320 research outputs found

    Trends in Computer Network Modeling Towards the Future Internet

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    This article provides a taxonomy of current and past network modeling efforts. In all these efforts over the last few years we see a trend towards not only describing the network, but connected devices as well. This is especially current given the many Future Internet projects, which are combining different models, and resources in order to provide complete virtual infrastructures to users. An important mechanism for managing complexity is the creation of an abstract model, a step which has been undertaken in computer networks too. The fact that more and more devices are network capable, coupled with increasing popularity of the Internet, has made computer networks an important focus area for modeling. The large number of connected devices creates an increasing complexity which must be harnessed to keep the networks functioning. Over the years many different models for computer networks have been proposed, and used for different purposes. While for some time the community has moved away from the need of full topology exchange, this requirement resurfaced for optical networks. Subsequently, research on topology descriptions has seen a rise in the last few years. Many different models have been created and published, yet there is no publication that shows an overview of the different approaches.

    Inferring player experiences using facial expressions analysis

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    © 2014 ACM. Understanding player experiences is central to game design. Video captures of players is a common practice for obtaining rich reviewable data for analysing these experiences. However, not enough has been done in investigating ways of preprocessing the video for a more efficient analysis process. This paper consolidates and extends prior work on validating the feasibility of using automated facial expressions analysis as a natural quantitative method for evaluating player experiences. A study was performed on participants playing a first-person puzzle shooter game (Portal 2) and a social drawing trivia game (Draw My Thing), and results were shown to exhibit rich details for inferring player experiences from facial expressions. Significant correlations were also observed between facial expression intensities and self reports from the Game Experience Questionnaire. In particular, the challenge dimension consistently showed positive correlations with anger and joy. This paper eventually presents a case for increasing the application of computer vision in video analyses of gameplay

    Energy efficiency considerations in integrated IT and optical network resilient infrastructures

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    The European Integrated Project GEYSERS - Generalised Architecture for Dynamic Infrastructure Services - is concentrating on infrastructures incorporating integrated optical network and IT resources in support of the Future Internet with special emphasis on cloud computing. More specifically GEYSERS proposes the concept of Virtual Infrastructures over one or more interconnected Physical Infrastructures comprising both network and IT resources. Taking into consideration the energy consumption levels associated with the ICT today and the expansion of the Internet in size and complexity, that incurring increased energy consumption of both IT and network resources, energy efficient infrastructure design becomes critical. To address this need, in the framework of GEYSERS, we propose energy efficient design of infrastructures incorporating integrated optical network and IT resources, supporting resilient end-to-end services. Our modeling results quantify significant energy savings of the proposed solution by jointly optimizing the allocation of both network and IT resources

    Do looks constitute our perceptual evidence?

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    Contains fulltext : 225687pub.pdf (Publisher’s version ) (Open Access)16 september 202
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