Session 3 15

Total Page:16

File Type:pdf, Size:1020Kb

Session 3 15 Proceedings of CGAMES’2006 8th International Conference on Computer Games: Artificial Intelligence and Mobile Systems 24-27 July 2006 Hosted by Galt House Hotel Louisville, Kentucky, USA Organised by University of Wolverhampton in association with University of Louisville and IEEE Computer Society Society for Modelling and Simulation (SCS-Europe) Institution of Electrical Engineers (IEE) British Computer Society (BCS) Digital Games Research Association (DiGRA) International Journal of Intelligent Games and Simulation (IJIGS) Edited by: Quasim Mehdi Guest Editor: Adel Elmaghraby Published by The University of Wolverhampton School of Computing and Information Technology Printed in Wolverhampton, UK ©2006 The University of Wolverhampton Responsibility for the accuracy of all material appearing in the papers is the responsibility of the authors alone. Statements are not necessarily endorsed by the University of Wolverhampton, members of the Programme Committee or associated organisations. Permission is granted to photocopy the abstracts and other portions of this publication for personal use and for the use of students providing that credit is given to the conference and publication. Permission does not extend to other types of reproduction nor to copying for use in any profit-making purposes. Other publications are encouraged to include 300-500 word abstracts or excerpts from any paper, provided credits are given to the author, conference and publication. For permission to publish a complete paper contact Quasim Mehdi, SCIT, University of Wolverhampton, Wulfruna Street, Wolverhampton, WV1 1SB, UK, [email protected]. All author contact information in these Proceedings is covered by the European Privacy Law and may not be used in any form, written or electronic without the explicit written permission of the author and/or the publisher. Published by The University of Wolverhampton, School of Computing and Information Technology ISBN 0-9549016-1-4 2 Contents Programme Committee 4 Preface 5 Proceedings 6 Session 2 Keynote Presentation 7 Session 3 15 Session 4 34 Session 5 50 Session 6 63 Session 7 85 Session 8 96 Author Index 108 3 Programme Committee General Conference Chair General Programme Chair Quasim Mehdi Adel Elmaghraby School of Computing & Information Computer Engineering and Computer Technology Science University of Louisville University of Wolverhampton, UK Louisville, KY 40292, USA Local Chair Conference Organisers Dennis E. Jacobi and Donald Anderson, Intellas Corporation, Lousville International Programme Committee Don Anderson Professor David Kaufman, Simon Fraser Intellas Group LLC, Quantum Int.Corp., USA University, Canada Dr Daniel Livingstone Professor David Al-Dabbass University of Paisley, UK Nottingham-Trent University, UK Professor Ian Marshall Professor Marc Cavazza University of Coventry, UK University of Teesside, UK Dr Stephen McGlinchy Dr Darryl Charles University of Paisley, UK University of Ulster, UK Professor Stephane Natkin Professor Ratan Kumar Guha CNAM Paris, France Central Florida University, USA Professor Yoshihiro Okada University of Bradford, UK Kyushu University, Fukuoka, Japan Dr Johannes Fuernkranz Professor Mark Overmars (Utrecht University, Technical University of Darmstadt, FRG The Netherlands) Dr John Funge (iKuni Inc, Palo Alto, USA) Professor Leon Rothkrantz University of Delft, Netherlands Dr Julian Gold, Microsoft Research Centre, Cambridge, UK Dr. Pieter Spronck University of Maastricht, Belgium Dr Stefan Grunvogel NOMADS Lab, Cologne, FRG Dr Ian Wright iKuni Inc, Palo Alto, USA 4 Preface The Programme Committee is very pleased to welcome all delegates to the 8th International Conference on Computer Games, CGAMES 06 USA. CGAMES is part of Game-On® International Conference of Wolverhampton University, UK. We have the privilege to bring the conference for the second time to the Louisville, Kentucky. The 7th event was held in CNBDI-Angouleme, France which was a huge success and well participated. Our 9th International conference: Artificial Intelligence, Animation, Mobile Systems, Educational and Serious Games, will be hosted by the Dublin Institute of Technology, Dublin, Ireland, 22nd-24th November 2006. The theme has been chosen to reflect the major changes in the way in which games are developed and played. We are very proud to announce that the conference has successfully maintained its links with its sponsors: the IEEE Computer Society, British Computer Society, Digital Games Research Association (DiGRA), and the Society for Modelling and Simulation (SCS) who where the first sponsors of the conference, we are thankful to them for their help and support. The conference will endeavour to help the new researchers and MSc/MPhil/PhD research students to present their work to their peers and experts in the field in order to improve the quality of their work in this exciting subject area. The quality of submitted papers has been maintained at a high standard by having them reviewed by our reviewers who have been delighted with the work produced by the authors. Our special