993 resultados para Internet games


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We provide analytical models for capacity evaluation of an infrastructure IEEE 802.11 based network carrying TCP controlled file downloads or full-duplex packet telephone calls. In each case the analytical models utilize the attempt probabilities from a well known fixed-point based saturation analysis. For TCP controlled file downloads, following Bruno et al. (In Networking '04, LNCS 2042, pp. 626-637), we model the number of wireless stations (STAs) with ACKs as a Markov renewal process embedded at packet success instants. In our work, analysis of the evolution between the embedded instants is done by using saturation analysis to provide state dependent attempt probabilities. We show that in spite of its simplicity, our model works well, by comparing various simulated quantities, such as collision probability, with values predicted from our model. Next we consider N constant bit rate VoIP calls terminating at N STAs. We model the number of STAs that have an up-link voice packet as a Markov renewal process embedded at so called channel slot boundaries. Analysis of the evolution over a channel slot is done using saturation analysis as before. We find that again the AP is the bottleneck, and the system can support (in the sense of a bound on the probability of delay exceeding a given value) a number of calls less than that at which the arrival rate into the AP exceeds the average service rate applied to the AP. Finally, we extend the analytical model for VoIP calls to determine the call capacity of an 802.11b WLAN in a situation where VoIP calls originate from two different types of coders. We consider N-1 calls originating from Type 1 codecs and N-2 calls originating from Type 2 codecs. For G711 and G729 voice coders, we show that the analytical model again provides accurate results in comparison with simulations.

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This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully connect people through their everyday objects and activities, the workshop will facilitate discussion across a range of HCI discipline areas. The outcomes from the workshop will include an archive of participants' initial position papers along with the materials created during the workshop. The result will be a road map to support the development of a Model of Playful Connectedness, focusing on how best to design and make playful networks of things, identifying the challenges that need to be addressed in order to do so.

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This essay examines how, given the close historical and cul-tural ties which exist between Australia and the United Kingdom (including Scotland), the Scottish independence referendum was reported, analysed and made sense of in the Australian media. The analysis is based on mainstream news coverage (online and print media) produced in Australia and accessed from the internet between January 2012 and the end of September 2014 (two weeks after the referendum on September 18). A total of 95 items were included in the sample, which does not include broadcast news coverage or specialist current affairs periodicals. The online sites of broadcasters such as the ABC and SBS were included in the sam-ple. The great majority of these items were published in the run-up to polling day, in August and September 2014, with spikes in the frequency of item around particular events such as the Commonwealth Games in Glasgow. to the fore will be relevant for years to come.

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Social media play a prominent role in mediating issues of public concern, not only providing the stage on which public debates play out but also shaping their topics and dynamics. Building on and extending existing approaches to both issue mapping and social media analysis, this article explores ways of accounting for popular media practices and the special case of ‘born digital’ sociocultural controversies. We present a case study of the GamerGate controversy with a particular focus on a spike in activity associated with a 2015 Law and Order: SVU episode about gender-based violence and harassment in games culture that was widely interpreted as being based on events associated with GamerGate. The case highlights the importance and challenges of accounting for the cultural dynamics of digital media within and across platforms.

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Public referenda have gained momentum as a democratic tool to legitimize public mega projects such as hosting the Olympic Games. Interest groups in favour of hosting the Olympics therefore try to influence voters through public campaigns that primarily focus on economic benefits. However, recent studies find no or hardly any economic impact of hosting the Olympics, instead providing evidence for a positive social impact. This raises the question whether citizens consider economic or social factors when deciding on hosting the Olympics. Based on representative survey data from 12 countries, our results suggest that economic factors can influence voting behaviour, although the influence of social factors is stronger.

