Observing and Improving the Reliability of Internet Last-Mile Links
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Synthesis of Txdot Uses of Real-Time Commercial Traffic Data
Technical Report Documentation Page 1. Report No. 2. Government Accession No. 3. Recipient's Catalog No. FHWA/TX-12/0-6659-1 4. Title and Subtitle 5. Report Date SYNTHESIS OF TXDOT USES OF REAL-TIME September 2011 COMMERCIAL TRAFFIC DATA Published: January 2012 6. Performing Organization Code 7. Author(s) 8. Performing Organization Report No. Dan Middleton, Rajat Rajbhandari, Robert Brydia, Praprut Report 0-6659-1 Songchitruksa, Edgar Kraus, Salvador Hernandez, Kelvin Cheu, Vichika Iragavarapu, and Shawn Turner 9. Performing Organization Name and Address 10. Work Unit No. (TRAIS) Texas Transportation Institute The Texas A&M University System 11. Contract or Grant No. College Station, Texas 77843-3135 Project 0-6659 12. Sponsoring Agency Name and Address 13. Type of Report and Period Covered Texas Department of Transportation Technical Report: Research and Technology Implementation Office September 2010–August 2011 P. O. Box 5080 14. Sponsoring Agency Code Austin, Texas 78763-5080 15. Supplementary Notes Project performed in cooperation with the Texas Department of Transportation and the Federal Highway Administration. Project Title: Synthesis of TxDOT Uses of Real-Time Commercial Traffic Routing Data URL: http://tti.tamu.edu/documents/0-6659-1.pdf 16. Abstract Traditionally, the Texas Department of Transportation (TxDOT) and its districts have collected traffic operations data through a system of fixed-location traffic sensors, supplemented with probe vehicles using transponders where such tags are already being used primarily for tolling purposes and where their numbers are sufficient. In recent years, private providers of traffic data have entered the scene, offering traveler information such as speeds, travel time, delay, and incident information. -
Magazine.Odroid.Com, Is Your Source for All Things Odroidian
Volumio 2 • Android ADB Debug • Android navigation using IR remote Year Four Issue #41 May 2017 ODROIDMagazine Repurpose your WithN64 the power of ODROID A complete walkthrough allowing you to use the classic Nintendo console case with your favorite board Offering Exploring Native RS485 ODROID-C2 communication Support on C1+ and C2 What we stand for. We strive to symbolize the edge of technology, future, youth, humanity, and engineering. Our philosophy is based on Developers. And our efforts to keep close relationships with developers around the world. For that, you can always count on having the quality and sophistication that is the hallmark of our products. Simple, modern and distinctive. So you can have the best to accomplish everything you can dream of. We are now shipping the ODROID-C2 and ODROID-XU4 devices to EU countries! Come and visit our online store to shop! Address: Max-Pollin-Straße 1 85104 Pförring Germany Telephone & Fax phone: +49 (0) 8403 / 920-920 email: [email protected] Our ODROID products can be found at http://bit.ly/1tXPXwe EDITORIAL o you have an old Nintendo or other gaming console that doesn’t work anymore? Don’t throw it away! You can re- Dfurbish it with an ODROID-XU4 running ODROID GameS- tation Turbo, RetroPie or Lakka and turn it into a multi-platform emulator station that can play thousands of different console games. Our main feature this month details how to fit everything into an N64 shell, breathing new life into an old dusty console case. ODROIDs are extremely versatile, and can be used for music playback, as de- scribed in our Volumio 2 article, developing Android apps, as Nanik demonstrates in his ar- ticle on the Android Debug Bridge, and process control, as shown by Charles and Neal in their discussion of the RS485 communication protocol. -
Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship
Brigham Young University BYU ScholarsArchive Theses and Dissertations 2008-03-28 Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R. Clark Brigham Young University - Provo Follow this and additional works at: https://scholarsarchive.byu.edu/etd Part of the Communication Commons BYU ScholarsArchive Citation Clark, Bradley R., "Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship" (2008). Theses and Dissertations. 1350. https://scholarsarchive.byu.edu/etd/1350 This Thesis is brought to you for free and open access by BYU ScholarsArchive. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of BYU ScholarsArchive. For more information, please contact [email protected], [email protected]. Using the ZMET Method 1 Running head: USING THE ZMET METHOD TO UNDERSTAND MEANINGS Using the ZMET Method to Understand Individual Meanings Created by Video Game Players Through the Player-Super Mario Avatar Relationship Bradley R Clark A project submitted to the faculty of Brigham Young University in partial fulfillment of the requirements for the degree of Master of Arts Department of Communications Brigham Young University April 2008 Using the ZMET Method 2 Copyright © 2008 Bradley R Clark All Rights Reserved Using the ZMET Method 3 Using the ZMET Method 4 BRIGHAM YOUNG UNIVERSITY GRADUATE COMMITTEE APPROVAL of a project submitted by Bradley R Clark This project has been read by each member of the following graduate committee and by majority vote has been found to be satisfactory. -
