115 research outputs found
Distributed game
Dissertação de mestrado em Engenharia InformáticaThe demand for online games has risen over the years, expanding multiplayer support for new and different game
genres. Among them are Massively Multiplayer Online games, one of the most popular and successful game
types in the industry. Nowadays, this industry is thriving, evolving alongside technological advancements and
producing billions in revenue, making it an economic importance. However, as the complexity of these games
grows, so do the challenges they face when constructing them.
This dissertation aims to implement a distributed game, through a proof of concept or an existing game, using a
distributed architecture to acquire knowledge in the construction of such complex systems and the effort involved
in dealing with consistency, maintaining communication infrastructure, and managing data in a distributed way.
It is also intended that this project implements multiple mechanisms capable of autonomously helping manage
and maintain the correct state of the system.
To evaluate the proposed solution, a detailed analysis is carried out with performance benchmark analysis,
stress testing, followed by an examination of its security, scalability, and distribution’s resilience.
Overall, the present research work allowed for a greater understanding of the technologies and approaches
used in constructing a gaming system, establishing a new set of development opportunities to be further investi gated upon the constructed solution.A procura por jogos online aumentou ao longo dos anos, expandindo o suporte multiplayer para novos e diferentes gĂ©neros. Entre estes estĂŁo os jogos Massively Multiplayer Online, um dos tipos de jogos mais populares e bem-sucedidos na indĂşstria. Atualmente, esta indĂşstria está a prosperar, evoluindo com os avanços tecnolĂłgicos e gerando milhares de milhões em receita, tornando-se uma importância econĂłmica. PorĂ©m, Ă medida que a complexidade destes jogos aumenta, tambĂ©m aumenta os problemas encontrados durante a sua construção. Esta dissertação tem como objetivo implementar um jogo distribuĂdo, atravĂ©s de uma prova de conceito ou um jogo existente, usando uma arquitetura distribuĂda a fim de adquirir conhecimento na construção destes sistemas complexos e o esforço envolvido em lidar com consistĂŞncia, manter a infraestrutura de comunicação e gerir dados de maneira distribuĂda. Para isto, Ă© pretendido que este projeto tambĂ©m implemente vários mecanismos capazes de, forma autĂ´noma, ajudar a gerir e manter o correto estado do sistema.
Para avaliar o solução proposta, uma análise detalhada é realizada sobre o desempenho, segurança, escalabilidade e resiliência da distribuição do sistema.
De forma geral, o presente trabalho de pesquisa permitiu uma maior compreensão das tecnologias e abordagens utilizadas na construção de um sistema de jogos, estabelecendo um novo conjunto de oportunidades de
desenvolvimento a serem investigadas sobre a solução construĂda
Virtual Reality Games for Motor Rehabilitation
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
Traffic Optimization in Data Center and Software-Defined Programmable Networks
L'abstract è presente nell'allegato / the abstract is in the attachmen
Recommended from our members
Distributed virtual environment scalability and security
Distributed virtual environments (DVEs) have been an active area of research and engineering for more than 20 years. The most widely deployed DVEs are network games such as Quake, Halo, and World of Warcraft (WoW), with millions of users and billions of dollars in annual revenue. Deployed DVEs remain expensive centralized implementations despite significant research outlining ways to distribute DVE workloads.
This dissertation shows previous DVE research evaluations are inconsistent with deployed DVE needs. Assumptions about avatar movement and proximity - fundamental scale factors - do not match WoW’s workload, and likely the workload of other deployed DVEs. Alternate workload models are explored and preliminary conclusions presented. Using realistic workloads it is shown that a fully decentralized DVE cannot be deployed to today’s consumers, regardless of its overhead.
Residential broadband speeds are improving, and this limitation will eventually disappear. When it does, appropriate security mechanisms will be a fundamental requirement for technology adoption.
A trusted auditing system (“Carbon”) is presented which has good security, scalability, and resource characteristics for decentralized DVEs. When performing exhaustive auditing, Carbon adds 27% network overhead to a decentralized DVE with a WoW-like workload. This resource consumption can be reduced significantly, depending upon the DVE’s risk tolerance.
Finally, the Pairwise Random Protocol (PRP) is described. PRP enables adversaries to fairly resolve probabilistic activities, an ability missing from most decentralized DVE security proposals.