thanks go to the reviewers who have been most diligent in their task by providing detailed and useful feedback to authors. The best papers will be reviewed for possible inclusion in the International Journal of Intelligent Games & Simulation (IJIGS). This conference has flourished by the hard work put in by our colleagues in Louisville. Our big thanks and appreciation go to their generosity and time and effort to help organise this conference and provide valuable support. We particularly wish to thank the General Programme Chair, Professor Adel Elmaghraby; University of Louisville and colleagues at the Intellas Corporation, Don Anderson and Dennis Jacobi. We would also like to thank the School of Computing & Information Technology, University of Wolverhampton, UK, especially the Dean Professor Rob Moreton for his endless support. We trust that you will all enjoy your stay in Louisville and benefit from this conference by making new contacts for future mutual collaboration. Quasim Mehdi, General Conference Chair University of Wolverhampton, July 2006 5 Proceedings 6 Session 2 Keynote Presentation 7 GAMING IN CONTEXT: THE SOCIAL, CULTURAL AND EDUCATIONAL RELEVANCE OF COMPUTER GAMING Don Anderson Intellas Group, LLC, 15424 Beckley Hills Drive, Louisville, KY 40245 USA (502) 254-1601 [email protected] Keywords Background Games, war games, educational games, multi-player games, role-playing. Gaming had remained relatively unchanged throughout most of the course of human Abstract history. Games have been with us since ancient and possibly even prehistoric times. Myopia is a common affliction among those The majority of these games involved two involved in technology. Simply put it is players pitting their skills in a variety of failing to see the forest because of the trees. games of strategy. In the Ancient Near East As technologists and creators of computer these included such games as Marcala, games and computer gaming platforms, it is Seega, Senet and Quirkat. In India the easy to become too narrowly focused on ancient predecessor of Chess was born. In specific technical issues that apply to our China such games as Go and Mah Jongg work. This is not to say that these issues are appeared. In Ancient Rome in addition to not important and need to be addressed in some of the aforementioned Near Eastern order for the quality and capabilities of games, there were Tali, Tesserae (a dice computer games to increase, but rather that game), Duodecum Scripta (Twelve Lines), we can not afford to lose the perspective of Tabula (a backgammon predecessor), and the context in which they exist and operate. Latrunculi. Computer games and game technology are Most of these games were two dimensional profoundly influencing the world around us and involved strategy of mind on mind in both obvious and subtle ways. Modern between two players. A few functioned as cultures and societies are faced with the group gambling games, but were still most rapid rate of change in the course of essentially two dimensional. This gaming human history. Change in itself is neither methodology continued for several positive nor negative. Rather it is how we thousand years with no essential changes frame and direct this change that adds the until the modern era. element of whether or not a particular change or element of change is positive or In a previous study for a United States Air negative. This paper will attempt to take a Force project our team identified three snapshot of computer games from this generations of war games, which can also larger context and demonstrate how they be applied to games as a whole. In fact a are becoming an important and integral part fourth generation could be added to the of the world around us. original three to define the emergence of 8 multi-dimensional games over the course of achieving of specific objectives or goals in the last ten years. See Figure 1. the game scenario. GENERATION FOCUS SCOPE In the mid 1970’s another phenomena First Strategy Mind on mind occurred that would impact the course of gaming and the advent of the computer Second Attrition Force on force gaming industry. Gary Gygax and Rob Kuntz introduced the first set of rules for a Third Effects System on system new fantasy role-playing system, “Dungeons & Dragons,” and founded TSR Fourth ? Interaction Multi- /integration ? dimensional? Games. Role-playing introduced a system in which any reasonable number of players could enter the game. Play could be set for Figure1. Game generations short periods of time all the way up to campaigns that could go on for days, After several thousand years of first months or even years. Success or victory generation games, the second generation was redefined in contrast to the typical was born through the medium of a new board game in which one player emerged generation of board war games that more victorious. In Dungeons & Dragons success accurately modeled conditions on the or victory is judged on a more individual battlefield through the depiction of military level, but also by a particular group to units as individual game counters with which the player has affiliated him/herself.
