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Therefore, in this paper we present a framework for cooperative goal-satisfaction in large-scale environments focusing on a low-complexity physics-oriented approach.
The developed architecture and prototype together with listed requirements could be integrated in home/business/healthcare environments focusing on the necessity for nursing disabled people.
In this paper, we provide an investigation on the current state of resource discovery protocols, mechanisms, and platforms for large-scale distributed environments, focusing on the design aspects.
In our previous work [40], we also examined the scheduling problem in multiple-clusters environments focusing on the budget/performance trade-off of the possible jobs-to-clusters assignments.
Recently, Knopp and Humblet [1] have used the same properties of multi-element array systems in multi-user (MU) environments, focusing on the reverse channel of cellular communication systems, where a large number of users, each equipped with a single antenna, access a single base station (BS) through a time-varying wireless channel.
There are three categories for task scheduling strategies in cloud computing environments: focusing on performance by improving of cloud task schedulers (Category 1), considering multi-objective (e.g., QoS, energy consumption, financial cost, and SLA) for finding optimal solutions (Category 2), and using nature-inspired optimization algorithms to solve cloud task scheduling problems (Category 3).
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Most of the works of collaborative path-planning for multiple robots located in unknown environments focused on the problem of exploration of the environment.
In this context, this paper proposes a novel self-optimizing mechanism to prevent congestion problems at indoor environments, focused on operators that prioritize voice traffic connections.
Third, most of the previous work on realistic communication environments focuses on navigation [31] and motion control [33] in sensor networks, but does not deal with route selection or optimization.
For the Rio Games application, the IOC created three Teleport environments focused on different types of venues, which the observers will be able to reference when they plan their own Games.
While initial discussions on accidental information discovery in digital environments focused on concerns about the loss of serendipity as a result of digitalization, most current discussions accept that digital information environments can and, where useful, should create opportunities for serendipity.
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