Network Aesthetics
Network Aesthetics Network Aesthetics Patrick Jagoda The University of Chicago Press Chicago and London Patrick Jagoda is assistant professor of English at the University of Chicago and a coeditor of Critical Inquiry. The University of Chicago Press, Chicago 60637 The University of Chicago Press, Ltd., London © 2016 by The University of Chicago All rights reserved. Published 2016. Printed in the United States of America 25 24 23 22 21 20 19 18 17 16 1 2 3 4 5 ISBN- 13: 978- 0- 226- 34648- 9 (cloth) ISBN- 13: 978- 0- 226- 34651- 9 (paper) ISBN- 13: 978- 0- 226- 34665- 6 (e- book) DOI: 10.7208/chicago/9780226346656.001.0001 The University of Chicago Press gratefully acknowledges the generous support of the Division of the Humanities at the University of Chicago toward the publication of this book. Library of Congress Cataloging-in-Publication Data Jagoda, Patrick, author. Network aesthetics / Patrick Jagoda. pages cm Includes bibliographical references and index. ISBN 978- 0- 226- 34648- 9 (cloth : alkaline paper) ISBN 978- 0- 226- 34651- 9 (paperback : alkaline paper) ISBN 978- 0- 226- 34665- 6 (e- book) 1. Arts—Philosophy. 2. Aesthetics. 3. Cognitive science. I. Title. BH39.J34 2016 302.23'1—dc23 2015035274 ♾ This paper meets the requirements of ANSI/NISO Z39.48- 1992 (Permanence of Paper). This book is dedicated to an assemblage of friends—including the late-night conversational, the lifelong, and the social media varieties— to whom I am grateful for inspiration and discussion, collaboration and argument, shared meals and intellectual support. Whenever I undertake the difficult task of thinking through and beyond network form, I constellate you in my imagination. -
Monopoly the Legend of Zelda Collectors Edition Pdf, Epub, Ebook
MONOPOLY THE LEGEND OF ZELDA COLLECTORS EDITION PDF, EPUB, EBOOK none | none | 01 Sep 2014 | Usaopoly Inc | 9781223078526 | English | none Monopoly the Legend of Zelda Collectors Edition PDF Book In Australia, the game was available as a bonus for purchasing two of six select games. This wiki. This site is a part of Fandom, Inc. The games included on the disc are not actually ported in the traditional sense of the term, but rather the slightly altered ROMs Read-only memory of the original games running via emulators; this has been proven by the ROM dumping community, who have been able to extract authentic ROMs of all these games from the disc, and they can even be booted on their original consoles with a copier or flash cart depending on the console. Views View View source History. While this image is being removed from memory as the menu is closed, the game also freezes for a short time. The Legend of Zelda series. Delivery times may vary, especially during peak periods. Main Series Spin-Off Other. Shipping and handling. Four Swords Adventures. Get the item you ordered or get your money back. Taxes may be applicable at checkout. Be the first to review this product. See all. Payment methods. Similar problems have been reported to exist in the emulated version of Ocarina of Time , including lack of lens flares when looking at the sun. Any international shipping is paid in part to Pitney Bowes Inc. We're sorry, but something went wrong on our end and this product is sold out right now. -
Analysis of Innovation in the Video Game Industry
Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field. -
A Distributed Spatial Index for Error-Prone Wireless Data Broadcast