Recommended publications
  • A Topology-Adaptive Overlay Framework. (Under the Direction of Dr
    ABSTRACT KANDEKAR, KUNAL. TAO: A Topology-Adaptive Overlay Framework. (Under the direction of Dr. Khaled Harfoush.) Large-scale distributed systems rely on constructing overlay networks in which nodes communicate with each other through intermediate overlay neighbors. Organizing nodes in the overlay while preserving its congruence with the underlying IP topology (the underlay) is important to reduce the communication cost between nodes. In this thesis, we study the state- of-the-art approaches to match the overlay and underlay topologies and pinpoint their limitations in Internet-like setups. We also introduce a new Topology-Adaptive Overlay organization framework, TAO, which is scalable, accurate and lightweight. As opposed to earlier approaches, TAO compiles information resulting from traceroute packets to a small number of landmarks, and clusters nodes based on (1) the number of shared hops on their path towards the landmarks, and (2) their proximity to the landmarks. TAO is also highly flexible and can complement all existing structured and unstructured distributed systems. Our experimental results, based on actual Internet data, reveal that with only five landmarks, TAO identifies the closest node to any node with 85% - 90% accuracy and returns nodes that on average are within 1 millisecond from the closest node if the latter is missed. As a result, TAO overlays enjoy very low stretch (between 1.15 and 1.25). Our results also indicate that shortest-path routing on TAO overlays result in shorter end-to-end delays than direct underlay delays in 8-10% of the overlay paths. TAO: A Topology-Adaptive Overlay Framework by Kunal Kandekar A thesis submitted to the Graduate Faculty of North Carolina State University in partial fulfillment of the requirements for the Degree of Master of Science Computer Science Raleigh 2006 Approved by: _______________________________ _______________________________ Dr.
    [Show full text]
  • Nuclear Data
    CNIC-00810 CNDC-0013 INDC(CPR)-031/L NUCLEAR DATA No. 10 (1993) China Nuclear Information Center Chinese Nuclear Data Center Atomic Energy Press CNIC-00810 CNDC-0013 INDC(CPR)-031/L COMMUNICATION OF NUCLEAR DATA PROGRESS No. 10 (1993) Chinese Nuclear Data Center China Nuclear Information Centre Atomic Energy Press Beijing, December 1993 EDITORIAL BOARD Editor-in-Chief Liu Tingjin Zhuang Youxiang Member Cai Chonghai Cai Dunjiu Chen Zhenpeng Huang Houkun Liu Tingjin Ma Gonggui Shen Qingbiao Tang Guoyou Tang Hongqing Wang Yansen Wang Yaoqing Zhang Jingshang Zhang Xianqing Zhuang Youxiang Editorial Department Li Manli Sun Naihong Li Shuzhen EDITORIAL NOTE This is the tenth issue of Communication of Nuclear Data Progress (CNDP), in which the achievements in nuclear data field since the last year in China are carried. It includes the measurements of 54Fe(d,a), 56Fe(d,2n), 58Ni(d,a), (d,an), (d,x)57Ni, 182~ 184W(d,2n), 186W(d,p), (d,2n) and S8Ni(n,a) reactions; theoretical calculations on n+160 and ,97Au, 10B(n,n) and (n,n') reac­ tions, channel theory of fission with diffusive dynamics; the evaluations of in­ termediate energy nuclear data for 56Fe, 63Cu, 65Cu(p,n) monitor reactions, and of 180Hf, ,8lTa(n,2n) reactions, revision on recommended data of 235U and 238U for CENDL-2; fission barrier parameters sublibrary, a PC software of EXFOR compilation, some reports on atomic and molecular data and covariance research. We hope that our readers and colleagues will not spare their comments, in order to improve the publication. Please write to Drs.