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Osallistavan suunnittelun määrä Suomessa on viime vuosina kasvanut huomattavasti. Asukaskyselyt ovat yksi tapa osallistaa asukkaita, ja ne sopivat erityisesti suuren yleisön osallistamiseen. Internetissä toteutetut asukaskyselyt nopeuttaisivat ja helpottaisivat asukaskyselyiden tekemistä mm. siksi, että tieto voidaan tallentaa suoraan sähköiseen muotoon. Internetin käyttö asukaskyselyiden tekemisessä on kuitenkin uusi menetelmä, josta on vasta vähän tutkimustietoa. Ongelmallista Internet-kyselyissä on se, että kasvaneista käyttäjämääristä huolimatta kaikilla ei edelleenkään ole mahdollisuutta käyttää Internetiä. Lisäksi Internet-kyselyn otos on yleensä valikoitunut ja otoskoon määritteleminen on hankalaa. Tutkielma toteutettiin osana Kuopion kaupungin Puijon alueen vuorovaikutteista suunnitteluprosessia. Tutkielman tavoitteena oli vertailla Internet-kyselyä postikyselyyn, jotta saataisiin selville, onko Internet-kysely kelvollinen osallistamismenetelmä. Lisäksi tavoitteena oli profiloida vastaajia mielipiteiden ja taustamuuttujien perusteella. Tutkielman aineistona oli Kuopiossa tammikuussa 2009 toteutetun, Puijon aluetta koskevan asukaskyselyn tulokset. Aineiston analysointiin käytettiin faktorianalyysia, klusterianalyysia, erotteluanalyysia ja korrespondenssianalyysia. Katoa tutkittiin ?2-testillä ja laskemalla ristitulosuhteet. Sekä Internet- että postikyselyn vastaajista muodostuivat Tyytymättömien, Tyytyväisten ja Luonnonsuojelijoiden vastaajaryhmät, joilla olivat melko samanlaiset mielipiteet ja taustamuuttujat molemmissa aineistoissa. Tyytymättömät olivat tyytymättömiä Puijon alueen nykytilaan eivätkä arvostaneet Puijoa. Myös Luonnonsuojelijat olivat tyytymättömiä Puijon alueen ja metsien nykyiseen hoitoon, mutta eivät kannattaneet metsänhoitoa. Tyytyväisten mielestä Puijon alueella kaikki on nyt kunnossa. Lisäksi postikyselyn aineistosta muodostui Kehittäjät-ryhmä ja Internet-kyselyn vastaajista Virkistäytyjät-ryhmä. Internet-kyselyssä 46–60-vuotiaat ja korkeakoulutetut olivat yliedustettuina, mutta kummallakaan kyselyllä ei saatu edustavaa otosta kuopiolaisista. Katoa oli paljon. Edes keskustelua herättänyt aihe ei riittänyt aktivoimaan kuopiolaisia vastaamaan kyselyyn ja tutkielmassa käytettyjen tutkimusmenetelmien kannalta kyselylomake oli puutteellinen. Tämän tutkielman tuloksista saatiin lopulta lähinnä suuntaviivoja Puijon suunnitelmaehdotuksille. Kunnissa tarvitaan uusia työkaluja osallistamiseen, ja tähän tarpeeseen Internet-kysely olisi kustannustehokas vastaus. Sen vuoksi Internet-kyselyä kannattaa edelleen tutkia ja kehittää. Internet-kyselyllä olisi mahdollista saada edustavampi otos, jos vastaajat valittaisiin satunnaisotannalla ja he saisivat salasanan kyselyyn. Myös kaikille avoimella kyselyllä voitaisiin kartoittaa mielipiteitä, kunhan tuloksia tulkittaisiin kriittisesti.

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This report has been written as part of the E-ruralnet –project that addresses e-learning as a means for enhancing lifelong learning opportunities in rural areas, with emphasis on SMEs, micro-enterprises, self-employed and persons seeking employment. E-ruralnet is a European network project part-funded by the European Commission in the context of the Lifelong Learning Programme, Transversal projects-ICT. This report aims to address two issues identified as requiring attention in the previous Observatory study: firstly, access to e-learning for rural areas that have not adequate ICT infrastructure; and secondly new learning approaches introduced through new interactive ICT tools such as web 2.0., wikis, podcasts etc. The possibility of using alternative technology in addition to computers is examined (mobile telephones, DVDs) as well as new approaches to learning (simulation, serious games). The first part of the report examines existing literature on e-learning and what e-learning is all about. Institutional users, learners and instructors/teachers are all looked at separately. We then turn to the implementation of e-learning from the organizational point of view and focus on quality issues related to e-learning. The report includes a separate chapter or e-learning from the rural perspective since most of Europe is geographically speaking rural and the population in those areas is that which could most benefit from the possibilities introduced by the e-learning development. The section titled “Alternative media”, in accordance with the project terminology, looks at standalone technology that is of particular use to rural areas without proper internet connection. It also evaluates the use of new tools and media in e-learning and takes a look at m-learning. Finally, the use of games, serious games and simulations in learning is considered. Practical examples and cases are displayed in a box to facilitate pleasant reading.

