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Pervasive Computing
Pervasive Computing
Part I Intelligent Multimedia and Pervasive Systems
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1 Wireless Adaptive Therapeutic TeleGaming in a Pervasive Computing Environment
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1.1 Introduction
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1.2 Automatic Tracking and Assessment System
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1.2.1 Instrumenting Exercise Objects
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1.2.2 Task Variability
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1.2.3 ATA PORTAL
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1.3 Intellect of the ATA: Gaming System
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1.3.1 Targets and Distractors
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1.3.2 Difficulty Level Controls
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1.3.3 Information Recorded by Gaming System
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1.4 Gaming System Adaptive Learning Methods
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1.4.1 Threshold-Based Adaptive Learning
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1.4.2 Ethology and the Ethogram
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1.4.3 Biologically-Inspired Adaptive Learning
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1.4.4 Actor-Critic Method
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1.4.5 Features and Measurements
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1.4.6 Approximation Spaces
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1.4.7 Rough Sets
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1.4.8 Average Rough Coverage
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1.4.9 Approximate Space-Based Actor-Critic Method
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1.5 Sample Results from Physiotherapy Gaming Sessions
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1.6 Conclusion
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References
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2 Intelligent Behaviour Modelling and Control for Mobile Manipulators
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2.1 Introduction
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2.2 Prior Work
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2.3 Manipulability Measure
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2.3.1 Jacobian Matrix
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2.3.2 Singular Value Decomposition Method
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2.3.3 Manipulability Measures
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2.3.4 Optimizing the Manipulability Index of Serial Manipulators Using the SVD Method
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2.3.4.1 The Puma 560 Manipulator: A Case Study
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2.3.5 Proposed Manipulability Measure Algorithm
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2.4 Experiments
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2.4.1 The Puma 560 Manipulator
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2.4.2 A Six Degrees of Freedom Serial Manipulator
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2.4.3 The Mitsubishi Movemaster Manipulator
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2.4.4 Experimental Results
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2.5 Mobile Manipulator
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2.6 RISC Mobile Manipulator
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2.7 Modelling of the RISC
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2.7.1 The Position of the Robot
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2.7.2 The velocity of the robot
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2.7.3 Kinematic Constraints
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2.8 Conclusions and Future Work
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References
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3 Resource-Aware Fuzzy Logic Control of Video Streaming over IP and Wireless Networks
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3.1 Introduction
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3.2 Related Work on Fuzzy Logic in Telecommunications
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3.3 Fuzzy Logic Control on the Fixed Internet
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3.3.1 Calculation of the Congestion Level
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3.3.2 Fuzzy Logic Controller
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3.3.3 Testing FLC on a Fixed Network
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3.3.4 Calibration Experiments
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3.3.5 Comparison with Traditional Congestion Controllers
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3.4 Fuzzy Logic Control on the Wireless Internet
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3.4.1 Bluetooth Background
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3.4.1.1 Fuzzy Logic Control of ARQ
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3.4.2 Testing FLC on a Wireless Network
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3.4.2.1 Buffer Specification
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3.4.2.2 Channel Specification
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3.4.2.3 Simulations
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3.4.2.4 Comparison with Default ARQ
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3.5 Future Development: Type-2 Fuzzy Logic
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3.6 Conclusion and Discussion
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References
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4 Indexing Video Summaries for Quick Video Browsing
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4.1 Introduction
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4.2 The Partial Access Level
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4.2.1 Classical Solution for Generating Pictorial Abstract
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4.2.2 Our Solution
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4.2.2.1 News Segmentation
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4.2.2.2 Stories Summarization
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4.3 The Quick Access Level
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4.3.1 The Indexation Part
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4.3.1.1 Text Extraction
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4.3.1.2 Annotation Augmentation
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4.3.1.3 MPEG7 to Describe News Stories Summaries
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4.3.2 The Querying Part
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4.4 Experiments
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4.4.1 Experimental Results of the Partial Access Level
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4.4.2 Experimental Results of the Quick Access Level
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4.5 Conclusion
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References
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5 Sensorized Garment Augmented 3D Pervasive Virtual Reality System
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5.1 Introduction
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5.2 System Overview
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5.3 Sensorized Garments – Sensor Shirt Layout
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5.3.1 Sensor Shirt Stability Analysis
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5.4 Pervasive Virtual Sense of Presence
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5.4.1 Virtual Reality Projection System
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5.4.2 Virtual Reality Software
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5.4.2.1 Graphics Engine Module
