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Full-Text Articles in Computer Engineering

Gridfields: Model-Driven Data Transformation In The Physical Sciences, Bill Howe Dec 2006

Gridfields: Model-Driven Data Transformation In The Physical Sciences, Bill Howe

Dissertations and Theses

Scientists' ability to generate and store simulation results is outpacing their ability to analyze them via ad hoc programs. We observe that these programs exhibit an algebraic structure that can be used to facilitate reasoning and improve performance. In this dissertation, we present a formal data model that exposes this algebraic structure, then implement the model, evaluate it, and use it to express, optimize, and reason about data transformations in a variety of scientific domains.

Simulation results are defined over a logical grid structure that allows a continuous domain to be represented discretely in the computer. Existing approaches for manipulating …


Efficient Support For Application-Specific Video Adaptation, Jie Huang Oct 2006

Efficient Support For Application-Specific Video Adaptation, Jie Huang

Dissertations and Theses

As video applications become more diverse, video must be adapted in different ways to meet the requirements of different applications when there are insufficient resources. In this dissertation, we address two sorts of requirements that cannot be addressed by existing video adaptation technologies: (i) accommodating large variations in resolution and (ii) collecting video effectively in a multi-hop sensor network. In addition, we also address requirements for implementing video adaptation in a sensor network.

Accommodating large variation in resolution is required by the existence of display devices with widely disparate screen sizes. Existing resolution adaptation technologies usually aim at adapting video …


Analysis Of Relay-Based Cellular Systems, Ansuya Negi Jan 2006

Analysis Of Relay-Based Cellular Systems, Ansuya Negi

Dissertations and Theses

Relays can be used in cellular systems to increase coverage as well as reduce the total power consumed by mobiles in a cell. This latter benefit is particularly useful for mobiles operating on a depleted battery. The relay can be a mobile, a car or any other device with the appropriate communication capabilities. In thesis we analyze the impact of using relays under different situations. We first consider the problem of reducing total power consumed in the system by employing relays intelligently. We find that in a simulated, fully random, mobile cellular network for CDMA (Code Division Multiple Access), significant …


An Agent-Based Model Of Trade With Distance-Based Transaction Cost, Kumar Venkat, Wayne W. Wakeland Jan 2006

An Agent-Based Model Of Trade With Distance-Based Transaction Cost, Kumar Venkat, Wayne W. Wakeland

Systems Science Faculty Publications and Presentations

This paper describes an application of agent-based modeling to investigate the effect of a distance-based transaction cost on trade. Long-distance trade is rapidly increasing, but may ultimately be constrained by our ability to move material goods between sellers and buyers. Unlike information exchange, trade in material goods is dependent on the price of oil and vulnerable to future scarcities of oil. In addition, there are growing concerns about greenhouse gas emissions from long-distance transportation. Our purpose in this study is to take the first step in understanding the impact of a distance constraint on free global trade using a simple …


Addressing Cheating And Workload Characterization In Online Games, Christopher Chambers Jan 2006

Addressing Cheating And Workload Characterization In Online Games, Christopher Chambers

Dissertations and Theses

The Internet has enabled the popular pastime of playing video games to grow rapidly by connecting game players in disparate locations. However, with popularity have come the two challenges of hosting a large number of users and detecting cheating among users. For reasons of control, security, and ease of development, the most popular system for hosting on-line games is the client server architecture. This is also the most expensive and least scalable architecture for the game publisher, which drives hosting costs upwards with the success of the game. In addition to the expense of hosting, as a particular game grows …