Noname manuscript No. (will be inserted by the editor) A Distributed Spatial Index for Error-Prone Wireless Data Broadcast Baihua Zheng1, Wang-Chien Lee2, Ken C. K. Lee2, Dik Lun Lee3, Min Shao2 1 Singapore Management University, Singapore. [email protected] 2 Pennsylvania State University, USA. {wlee,cklee,mshao}@cse.psu.edu 3 The Hong Kong University of Science and Technology, Hong Kong. [email protected] Abstract Information is valuable to users when it is technologies can be classified into two basic approaches: available not only at the right time but also at the right on-demand access and periodic broadcast. On-demand place. To support efficient location-based data access access employs a pull-based approach where a mobile in wireless data broadcast systems, a distributed spa- client initiates a query to the server which in turn pro- tial index (called DSI ) is presented in this paper. DSI cesses the query and returns the result to the client over is highly efficient because it has a linear yet fully dis- a point-to-point channel. On-demand access is suitable tributed structure that naturally shares links in differ- for lightly loaded systems in which wireless channels and ent search paths. DSI is very resilient to the error-prone server processing capacity is not severely contended. wireless communication environment because interrupted search operations based on DSI can be resumed eas- On the other hand, periodic broadcast requires the ily. It supports search algorithms for classical location- server to proactively push data to the clients over a ded- based queries such as window queries and kNN queries icated broadcast channel. -
Thesis Template
Sami Gharbi THE ARTIFICIAL SCARCITY AND PRESERVATION OF VIDEO GAMES AS DIGITAL GOODS Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Sami Gharbi Bachelor of Culture March 2021 and Arts Thesis title 34 pages The Artificial Scarcity and Preservation of Video Games as 4 pages of appendices Digital Goods Commissioned by N/A Supervisor Suvi Pylvänen Abstract The goal of this thesis was to discuss the way digitally distributed games are kept available as cultural heritage. Digital distribution has become an increasingly popular way of dispatching games, but it makes game preservation more challenging. Digital distribution platforms and online games shut down over time, leaving nothing behind if not properly preserved. A literature review was used to research the history of digital distribution games through several decades. The evolution of these services was examined in order to present advantages, drawbacks and reoccurring patterns. A survey was done in order to gauge current opinions on the digital gaming market. A small sample of young adults with an interest in gaming were asked about their use of digital games and digital distribution services. Case studies on game preservation were conducted, analysing cases of digital games being lost and preserved. This was done in order to bring light to game preservation techniques. The research was successful in summarizing the various facets of digital distribution and its impact of game preservation and bringing awareness to its issues. The conclusion lists potential solutions to help keep digitally distributed games playable in the future. Keywords artificial scarcity, digital distribution, game preservation, research CONTENTS GLOSSARY ........................................................................................................................ -
ZSNES V1.51 Documentation
ZSNES v1.51 Documentation ================================ N a v i g a t i o n ================================ * Index [Index.txt] * Readme [Readme.txt] * GUI [GUI.txt] * Netplay [Netplay.txt] * Advanced Usage [Advanced.txt] * Games [Games.txt] 1. ROMs 2. Compatibility 3. Special-Chip Games 4. Special Cartridges - BS-X (Satellaview) - Super Gameboy 5. Individual Game Issues 6. Games Supported by ManyMouse 7. Multiplayer List * FAQ [FAQ.txt] - - - - - - - - - - - - - - - - - - * Getting Support [Support.txt] * History [History.txt] * About [About.txt] * License [License.txt] - - - - - - - - - - - - - - - - - - * NSRT Guide: [http://zsnes-docs.sf.net/nsrt] * ZSNES Home Page: [ZSNES.com] ================================================================================ ~ G a m e s ================================================================================ ............................................................ 1. ROMS ............................................................ ** ROMs are not included with ZSNES!!! ** You must find them on your own. Please read Wikipedia's article on ROM Images for a general overview. [http://en.wikipedia.org/wiki/ROM_image] In relation to SNES emulation, a "ROM image" is a computer file which is an exact copy of the data that is contained in a 'R'ead 'O'nly 'M'emory chip inside a game cartridge. This file contains the same data that a real SNES console reads from the game cartridge. An SNES emulator loads this ROM into its own memory, very much like how a real SNES operates. A problem appears when you have a ROM image that is not an exact copy of the data on a real SNES cartridge. Many of the ROMs available for download on the Internet are not in fact exact copies of real SNES games. There are a variety of reasons why a ROM that appears to be a real game is not an exact copy of the cartridge data. -
(Tdt) Para Nicaragua
