98 research outputs found
Correction to “Decadal analysis of hydrography and in situ nutrient budgets in the western and eastern North Atlantic subtropical gyre”
Author Posting. © American Geophysical Union, 2008. This article is posted here by permission of American Geophysical Union for personal use, not for redistribution. The definitive version was published in Journal of Geophysical Research 113 (2008): C03005, doi:10.1029/2008JC004762
Networks and their traffic in multiplayer games
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2.Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.Redes y su Tráfico en Juegos MultijugadorLos juegos de computador en tiempo real, o (MCG) están a la vanguardia de la utilización de las posibilidades de la red. Las investigaciones sobre esta materia se han hecho para las simulaciones militares, sistemas de realidad virtual, soporte informático del trabajo en equipo, las soluciones propuestas divergen sobre los problemas que plantea el MCG. Con esto en mente, este documento ofrece una visión general de los cuatro aspectos que afectan a la creación de redes en el MCG. En primer lugar, los recursos de redes (ancho de banda, latencia y capacidad de cálculo), junto con los límites técnicos dentro de la cual el MCG debe operar. En segundo lugar, los conceptos de distribución incluyen arquitecturas de comunicación (peer-to-peer, cliente / servidor, servidor / red), y los datos y arquitecturas de control (centralizado, distribuido y reproducido) .Thirdly, la escalabilidad permite que el MCG para adaptarse a los cambios en los recursos de parametrización. Por último, la seguridad está destinado para defenderse de las trampas y el vandalismo, que son comunes en los juegos en línea; para comprobar el tráfico, en particular de estos juegos que decidimos tomar el juego masivo multijugador Liga de Leyendas, se despliega una escena de red correspondiente a una situación de la vida real en una red de acceso ADSL se ha simulado mediante el uso de NS2.Tres variantes de TCP, que significa TCP SACK, Nueva Reno TCP y TCP Vegas, han sido consideradas para el tráfico transversal. Los resultados muestran que TCP Vegas es capaz de mantener una velocidad constante, mientras que una carrera contra el tráfico juego, ya que evita la pérdida de paquetes y los retrasos en la cola causado por los altos picos, sin aumentar el tamaño de la ventana de remitente. SACK TCP y TCP New Reno, por otro lado, tienden a aumentar continuamente el tamaño de la ventana remitente, lo que podría permitir una mayor pérdida de paquetes y también para causar retrasos no deseados para el tráfico de juego.Redes e seu tráfego nos jogos multijogadoresO multiplayer Jogos de computador em tempo real ou (MCG) estão na vanguarda da utilização das possibilidades da rede. As investigações sobre este assunto têm sido feitas para simulações militares, sistemas de realidade virtual, suporte informatizado de trabalho em equipe, as soluções propostas divergem sobre os problemas colocados pela MCG. Com isto em mente, este artigo fornece uma visão geral dos quatro aspectos que afetam a criação de redes no MCG. Em primeiro lugar, os recursos de redes (largura de banda, latência e capacidade de cálculo), juntamente com os limites técnicos dentro do qual o MCG deve operar. Em segundo lugar, os conceitos de distribuição incluem arquiteturas de comunicação (peer-to-peer, cliente / servidor, servidor / rede) e dados e arquiteturas de controle (centralizado, distribuído e replicado) .Thirdly, a escalabilidade permite que o MCG para se adaptar às mudanças em recursos de parametrização. Finalmente, a segurança destina-se a defendê-la contra as armadilhas e vandalismo, que são comuns em jogos on-line; para verificar o tráfego em particular destes jogos, decidimos tomar o enorme jogo multiplayer League of Legends, ele é implantado uma cena rede correspondendo a uma situação da vida real em uma rede de acesso ADSL foi simulada usando NS2. Três variantes do TCP, isso significa Sack TCP, New Reno TCP e TCP Vegas, foram considerados para o tráfego de cruz. Os resultados mostram que o TCP Vegas é capaz de manter uma velocidade constante durante a corrida contra o tráfego de jogo, uma vez que evita a perda de pacotes e os atrasos na cauda causada por picos elevados, sem aumentar o tamanho da janela do remetente. SACO TCP e TCP New Reno, por outro lado, tendem a aumentar continuamente o tamanho da janela de transmissão, o que poderia permitir uma maior perda de pacotes e também para causar atrasos indesejáveis para o tráfego de jogo
Networks and their traffic in multiplayer games
