- Peer-to-Peer Network Technologies
- Digital Games and Media
- Opportunistic and Delay-Tolerant Networks
- Artificial Intelligence in Games
- Caching and Content Delivery
- Mobile Ad Hoc Networks
- Network Traffic and Congestion Control
- Educational Games and Gamification
- Context-Aware Activity Recognition Systems
- Video Analysis and Summarization
- Technology Use by Older Adults
- Emotion and Mood Recognition
- Computer Graphics and Visualization Techniques
- Innovative Teaching and Learning Methods
- Multimedia Communication and Technology
- Mobile Agent-Based Network Management
- Service-Oriented Architecture and Web Services
- Software-Defined Networks and 5G
- Virtual Reality Applications and Impacts
- Image and Video Quality Assessment
- Color perception and design
- Evacuation and Crowd Dynamics
- Gambling Behavior and Treatments
- Evolutionary Algorithms and Applications
- Innovative Human-Technology Interaction
University of Milan
2014-2024
Laboratoire d'Informatique de Paris-Nord
2012
University of Milano-Bicocca
2012
University of Connecticut
2008
University of California, Los Angeles
2002-2005
UCLA Health
2003
University of California System
2003
This paper investigates a fundamental networking problem in underwater sensor networks: robust and energy-efficient routing. We present an adaptive location-based routing protocol, called hop-by-hop vector-based forwarding (HH-VBF). It uses the notion of "routing vector" (a vector from source to sink) acting as axis pipe", similar based forward (VBF) work P. Xie, J.-H. Cui L. Lao (VBF: Vector-Based Forwarding Protocol for Underwater Sensor Networks. Technical report, UCONN CSE Report:...
As an emerging technique, Underwater Sensor Network (UWSN) will enable a wide range of aquatic applications. However, due to the adverse underwater environmental conditions as well some system constraints, sensor network is usually viewed Intermittently Connected (ICN) (or Delay/disruption Tolerant (DTN)), which requires specialized routing protocols. Moreover, applications may have different requirements for types messages, demands smart protocol handle packets adaptively. In this paper, we...
Multicast solutions have been evolving from "bottom" to "top", i.e., IP layer (called multicast) application (referred as multicast). Recently, there are some new proposals (named overlay using certain "infrastructure" (composed of proxies) in the middle. Although it is well accepted that multicast and easier deploy while sacrificing bandwidth efficiency compared with multicast, little research has done systematically evaluate compare their performance. In this paper, we conduct a...
Serious games embody a class of applications able to produce real world benefits for individuals, or the society, through entertainment players engaged in game. The peculiarity fun participation and vast variety which can be generated have recently attracted an increasing number researchers practitioners toward this field. In paper, we focus on specific context serious related healthcare propose mobile-based application wrist rehabilitation. proposed solution represents prototype new...
ABSTRACT The mobile revolution has brought us the possibility to enjoy our favorite applications anywhere and anytime. In this context, interactive games over networks embody a fascinating case study both for their commercial success technical challenges, thus, sparking interest development. current state of art is captured in article. We discuss main requirements analyze possible combinations existing solutions provide better support highly game sessions with players. Copyright © 2012 John...
Benefits of collaborative learning are established and gamification methods have been used to motivate students towards achieving course goals in educational settings. However, different users prefer game elements rewarding approaches static can be inefficient. The authors present an evidence-based method a case study where interaction analysis k-means clustering create preference profiles. These profiles adaptive for online or environments, improving on designs. Furthermore, the discuss...
With the recent evolution of network-based multiplayer games and increasing popularity online demanding strict real-time interaction among players - like First Person Shooter (FPS) -, game providers face problem to correlate network conditions with quality gaming experience. This paper addresses estimation gameplay during games; in particular, we focus on FPS ones. Current literature usually considers end-to-end delay as only important parameter deducts system performance indexes from...
Games are not just fun, they can also be used to generate serious benefits for people. The current popularity of smartphones endowed with sensorial, computational and communication capabilities is generating new potential. An interesting case study regards games healthcare purposes and, this aim, we focus on physiatric rehabilitation articulations show how create a smartphone's game purpose. In essence, developed prototype generation gametherapies; our application represents step forward...
Benefits of collaborative learning are established and gamification methods have been used to motivate students towards achieving course goals in educational settings. However, different users prefer game elements rewarding approaches. We present an evidence-based method a case study where interaction analysis k-means clustering is create preference profiles. These profiles can be with agent-based simulation evaluate how computer supported collaboration system react the dynamics change.
While cloud gaming has brought considerable advantages for its customers, from the point of view providers, multiple aspects related to infrastructure management still fall short such a service. Indeed, different traditional cloud-ready applications, modern game engines are based on monolithic software architectures. This aspect precludes applicability fine-grained resource and service orchestration schemes, ultimately leading poor cost-effectiveness. To mitigate these shortcomings, we...
IP multicast confronts a severe scalability problem when there are large numbers of groups in the network due to state explosion and control explosion. In backbone networks, this is exacerbated, since potentially enormous crossing domains, paper, we propose scalable protocol, called BEAM (bi-directional aggregate multicast), which uses concept aggregated multicast. distributed protocol using bi-directional trees. It simple easy implement. Through simulations, show that can greatly improve...
The growing number of mobile devices equipped with a wireless interface and the end-user trend to shift toward technology is opening new possibilities for networking. In particular, opportunistic communication embodies feasible solution environments scarce or costly infrastructure-based connectivity. this context we provide delay-tolerant that provides service Our approach follows Delay/Disruption Tolerant Network (DTN) paradigm by implementing store-carry-and-forward model among users...
Source specific multicast (SSM) is a viable solution for current applications, since the driving applications to date are one many, including Internet TV, distance learning, file distribution, streaming media, etc. It brings many benefits in billing, address allocation, and security. However, SSM still confronts serious state scalability problem when there large number of simultaneous on-going groups network. We propose protocol improve source multicast, which called aggregated (ASSM)....