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5.4.2.2 Virtual Reality Engine (A Modular Design Approach)
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5.5 Experience Summary and Results
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5.6 Conclusion
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References
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6 Creating Innovative Solutions for Future Hotel Rooms with Intelligent Multimedia and Pervasive Computing
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6.1 Introduction
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6.1.1 Pervasive Computing
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6.1.2 Hotel Rooms of the Future
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6.1.3 Chapter Aim and Objectives
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6.1.4 Chapter Layout
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6.2 Creativity and Innovation
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6.2.1 Creativity
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6.2.2 Innovation
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6.2.3 Incremental and Radical Innovations
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6.2.4 Creating Innovations
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6.2.5 Sustaining Innovation
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6.3 Concept Hotels of the Future
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6.3.1 Hilton's Room of the Future
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6.3.1.1 Test Results
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6.3.1.2 Multimedia Facilities
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6.3.1.3 High-Tech Bathing
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6.3.2 Self Check-in Systems
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6.4 Out-of-this-World Hotels
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6.4.1 Foldable Hotel Pods
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6.4.2 Resort Hotels in the Stratosphere
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6.4.3 Space Hotels
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6.4.4 Fanciful Hotels
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6.4.4.1 Ice Hotel, Quebec, Canada
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6.4.4.2 L'Hotel Machet, Paris, France
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6.4.4.3 Tinker-Toys Hotel, Wichita, Kansas
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6.4.4.4 Hotel-O, Sydney, Australia
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6.4.4.5 Disney's Pyramid on Ice, Cairo, Egypt
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6.4.4.6 Invisible Hotel, Central Park, New York
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6.4.5 Technology Needs of Hotel Room of the Future
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6.5 Innovative Ideas for Hotel Rooms
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6.5.1 Intelligent Systems in Future Hotels
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6.5.1.1 Opportunities in the Future
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6.5.1.2 Multimedia Delivery Technology
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6.6 Conclusions
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References
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7 Mobile Virtual Environments in Pervasive Computing
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7.1 Introduction
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7.2 Related Work
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7.3 Mobile Virtual Environments
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7.3.1 MVE Case Study: Client-Server Remote-Rendering Application
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7.4 Test-Bed Architecture for Mobile Virtual Environments
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7.4.1 Simulation
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7.4.2 Prototype
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7.5 Modelling Decision-Making in MVEs Using Game Theory
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7.5.1 Game Theory Basic Definitions
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7.5.1.1 Game Examples
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7.5.2 Client-Server Game
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7.5.2.1 Client
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7.5.2.2 Server
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7.6 Conclusion and Discussion
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References
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Part II Ambient Intelligence and Ubiquitous Computing
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8 AI Techniques in a Context-Aware Ubiquitous Environment
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8.1 Introduction
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8.2 Related Work
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8.2.1 Context-Awareness
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8.2.1.1 Context
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8.2.1.2 Context-Aware Computing
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8.2.2 Frameworks
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8.2.2.1 Stick-e Notes
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8.2.2.2 Cooltown
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8.2.2.3 Context Toolkit
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8.2.2.4 Sparkle
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8.2.2.5 Hydrogen
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8.3 The MoBe Approach
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8.3.1 Motivations
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8.3.2 General Architecture
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8.3.3 Main Activities and Modules
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8.3.3.1 Context Management
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8.3.3.2 Filter and Retrieval
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8.3.3.3 Personalization
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8.4 Context Inference System
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8.4.1 Inferring Abstract Contexts from Concrete Contexts
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8.4.2 Two Approaches for the Inferential System
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8.4.2.1 Rule-Based Systems
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8.4.2.2 Bayesian Networks
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8.4.2.3 Considerations
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8.4.3 The Inferential Infrastructure
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8.4.4 Critical Issues
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8.5 Context-Aware Browser
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8.6 Usage Scenarios
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8.6.1 Implementation
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8.6.2 Domotics and Automotive Scenario
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8.6.3 Pervasive Multimedia Social Guide
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8.7 Conclusions and Future Work
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References
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9 A Distributed Ambient Intelligence Based Multi-Agent System for Alzheimer Health Care
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9.1 Introduction
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9.2 Problem Description
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9.3 Related Work
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9.4 ALZ-MAS
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9.4.1 Using FUSION@ to Distribute Resources
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9.4.2 Technologies for Context-Awareness
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9.5 Results and Conclusions
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References
