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Valve design optimisation for a 3-cylinder semi-hermetic reciprocating refrigeration compressorBoyle, R. J. January 1985 (has links)
No description available.
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A Performance Comparison of VMware GPU Virtualization Techniques in Cloud Gaming2016 March 1900 (has links)
Cloud gaming is an application deployment scenario which runs an interactive gaming application remotely in a cloud according to the commands received from a thin client and streams the scenes as a video sequence back to the client over the Internet, and it is of interest to both research community and industry. The academic community has developed some open-source cloud gaming systems such as GamingAnywhere for research study, while some industrial pioneers such as Onlive and Gaikai have succeeded in gaining a large user base in the cloud gaming market.
Graphical Processing Unit (GPU) virtualization plays an important role in such an environment as it is a critical component that allows virtual machines to run 3D applications with performance guarantees. Currently, GPU pass-through and GPU sharing are the two main techniques of GPU virtualization. The former enables a single virtual machine to access a physical GPU directly and exclusively, while the latter makes a physical GPU shareable by multiple virtual machines. VMware Inc., one of the most popular virtualization solution vendors, has provided concrete implementations of GPU pass-through and GPU sharing. In particular, it provides a GPU pass-through solution called Virtual Dedicated Graphics Acceleration (vDGA) and a GPU-sharing solution called Virtual Shared Graphics Acceleration (vSGA). Moreover, VMware Inc. recently claimed it realized another GPU sharing solution called vGPU. Nevertheless, the feasibility and performance of these solutions in cloud gaming has not been studied yet.
In this work, an experimental study is conducted to evaluate the feasibility and performance of GPU pass-through and GPU sharing solutions offered by VMware in cloud gaming scenarios. The primary results confirm that vDGA and vGPU techniques can fit the demands of cloud gaming. In particular, these two solutions achieved good performance in the tested graphics card benchmarks, and gained acceptable image quality and response delay for the tested games.
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A performance study of uplink scheduling algorithms in point to multipoint WiMAX networksDhrona, Pratik 11 January 2008 (has links)
Applications such as video and audio streaming, online gaming, video conferencing, Voice over IP (VoIP) and File Transfer Protocol (FTP) demand a wide range of QoS requirements such as bandwidth and delay. Existing wireless technologies that can satisfy the requirements of heterogeneous traffic are very costly to deploy in rural areas and “last mile” access. Worldwide Interoperability for Microwave Access (WiMAX) provides an affordable alternative for wireless broadband access supporting a multiplicity of applications. The IEEE 802.16 standard provides specification for the Medium Access Control (MAC) and Physical (PHY) layers for WiMAX. A critical part of the MAC layer specification is scheduling, which resolves contention for bandwidth and determines the transmission order of users.
It is imperative for a scheduling algorithm to have a multi-dimensional objective of satisfying QoS requirements of the users, maximizing system utilization and ensuring fairness among the users. In this thesis, we categorize and study various scheduling algorithms for the uplink traffic in WiMAX in view of these objectives. The algorithms are studied under different mixes of traffic and for various characteristics of the IEEE 802.16 MAC layer such as uplink burst preamble, frame length, bandwidth request mechanisms etc. Simulation results indicate that legacy algorithms are not suitable for the multi-class traffic in WiMAX as they do not explicitly incorporate the WiMAX QoS parameters. We provide recommendations for enhancing existing scheduling schemes in WiMAX, and shed light on some of the open issues that need to be addressed. / Thesis (Master, Computing) -- Queen's University, 2007-12-29 18:21:21.521
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Protestant's Guide To Catholic "Nunsense": A Performance Study And Analysis Of "Sister Mary Hubert"Endsley, Anita 01 January 2005 (has links)
Anita Endsley will portray the role of Sister Mary Hubert in the musical Nunsense at Seaside Music Theatre in Daytona Beach, Florida from October 28 through November 14, 2005. This parody of convent life in crisis written by Dan Goggin provides a breadth of material for analysis of the genre as well as character analysis. Dissecting the comedy will be the foundation for characteer development. The popularity of this musical among Catholic and non-Catholic audiences have created a market that inspired the writer to extend this theme through five sequels. The commercial success of these musicals suggest a strong connection between the demands of the Catholic doctrine and the foundation for comic relief. A vast amount of research can be incorporated to assist in the analysis of comedy written into Nunsense.
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The Toltec teachings and performance training : complementary practices of explorationPrigge, Lanon Carl 12 1900 (has links)
Thesis (MDram (Drama))--University of Stellenbosch, 2010. / ENGLISH ABSTRACT: This study aims to discuss the complementarity of Western performance training and the Toltec Teachings. It is motivated by a recognition that performers in training might often have to develop their own means to training „system‟ post-study, especially in environments where limited opportunities exist to share in group contexts, such as Jerzi Grotowski‟s Theatre Laboratory or Eugenio Barba‟s Odin Teatret. The solution of self-study (study of the self by the self) is explored in answer to this challenge. Owing to the fact that theatre commentators and practitioners often reference the need to look to alternative models or „forms of civilisation‟ for support and illumination, the potential of the Toltec Nimomashtic System - a self-motivated system for studying the self - is considered as a potential „other‟ in this regard. This study takes into account that complementarity implies both similarities and differences between the two paths in question, and considers how these might offer support to the challenge of self-study in particular, as well as the context of performance training more generally. Comparisons are made between Western performance training and the Toltec Teachings with reference to theory (ideology), aims and outcomes, and practice (methodology). Such comparative analysis reveals that sharing the characteristics of mystery, resistance and paradox enhances complementarity. This suggests that both the way of the performer and the Warriors Path are paths of exile and exclusion. They have in common a defiance of social convention and a bias toward the non-ordinary or extra daily. This is evidenced most specifically through the pursuit of presence as a state defined by absence.
