18276513
Decentralized Fair Resource Allocation for Relay-Assisted Cognitive Cellular Downlink Systems
In this paper, we consider a relay-assisted cognitive cellular downlink system dynamically accessing a spectrum licensed to a primary network, thereby improving the efficiency of spectrum usage. A cluster-based relay-assisted architecture is proposed, where relay stations are employed for minimizing the interference to users in the primary network and achieving fairness for cell-edge users. Based on this architecture, an optimal solution is derived for jointly controlling data rate, transmission power, and subband allocation to optimize the weighted sum goodput where proportional fair scheduling (PFS) is included as a special case. As shown by simulations, the proposed solution achieves significant throughput gains and better user fairness compared with existing designs.
9665993
Closed-loop cross-layer SDMA designs with outdated CSIT
In this paper, we propose a novel closed-loop approach for robust downlink multi-antenna cross-layer design with outdated channel state information at the transmitter (CSIT). Based on the ACK/NAK feedbacks from the mobiles, the proposed cross-layer design does not require the knowledge of CSIT error statistics. We formulate the cross-layer design as a mixed combinatorial search and Markov decision process (MDP). While it is well-known that general solutions for MDP are very complex, one important contribution of this paper is that we obtain simple closed-form power, rate and user allocation policies which are asymptotically optimal for small target frame error rate (FER). Simulation results illustrate that the performance of the proposed closed-loop cross-layer design is very robust with respect to the outdated CSIT, CSIT error model mismatch as well as channel variations due to Doppler.
26253657
Web mapping service on second life compatible virtual world system
Online virtual world such as second life becomes more and more popular nowadays. And way-finding in large-scale virtual worlds becomes important problem for both novices and experts. Similar to the physical world, a well-designed mapping system would play an important role in way-finding process. However, Second Life only supports thumbnail map system right now. The thumbnail map system could only provide an overview of the area and with no query support. There are several challenges to develop a better virtual mapping system. First, identify the virtual world geo-features and to develop proper criteria and algorithms to generate features from primitive which is the basic unit in virtual world. Second, provide web service for data access through the Internet from systems with different architectures. In this paper, we implemented a prototype map service system called VWMS conformed to OWS specification from OpenGIS consortium. The prototype includes an AJAX style map site and a feature generalization server-module extracting geo-feature from Open Simulator primitive database. Besides, the system also provides a Web Map Service interface for interoperability.1
7822446
Cross Layer Design of Downlink Multi-Antenna OFDMA Systems with Imperfect CSIT for Slow Fading Channels
In most existing works, perfect knowledge of channel state information at the transmitter (CSIT) is assumed to realize the potential benefit of cross-layer scheduling and spatial multiplexing gains of MIMO/OFDMA systems. However, perfect knowledge of CSIT is not easy to achieve in practice due to estimation noise or delay in feedback. In this paper, we shall focus on the cross-layer design of downlink multi-antenna OFDMA systems with imperfect CSIT for slow fading channels. We shall show that our proposed cross-layer scheduler can exploit the multiuser diversity and spatial multiplexing gain even in the presence of moderate CSIT error.
17762507
Motivated learning agent model for distributed collaborative systems
The paper develops and discusses a conceptual model for a Mixed Reality-based remote collaborative system (MR-Collab) based on motivated learning Agents. The proposed MR-Collab system is described in details as well to help better understand this model. Self-Development Agent based on previous work is an intelligent Agent, which not only receives information from sensors in the environment, but also gives valuable suggestions that could help to improve the system. The model is not limited to this specific system, but could be adapted to other collaboration systems as well.
16290950
Perceptually-motivated shape exaggeration
Image communication would appear more efficient if the visual cases of the concerned parts can be enhanced. One way to achieve this is by local shape exaggeration in rendering. In this paper, we present an interactive scheme for controllable local shape exaggeration. Our approach achieves local, direct, and consistent appearance enhancement by modifying the surface orientation in an intuitive and globally optimized manner with sparse user-specified constraints. Compared with previous approaches, the main contribution of this paper is the introduction of adaptive exaggeration function (AEF), which is capable of modulating the extent of detail enhancement to obtain a satisfactory shape exaggeration result. The AEF model is derived based on a series of experiments. We complement our new approach with a variety of examples, user studies, and provide comparisons with recent approaches.
18052399
Formal semantics and communication strategies for proactive information delivery among team-based agents
Effective human teams often benefit from proactivity through members' capability of anticipating different needs of teammates. In this paper, we focus on three issues related to the behavior of proactive information delivery. Two types of information needs are identified, the intentional semantics of ProInform is given, and priliminary experiments are carried out to study how different strategies for choosing ProInform impact team performance. The work presented in this paper provide a sound and practical framework that enables further studies regarding proactive information delivery.
3153096
On the Performance of Three Kinds of Channel Code Used in Turbo-BLAST
A MIMO system named Turbo-BLAST was introduced recently. We investigate the structure of Turbo- BLAST, and study its three kinds structures using different channel codes. Some necessary deductions and new structures are proposed: the decoding algorithm of trellis coded modulation (TCM) is modified to provide the detector with extrinsic information, and a new decoder structure for Turbo code is also given. Simulation results show that the structure using Turbo code can achieve better performance and faster convergence rate for high-order modulation. And the performance improvement of the structure using TCM is also obvious. Since TCM can bring high spectral efficiency, it would be useful to apply TCM in Turbo-BLAST.
1871119
Real-time KD-tree construction on graphics hardware
We present an algorithm for constructing kd-trees on GPUs. This algorithm achieves real-time performance by exploiting the GPU's streaming architecture at all stages of kd-tree construction. Unlike previous parallel kd-tree algorithms, our method builds tree nodes completely in BFS (breadth-first search) order. We also develop a special strategy for large nodes at upper tree levels so as to further exploit the fine-grained parallelism of GPUs. For these nodes, we parallelize the computation over all geometric primitives instead of nodes at each level. Finally, in order to maintain kd-tree quality, we introduce novel schemes for fast evaluation of node split costs.
 As far as we know, ours is the first real-time kd-tree algorithm on the GPU. The kd-trees built by our algorithm are of comparable quality as those constructed by off-line CPU algorithms. In terms of speed, our algorithm is significantly faster than well-optimized single-core CPU algorithms and competitive with multi-core CPU algorithms. Our algorithm provides a general way for handling dynamic scenes on the GPU. We demonstrate the potential of our algorithm in applications involving dynamic scenes, including GPU ray tracing, interactive photon mapping, and point cloud modeling.