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10 Volcano Monitoring: A Case Study in PervasiveComputing
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10.1 Introduction
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10.2 Literature Review
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10.3 Ground Component
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10.3.1 Power Management
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10.3.2 Bandwidth Management
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10.3.3 QoS Management
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10.3.3.1 Situation Awareness
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10.3.3.2 Prioritization
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10.3.3.3 Link Layer Prioritization
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10.3.3.4 Robustness
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10.3.4 Topology and Routing Management
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10.3.4.1 Sensor to Sink Routing
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10.3.4.2 Reliable Broadcasting
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10.3.4.3 Pipelined Sending and Receiving Between Layers for Optimization
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10.3.5 Sensor Node Development
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10.3.6 Smart Sensing
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10.3.6.1 Sensing Module Challenges
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10.4 Space Component
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10.4.1 Science Products
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10.5 Conclusion and Discussion
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References
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11 SiC: An Agent Based Architecture for Preventing and Detecting Attacks to Ubiquitous Databases
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11.1 Introduction
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11.2 Database Threat and Security Revision
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11.3 An Architecture Based on Multiagent System
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11.3.1 Communication Among Agents
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11.4 Classifier Model of SQL Injection Attacks
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11.4.1 Neural Network Learning Algorithm
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11.5 Experimental Results and Discussion
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11.6 Conclusions
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References
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12 HoCaMA: Home Care Hybrid Multiagent Architecture
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12.1 Introduction
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12.2 General Description of the Problem
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12.2.1 The Pervasive Services in Home Care
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12.2.2 Multiagent Architecture: State-of-the-Art
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12.3 HoCaMA Architecture
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12.3.1 Applications
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12.3.2 Agents Platform in HoCaMA
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12.3.2.1 CoAp Agent
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12.3.2.2 CoSe Agent
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12.3.2.3 Directory Agent
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12.3.2.4 Supervisor Agent
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12.3.2.5 Security Agent
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12.3.2.6 Manager Agent
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12.3.2.7 Interface Agent
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12.3.3 Services
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12.3.4 HoCaMA Communication Protocol
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12.3.5 Location and Identification System in HoCaMA
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12.3.5.1 Identification System, Features and Operation
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12.3.6 Alert System in HoCaMA
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12.3.6.1 Alert System Features
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12.4 Using HoCaMA to Develop a MultiAgent System for a Home Care Environment
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12.5 Results
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12.6 Conclusions
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References
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Part III Web Service and Situation Awareness in Pervasive Computing
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13 Semantic Annotation for Web Service Processes in Pervasive Computing
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13.1 Introduction
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13.2 Overview of the Approach: The Methodology
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13.3 Annotation Technique
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13.3.1 Datatype Annotation
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13.3.2 Declarations
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13.3.3 Global Assertions
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13.3.4 Procedural Annotation
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13.3.5 Assertions
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13.4 Model Translation
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13.5 Grounding and Model Checking
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13.6 Conclusions and Discussion
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References
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14 Situation-Aware Adaptive Processing (SAAP) of Data Streams
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14.1 Introduction
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14.2 Situation-Aware Adaptive Processing (SAAP) of Data Streams
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14.3 Fuzzy Situation Inference (FSI)
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14.3.1 The Context Spaces (CS) Model
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14.3.2 Situation Modelling
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14.3.2.1 Fuzzifier
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14.3.2.2 Rules
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14.3.3 Situation Reasoning
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14.3.3.1 Weights and Contribution Level
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14.3.3.2 Sensors' Inaccuracy
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14.3.3.3 Symmetric and Asymmetric Attributes
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14.3.3.4 Partial and Symmetric and Asymmetric Attributes
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14.4 Adaptation Engine (AE)
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14.4.1 Resource-Aware Strategy
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14.4.2 Situation-Aware Strategy
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14.4.3 Integrated Strategy
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14.5 Evaluation
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14.5.1 FSI Evaluation
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14.5.2 Evaluation of Situation-aware Adaptation
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14.6 Conclusion
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References
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Part IV Pervasive Networks and E-commerce
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15 A Scalable P2P Video Streaming Framework
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15.1 Introduction
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15.2 Centralized and Decentralized Video Streaming
