You limited your search to:

  Partner: UNT Libraries
 Degree Discipline: Computer Science
 Collection: UNT Theses and Dissertations
Performance Evaluation of MPLS on Quality of Service in Voice Over IP (VoIP) Networks

Performance Evaluation of MPLS on Quality of Service in Voice Over IP (VoIP) Networks

Access: Use of this item is restricted to the UNT Community.
Date: December 2002
Creator: Chetty, Sharath
Description: The transmission of voice data over Internet Protocol (IP) networks is rapidly gaining acceptance in the field of networking. The major voice transmissions in the IP networks are involved in Internet telephony, which is also known as IP telephony or Voice Over IP (VoIP). VoIP is undergoing many enhancements to provide the end users with same quality as in the public switched telephone networks (PSTN). These enhancements are mostly required in quality of service (QoS) for the transmission of voice data over the IP networks. As with recent developments in the networking field, various protocols came into market to provide the QoS in IP networks - of them, multi protocol label switching (MPLS) is the most reliable and upcoming protocol for working on QoS. The problem of the thesis is to develop an IP-based virtual network, with end hosts and routers, implement MPLS on the network, and analyze its QoS for voice data transmission.
Contributing Partner: UNT Libraries
Planning techniques for agent based 3D animations.

Planning techniques for agent based 3D animations.

Date: December 2005
Creator: Kandaswamy, Balasubramanian
Description: The design of autonomous agents capable of performing a given goal in a 3D domain continues to be a challenge for computer animated story generation systems. We present a novel prototype which consists of a 3D engine and a planner for a simple virtual world. We incorporate the 2D planner into the 3D engine to provide 3D animations. Based on the plan, the 3D world is created and the objects are positioned. Then the plan is linearized into simpler actions for object animation and rendered via the 3D engine. We use JINNI3D as the engine and WARPLAN-C as the planner for the above-mentioned prototype. The user can interact with the system using a simple natural language interface. The interface consists of a shallow parser, which is capable of identifying a set of predefined basic commands. The command given by the user is considered as the goal for the planner. The resulting plan is created and rendered in 3D. The overall system is comparable to a character based interactive story generation system except that it is limited to the predefined 3D environment.
Contributing Partner: UNT Libraries
Power-benefit analysis of erasure encoding with redundant routing in sensor networks.

Power-benefit analysis of erasure encoding with redundant routing in sensor networks.

Date: December 2006
Creator: Vishwanathan, Roopa
Description: One of the problems sensor networks face is adversaries corrupting nodes along the path to the base station. One way to reduce the effect of these attacks is multipath routing. This introduces some intrusion-tolerance in the network by way of redundancy but at the cost of a higher power consumption by the sensor nodes. Erasure coding can be applied to this scenario in which the base station can receive a subset of the total data sent and reconstruct the entire message packet at its end. This thesis uses two commonly used encodings and compares their performance with respect to power consumed for unencoded data in multipath routing. It is found that using encoding with multipath routing reduces the power consumption and at the same time enables the user to send reasonably large data sizes. The experiments in this thesis were performed on the Tiny OS platform with the simulations done in TOSSIM and the power measurements were taken in PowerTOSSIM. They were performed on the simple radio model and the lossy radio model provided by Tiny OS. The lossy radio model was simulated with distances of 10 feet, 15 feet and 20 feet between nodes. It was found that by ...
Contributing Partner: UNT Libraries
Practical Cursive Script Recognition

Practical Cursive Script Recognition

Date: August 1995
Creator: Carroll, Johnny Glen, 1953-
Description: This research focused on the off-line cursive script recognition application. The problem is very large and difficult and there is much room for improvement in every aspect of the problem. Many different aspects of this problem were explored in pursuit of solutions to create a more practical and usable off-line cursive script recognizer than is currently available.
Contributing Partner: UNT Libraries
Privacy Management for Online Social Networks

Privacy Management for Online Social Networks

Date: August 2013
Creator: Baatarjav, Enkh-Amgalan
Description: One in seven people in the world use online social networking for a variety of purposes -- to keep in touch with friends and family, to share special occasions, to broadcast announcements, and more. The majority of society has been bought into this new era of communication technology, which allows everyone on the internet to share information with friends. Since social networking has rapidly become a main form of communication, holes in privacy have become apparent. It has come to the point that the whole concept of sharing information requires restructuring. No longer are online social networks simply technology available for a niche market; they are in use by all of society. Thus it is important to not forget that a sense of privacy is inherent as an evolutionary by-product of social intelligence. In any context of society, privacy needs to be a part of the system in order to help users protect themselves from others. This dissertation attempts to address the lack of privacy management in online social networks by designing models which understand the social science behind how we form social groups and share information with each other. Social relationship strength was modeled using activity patterns, vocabulary usage, ...
Contributing Partner: UNT Libraries
Procedural content creation and technologies for 3D graphics applications and games.