    [Show full text]
  • The Atomic Simulation Environment - a Python Library for Working with Atoms
    Downloaded from orbit.dtu.dk on: Sep 28, 2021 The Atomic Simulation Environment - A Python library for working with atoms Larsen, Ask Hjorth; Mortensen, Jens Jørgen; Blomqvist, Jakob; Castelli, Ivano Eligio; Christensen, Rune; Dulak, Marcin; Friis, Jesper; Groves, Michael; Hammer, Bjørk; Hargus, Cory Total number of authors: 34 Published in: Journal of Physics: Condensed Matter Link to article, DOI: 10.1088/1361-648X/aa680e Publication date: 2017 Document Version Peer reviewed version Link back to DTU Orbit Citation (APA): Larsen, A. H., Mortensen, J. J., Blomqvist, J., Castelli, I. E., Christensen, R., Dulak, M., Friis, J., Groves, M., Hammer, B., Hargus, C., Hermes, E., C. Jennings, P., Jensen, P. B., Kermode, J., Kitchin, J., Kolsbjerg, E., Kubal, J., Kaasbjerg, K., Lysgaard, S., ... Jacobsen, K. W. (2017). The Atomic Simulation Environment - A Python library for working with atoms. Journal of Physics: Condensed Matter, 29, [273002]. https://doi.org/10.1088/1361-648X/aa680e General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. Users may download and print one copy of any publication from the public portal for the purpose of private study or research. You may not further distribute the material or use it for any profit-making activity or commercial gain You may freely distribute the URL identifying the publication in the public portal If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim.
    [Show full text]
  • Metadefender Core V4.13.1
    MetaDefender Core v4.13.1 © 2018 OPSWAT, Inc. All rights reserved. OPSWAT®, MetadefenderTM and the OPSWAT logo are trademarks of OPSWAT, Inc. All other trademarks, trade names, service marks, service names, and images mentioned and/or used herein belong to their respective owners. Table of Contents About This Guide 13 Key Features of Metadefender Core 14 1. Quick Start with Metadefender Core 15 1.1. Installation 15 Operating system invariant initial steps 15 Basic setup 16 1.1.1. Configuration wizard 16 1.2. License Activation 21 1.3. Scan Files with Metadefender Core 21 2. Installing or Upgrading Metadefender Core 22 2.1. Recommended System Requirements 22 System Requirements For Server 22 Browser Requirements for the Metadefender Core Management Console 24 2.2. Installing Metadefender 25 Installation 25 Installation notes 25 2.2.1. Installing Metadefender Core using command line 26 2.2.2. Installing Metadefender Core using the Install Wizard 27 2.3. Upgrading MetaDefender Core 27 Upgrading from MetaDefender Core 3.x 27 Upgrading from MetaDefender Core 4.x 28 2.4. Metadefender Core Licensing 28 2.4.1. Activating Metadefender Licenses 28 2.4.2. Checking Your Metadefender Core License 35 2.5. Performance and Load Estimation 36 What to know before reading the results: Some factors that affect performance 36 How test results are calculated 37 Test Reports 37 Performance Report - Multi-Scanning On Linux 37 Performance Report - Multi-Scanning On Windows 41 2.6. Special installation options 46 Use RAMDISK for the tempdirectory 46 3. Configuring Metadefender Core 50 3.1. Management Console 50 3.2.