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The current mainstream scientific-publication process has so far been only marginally affected by the possibilities offered by the Internet, despite some pioneering attempts with free electronic-only journals and electronic preprint archives. Additional electronic versions of traditional paper journals for which one needs a subscription are not a solution. A clear trend, for young researchers in particular, is to go around subscription barriers (both for paper and electronic material) and rely almost exclusively on what they can find free on the Internet, which often includes working versions posted on the home pages of the authors. A survey of how scientists retrieve publications was conducted in February 2000, aimed at measuring to what extent the opportunities offered by the Internet are already changing the scientific information exchange and how researchers feel about this. This paper presents the results based on 236 replies to an extensive Web-based questionnaire, which was announced to around 3,000 researchers in the domains of construction information technology and construction management. The questions dealt with how researchers find, access, and read different sources; how many and what publications they read; how often and to which conferences they travel; how much they publish, and criteria for where they eventually decide to publish. Some of the questions confronted traditional and electronic publishing, with one final section dedicated to opinions about electronic publishing. According to the survey, researchers already download half of the material that they read digitally from the Web. The most popular method for retrieving an interesting publication is downloading it for free from the author's or publisher's Web site. Researchers are not particularly willing to pay for electronic scientific publications. There is much support for a scenario of electronic journals available freely in their entirety on the Web, where the costs could be covered by, for instance, professional societies or the publishing university.

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The World Wide Web provides the opportunity for a radically changed and much more efficient communication process for scientific results. A survey in the closely related domains of construction information technology and construction management was conducted in February 2000, aimed at measuring to what extent these opportunities are already changing the scientific information exchange and how researchers feel about the changes. The paper presents the results based on 236 replies to an extensive Web based questionnaire. 65% of the respondents stated their primary research interest as IT in A/E/C and 20% as construction management and economics. The questions dealt with how researchers find, access and read different sources; how much and what publications they read; how often and to which conferences they travel; how much they publish, and what are the criteria for where they eventually decide to publish. Some of the questions confronted traditional and electronic publishing with one final section dedicated to opinions about electronic publishing. According to the survey researchers already download half of the material that they read digitally from the Web. The most popular method for retrieving an interesting publication is downloading it for free from the author’s or publisher’s website. Researchers are not particularly willing to pay for electronic scientific publications. There is much support for a scenario of electronic journals available totally freely on the Web, where the costs could be covered by for instance professional societies or the publishing university. The shift that the Web is causing seems to be towards the "just in time" reading of literature. Also, frequent users of the Web rely less on scientific publications and tend to read fewer articles. If available with little effort, papers published in traditional journals are preferred; if not, the papers should be on the Web. In these circumstances, the role of paper-based journals published by established publishers is shifting from the core "information exchange" to the building of authors' prestige. The respondents feel they should build up their reputations by publishing in journals and relevant conferences, but then make their work freely available on the Web.

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In this paper, we propose new solution concepts for multicriteria games and compare them with existing ones. The general setting is that of two-person finite games in normal form (matrix games) with pure and mixed strategy sets for the players. The notions of efficiency (Pareto optimality), security levels, and response strategies have all been used in defining solutions ranging from equilibrium points to Pareto saddle points. Methods for obtaining strategies that yield Pareto security levels to the players or Pareto saddle points to the game, when they exist, are presented. Finally, we study games with more than two qualitative outcomes such as combat games. Using the notion of guaranteed outcomes, we obtain saddle-point solutions in mixed strategies for a number of cases. Examples illustrating the concepts, methods, and solutions are included.