10 research outputs found
Service oriented interactive media (SOIM) engines enabled by optimized resource sharing
In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and dashboard applications. Porting traditional game engines and interactive media engines to the cloud without fundamentally changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of applications, for example simple and transparent upgrading of content and unified user experience on all end-user devices. This paper discusses a new architecture for game engines and interactive media engines fundamentally designed for cloud and SON. Main advantages of SOIM engines are significantly higher resource efficiency, leading to a fraction of cloud hosting costs. SOIM engines achieve these benefits by multilayered data sharing, efficiently handling many input and output channels for video, audio, and 3D world synchronization, and smart user session and session slot management. Architecture and results of a prototype implementation of a SOIM engine are discussed
A Distributed Game Engine for Mobile Games on the Android Platform
In the last few years we have witnessed a tremendous change in the way game developers are required to deal with software production. We moved from small groups building the application ground-up to large coordinated teams with hierarchical organisation. To support this transformation, game developers are now using integrated development and execution environments called game engines. Among all possible gaming platforms, mobile ones are proving to be a challenging ground due to their intrinsic requirement for game engines to deploy the final application on a distributed system. In this paper we discuss about requirements for next-generation game engines for mobile devices. In particular, we propose a variation of the standard approach for game engines architecture pushing from a monolithic architecture toward a distributed one. In our solution, the mobile game engine becomes modular and lower the distinction between client and server side
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Analysis and Development of Instrument Software Paradigms: Conception and Implementation of a New Instrument Control and Data Acquisition System, Proven by Material Scientific Applications
During the last 50 years, the quality of analysis methods in many scientific disciplines has been enhanced by electronic applications, automation and data processing. While the features, performance and usability of these processes have been continually enhanced, it is conspicuous that the majority of institutes operate own proprietary software. This situation arises for both historical and financial reasons, plus a wish to retain autonomy fuelled by the requirement for a system that remains compatible with both new and legacy hardware.
This thesis reviews the commonly used scientific software systems and their stakeholders and tries to identify generic problems. The demands on instrument systems are summarized by a requirement specification. Based on these requirements, a basic concept is developed that reflects the current state-of-the art in software design and which may provide a blueprint for instrument system architectures. The results are used to create a proof-of-concept implementation. Core to this approach is an application server that comes with a container, which makes use of the Inversion-of-Control pattern to loosely couple and execute components. These do not need to implement fixed interfaces and are thus decoupled from a specific use-case. Components can, for example, be proxies that control and acquire data from legacy hardware, perform calculations, provide a human-machine interface or act as storage. They are dynamically wired to experiments using XML-based Assembly files. Both Assemblies and Components can be published using a central store on a collaboration platform and shared by the community. This increases reusability and allows the use of existing Assemblies with new hardware by simply replacing the hardware proxy modules.
Example components have been provided for the access to legacy and new instrument hardware, the storage of results in the NeXus format, data reduction, simulation with McStas, the execution of customizable scans and the visualization of data
Proceedings of the 6th Annual Summer Conference: NASA/USRA University Advanced Design Program
The NASA/USRA University Advanced Design Program is a unique program that brings together NASA engineers, students, and faculty from United States engineering schools by integrating current and future NASA space/aeronautics engineering design projects into the university curriculum. The Program was conceived in the fall of 1984 as a pilot project to foster engineering design education in the universities and to supplement NASA's in-house efforts in advanced planning for space and aeronautics design. Nine universities and five NASA centers participated in the first year of the pilot project. The study topics cover a broad range of potential space and aeronautics projects that could be undertaken during a 20 to 30 year period beginning with the deployment of the Space Station Freedom scheduled for the mid-1990s. Both manned and unmanned endeavors are embraced, and the systems approach to the design problem is emphasized
A Technographic Anthropology of Mobile Phone Adoption in the Lau Lagoon, Malaita, Solomon Islands
This thesis explores the experiences of villagers in the rural Lau Lagoon, Malaita Province, Solomon Islands, as they adopt mobile phones. I discuss how the adoption of mobile phone technology affects and is affected by existing information-communication technologies; how and to what extent Lau adoption of mobile phones is circumscribed by the marginal place of the Lau in globalized capitalist economies; and I elaborate on the main controversies that surround the adoption and use of mobile phones, local conceptualizations of how digital technologies work, their morality, what they are meant to be used for and for what they are not to be used. Specifically, I focus on the two primary functions of mobile phones in Gwou’ulu: the mobile phone as (1) telephone and (2) as movie-watching device.
Theoretically, I rework approaches to technography for an investigation of digital technology and media consumption with a focus on mobile phones—in 2014 of the approximate 250 adults living in Gwou’ulu, 100 owned a personal mobile phone and many more shared a mobile phone. Technography, or ethnographies of technology, offers a strategic multi-disciplinary combination that examines the historical, economic, political, religious, environmental and material conditions that constitute the realm of possibilities that constrain but also facilitate particular sets of choices made by individuals in response to the adoption of new technologies such as mobile phones. My methods for data collection are a combination of participant observation and open ended interviews on individual mobile phone usage.
My findings show village life in a transition period of technological and social digitization. They highlight how, in the Lau Lagoon, mobile phones shift information-communication technologies (ICTs) from the public to the private realm and how an individualized consumption of mobile phones fuels uncertainties as to if and how mobile phones, as telephone or as movie-watching devices, transform social relationships among village residents as well as relationships between villagers and their urban relatives. I argue that mobile phones and their diverse functions—from telephony to movie player to calculator—are best described as super-compositional objects because they encompass and agitate so many of the social relationships and cultural values that are otherwise the defining features of a particular group of peoples in a particular place
Major v. Security Equipment Corp. Clerk\u27s Record v. 2 Dckt. 39414
https://digitalcommons.law.uidaho.edu/idaho_supreme_court_record_briefs/2188/thumbnail.jp