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In this paper, we consider the use of massive analog Relay Stations (RSs) to relay the transmission signals. (...) We describe a theoretical study of a massive relay MIMO system and extend it to include multi-hop relays. (...) We propose two schemes: a multi‑tier multi‑domain slice user matching game scheme and a distributed backtracking multiplayer multi‑domain game scheme in solving the transformed maximum utility optimisation problem.
Language:English
Score: 2271639 - https://www.itu.int/en/publica...6/files/basic-html/page10.html
Data Source: un
Games and gaming have evolved from dedicated, single-game units to massively multiplayer online role-player games with millions of players. (...) A sub-genre of MMOG is massively multiplayer online role-playing games (MMORPGs). (...) Hulking tauren druid crossing virtual 3D-world in massively multiplayer online role-playing game World of Warcraft.
Language:English
Score: 1674831.8 - https://www.itu.int/dms_pub/it.../23/01/T23010000140002PDFE.pdf
Data Source: un
Moreover, we discuss the computational complexity of distributed re‑ ∈ cursive backtracking for multiplayer multi‑domain game Assume that from the values obtained in , the number algorithms, and lastly, the M‑TTSD resource allocation. occurs times, the number occurs times, the 2 1 1 2 number occurs times, and so on. (...) With beingalargenumber, thefrequency ofthevalue approaches its probability such that: 8.2 Computational complexity of the dis‑ ≈ . (47) tributed recursive backtracking multi‑ player multi‑domain Hence, substituting (47) into (44), we have The complexity of the distributed recursive backtrack‑ ing multiplayer multi‑domain game algorithm is given by 1 ( ) = = (48) (|ℐ| ⋅ (| | + | |)).
Language:English
Score: 1529290.2 - https://www.itu.int/en/publica...6/files/basic-html/page83.html
Data Source: un
The dynamic resource allocation problem is formulated as a maximum utility optimisation problem from a multiplayer multi-domain perspective. Furthermore, a 3-level hierarchical business model comprising Infrastructure Providers (InPs), Mobile Virtual Network Operators (MVNOs), Service Providers (SPs), and slice users are investigated. We propose two schemes: a multi-tier multi-domain slice user matching game scheme and a distributed backtracking multiplayer multi-domain game scheme in solving the transformed maximum utility optimisation problem.
Language:English
Score: 1513303.1 - https://www.itu.int/pub/S-JNL-VOL2.ISSUE6-2021-A04
Data Source: un
Risk Simple puzzles Multiplayer games Civilization Pokémon Magic the Gathering Edutainment Real-time multiplayer games More Advanced Games Future from the Past Source: Springtoys, 2000 ©2006 SATAMA INTERACTIVE 5 Mobile Multimedia – Usage today Media types • Ringintones (different types according of the phone ”level” • Icons and themes • Games (OTA delivery with WAP-gateway or PSMS payments) • Rise of Browsing •Operator jump sites •Better browsers • Camera phones becoming important end-user content creation tool ©2006 SATAMA INTERACTIVE 6 Mobile Multimedia – Usage today Effecting features • Small footprints of downloadables •Over the WAP • End customer have clear understanding on what they are paying for •Except some of the monthly models • GPRS (or similar) is efficient enough for delivery • Suitable handset penetration high enough for sustainable business •In the end of 2005 penetration of J2ME, Color, GPRS, MMS, WAP-phones were 46% of subscriptions (Prisma Research, 2006) ©2006 SATAMA INTERACTIVE 7 Mobile Multimedia – Base for Future Trends Handset memory growth and better output/input are enhancing the existing Mobile Multimedia B-to- C business • 3D games •Limited amount of connected (OTN) games • Music Downloads •MP3-players in phones • Video clips Effecting features • Faster network connections (3G and EDGE) needed • Better handsets • MP3 players, handheld consoles, gadgets ©2006 SATAMA INTERACTIVE 8 Mobile Multimedia – Future Trends • Music will grow more important part of the mobile multimedia •Music is an excellent marketing tool for operators • Mobile videostreaming •Also real-time • Audiostreaming • Mobile Web-radios etc • Communities • Mobile blogging • Video and pictures used ©2006 SATAMA INTERACTIVE 9 Mobile Multimedia – Future Trends New distribution channels •hotspots •peer-to-peer •3G, 4G •Tripleplay Mobile TV • TV and Radio broadcasting • Important IP-based delivery method possibility •Games •Music •Carousel based solutions • Important for freeing up data traffic from 3G networks ©2006 SATAMA INTERACTIVE 10 Mobile Multimedia – Future Trends Things to remember from the regulation viewpoint with the future trends: • Payment methods • Viruses and other malicious applications • DRM • In future of Mobile Multimedia, DRM cannot be just a way to protect media companies against piracy, it has to also be a way to protect community user’s content against unwanted exploitation. ©2006 SATAMA INTERACTIVE 11 Mobile Multimedia – Final Note Mobile Multimedia Handsets can be, in a right atmosphere, content creation tools for handset owners as well as contact points to the Internet services.
Language:English
Score: 1497646.7 - https://www.itu.int/osg/spu/ni.../presentations/ITUmustonen.pdf
Data Source: un
We have proposed a multi‑tier multi‑domain slice user matching game and also a distributed backtracking multiplayer multi‑ domain game scheme to facilitate a business‑to‑business resource transaction framework and to ensure maximum network utility. (...) The slice users were associated with access points in the respective tiers of the different domains by the concept of the multi‑tier multi‑domain matching game, and then network players bid for resources from higher hierarchical players via the concept of distributed multiplayer backtracking. 76 © International Telecommunication Union, 2021     83     84     85     86     87     88     89     90     91     92     93          
Language:English
Score: 1438132 - https://www.itu.int/en/publica...6/files/basic-html/page88.html
Data Source: un
The dynamic resource allocation problem is formulated as a maximum utility optimisation problem from a multiplayer multi‑domain perspective. Furthermore, a 3‑level hierarchical business model comprising Infrastructure Providers (InPs), Mobile Virtual Network Operators (MVNOs), Service Providers (SPs), and slice users are investigated. We propose two schemes: a multi‑tier multi‑domain slice user matching game scheme and a distributed backtracking multiplayer multi‑domain game scheme in solving the transformed maximum utility optimisation problem.
Language:English
Score: 1438132 - https://www.itu.int/en/publica...6/files/basic-html/page69.html
Data Source: un
Specifically, at EGRN we see a need to: i. Analyze multiplayer games and platforms as communication channels. ii. (...) The above are examples of positive uses of gaming that, along with additional research, are deserving of greater funding and attention. This massive audience – 1 in 4 people globally – deserves greater recognition, protection, and resources to keep games as they should be: fun, inclusive, community-building opportunities to make the world a bit better online and offline. c.
Language:English
Score: 1386760.7 - https://www.un.org/securitycou...alking_points_23_mar_22_v3.pdf
Data Source: un
. – +46706662326 maps to 6.2.3.2.6.6.6.0.7.6.4.e164.foo Polite communications • Presence enabled addressbook – See if people is available for communication – Launch appropriate communication channel • Multiplayer game • Shared white board • Instant messaging • Control desktop phone • VoIP call Future applications • UMTS wireless networks – Wireless video conferenceing • Contact centers • Multimodal communications – Combine multiple media and devices in same session • Voice recognition • Grapical user interface Summary • IP infrastructure foundation for communication services • A single SIP server infrastructure enables many media sessions • The communication follows the user • Voice is one media among many others • Communication integrated with other applications
Language:English
Score: 1355036 - https://www.itu.int/osg/csd/wt...f2001/infosession/bjorkner.pdf
Data Source: un