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2.Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.Redes y su Tráfico en Juegos MultijugadorLos juegos de computador en tiempo real, o (MCG) están a la vanguardia de la utilización de las posibilidades de la red. Las investigaciones sobre esta materia se han hecho para las simulaciones militares, sistemas de realidad virtual, soporte informático del trabajo en equipo, las soluciones propuestas divergen sobre los problemas que plantea el MCG. Con esto en mente, este documento ofrece una visión general de los cuatro aspectos que afectan a la creación de redes en el MCG. En primer lugar, los recursos de redes (ancho de banda, latencia y capacidad de cálculo), junto con los límites técnicos dentro de la cual el MCG debe operar. En segundo lugar, los conceptos de distribución incluyen arquitecturas de comunicación (peer-to-peer, cliente / servidor, servidor / red), y los datos y arquitecturas de control (centralizado, distribuido y reproducido) .Thirdly, la escalabilidad permite que el MCG para adaptarse a los cambios en los recursos de parametrización. Por último, la seguridad está destinado para defenderse de las trampas y el vandalismo, que son comunes en los juegos en línea; para comprobar el tráfico, en particular de estos juegos que decidimos tomar el juego masivo multijugador Liga de Leyendas, se despliega una escena de red correspondiente a una situación de la vida real en una red de acceso ADSL se ha simulado mediante el uso de NS2.Tres variantes de TCP, que significa TCP SACK, Nueva Reno TCP y TCP Vegas, han sido consideradas para el tráfico transversal. Los resultados muestran que TCP Vegas es capaz de mantener una velocidad constante, mientras que una carrera contra el tráfico juego, ya que evita la pérdida de paquetes y los retrasos en la cola causado por los altos picos, sin aumentar el tamaño de la ventana de remitente. SACK TCP y TCP New Reno, por otro lado, tienden a aumentar continuamente el tamaño de la ventana remitente, lo que podría permitir una mayor pérdida de paquetes y también para causar retrasos no deseados para el tráfico de juego.Redes e seu tráfego nos jogos multijogadoresO multiplayer Jogos de computador em tempo real ou (MCG) estão na vanguarda da utilização das possibilidades da rede. As investigações sobre este assunto têm sido feitas para simulações militares, sistemas de realidade virtual, suporte informatizado de trabalho em equipe, as soluções propostas divergem sobre os problemas colocados pela MCG. Com isto em mente, este artigo fornece uma visão geral dos quatro aspectos que afetam a criação de redes no MCG. Em primeiro lugar, os recursos de redes (largura de banda, latência e capacidade de cálculo), juntamente com os limites técnicos dentro do qual o MCG deve operar. Em segundo lugar, os conceitos de distribuição incluem arquiteturas de comunicação (peer-to-peer, cliente / servidor, servidor / rede) e dados e arquiteturas de controle (centralizado, distribuído e replicado) .Thirdly, a escalabilidade permite que o MCG para se adaptar às mudanças em recursos de parametrização. Finalmente, a segurança destina-se a defendê-la contra as armadilhas e vandalismo, que são comuns em jogos on-line; para verificar o tráfego em particular destes jogos, decidimos tomar o enorme jogo multiplayer League of Legends, ele é implantado uma cena rede correspondendo a uma situação da vida real em uma rede de acesso ADSL foi simulada usando NS2. Três variantes do TCP, isso significa Sack TCP, New Reno TCP e TCP Vegas, foram considerados para o tráfego de cruz. Os resultados mostram que o TCP Vegas é capaz de manter uma velocidade constante durante a corrida contra o tráfego de jogo, uma vez que evita a perda de pacotes e os atrasos na cauda causada por picos elevados, sem aumentar o tamanho da janela do remetente. SACO TCP e TCP New Reno, por outro lado, tendem a aumentar continuamente o tamanho da janela de transmissão, o que poderia permitir uma maior perda de pacotes e também para causar atrasos indesejáveis para o tráfego de jogo
Diseño de un modelo de tráfico a través de series de tiempo para pronosticar trafico Wimax
This paper tries to initiate to the reader in statistical models with time series, that allow to consider future forecasting of traffic in the modern Communication networks, making use of the forecasting of the traffic with dependency of long rank (LDR) and dependency of short rank (SDR), to be able to make a more opportune and efficient control in form integrated at different levels from the functional hierarchy of the network. This time series modeling is based on measures taken from events with a periodic base.