Thus, this dissertations contribution is to address two of the obstacles for deploying research on decentralized DVE architectures. First, lack of evidence that research results apply to existing DVEs. Second, the lack of security systems combining appropriate security guarantees with acceptable overhead
Proceedings of the Third Edition of the Annual Conference on Wireless On-demand Network Systems and Services (WONS 2006)
Ce fichier regroupe en un seul documents l'ensemble des articles accéptés pour la conférences WONS2006/http://citi.insa-lyon.fr/wons2006/index.htmlThis year, 56 papers were submitted. From the Open Call submissions we accepted 16 papers as full papers (up to 12 pages) and 8 papers as short papers (up to 6 pages). All the accepted papers will be presented orally in the Workshop sessions. More precisely, the selected papers have been organized in 7 session: Channel access and scheduling, Energy-aware Protocols, QoS in Mobile Ad-Hoc networks, Multihop Performance Issues, Wireless Internet, Applications and finally Security Issues. The papers (and authors) come from all parts of the world, confirming the international stature of this Workshop. The majority of the contributions are from Europe (France, Germany, Greece, Italy, Netherlands, Norway, Switzerland, UK). However, a significant number is from Australia, Brazil, Canada, Iran, Korea and USA. The proceedings also include two invited papers. We take this opportunity to thank all the authors who submitted their papers to WONS 2006. You helped make this event again a success
Data Storage and Dissemination in Pervasive Edge Computing Environments
Nowadays, smart mobile devices generate huge amounts of data in all sorts of gatherings.
Much of that data has localized and ephemeral interest, but can be of great use if shared
among co-located devices. However, mobile devices often experience poor connectivity,
leading to availability issues if application storage and logic are fully delegated to a
remote cloud infrastructure. In turn, the edge computing paradigm pushes computations
and storage beyond the data center, closer to end-user devices where data is generated
and consumed. Hence, enabling the execution of certain components of edge-enabled
systems directly and cooperatively on edge devices.
This thesis focuses on the design and evaluation of resilient and efficient data storage
and dissemination solutions for pervasive edge computing environments, operating with
or without access to the network infrastructure. In line with this dichotomy, our goal can
be divided into two specific scenarios. The first one is related to the absence of network
infrastructure and the provision of a transient data storage and dissemination system
for networks of co-located mobile devices. The second one relates with the existence of
network infrastructure access and the corresponding edge computing capabilities.
First, the thesis presents time-aware reactive storage (TARS), a reactive data storage
and dissemination model with intrinsic time-awareness, that exploits synergies between
the storage substrate and the publish/subscribe paradigm, and allows queries within a
specific time scope. Next, it describes in more detail: i) Thyme, a data storage and dis-
semination system for wireless edge environments, implementing TARS; ii) Parsley, a
flexible and resilient group-based distributed hash table with preemptive peer relocation
and a dynamic data sharding mechanism; and iii) Thyme GardenBed, a framework
for data storage and dissemination across multi-region edge networks, that makes use of
both device-to-device and edge interactions.
The developed solutions present low overheads, while providing adequate response
times for interactive usage and low energy consumption, proving to be practical in a
variety of situations. They also display good load balancing and fault tolerance properties.Resumo
Hoje em dia, os dispositivos mĂłveis inteligentes geram grandes quantidades de dados
em todos os tipos de aglomerações de pessoas. Muitos desses dados têm interesse loca-
lizado e efĂŞmero, mas podem ser de grande utilidade se partilhados entre dispositivos
co-localizados. No entanto, os dispositivos mĂłveis muitas vezes experienciam fraca co-
nectividade, levando a problemas de disponibilidade se o armazenamento e a lĂłgica das
aplicações forem totalmente delegados numa infraestrutura remota na nuvem. Por sua
vez, o paradigma de computação na periferia da rede leva as computações e o armazena-
mento para além dos centros de dados, para mais perto dos dispositivos dos utilizadores
finais onde os dados são gerados e consumidos. Assim, permitindo a execução de certos
componentes de sistemas direta e cooperativamente em dispositivos na periferia da rede.
Esta tese foca-se no desenho e avaliação de soluções resilientes e eficientes para arma-
zenamento e disseminação de dados em ambientes pervasivos de computação na periferia
da rede, operando com ou sem acesso Ă infraestrutura de rede. Em linha com esta dico-
tomia, o nosso objetivo pode ser dividido em dois cenários especĂficos. O primeiro está
relacionado com a ausĂŞncia de infraestrutura de rede e o fornecimento de um sistema
efêmero de armazenamento e disseminação de dados para redes de dispositivos móveis
co-localizados. O segundo diz respeito Ă existĂŞncia de acesso Ă infraestrutura de rede e
aos recursos de computação na periferia da rede correspondentes.
