Message delivery in sparse Mobile Ad hoc Networks (MANETs) is difficult due to the fact that the network graph is rarely (if ever) connected. A key challenge is to find a route that can provide good delivery performance and low end-to-end delay in a disconnected network graph where nodes may move freely. This paper presents a multidisciplinary solution based on the consideration of the socalled small world dynamics which have been proposed for economy and social studies and have recently revealed to be a successful approach to be exploited for characterising information propagation in wireless networks. To this purpose, some bridge nodes are identified based on their centrality characteristics, i.e., on their capability to broker information exchange among otherwise disconnected nodes. Due to the complexity of the centrality metrics in populated networks the concept of ego networks is exploited where nodes are not required to exchange information about the entire network topology, but only locally available information is considered. Then SimBet Routing is proposed which exploits the exchange of pre-estimated 'betweenness' centrality metrics and locally determined social 'similarity' to the destination node. We present simulations using real trace data to demonstrate that SimBet Routing results in delivery performance close to Epidemic Routing but with significantly reduced overhead. Additionally, we show that SimBet Routing outperforms PRoPHET Routing, particularly when the sending and receiving nodes have low connectivity.
Message delivery in sparse mobile ad hoc networks (MANETs) is difficult due to the fact that the network graph is rarely (if ever) connected. A key challenge is to find a route that can provide good delivery performance and low end-to-end delay in a disconnected network graph where nodes may move freely. We cast this challenge as an information flow problem in a social network. This paper presents social network analysis metrics that may be used to support a novel and practical forwarding solution to provide efficient message delivery in disconnected delay-tolerant MANETs. These metrics are based on social analysis of a node's past interactions and consists of three locally evaluated components: a node's "betweenness" centrality (calculated using ego networks), a node's social "similarity" to the destination node, and a node's tie strength relationship with the destination node. We present simulations using three real trace data sets to demonstrate that by combining these metrics delivery performance may be achieved close to Epidemic Routing but with significantly reduced overhead. Additionally, we show improved performance when compared to PRoPHET Routing.
This paper reports on the design and evaluation of player experience of a Location-Based Mobile Game set in Dublin, Ireland in which players act as paranormal investigators hunting for ghosts and gathering evidence of paranormal activity. The paper focuses on players' experience of engagement and immersion, which was evaluated through a qualitative user study undertaken over a three-day period with the participation of 19 subjects. We first discuss the concept of immersion in gaming and then review related work before presenting the design and implementation of our prototype and the results of our user study. The results show that the experience succeeds in creating a high level of immersion at several stages in the game and that this immersion can be influenced by several factors including usability, control, modes of interaction, aesthetics, flow and, perhaps most significantly, choice of location.
In this paper, the development and implementation of a rich sound design, reminiscent of console gaming for a location aware game, Viking Ghost Hunt (VGH) is presented. The role of audio was assessed with particular attention to the effect on immersion and emotional engagement. Because immersion also involves the interaction and the creation of presence (the feeling of being in a particular place) these aspects of the sound design were also investigated. Evaluation of the game was undertaken over a three-day period with the participation of 19 subjects. The results gained imply that audio plays an important role in immersing a player within the game space and in emotionally engaging with the virtual world. However, challenges in regards to GPS inaccuracy and unpredictability remain, as well as device processor constraints, in order to create an accurate audio sound field and for the real-time rendering of audio files.
Abstract-Most previous research on golf swing mechanics has focused on the driver club. The aim of this study was to identify the kinematic factors that contribute to greater hitting distance when using the 5 iron club. Three-dimensional marker coordinate data was collected (250 Hz) to calculate joint kinematics at eight key swing events, while a swing analyzer measured club swing and ball launch characteristics. Thirty male participants were assigned to one of two groups, based on their ball launch speed (high : 52.9 ± 2.1 ms −1 ; low: 39.9 ± 5.2 ms −1 ). Statistical analyses were used to identify the variables which differed significantly between the two groups. Results showed significant differences were evident between the two groups for club face impact point and a number of joint angles and angular velocities, with greater shoulder flexion and less left shoulder internal rotation in the backswing, greater extension angular velocity in both shoulders at early downswing, greater left shoulder adduction angular velocity at ball contact, greater hip joint movement and X Factor angle during the downswing and greater left elbow extension early in the downswing appearing to contribute to greater hitting distance with the 5 iron club.
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