Self-Adaptation for Heterogeneous Client-Server Online Games

Author(s):  
Satoru Yamagata ◽  
Hiroyuki Nakagawa ◽  
Yuichi Sei ◽  
Yasuyuki Tahara ◽  
Akihiko Ohsuga
2014 ◽  
Vol 63 (12) ◽  
pp. 3127-3142 ◽  
Author(s):  
Luis Diego Briceno ◽  
Howard Jay Siegel ◽  
Anthony A. Maciejewski ◽  
Ye Hong ◽  
Brad Lock ◽  
...  

2019 ◽  
Vol 18 (1) ◽  
pp. 47
Author(s):  
Gede Humaswara Prathama ◽  
Ni Made Ary Esta Dewi Wirastuti ◽  
Yoga Divayana

Ceki adalah salah satu permainan kartu tradisional yang pernah cukup popular di Malaysia, Singapura dan Indonesia. Di Bali permainan ceki sudah menjadi tradisi, dimana permainan ceki dimainkan saat adanya kegiatan masyarakat. multiplayer online games adalah salah satu cara untuk mengenalkan dan mengembangkan games tradisional menjadi lebih menarik untuk dimainkan. Permasalahan yang sering dihadapi untuk mengembangkan multiplayer online game diantaranya adalah permasalahan latency yang berbeda dari masing-masing pemain sehingga bisa mengganggu permainan dari pemain lain yang memiliki latency lebih baik. Pada penelitian ini akan dibangun real time multiplayer online game untuk memainkan permainan tradisional ceki. membahas bagaimana aturan-aturan dari permainan tradisional ceki yang didapat dari aturan permainan masyarakat Bali akan diterapkan pada game engine dari multiplayer online game, bagaimana implementasi arsitektur multiplayer online game pada web-browser yang berbasis client-server dan peer to peer. Fokus dari penelitian ini adalah pada performansi dari penggunaan websocket dan webRTC terhadap latency dan penggunaan bandwidth untuk sinkronisasi data yang mendukung real time multiplayer online game berbasis peer to peer. Hasil yang didapatkan dari penelitian ini dilihat rata-rata latency yang dibutuhkan untuk sinkronisasi data antara websocket dibandingkan dengan webRTC sangat signifikan. Jumlah pemain tidak berpengaruh pada latency baik pada websocket maupun webRTC.


Author(s):  
A. Hakam ◽  
J.T. Gau ◽  
M.L. Grove ◽  
B.A. Evans ◽  
M. Shuman ◽  
...  

Prostate adenocarcinoma is the most common malignant tumor of men in the United States and is the third leading cause of death in men. Despite attempts at early detection, there will be 244,000 new cases and 44,000 deaths from the disease in the United States in 1995. Therapeutic progress against this disease is hindered by an incomplete understanding of prostate epithelial cell biology, the availability of human tissues for in vitro experimentation, slow dissemination of information between prostate cancer research teams and the increasing pressure to “ stretch” research dollars at the same time staff reductions are occurring.To meet these challenges, we have used the correlative microscopy (CM) and client/server (C/S) computing to increase productivity while decreasing costs. Critical elements of our program are as follows:1) Establishing the Western Pennsylvania Genitourinary (GU) Tissue Bank which includes >100 prostates from patients with prostate adenocarcinoma as well as >20 normal prostates from transplant organ donors.


2010 ◽  
Author(s):  
Andrea Gaggioli ◽  
Alessandra Gorini ◽  
Giuseppe Riva

1995 ◽  
Vol 34 (03) ◽  
pp. 289-296 ◽  
Author(s):  
B. H. Sielaff ◽  
D. P. Connelly ◽  
K. E. Willard

Abstract:The development of an innovative clinical decision-support project such as the University of Minnesota’s Clinical Workstation initiative mandates the use of modern client-server network architectures. Preexisting conventional laboratory information systems (LIS) cannot be quickly replaced with client-server equivalents because of the cost and relative unavailability of such systems. Thus, embedding strategies that effectively integrate legacy information systems are needed. Our strategy led to the adoption of a multi-layered connection architecture that provides a data feed from our existing LIS to a new network-based relational database management system. By careful design, we maximize the use of open standards in our layered connection structure to provide data, requisition, or event messaging in several formats. Each layer is optimized to provide needed services to existing hospital clients and is well positioned to support future hospital network clients.


10.32698/0772 ◽  
2019 ◽  
Vol 2 (2) ◽  
pp. 113
Author(s):  
Eryzal Novrialdy ◽  
Herman Nirwana ◽  
Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very helpful for its development. On the other hand, many adolescents are trapped in the problem of technology addiction. Adolescents are the most age group who experience problems with the use of technology, including online games. Online game addiction is the loss of control over the use of online games, which makes other daily activities are disrupted. Online game addiction in adolescents have an impact on several aspects of life, such as health aspects, psychological aspects, academic aspects, social aspects, and financial aspects. Lack of understanding about the risks of online game addiction can get adolescent stuck in online game addiction. This research aims to describe high school students understanding about the risks of online game addiction. The sample consisted of 255 high school students selected by proportional random sampling technique. Data was collected using a scale measuring understanding of the risks of online game addiction. Data analysis used a quantitative approach with descriptive methods. The results showed that high school students understanding about the risks of online game addiction was included in the moderate category with an average score of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to improve high school students understanding of the risks of online game addiction.


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