    [Show full text]
  • Zurück in Die 80Er
    TITEL Spiele-Emulatoren Alte Games auf neuer Hardware Zurück in die 80er Tim Schürmann, Schwelgen Sie mit uns in Erinnerungen: Mit den vorgestellten Software-Emulatoren spielen Hans-Georg Eßer Sie alte Klassiker unter modernen Linux-Distributionen. Wir stellen ein paar Programme vor, die Computer aus den 1980ern nachahmen. or vielen, vielen Jahren scheuch- ner kleinen Zeitreise steht somit nichts mit der PlayStation aus: Bereits die erste ten Anwender einen Klempner mehr im Weg. Ausgabe von 1994 enthielt ein CD-Lauf- V namens Mario durch eine pixe- werk, und passende Spiele erhalten Sie lige, grüne Landschaft, schossen sich in Anschluss gesucht günstig auf Flohmärkten oder bei Ebay. 2-D-Welten durch Horden von Monstern Zunächst müssen Sie die alten Pro- Videospielkonsolen und Handhelds wie und versuchten, alle gelben Punkte zu gramme, Spiele und Dokumente irgendwie der Game Boy von Nintendo nutzen indi- fressen, bevor das Gespenst um die Ecke auf Ihren aktuellen Computer bringen. Für viduelle Steckmodule, und die Inhalte kam. Die alte Software aus dem vorheri- die bis Mitte der 1990er-Jahre eingesetzten wandern nur mit speziellen, selbst gebas- gen Jahrhundert läuft nicht mehr unter Disketten finden Sie vereinzelt im Handel telten Lesegeräten auf den PC. modernen Linux-Distributionen, und die oder auf Flohmärkten passende Lauf- Wenn Sie einen Computer emulieren einstigen Computer und Videospielkonso- werke. Moderne Rechner bieten allerdings möchten, benötigen Sie außerdem das len sind zudem meist defekt, verkauft keine Anschlüsse mehr dafür. Zudem ver- passende Betriebssystem. In den meisten oder gar entsorgt. wenden die alten Systeme eigene Speich- Heimcomputern aus den 1980er- Glücklicherweise gibt es Emulatoren, erformate.
    [Show full text]
  • Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
    Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers.
    [Show full text]
  • Normas-ML: Supporting the Modeling of Normative Multi-Agent
    49 2019 8 4 ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal. Vol. 8 N. 4 (2019), 49-81 ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal Regular Issue, Vol. 8 N. 4 (2019), 49-81 eISSN: 2255-2863 DOI: http://dx.doi.org/10.14201/ADCAIJ2019844981 NorMAS-ML: Supporting the Modeling of Normative Multi-agent Systems Emmanuel Sávio Silva Freirea, Mariela Inés Cortésb, Robert Marinho da Rocha Júniorb, Enyo José Tavares Gonçalvesc, and Gustavo Augusto Campos de Limab aTeaching Department, Federal Institute of Ceará, Morada Nova, Brazil bComputer Science Department, State University of Ceará, Fortaleza, Brazil cComputer Science Department, Federal University of Ceará, Quixadá, Brazil [email protected], [email protected], [email protected], [email protected], [email protected] KEYWORD ABSTRACT Normative Multi- Context: A normative multi-agent system (NMAS) is composed of agents that their be- agent System; havior is regulated by norms. The modeling of those elements (agents and norms) togeth- Norms; Modeling er at design time can be a good way for a complete understanding of their structure and Language; behavior. Multi-agent system modeling language (MAS-ML) supports the representation NorMAS-ML of NMAS entities, but the support for concepts related to norms is somewhat limited. MAS-ML is founded in taming agents and objects (TAO) framework and has a support tool called the MAS-ML tool. Goal: The present work aims to present a UML-based modeling language called normative multi-agent system (NorMAS-ML) able to model the MAS main entities along with the static normative elements.
