14,363 research outputs found
Mobslinger: The Fastest Mobile in the West.
Whilst there is a number of location sensing games emerging for mobile phones, from both commercial and academic sectors, there are few examples of social proximity based games that are effectively position independent. Bluetooth would seem an obvious choice for proximity based games, although the majority of games produced to-date simply uses it to provide a quasi peer to peer connection between users of multiplayer games. This is no-doubt due to the fact that proximity can often be implied from other location sensing technologies and that Bluetooth is often perceived as difficult to employ. In this paper we will show that Bluetooth can provide exciting game scenarios that can enable spontaneous stimulated social interaction using only proximity information. We illustrate this through the design rationale and subsequent implementation of âmobslingerâ which is a wild west, quick draw, âshoot-em-upâ game using mobile phones
Cosmological Simulations on a Grid of Computers
The work presented in this paper aims at restricting the input parameter
values of the semi-analytical model used in GALICS and MOMAF, so as to derive
which parameters influence the most the results, e.g., star formation, feedback
and halo recycling efficiencies, etc. Our approach is to proceed empirically:
we run lots of simulations and derive the correct ranges of values. The
computation time needed is so large, that we need to run on a grid of
computers. Hence, we model GALICS and MOMAF execution time and output files
size, and run the simulation using a grid middleware: DIET. All the complexity
of accessing resources, scheduling simulations and managing data is harnessed
by DIET and hidden behind a web portal accessible to the users.Comment: Accepted and Published in AIP Conference Proceedings 1241, 2010,
pages 816-82
Detecting stars, galaxies, and asteroids with Gaia
(Abridged) Gaia aims to make a 3-dimensional map of 1,000 million stars in
our Milky Way to unravel its kinematical, dynamical, and chemical structure and
evolution. Gaia's on-board detection software discriminates stars from spurious
objects like cosmic rays and Solar protons. For this, parametrised
point-spread-function-shape criteria are used. This study aims to provide an
optimum set of parameters for these filters. We developed an emulation of the
on-board detection software, which has 20 free, so-called rejection parameters
which govern the boundaries between stars on the one hand and sharp or extended
events on the other hand. We evaluate the detection and rejection performance
of the algorithm using catalogues of simulated single stars, double stars,
cosmic rays, Solar protons, unresolved galaxies, and asteroids. We optimised
the rejection parameters, improving - with respect to the functional baseline -
the detection performance of single and double stars, while, at the same time,
improving the rejection performance of cosmic rays and of Solar protons. We
find that the minimum separation to resolve a close, equal-brightness double
star is 0.23 arcsec in the along-scan and 0.70 arcsec in the across-scan
direction, independent of the brightness of the primary. We find that, whereas
the optimised rejection parameters have no significant impact on the
detectability of de Vaucouleurs profiles, they do significantly improve the
detection of exponential-disk profiles. We also find that the optimised
rejection parameters provide detection gains for asteroids fainter than 20 mag
and for fast-moving near-Earth objects fainter than 18 mag, albeit this gain
comes at the expense of a modest detection-probability loss for bright,
fast-moving near-Earth objects. The major side effect of the optimised
parameters is that spurious ghosts in the wings of bright stars essentially
pass unfiltered.Comment: Accepted for publication in A&
Spartan Daily, March 19, 1997
Volume 108, Issue 39https://scholarworks.sjsu.edu/spartandaily/9114/thumbnail.jp
Diamond Dicing
In OLAP, analysts often select an interesting sample of the data. For
example, an analyst might focus on products bringing revenues of at least 100
000 dollars, or on shops having sales greater than 400 000 dollars. However,
current systems do not allow the application of both of these thresholds
simultaneously, selecting products and shops satisfying both thresholds. For
such purposes, we introduce the diamond cube operator, filling a gap among
existing data warehouse operations.
Because of the interaction between dimensions the computation of diamond
cubes is challenging. We compare and test various algorithms on large data sets
of more than 100 million facts. We find that while it is possible to implement
diamonds in SQL, it is inefficient. Indeed, our custom implementation can be a
hundred times faster than popular database engines (including a row-store and a
column-store).Comment: 29 page
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