948 resultados para Multi-user MIMO


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Achieving reliable communication over HF channels is known to be challenging due to the particularly hostile propagation medium. To address this problem, diversity techniques were shown to be promising. In this paper, we demonstrate through experimental results the benefits of different diversity strategies when applied to multi-input-multi-output (MIMO) multicarrier systems. The performance gains of polarisation, space and frequency diversities are quantified using different measurement campaigns

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This paper re-examines the stability of multi-input multi-output (MIMO) control systems designed using sequential MIMO quantitative feedback theory (QFT). In order to establish the results, recursive design equations for the SISO equivalent plants employed in a sequential MIMO QFT design are established. The equations apply to sequential MIMO QFT designs in both the direct plant domain, which employs the elements of plant in the design, and the inverse plant domain, which employs the elements of the plant inverse in the design. Stability theorems that employ necessary and sufficient conditions for robust closed-loop internal stability are developed for sequential MIMO QFT designs in both domains. The theorems and design equations facilitate less conservative designs and improved design transparency.

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This paper describes two algorithms for adaptive power and bit allocations in a multiple input multiple output multiple-carrier code division multiple access (MIMO MC-CDMA) system. The first is the greedy algorithm, which has already been presented in the literature. The other one, which is proposed by the authors, is based on the use of the Lagrange multiplier method. The performances of the two algorithms are compared via Monte Carlo simulations. At present stage, the simulations are restricted to a single user MIMO MC-CDMA system, which is equivalent to a MIMO OFDM system. It is assumed that the system operates in a frequency selective fading environment. The transmitter has a partial knowledge of the channel whose properties are measured at the receiver. The use of the two algorithms results in similar system performances. The advantage of the Lagrange algorithm is that is much faster than the greedy algorithm. ©2005 IEEE

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Link quality-based rate adaptation has been widely used for IEEE 802.11 networks. However, network performance is affected by both link quality and random channel access. Selection of transmit modes for optimal link throughput can cause medium access control (MAC) throughput loss. In this paper, we investigate this issue and propose a generalised cross-layer rate adaptation algorithm. It considers jointly link quality and channel access to optimise network throughput. The objective is to examine the potential benefits by cross-layer design. An efficient analytic model is proposed to evaluate rate adaptation algorithms under dynamic channel and multi-user access environments. The proposed algorithm is compared to link throughput optimisation-based algorithm. It is found rate adaptation by optimising link layer throughput can result in large performance loss, which cannot be compensated by the means of optimising MAC access mechanism alone. Results show cross-layer design can achieve consistent and considerable performance gains of up to 20%. It deserves to be exploited in practical design for IEEE 802.11 networks.

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Dissertação para obtenção do Grau de Mestre em Engenharia Electrotécnica e de Computadores

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Aquest projecte consisteix en realitzar el disseny, la implementació i el desenvolupament d’una aplicació que permeti la gestió administrativa d’una oficina de borsa de treball per a un centre universitari. Per a poder realitzar aquesta tasca cal que ofereixi les eines necessàries per a poder introduir, mantenir i explotar les dades relacionades amb estudiants, empreses, convenis, ofertes i reconeixements, que són els elements bàsics que composen les tasques administratives de la borsa de treball. L’aplicació resultant ha de ser multiusuari, dissenyada segons el model client-servidor i s’ha d’integrar com un mòdul nou dins d’una altra aplicació ja existent.

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The MIT-Scan-T2 device is marketed as a non-destructive way to determine pavement thickness on both HMA and PCC pavements. PCC pavement thickness determination is an important incentivedisincentive measurement for the Iowa DOT and contractors. The thickness incentive can be as much as 3% of the concrete contact unit price and the disincentive can be as severe as remove and replace. This study evaluated the potential of the MIT device for PCC pavement thickness quality assurance. The limited testing indicates the unit is sufficiently repeatable and accurate enough to replace core drilling as the thickness measurement method. Further study is needed to statistically establish the single user and multi-user/device precision as well as establish an appropriate sampling protocol and PWL specification.

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Kontekstitietoisuuden katsotaan voivan parantaa sovellusten ja palvelujen käytettävyyttä matkapuhelimissa. Kontekstitietoisuuden tekniikoita voidaan käyttää myös peleissä, joko siksi, että ne mahdollistavat uudenlaisia pelejä, tai siksi, että peleillä voidaan havainnollistaa ja testata eri tekniikoiden toimintaa. Diplomityössä esitellään prototyyppi monen pelaajan kontekstitietoisesta mobiilipelistä, jossa pelivälineinä käytetään kamerapuhelimella luettavia tavallisia viivakoodeja. Viivakoodit on yhdistetty palvelimella sijaitsevan pelimaailman kohteisiin, joiden omistuksesta pelaajat kilpailevat. Peliä on tarkoitus arvioida myöhemmin pelattavuuden ja idean kiinnostavuuden kannalta. Prototyypin toinen tehtävä on havainnollistaa Multi-User Publishing Environment (MUPE) -sovellusalustan tukea kontekstitietoisuudelle. Työ kuvaa pelin suunnittelun, toteutuksen ja arvioinnin alkaen varhaisimmista ideoista ja päättyen osittaiseen prototyyppiin. Prototyypissä on toteutettu osa pelilogiikasta ja käyttöliittymästä, mutta sitä ei ole integroitu kontekstitietoa kerääviin sensoreihin. Pelin suunnittelussa käytettiin apuna heuristista arviointia ja kahta fokusryhmähaastattelua.