The objective of this research is to demostrate that the time series are an excellent tool for modeling of data traffic on Wimax networks. This is possible through the Box-Jenkins methodology that is presented in this article.
At the end of this investigation there is a traffic model through a series of time ARIMA with surprisingly small error.Ese artículo pretende iniciar al lector en modelos estadísticos con series de tiempo, que permitan estimar pronósticos futuros de tráfico en las redes de comunicaciones modernas, haciendo uso de la predecibilidad del tráfico con dependencia de rango corto (SDR), para poder realizarun control más oportuno y eficiente en forma integrada a difeentes niveles de la jerarquía funcional de la red. Este modelamiento en series de tiempo, esta basado en medidas tomadas de los eventos con una base periódica. El objetivo de esta investigación es demostrar que las series de tiempo son una excelene herramienta para el modelamiento de tráfico de datos en redes Wimax. Lo anterior es posible a través de la metodología de Box-Jenkins que se presenta en este artículo. Al final de esta investigación se logro modelar una serie de tráfico Wimax de 10 días a través de una serie de tiempo ARIMA con un error pequeño
Evaluation of QoS in RF/Li-Fi hybrid networks on 5th generation environments
This paper evaluates the most relevant scenarios in which establishing QoS parameters on RF/Li-Fi hybrid networks is necessary. The objective is to determine the improvement possibilities provided by this technology and realistically value its development potential, specifically for services in real time. We reviewed the alternatives in Internet of Things (IoT), applications, load balancing, scenarios of 5th generation, wireless sensors, and security, in addition to simulations and architectures of technology interoperability
The recombinant cysteine proteinase B (CPB) from Leishmania braziliensis and its domains: promising antigens for serodiagnosis of cutaneous and visceral leishmaniasis in dogs.
Leishmaniasis represents a group of parasitic diseases caused by a protozoan of the genus Leishmania and is widely distributed in tropical and subtropical regions. Leishmaniasis is one of the major tropical neglected diseases, with 1.5 to 2 million new cases occurring annually. Diagnosis remains a challenge despite advances in parasitological, serological, and molecular methods. Dogs are an important host for the parasite and develop both visceral and cutaneous lesions. Our goal was to contribute to the diagnosis of canine cutaneous leishmaniasis (CL) and visceral leishmaniasis (VL) using the recombinant cysteine proteinase B (F-CPB) from Leishmania braziliensis and its N- and C-terminal domains (N-CPB and C-CPB) as antigens in an enzyme-linked immunosorbent assay (ELISA). Sera from dogs from Northwest Argentina diagnosed with CL were tested by ELISA against a supernatant of L. braziliensis lysate, the F-CPB protein, and its domains. We found values of sensitivity (Se) of 90.7%, 94.4%, and 94.3% and specificity (Sp) of 95.5%, 90.9%, and 91.3% for F-CPB and its N- and C-terminal domains, respectively. In sera from dogs diagnosed with VL from Northeast Argentina, we found Se of 93.3%, 73.3%, and 66.7% and Sp of 92.3%, 76.9%, and 88.5% for F-CPB and its N- and C-terminal domains, respectively. These results support CPB as a relevant antigen for canine leishmaniasis diagnosis in its different clinical presentations. More interestingly, the amino acid sequence of CPB showed high percentages of identity in several Leishmania species, suggesting that the CPB from L. braziliensis qualifies as a good antigen for the diagnosis of leishmaniasis caused by different species.Fil: Bivona, Augusto Ernesto. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni. Universidad de Buenos Aires. Facultad de Farmacia y Bioquímica. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni; ArgentinaFil: Czentner Colomo, Lucas. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni. Universidad de Buenos Aires. Facultad de Farmacia y Bioquímica. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni; ArgentinaFil: Sanchez Alberti, Andrés. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni. Universidad de Buenos Aires. Facultad de Farmacia y Bioquímica. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni; ArgentinaFil: Cerny, Natacha. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; ArgentinaFil: Cardoso Landaburu, Alejandro Cesar. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni. Universidad de Buenos Aires. Facultad de Farmacia y Bioquímica. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni; ArgentinaFil: Nevot, María Cecilia. Veterinaria del Oeste; ArgentinaFil: Estevez, José Octavio. Veterinaria del Oeste; ArgentinaFil: Marco, Jorge Diego. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Salta. Instituto de Patología Experimental. Universidad Nacional de Salta. Facultad de Ciencias de la Salud. Instituto de Patología Experimental; ArgentinaFil: Basombrío, Manuel Alberto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Salta. Instituto de Patología Experimental. Universidad Nacional de Salta. Facultad de Ciencias de la Salud. Instituto de Patología Experimental; ArgentinaFil: Malchiodi, Emilio Luis. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni. Universidad de Buenos Aires. Facultad de Farmacia y Bioquímica. Instituto de Estudios de la Inmunidad Humoral Prof. Ricardo A. Margni; ArgentinaFil: Cazorla, Silvia Ines. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Houssay. Instituto de Investigaciones en Microbiología y Parasitología Médica. Universidad de Buenos Aires. Facultad de Medicina. Instituto de Investigaciones en Microbiología y Parasitología Médica; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Tucumán. Centro de Referencia para Lactobacilos; Argentin
Impact of weight loss after treatment on survival outcomes of overweight and obese patients with early‑stage endometrial cancer
Despite the fact that obesity is the main risk factor for endometrial cancer, there is limited evidence regarding the effects of body weight change on overweight and obese women treated for early‑stage endometrial can its impact on cancer outcomes. A retrospective cohort study was performed including all overweight and obese patients with early‑stage type‑I endometrial cancer that were treated at the Insular University Hospital of Las Palmas (Las Palmas de Gran Canaria, Spain) between January 2007 and December 2019. Body weight change at 12 months of treatment was evaluated, as well as its impact on cancer outcomes. Weight loss ≥5% was independently evaluated regarding its impact on survival. A total of 526 women were studied, of which 152 (28.90%) were overweight (BMI ≥25 and <30) and 374 (71.10%) were obese (BMI ≥30). The median follow‑up was 76.17 months, during which time 77 (14.64%) women died. In the survivor group, body weight at initial diagnosis was 86.4±17.9 kg compared with 84.6±16.4 kg 1 year after treatment, which corresponded to a significant mean weight loss of 1.47 kg (P<0.001). However, in the group of non‑survivors, body weight at initial diagnosis was 84.7±15.7 kg compared with 84.7±14.6 kg 1 year after treatment, which demonstrated a non‑significant mean weight loss of 0.63 kg (P=0.180). When comparing between the patients who maintained or gained ≥5% weight and those who lost ≥5% weight, there were no significant differences taking into account the whole cohort and follow‑up time; however, when adjusting for the period between 32 and 98 months, survival was significantly higher in those patients that lost ≥5% of their initial body weight (P=0.025; log‑rank test). Based on the final univariate and cer and multivariate analyses, body weight change at 12 months was not indicated to be a factor significantly affecting overall survival; adjusted hazard ratio was 1.01 (95% CI 0.97‑1.05, P=0.723). In conclusion, even if greater weight loss is observed in patients with endometrial cancer that survive the disease, no significant impact on survival outcomes is observed based on multivariate analysis
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