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8 Uppsatser om Latency - Sida 1 av 1

Undersökning om spelares uppfattning om latency i realtidsstrategispel

In this study we examine how much Latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study Latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of Latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten

In this study we examine how much Latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study Latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of Latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

OSE och Linux : En studie om prestanda

There are some key elements which distinguish a general operating system, such as Linux, from a Real Time operating system, such as OSE. The later belongs to the category of soft Real Time systems while Linux is a general operating system, with significantly improved real time properties after version 2.6. These improvements make it interesting to compare the two systems.When comparing two operating systems, there are a number of issues which have to be considered. One way to measure the performance of the systems is by studying the time consumption for the same functionality and hardware.During the study, the items that appeared as the most important for the performance of the systems, were: process primitives, system primitives, interprocess communication, context switches and interrupt Latency.This work demonstrates that it is possible and reasonable to do performance testing on two different operating systems. The implemented tests cover a number of basic functionalities, which appeared to be the most crucial ones for the performance of the systems..

Jämförelse av nätverksfilsystemsprotokoll i Windowsmiljö

Detta arbete handlar om nätverksfilsystemsprotokollen SMB/CIFS, SMB2 och NFSv3. Arbetet baseras på artikeln ?A New Network File System is Born: Comparison of SMB2, CIFS, and NFS? som skrivits av Steven M. French på IBM, Samba Team. I den artikeln saknas det prestandatester och därför känns det relevant att göra prestandatester för att få fram vilket protokoll som har högst hastighet med olika filstorlekar i Windowsmiljö.

Synchronous Latency Insensitive Design in FPGA

A design methodology to mitigate timing problems due to long wire delays is proposed. The timing problems are taking care of at architecture level instead of layout level in this design method so that no change is needed when the whole design goes to backend design. Hence design iterations are avoided by using this design methodology. The proposed design method is based on STARI architecture, and a novel initialization mechanism is proposed in this paper. Low frequency global clock is used to synchronize the communication and PLLs are used to provide high frequency working clocks.

KBT och mindfulness i gruppinterventioner för insomni: en randomiserad, kontrollerad studie

There is strong evidence that cognitive-behavioural therapy for insomnia (CBT-I) is effective. The aim of this study was to compare 7 group-sessions of mindfulness-based cognitive therapy for insomnia (MBCT-I) with 3 group-sessions of CBT-I, on sleep measures and sleep related psychological processes, such as pre-sleep arousal, thought control strategies and mindfulness. Participants (N = 44; age 18-66) with long term insomnia were stratified and randomized into waiting list, MBCT-I and CBT-I. Significant improvements were seen in both groups, compared to waiting list, for instance on insomnia severity, sleep Latency and restorative sleep. Small improvements on psychological processes were also found in both groups.

Näraståendes upplevelse av förändringar av pragmatiska aspekter i samtalsinteraktion hos patienter med typisk parkinsonism

The purpose of this study was to examine if atypical Parkinsonism affectsthe pragmatic ability in conversational interaction. 15 persons close to individualswith atypical Parkinsonism answered a questionnaire, "Bedömning av förändring isamtalsinteraktion", estimating experienced change in interactive skills comparedto before the disease. The study also examined if perceived change correlates withdisease duration and if perceived change differs between types of atypicalParkinsonism. The results show that at group level the participants experiencechange in many aspects of conversational interaction, particularly regardingspeech, body communication, response Latency, phrase length, word finding andability to understand. There was no correlation between perceived change anddisease duration.

Nätverkets och användarens påverkan på latens i en Virtual Desktop-miljö

I en värld där kraven på flexibilitet, säkerhet och hårdvaruoptimering är nyckelfaktorer när det kommer till att välja IT-miljöer för företag blir virtuella skrivbord mer och mer poulära. Med dessa miljöer finns det också problem när det kommer till användarupplevelsen om nätverket ifråga inte kan uppfylla de krav som ett sådant system ställer. I detta arbete undersöks implikationerna vissa nätverksvariabler kan ha för en Virtual Desktop-infrastruktur, VDI. För att belysa dessa problem har två tester utförts på en VDI miljö. Det första testet gick ut på att mäta latensen då skrivbordsmiljön renderades för klienten från virtualiseringsservern vid olika nätverksdiamterar.