Primeiramente, a tese apresenta armazenamento reativo ciente do tempo (ARCT), um
modelo reativo de armazenamento e disseminação de dados com percepção intrĂnseca
do tempo, que explora sinergias entre o substrato de armazenamento e o paradigma pu-
blicação/subscrição, e permite consultas num escopo de tempo especĂfico. De seguida,
descreve em mais detalhe: i) Thyme, um sistema de armazenamento e disseminação de
dados para ambientes sem fios na periferia da rede, que implementa ARCT; ii) Pars-
ley, uma tabela de dispersĂŁo distribuĂda flexĂvel e resiliente baseada em grupos, com
realocação preventiva de nós e um mecanismo de particionamento dinâmico de dados; e
iii) Thyme GardenBed, um sistema para armazenamento e disseminação de dados em
redes multi-regionais na periferia da rede, que faz uso de interações entre dispositivos e
com a periferia da rede.
As soluções desenvolvidas apresentam baixos custos, proporcionando tempos de res-
posta adequados para uso interativo e baixo consumo de energia, demonstrando serem
práticas nas mais diversas situações. Estas soluções também exibem boas propriedades de balanceamento de carga e tolerância a faltas
Analyzing the Impact of Spatio-Temporal Sensor Resolution on Player Experience in Augmented Reality Games
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
Management of high availability services using virtualization
This thesis examines the use of virtualization in management of high availability
services using open source tools. The services are hosted in virtual
machines, which can be seamlessly migrated between the physical nodes in
the cluster automatically by high availability software. Currently there are no
complete open source solutions that provide migration of virtual machines as
a method for repair.
The work is based on the high availability software Heartbeat. In this work,
an add-on to Heartbeat is developed, allowing Heartbeat to be able to seamlessly
migrate the virtual machines between the physical nodes, when shut
down gracefully. This add-on is tested in a proof of concept cluster, where
Heartbeat runs Xen virtual machines with high availability. The impact of migration
has been measured for both TCP and UDP services, both numerically
and heuristically. The outages caused by graceful failures (e.g. rebooting) are
measured to be around 1/4 seconds. Practical tests are also performed. The
impression is that the outages are not noticed by the users of latency critical
services as game servers or streaming audio servers.Master i nettverks- og systemadministrasjo
Interaktive latenzkritische Anwendungen in mobilen Ad-hoc Netzen
In this thesis we discuss the challenges that latency-sensitive interactive applications face in mobile ad-hoc networks. By using multi-player games as an example, we argue that the traditional client-server architecture is unsuitable for this new environment. We consequently create a novel communication architecture as well as quality of service mechanisms that can support the network requirements of such applications in mobile environments. By using a number of distributed zone servers that are selected and managed dynamically by our server selection algorithm, we provide a scalable approach that offers the necessary redundancy. Furthermore, we propose additional quality of service mechanisms to reduce latency and packet loss for interactive applications. We evaluate our approach through network simulation and realistic mobile gaming scenarios. The performance of our evaluation is checked against real-world measurements.In dieser Arbeit werden die Probleme und Herausforderungen von latenz-kritischen interactiven Computeranwendungen in mobilen Ad-hoc Netzen untersucht. Am Beispiel von Mehrbenutzercomputerspielen zeigen wir, dass traditionelle Client-Server Architekturen für diese neuen Umgebungen ungeeignet sind. Im Rahmen dieser Arbeit wird daher eine neue Kommunikationsarchitektur sowie verschiedene Mechanismen zur Erhöhung der Dienstgüte vorgeschlagen. Mit Hilfe von Zonenserver, die durch den Serverauswahlalgorithmus ausgesucht und verwaltet werden zeigen wir einen Ansatz auf, der sowohl bezüglich der Netzgröße skalierbar ist als auch die notwendige Redundanz bereitstellt. Wir zeigen die Funktionalität und die Leistung unseres Ansatzes mit Hilfe von Netzsimulationen bei denen realistische Szenarien für mobiles Spielen simuliert werden. Der hierbei benutze Netzsimulator wurde dafür auf Basis von eigenen Messungen verbessert und für das jeweilige Szenario passend eingestellt
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