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15.2.1 Client/Server Streaming
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15.2.2 Centralized P2P Streaming
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15.2.3 Decentralized P2P Streaming
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15.3 Multi-Description Video Coding
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15.4 Video Frame Loss Analysis
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15.4.1 Packet Loss Analysis in Client-Server Streaming
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15.4.2 Packet Loss Analysis in Centralized P2P Streaming
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15.4.3 Packet Loss Analysis in Decentralized P2P Streaming
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15.4.4 Single Path Transmission vs. Multi-Path Transmission
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15.5 Analysis
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15.6 Conclusions
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References
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16 QoE in Pervasive Telecommunication Systems
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16.1 Introduction
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16.2 QoE Requirements for Pervasive Services
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16.2.1 Mobility
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16.2.2 Cost
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16.2.3 Display Characteristics
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16.2.4 Integration of Services
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16.2.5 Usability Issues
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16.2.6 Security and Privacy
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16.2.7 Quality of Service Assurance
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16.3 Case Study on QoE in a Pervasive Service
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16.3.1 P2P Television Systems
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16.3.2 Factors Affecting QoE for P2P Television
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16.3.3 QoE Analysis of a Peer-to-Peer Television System
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16.3.4 Experimental Methods
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16.3.4.1 Measurement Methodology
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16.3.4.2 Subjective Assessment Methodology
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16.3.5 Results
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16.3.5.1 Results from the Experimental Measurements
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16.3.5.2 Results from the Subjective Assessment
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16.4 Discussion
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16.5 Conclusions
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References
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17 Agents Based e-Commerce and Securing Exchanged Information
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17.1 Introduction
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17.2 Background
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17.3 Literature Review
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17.4 Robust Security Techniques
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17.5 Protocol Analysis
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17.5.1 Protocol Formal Verification
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17.5.2 Security Reasoning
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17.5.3 Protocol Efficiency
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17.6 Conclusions
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References
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18 Neighbor Selection in Peer-to-Peer Overlay Networks: A Swarm Intelligence Approach
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18.1 Introduction
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18.2 Related Research Work
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18.3 NS Problem
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18.3.1 Modeling P2P Networks
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18.3.2 Metrics
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18.4 Particle Swarm Heuristic for NS
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18.4.1 Algorithm Design
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18.4.2 Dynamic Ergodic Characteristics
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18.4.3 Convergence Analysis of Multi-Swarm Algorithm
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18.5 Algorithm Performance Demonstration
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18.6 Conclusion
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References
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19 Analysis of Pervasive Mobile Ad Hoc Routing Protocols
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19.1 Introduction
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19.2 Taxonomy of Mobile Ad Hoc Routing Protocols
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19.2.1 Approaches Based on Route Construction, Maintenance and Update Mechanisms
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19.2.1.1 Proactive (Table-Driven) Routing
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19.2.1.2 Reactive (On-Demand) Routing
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19.2.1.3 Hybrid Routing
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19.2.2 Approaches Based on Logical Organization, Network Configuration, and Utilization of Specific Resources
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19.2.2.1 Uniform Routing
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19.2.2.2 NonUniform Routing
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19.3 An Overview of the Most Common Ad Hoc Routing Protocols
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19.3.1 Destination Sequence Distance Vector (DSDV)
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19.3.2 Wireless Routing Protocol (WRP)
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19.3.3 Source Tree Adaptive Routing (STAR)
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19.3.4 Distance Routing Effect Algorithm for Mobility (DREAM)
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19.3.5 Fisheye State Routing (FSR)
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19.3.6 Ad Hoc On-Demand Distance Vector (AODV)
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19.3.7 Dynamic Source Routing (DSR)
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19.3.8 Temporally Ordered Routing Algorithm (TORA)
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19.3.9 Associativity-Based Routing
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19.3.10 Location Aided Routing
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19.3.11 Cluster-Based Routing Protocol (CBRP)
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19.4 Mobile Ad Hoc Routing Protocol Requirements and Performance Evaluation Metrics
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19.4.1 Characteristics of Ad Hoc Routing Protocols
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19.4.2 Performance Evaluation Metrics
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19.5 Performance Analysis Based on Existing Literature
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19.5.1 Approaches Based on Varying Pause Time and Traffic Load
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19.5.2 Approaches Based on Varying Mobility and/or Traffic Flow
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19.5.3 Approaches Based on Varying Number of Nodes
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19.6 Discussion
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19.7 Conclusion
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Abbreviations
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References
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Index
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