    [Show full text]
  • Pipenightdreams Osgcal-Doc Mumudvb Mpg123-Alsa Tbb
    pipenightdreams osgcal-doc mumudvb mpg123-alsa tbb-examples libgammu4-dbg gcc-4.1-doc snort-rules-default davical cutmp3 libevolution5.0-cil aspell-am python-gobject-doc openoffice.org-l10n-mn libc6-xen xserver-xorg trophy-data t38modem pioneers-console libnb-platform10-java libgtkglext1-ruby libboost-wave1.39-dev drgenius bfbtester libchromexvmcpro1 isdnutils-xtools ubuntuone-client openoffice.org2-math openoffice.org-l10n-lt lsb-cxx-ia32 kdeartwork-emoticons-kde4 wmpuzzle trafshow python-plplot lx-gdb link-monitor-applet libscm-dev liblog-agent-logger-perl libccrtp-doc libclass-throwable-perl kde-i18n-csb jack-jconv hamradio-menus coinor-libvol-doc msx-emulator bitbake nabi language-pack-gnome-zh libpaperg popularity-contest xracer-tools xfont-nexus opendrim-lmp-baseserver libvorbisfile-ruby liblinebreak-doc libgfcui-2.0-0c2a-dbg libblacs-mpi-dev dict-freedict-spa-eng blender-ogrexml aspell-da x11-apps openoffice.org-l10n-lv openoffice.org-l10n-nl pnmtopng libodbcinstq1 libhsqldb-java-doc libmono-addins-gui0.2-cil sg3-utils linux-backports-modules-alsa-2.6.31-19-generic yorick-yeti-gsl python-pymssql plasma-widget-cpuload mcpp gpsim-lcd cl-csv libhtml-clean-perl asterisk-dbg apt-dater-dbg libgnome-mag1-dev language-pack-gnome-yo python-crypto svn-autoreleasedeb sugar-terminal-activity mii-diag maria-doc libplexus-component-api-java-doc libhugs-hgl-bundled libchipcard-libgwenhywfar47-plugins libghc6-random-dev freefem3d ezmlm cakephp-scripts aspell-ar ara-byte not+sparc openoffice.org-l10n-nn linux-backports-modules-karmic-generic-pae
    [Show full text]
  • Comparative Analysis of Heuristic Algorithms for Solving Multiextremal Problems
    International Journal on Advances in Systems and Measurements, vol 10 no 1 & 2, year 2017, http://www.iariajournals.org/systems_and_measurements/ 86 Comparative Analysis of Heuristic Algorithms for Solving Multiextremal Problems Rudolf Neydorf, Ivan Chernogorov, Victor Polyakh Dean Vucinic Orkhan Yarakhmedov, Yulia Goncharova Vesalius College Department of Software Computer Technology and Vrije Universiteit Brussel Automated Systems and Department of Scientific- Brussels, Belgium Technical Translation and Professional Communication Don State Technical University Email: [email protected] Rostov-on-Don, Russia Email: [email protected], [email protected], [email protected], [email protected], [email protected] Abstract—In this paper, 3 of the most popular search Many modern practical optimization problems are optimization algorithms are applied to study the multi- inherently complicated by counterpoint criterion extremal problems, which are more extensive and complex requirements of the involved optimized object. The expected than the single-extremal problems. This study has shown that result - the global optimum - for the selected criteria is not only the heuristic algorithms can provide an effective solution always the best solution to consider, because it incorporate to solve the multiextremal problems. Among the large group of many additional criteria and restrictions. It is well known available algorithms, the 3 methods have demonstrated the that such situations arise in the design of complex best performance, which are: (1) particles swarming modelling technological systems when solving transportation and method, (2) evolutionary-genetic extrema selection and (3) logistics problems among many others. In addition, many search technique based on the ant colony method. The objects in their technical and informational nature are prone previous comparison study, where these approaches have been applied to an overall test environment with the multiextremal to multi-extreme property.