UNIVERSIDAD NACIONAL DE INGENIERÍA FACULTAD DE ELECTROTECNIA Y COMPUTACIÓN DEPARTAMENTO DE INGENIERÍA ELECTRÓNICA TRABAJO MONOGRÁFICO PARA OPTAR AL TÍTULO DE INGENIERO ELECTRÓNICO PROPUESTA DEL ESTÁNDAR DE TELEVISIÓN DIGITAL TERRESTRE (TDT) PARA NICARAGUA Autores: Br. Julio Osmar Lazo Chavarría Br. Lesbia del Carmen Reyes Abarca Carrera de Ingeniería Electrónica Universidad Nacional de Ingeniería Tutor: Managua, Nicaragua M.Sc. Marlon Salvador Ramírez Membreño Noviembre, 2015 Resumen Este documento presenta un estudio técnico comparativo sobre los estándares de Televisión Digital Terrestre (TDT), disponibles actualmente en el mercado internacional. Asimismo, se describen las ventajas y desventajas de estos estándares con el fin de determinar cuál de ellos, es factible implementar en Nicaragua. La información encontrada a través de un proceso de investigación y que se brinda al lector en este informe, refleja los avances que ha tenido la televisión digital desde sus inicios hasta la actualidad. Dichos avances evidencian que la mayoría de los países latinoamericanos han logrado definir el estándar TDT que implementará en estos países. Caso contrario, a lo que ocurre en Nicaragua, donde sobre esta temática se ha avanzado muy poco, por tanto, no se ha definido el estándar TDT que se utilizará para dar un salto significativo de la televisión analógica a la televisión digital. En tal sentido, este estudio titulado: “Propuesta del Estándar de Televisión Digital TDT para Nicaragua”, tiene como propósito presentar una alternativa de solución a la carencia de la Televisión Digital Terrestre TDT en el país, ajustada a nuestra realidad socio-económica, a partir del análisis y comparación de la información obtenida sobre los estándares de TDT, utilizados en los países de América Latina y el mundo. -
The Golden Age of Video Games
The Golden' Age~ of Video Games • • • • • • • • • • • • • • • • • • • • • • • • The Birth of a Multi-Billion Dollar Industry The Golden Age of Video Games • • • • • • • • • • • • • • • • • • • • • • • • The Birth of a Multi-Billion Dollar Industry Roberto Dillon • • • • • • • • • • • • • • • • • • • • • • • • • • • • CRC Press c91 Taylor & Francis Group 0 Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business AN A K PETERS BOOK • • • • • • • • • • • • • • • • • • • • • • • • • • • • • A K Peters/CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2011 by Taylor and Francis Group, LLC A K Peters/CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed in the United States of America on acid-free paper 10 9 8 7 6 5 4 3 2 1 International Standard Book Number-13: 978-1-4398-7323-6 (pbk.) This book contains information obtained from authentic and highly regarded sources. Reprinted material is quoted with permission, and sources are indicated. A wide variety of references are liste1. Reasonable efforts have been made to publish reliable data and information, but the author and the publisher cannot assume responsibility for the validity of ail materials or for the consequences of their use. No part ofthis book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopy ing, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www. -
Annual Report 2011
ANNUAL REPORT 2011 ANNUAL REPORT 2011 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 H2_p01 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p02_p03 ア ニュア ル レ ポ ート 2011 p04_p05 ア ニュア ル レ ポ ート 2011 p04_p05 アニュアルレポート 2011 p06_p07 アニュアルレポート 2011 p06_p07 ア ニュア ル レ ポ ート 2011 p08_p09 Message from the President Since the launch of the Nintendo Entertainment System more than a quarter of a century ago, Nintendo has been offering the world unique and original entertainment products under the development concept of hardware and software integration. Among the few global Japanese home entertainment companies, Nintendo truly represents video game culture, and it is a well-known brand throughout the world. Our basic strategy is the expansion of the gaming population, which is to encourage as many people in the world as possible, regardless of age, gender or gaming experience, to embrace and enjoy playing video games. In 2004, Nintendo launched a handheld game device called Nintendo DS with dual screens including one touch screen, and has been expanding the diversity of consumers who enjoy video games by releasing applicable software titles in a range of genres that went beyond the then-current definition of games. In addition, Nintendo launched a home console game system called Wii in 2006, which lowered the threshold for people to play games by providing more intuitive gaming experiences with motion controllers. Nintendo offers home entertainment that enables family members and friends to have fun together in their living room and continuously strives to create an environment where everybody can enjoy video games.