Procedural content creation and technologies for 3D graphics applications and games.

Access: Use of this item is restricted to the UNT Community.
Date: May 2005
Creator: Roden, Timothy E.
Description: The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not ...
Contributing Partner: UNT Libraries
A Programming Language For Concurrent Processing

A Programming Language For Concurrent Processing

Date: August 1972
Creator: Jackson, Portia M.
Description: This thesis is a proposed solution to the problem of including an effective interrupt mechanism in the set of concurrent- processing primitives of a block-structured programming language or system. The proposed solution is presented in the form of a programming language definition and model. The language is called TRIPLE.
Contributing Partner: UNT Libraries
Qos Aware Service Oriented Architecture

Qos Aware Service Oriented Architecture

Date: August 2013
Creator: Adepu, Sagarika
Description: Service-oriented architecture enables web services to operate in a loosely-coupled setting and provides an environment for dynamic discovery and use of services over a network using standards such as WSDL, SOAP, and UDDI. Web service has both functional and non-functional characteristics. This thesis work proposes to add QoS descriptions (non-functional properties) to WSDL and compose various services to form a business process. This composition of web services also considers QoS properties along with functional properties and the composed services can again be published as a new Web Service and can be part of any other composition using Composed WSDL.
Contributing Partner: UNT Libraries
A Quality of Service Aware Protocol for Power Conservation in Wireless Ad Hoc and Mobile Networks

A Quality of Service Aware Protocol for Power Conservation in Wireless Ad Hoc and Mobile Networks

Access: Use of this item is restricted to the UNT Community.
Date: December 2002
Creator: Gangidi, Murali
Description: Power consumption is an important issue for mobile computers since they rely on the short life of batteries. Conservation techniques are commonly used in hardware design of such systems but network interface is a significant consumer of power, which needs considerable research to be devoted towards designing a low-power design network protocol stack. Due to the dynamic nature of wireless networks, adaptations are necessary to achieve energy efficiency and a reasonable quality of service. This paper presents the application of energy-efficient techniques to each layer in the network protocol stack and a feedback is provided depending on the performance of this new design. And also a comparison of two existing MAC protocols is done showing a better suitability of E2MAC for higher power conservation. Multimedia applications can achieve an optimal performance if they are aware of the characteristics of the wireless link. Relying on the underlying operating system software and communication protocols to hide the anomalies of wireless channel needs efficient energy consumption methodology and fair quality of service like E2MAC. This report also focuses on some of the various concerns of energy efficiency in wireless communication and also looks into the definition of seven layers as defined by International ...
Contributing Partner: UNT Libraries
Quantifying Design Principles in Reusable Software Components

Quantifying Design Principles in Reusable Software Components

Date: December 1995
Creator: Moore, Freeman Leroy
Description: Software reuse can occur in various places during the software development cycle. Reuse of existing source code is the most commonly practiced form of software reuse. One of the key requirements for software reuse is readability, thus the interest in the use of data abstraction, inheritance, modularity, and aspects of the visible portion of module specifications. This research analyzed the contents of software reuse libraries to answer the basic question of what makes a good reusable software component. The approach taken was to measure and analyze various software metrics as mapped to design characteristics. A related research question investigated the change in the design principles over time. This was measured by comparing sets of Ada reuse libraries categorized into two time periods. It was discovered that recently developed Ada reuse components scored better on readability than earlier developed components. A benefit of this research has been the development of a set of "design for reuse" guidelines. These guidelines address coding practices as well as design principles for an Ada implementation. C++ software reuse libraries were also analyzed to determine if design principles can be applied in a language independent fashion. This research used cyclomatic complexity metrics, software science metrics, and ...
Contributing Partner: UNT Libraries