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Tämän diplomityön tarkoituksena on suunnitella ja toteuttaa nuorisotyön tarpeisiin soveltuva virtuaalitila, jossanuoret voivat keskustella ongelmistaan oikean nuorisotyöntekijän kanssa. Ensin tutkitaan olemassa olevien virtuaalimaailmojen nykyistä tilaa, sekä luodaan katsaus virtuaalisuuteen ja mallintamiseen liittyviin perustekniikoihin. Olemassa olevien virtuaalimaailmojen ja niiden ominaisuuksien pohjalta suunnitellaan uusi, täysin nuorten auttamiseen tarkoitettu virtuaalitila. Tämän työn tarkoituksena ei ole tutkia nuorten auttamisen sosiaalista problematiikkaa, vaan tekniikoita, joilla auttaminen tehdään mahdolliseksi. Työn käytännöllisenä osuutena toteutettiin suunniteltu monen käyttäjän virtuaalitila, jossa käyttäjät voivat kommunikoida keskenään, keskustella nuorisotyöntekijän kanssa tai pelata ajanvietteeksi tarkoitettua junapeliä. Virtuaalitilan toteutuksessa käytettiin hyödyksi kolmiulotteista mallinnusta, Lingo-skriptikieltä, sekä Macromedian tarjoamaa monen käyttäjän palvelinta. Kaikki toteutetut osat koottiin yhdeksi sovellukseksi, joka julkaistiin Shockwave-elokuvana www-sivustolla.

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The development of software tools begun as the first computers were built. The current generation of development environments offers a common interface to access multiple software tools and often also provide a possibility to build custom tools as extensions to the existing development environment. Eclipse is an open source development environment that offers good starting point for developing custom extensions. This thesis presents a software tool to aid the development of context-aware applications on Multi-User Publishing Environment (MUPE) platform. The tool is implemented as an Eclipse plug-in. The tool allows developer to include external server side contexts to their MUPE applications. The tool allows additional context sources to be added through the Eclipse's extension point mechanism. The thesis describes how the tool was designed and implemented. The implementation consists of tool core component part and an additional context source extension part. Tool core component is responsible for the actual context addition and also provides the needed user interface elements to the Eclipse workbench. Context source component provides the needed context source related information to the core component. As part of the work an update site feature was also implemented for distributing the tool through Eclipse update mechanism.

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La traducción literal de MUD es Mazmorra o Calabozo multiusuario o Dimensión multiusuario. Un MUD es un juego de rol en línea que es ejecutado en un servidor. El artículo incluye direcciones de varios MUDs

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The development of large scale virtual reality and simulation systems have been mostly driven by the DIS and HLA standards community. A number of issues are coming to light about the applicability of these standards, in their present state, to the support of general multi-user VR systems. This paper pinpoints four issues that must be readdressed before large scale virtual reality systems become accessible to a larger commercial and public domain: a reduction in the effects of network delays; scalable causal event delivery; update control; and scalable reliable communication. Each of these issues is tackled through a common theme of combining wall clock and causal time-related entity behaviour, knowledge of network delays and prediction of entity behaviour, that together overcome many of the effects of network delay.

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The development of large scale virtual reality and simulation systems have been mostly driven by the DIS and HLA standards community. A number of issues are coming to light about the applicability of these standards, in their present state, to the support of general multi-user VR systems. This paper pinpoints four issues that must be readdressed before large scale virtual reality systems become accessible to a larger commercial and public domain: a reduction in the effects of network delays; scalable causal event delivery; update control; and scalable reliable communication. Each of these issues is tackled through a common theme of combining wall clock and causal time-related entity behaviour, knowledge of network delays and prediction of entity behaviour, that together overcome many of the effects of network delays.

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User interaction within a virtual environment may take various forms: a teleconferencing application will require users to speak to each other (Geak, 1993), with computer supported co-operative working; an Engineer may wish to pass an object to another user for examination; in a battle field simulation (McDonough, 1992), users might exchange fire. In all cases it is necessary for the actions of one user to be presented to the others sufficiently quickly to allow realistic interaction. In this paper we take a fresh look at the approach of virtual reality operating systems by tackling the underlying issues of creating real-time multi-user environments.

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Dynamic multi-user interactions in a single networked virtual environment suffer from abrupt state transition problems due to communication delays arising from network latency--an action by one user only becoming apparent to another user after the communication delay. This results in a temporal suspension of the environment for the duration of the delay--the virtual world `hangs'--followed by an abrupt jump to make up for the time lost due to the delay so that the current state of the virtual world is displayed. These discontinuities appear unnatural and disconcerting to the users. This paper proposes a novel method of warping times associated with users to ensure that each user views a continuous version of the virtual world, such that no hangs or jumps occur despite other user interactions. Objects passed between users within the environment are parameterized, not by real time, but by a virtual local time, generated by continuously warping real time. This virtual time periodically realigns itself with real time as the virtual environment evolves. The concept of a local user dynamically warping the local time is also introduced. As a result, the users are shielded from viewing discontinuities within their virtual worlds, consequently enhancing the realism of the virtual environment.