256 research outputs found

    Lower Bounds for Shoreline Searching With 2 or More Robots

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    Searching for a line on the plane with nn unit speed robots is a classic online problem that dates back to the 50's, and for which competitive ratio upper bounds are known for every n1n\geq 1. In this work we improve the best lower bound known for n=2n=2 robots from 1.5993 to 3. Moreover we prove that the competitive ratio is at least 3\sqrt{3} for n=3n=3 robots, and at least 1/cos(π/n)1/\cos(\pi/n) for n4n\geq 4 robots. Our lower bounds match the best upper bounds known for n4n\geq 4, hence resolving these cases. To the best of our knowledge, these are the first lower bounds proven for the cases n3n\geq 3 of this several decades old problem.Comment: This is an updated version of the paper with the same title which will appear in the proceedings of the 23rd International Conference on Principles of Distributed Systems (OPODIS 2019) Neuchatel, Switzerland, July 17-19, 201

    Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games

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    Along with automating everyday tasks of human life, smartphones have become one of the most popular devices to play video games on due to their interactivity. Smartphones are embedded with various sensors which enhance their ability to adopt new new interaction techniques for video games. These integrated sen- sors, such as motion sensors or location sensors, make the device able to adopt new interaction techniques that enhance usability. However, despite their mobility and embedded sensor capacity, smartphones are limited in processing power and display area compared to desktop computer consoles. When it comes to evaluat- ing Player Experience (PX), players might not have as compelling an experience because the rich graphics environments that a desktop computer can provide are absent on a smartphone. A plausible alternative in this regard can be substituting the virtual game world with a real world game board, perceived through the device camera by rendering the digital artifacts over the camera view. This technology is widely known as Augmented Reality (AR). Smartphone sensors (e.g. GPS, accelerometer, gyro-meter, compass) have enhanced the capability for deploying Augmented Reality technology. AR has been applied to a large number of smartphone games including shooters, casual games, or puzzles. Because AR play environments are viewed through the camera, rendering the digital artifacts consistently and accurately is crucial because the digital characters need to move with respect to sensed orientation, then the accelerometer and gyroscope need to provide su ciently accurate and precise readings to make the game playable. In particular, determining the pose of the camera in space is vital as the appropriate angle to view the rendered digital characters are determined by the pose of the camera. This defines how well the players will be able interact with the digital game characters. Depending in the Quality of Service (QoS) of these sensors, the Player Experience (PX) may vary as the rendering of digital characters are affected by noisy sensors causing a loss of registration. Confronting such problem while developing AR games is di cult in general as it requires creating wide variety of game types, narratives, input modalities as well as user-testing. Moreover, current AR games developers do not have any specific guidelines for developing AR games, and concrete guidelines outlining the tradeoffs between QoS and PX for different genres and interaction techniques are required. My dissertation provides a complete view (a taxonomy) of the spatio-temporal sensor resolution depen- dency of the existing AR games. Four user experiments have been conducted and one experiment is proposed to validate the taxonomy and demonstrate the differential impact of sensor noise on gameplay of different genres of AR games in different aspect of PX. This analysis is performed in the context of a novel instru- mentation technology, which allows the controlled manipulation of QoS on position and orientation sensors. The experimental outcome demonstrated how the QoS of input sensor noise impacts the PX differently while playing AR game of different genre and the key elements creating this differential impact are - the input modality, narrative and game mechanics. Later, concrete guidelines are derived to regulate the sensor QoS as complete set of instructions to develop different genres or AR games

    A Citizen's Guide to Redistricting

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    Provides a detailed overview of states' rules and processes for redrawing federal, state, and local legislative districts. Illustrates possible motives behind redistricting, effects on elections, implications for legislation, and reform recommendations

    The Murray Ledger and Times, October 27, 1990

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    29th International Symposium on Algorithms and Computation: ISAAC 2018, December 16-19, 2018, Jiaoxi, Yilan, Taiwan

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    December 08, 2016 (Thursday) Daily Journal

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