    [Show full text]
  • Sun's Chief Open Source Officer +
    RJS | PYTHON | SCGI | OPENOFFICE.ORG | Qt | PHP LINUX JOURNAL ™ METAPROGRAMMING PRIMER LANGUAGES VIEW CODE IN YOUR BROWSER SCGI FOR FASTER Since 1994: The Original Magazine of the Linux Community WEB APPLICATIONS JUNE 2007 | ISSUE 158 OPENOFFICE.ORG RJS EXTENSIONS | Python Validate E-Mail LUA OVERVIEW | SCGI Addresses | OpenOffice.org in PHP | Database Comparison Interview with SUN’S CHIEF OPEN | Qt SOURCE OFFICER | PHP The Object Relational Mapping Quagmire JUNE www.linuxjournal.com USA $5.00 | CAN $6.50 2007 ISSUE 158 U|xaHBEIGy03102ozXv+:' + Qt 4.x Asynchronous Data Access Today, Jack confi gured a switch in London, rebooted servers in Sydney, and watched his team score the winning run in Cincinnati. With Avocent data center management solutions, the world can fi nally revolve around you. Avocent puts secure access and control right at your fi ngertips — from multi-platform servers to network routers, remote data centers to fi eld offi ces. You can manage everything from a single screen, from virtually anywhere. This means you can troubleshoot, reboot or upgrade your data center devices — just as if you were sitting in front of them. Avocent simplifi es your workday. What you do with the extra time is up to you. For information on improving data center performance, visit www.avocent.com/control Avocent, the Avocent logo and The Power of Being There are registered trademarks of Avocent Corporation. All other trademarks or company names are trademarks or registered trademarks of their respective companies. Copyright © 2007 Avocent Corporation. Today_BB2_Linux.indd 1 4/3/07 12:36:29 PM JUNE 2007 CONTENTS Issue 158 COVER STORY 46 Interview with Simon Phipps Why did Sun decide to GPL Java? Glyn Moody FEATURES 50 Programming Python, Part I 70 Christof Wittig and Ted Neward on Find out what the love for Python is about.
    [Show full text]
  • Interactive Multimedia Streams in Distributed Applications Edouard Lamboraya,*, Aaron Zollingera, Oliver G
    ARTICLE IN PRESS Computers & Graphics 27 (2003) 735–745 Technical section Interactive multimedia streams in distributed applications Edouard Lamboraya,*, Aaron Zollingera, Oliver G. Staadtb, Markus Grossa a Computer Science Department, Institute of Scientific Computing, IFW D29.1, ETH-Zentrum, CH-8092 Zurich, Switzerland b Computer Science Department, University of California, Davis, USA Abstract Distributed multimedia applications typically handle two different types of communication: request/reply interaction for control information as well as real-time streaming data. The CORBA Audio/Video Streaming Service provides a promising framework for the efficient development of such applications. In this paper, we discuss the CORBA-based design and implementation of Campus TV, a distributed television studio architecture. We analyze the performance of our test application with respect to different configurations. We especially investigate interaction delays, i.e., the latencies that occur between issuing a CORBA request and receiving the first video frame corresponding to the new mode. Our analysis confirms that the interaction delay can be reasonably bounded for UDP and RTP. In order to provide results which are independent from coding schemes, we do not take into account any media specific compression issues. Hence, our results help to make essential design decisions while developing interactive multimedia applications in general, involving e.g., distributed synthetic image data, or augmented and virtual reality. r 2003 Elsevier Ltd. All rights reserved. Keywords: Distributed systems; Augmented, and virtual realities; Computer conferencing, teleconferencing, and videoconferencing; Performance of systems 1. Introduction This paper analyzes the TAO/ACEframework [3] and its CORBA Audio/Video Streaming Service implementa- Distributed component architectures leverage the tion in the context of dynamically changing real-time development of networked applications since they transmissions [4].
    [Show full text]
  • Arcade Machine Reloaded Build Documentation
    Arcade Machine Build Documentation v5.0 Revision Date: 2011-02-03 Author: Jeremy Riley (AKA Zorro) http://www.flashingblade.net Table of Contents Arcade Machine Reloaded Build Documentation....................................................................5 Introduction.................................................................................................................................5 Windows & MAMEWah Build..............................................................................................................5 MAMEWah Quickstart................................................................................................... 6 Hardware Notes:....................................................................................................... 11 Arcade Monitor Settings.................................................................................................................11 Arcade Keys...............................................................................................................................12 Tuning MAMEWah...................................................................................................... 13 MAME Resolutions.........................................................................................................................13 Using Custom Layouts....................................................................................................................13 Artwork.......................................................................................................................................................................................................................13
    [Show full text]