game developed to fulfill the Major Qualifying Project requirement for Worcester Polytechnic Institute’s Interactive Media and Game Development (IMGD) and Computer Science majors. This project was developed over a three month period at Ritsumeikan University’s Biwako-Kusatsu Campus in Shiga Prefecture, Japan. The game seeks to teach Hiragana, one of the Japanese writing systems, to a target audience of young adults familiar with gaming. This report covers all aspects of the team’s development process, research, playtesting, and the possibilities of future work on this project
Cross-Platform Methods in Computer Graphics That Boost Experimental Film Making
Computer graphics arts such as animations, video games, and special effects in live-action movies have become essential for people seeking entertainment and education. This study aims to explore the potential for experimental film in presenting scientific theory as well as assessing different production strategies in 3D image creation. To invite people into some abstract or complicated scientific topics more readily, non-narrative film form is a viable method to relay this type of information. It\u27s crucial to look at how independent filmmakers employ various ways to fulfill their particular creative purposes. I’ll be demonstrating how these processes worked in making my film, Discontinuity, a short 3-D animated experimental work that attempts to illuminate some of the mysteries of quantum theory for an audience. I plan to use my analysis of the film’s production time, the overall quality and the feedback it received to build ideas for future research as well as an overall vision for computer graphics arts
GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4
Game engine programming involves a great number of software components, many of which perform similar tasks; for example, memory allocation must take place in the renderer as well as in the creation routines while other tasks such as error logging must take place everywhere. One area of all games which is critical to the success of the game is that of game balance and tuning. These balancing initiatives cut across all areas of code from the player and AI to the mission manager. In computer science, we’ve come to call these types of concerns “cross cutting”. Aspect oriented programming was developed, in part, to solve the problems of cross cutting: employing “advice” which can be incorporated across different pieces of functionality.
Yet, despite the prevalence of a solution, very little work has been done to bring cross cutting to game engine programming. Additionally, the discipline involves a heavy amount of code rewriting and reuse while simultaneously relying on many common design patterns that are copied from one project to another. In the case of game balance, the code may be wildly different across two different games despite the fact that similar tasks are being done. These two problems are exacerbated by the fact that almost every game engine has its own custom DSL (domain specific language) unique to that situation. If a DSL could showcase the areas of cross cutting concerns while highlighting the ability to capture design patterns that can be used across games, significant productivity savings could be achieved while simultaneously creating a common thread for discussion of shared problems within the domain.
This dissertation sought to do exactly that- create a metalanguage called GAMESPECT which supports multiple styles of DSLs while bringing aspect-oriented programming into the DSL’s to make them DSAL (domain specific aspect languages). The example cross cutting concern was game balance and tuning since it’s so pervasive and important to gaming. We have created GAMESPECT as a language and a composition framework which can assist engine developers and game designers in balancing their games, forming one central place for game balancing concerns even while these concerns may cross different languages and locations inside the source code. Generality was measured by showcasing the composition specifications in multiple contexts and languages.
In addition to evaluating generality and performance metrics, effectiveness was be measured. Specifically, comparisons were made between a balancing initiative when performed with GAMESPECT vs a traditional methodology. In doing so, this work shows a clear advantage to using a Metalanguage such as GAMESPECT for this task. In general, a line of code reduction of 9-40% per task was achieved with negligible effects to performance. The use of a metalanguage in Unreal Engine 4 is a starting point to further discussions concerning other game engines. In addition, this work has implications beyond video game programming. The work described highlights benefits which might be achieved in other disciplines where design pattern implementations and cross-cutting concern usage is high; the real time simulation field and the field of Windows GUI programming are two examples of future domains
PresentVR: Defeating Public Speaking Anxiety with Virtual Reality
In today’s society, the vast majority of individuals are afraid to speak in front of a public crowd. This could range from a classroom presentation to a thousand person amphitheater, and it is because of this fear that people are more anxious in public settings where they present their own idea. In the past, people would try to tackle this problem by practicing in front of a mirror, or having friends help practice. However, there was no convenient way of practicing in front of a live audience, and we believe that with the advances in technology, especially virtual reality, that we can help solve this problem. Our idea, PresentVR, aims to provide the user with an application that places them in front of a realistic audience in virtual reality equipped with the aids and tools they would use in real life. Our solution composes of a virtual reality application where the user gives the presentations, a web application where the user can upload presentation materials, and a mobile application for additional users to join the audience and help create a more realistic environment. Succeeding in this overall system will provide people around the world with the ability to practice presentations and improve their public speaking skills from the convenience of their home
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