Perception, as a central determinant of presence, is positioned in relation to discoveries in modern physics and Barba‟s (in Christoffersen 1993: 159) synergistic „traveller of speed‟ concept, as a means to elucidation. Investigation of specific Toltec ideas and methods that offer perspectives on destructuring the ego and the worldview it sustains, are seen to support Grotowski‟s via negativa as a process of eliminating blockages that impede effective expression, as well as Barba‟s (Christoffersen 1992: 80) „refusal of culture‟ as a negation or deformation of daily behaviour. Compatible approaches to shifting perceptions of the self by the self, in order to achieve the shared outcome of presence, thus consolidate the overall complementarity of the two paths. / AFRIKAANSE OPSOMMING: Hierdie studie bespreek die komplimentêre aard van die Westerse performance opleidingsisteme en die Tolteekse leerstellinge. Dit word gemotiveer deur die besef dat performance-studente dikwels na afloop van hul formele studie hul eie opleidingsisteem moet ontwikkel. Dit word genoodsaak deurdat daar beperkte werksgeleenthede is vir studente binne „n konteks soos Jerzi Grotowski se Teater Laboratorium of Eugenio Barba se Odin Teatret om ervarings te deel. Teatermakers en kritici verwys dikwels na alternatiewe modelle of beskawings vir ondersteuning en die Tolteekse Ninomastiese sisteem (‟n selfmotiverende sisteem van selfstudie) word in hierdie studie as alternatiewe sisteem ondersoek. Die studie neem in ag dat die komplementêre aard tussen die westerse opleidingsisteme en die Tolteekse leerstellinge ooreenkomste en verskille impliseer wat selfstudie ondersteun binne die konteks van algemene performance opleiding. Westerse opleidingsmetodes en die Tolteekse leerstellinge word vergelyk ten opsigte van die teorie (ideologie), doelstellings en uitkomstes, sowel as praktyk (metodologie). Uit hierdie vergelyking tussen die twee sisteme blyk dit dat die ooreenkomste aspekte insluit soos misterie, weerstand en paradoks wat die komplementêre aard van die sisteme bevorder en suggereer dat beide die performer- en die Krygersweg roetes van bannelingskap en uitsluiting is.
Verdere ooreenkomste sluit die verset teen sosiale konvensies en die keuse van‟n buitengewone lewe in soos gesien kan word in die strewe na teenwoordigheid as ‟n toestand wat deur afwesigheid gedefinieër word. As toeligting word waarneming as ‟n sentrale bepaler vir teenwoordigheid in verhouding met ontdekkings in moderne fisika en Barba se sinergistiese “reisiger van spoed”-konsep geplaas. Die ondersoek na spesifieke Tolteekse idees en metodes bied perspektiewe om die vernietiging van die ego en die wêreldvisie wat dit ondersteun, aan te dui en ondersteun Grotowski se via negativa as ‟n proses om blokkasies af te breek wat die effektiewe uitdrukking van die akteur ondermyn, sowel as Barba (Christoffersen 1992: 80) se “werwerping van kultuur” as ‟n negering of vervorming van daaglikse handeling. Die verenigbare benaderings tot die verskuiwing van die persepsie van die self deur die self om die gemene uitkomste van teenwoordigheid te bewerkstellig, konsolideer die oorhoofse komplimentêre aard van die twee weë.
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Shall We Play a Game?: The Performative Interactivity of Video GamesBeck, Michael J. 08 1900 (has links)
This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life.
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A Comparative Study on the Performance Isolation of Virtualization TechnologiesJanuary 2019 (has links)
abstract: Virtualization technologies are widely used in modern computing systems to deliver shared resources to heterogeneous applications. Virtual Machines (VMs) are the basic building blocks for Infrastructure as a Service (IaaS), and containers are widely used to provide Platform as a Service (PaaS). Although it is generally believed that containers have less overhead than VMs, an important tradeoff which has not been thoroughly studied is the effectiveness of performance isolation, i.e., to what extent the virtualization technology prevents the applications from affecting each other’s performance when they share the resources using separate VMs or containers. Such isolation is critical to provide performance guarantees for applications consolidated using VMs or containers. This paper provides a comprehensive study on the performance isolation for three widely used virtualization technologies, full virtualization, para-virtualization, and operating system level virtualization, using Kernel-based Virtual Machine (KVM), Xen, and Docker containers as the representative implementations of these technologies. The results show that containers generally have less performance loss (up to 69% and 41% compared to KVM and Xen in network latency experiments, respectively) and better scalability (up to 83.3% and 64.6% faster compared to KVM and Xen when increasing number of VMs/containers to 64, respectively), but they also suffer from much worse isolation (up to 111.8% and 104.92% slowdown compared to KVM and Xen when adding disk stress test in TeraSort experiments under full usage (FU) scenario, respectively). The resource reservation tools help virtualization technologies achieve better performance (up to 85.9% better disk performance in TeraSort under FU scenario), but cannot help them avoid all impacts. / Dissertation/Thesis / Masters Thesis Computer Science 2019
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PERFORMANCE COMPARISON OF PROPERTY MAP INDEXING AND BITMAP INDEXING FOR DATA WAREHOUSINGGUPTA, ASHIMA January 2002 (has links)
No description available.
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Every night and every morn: a performance study of the song cycle by Jeffrey Wood from the poetry of William BlakeRike, Gregory Bennett 12 October 2004 (has links)
No description available.
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