The relationship between representative democracy and governance networks is investigated at a theoretical level. Four conjectures about the relationship are defined. The incompatibility conjectures rests on the primacy of politics and sees governance networks as a threat. The complementarity conjecture presents governance networks as a means of enabling greater participation in the policy process and sensitivity in programme implementation. The transitional conjecture posits a wider evolution of governance forms towards network relationships. The instrumental conjecture views governance networks as a powerful means through which dominant interests can achieve their goals. Illustrative implications for theory and practice are identified, in relation to power in the policy process, the public interest, and the role of public managers. The heuristic potential of the conjectures is demonstrated through the identification of an outline research agenda.
This theoretical paper explores the impact of network externalities and the role of governments on international strategies in network industries. It is argued that both characteristics have a major influence on how network companies determine their international market entry and operation modes, and the type of organisation strategies implemented. The paper discusses how these internationalisation processes differ from those suggested by more traditional theories based mostly on the internationalisation of manufacturing companies, and on service sectors other network industries. Propositions of the internationalisation strategies of these types of companies are developed.
Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic. ; Computer games called multiplayer real-time, or (MCG) are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity), together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network), and data and control architectures (centralized, distributed and reproduced) .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2.Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.Redes y su Tráfico en Juegos MultijugadorLos juegos de computador en tiempo real, o (MCG) están a la vanguardia de la utilización de las posibilidades de la red. Las investigaciones sobre esta materia se han hecho para las simulaciones militares, sistemas de realidad virtual, soporte informático del trabajo en equipo, las soluciones propuestas divergen sobre los problemas que plantea el MCG. Con esto en mente, este documento ofrece una visión general de los cuatro aspectos que afectan a la creación de redes en el MCG. En primer lugar, los recursos de redes (ancho de banda, latencia y capacidad de cálculo), junto con los límites técnicos dentro de la cual el MCG debe operar. En segundo lugar, los conceptos de distribución incluyen arquitecturas de comunicación (peer-to-peer, cliente / servidor, servidor / red), y los datos y arquitecturas de control (centralizado, distribuido y reproducido) .Thirdly, la escalabilidad permite que el MCG para adaptarse a los cambios en los recursos de parametrización. Por último, la seguridad está destinado para defenderse de las trampas y el vandalismo, que son comunes en los juegos en línea; para comprobar el tráfico, en particular de estos juegos que decidimos tomar el juego masivo multijugador Liga de Leyendas, se despliega una escena de red correspondiente a una situación de la vida real en una red de acceso ADSL se ha simulado mediante el uso de NS2.Tres variantes de TCP, que significa TCP SACK, Nueva Reno TCP y TCP Vegas, han sido consideradas para el tráfico transversal. Los resultados muestran que TCP Vegas es capaz de mantener una velocidad constante, mientras que una carrera contra el tráfico juego, ya que evita la pérdida de paquetes y los retrasos en la cola causado por los altos picos, sin aumentar el tamaño de la ventana de remitente. SACK TCP y TCP New Reno, por otro lado, tienden a aumentar continuamente el tamaño de la ventana remitente, lo que podría permitir una mayor pérdida de paquetes y también para causar retrasos no deseados para el tráfico de juego.Redes e seu tráfego nos jogos multijogadoresO multiplayer Jogos de computador em tempo real ou (MCG) estão na vanguarda da utilização das possibilidades da rede. As investigações sobre este assunto têm sido feitas para simulações militares, sistemas de realidade virtual, suporte informatizado de trabalho em equipe, as soluções propostas divergem sobre os problemas colocados pela MCG. Com isto em mente, este artigo fornece uma visão geral dos quatro aspectos que afetam a criação de redes no MCG. Em primeiro lugar, os recursos de redes (largura de banda, latência e capacidade de cálculo), juntamente com os limites técnicos dentro do qual o MCG deve operar. Em segundo lugar, os conceitos de distribuição incluem arquiteturas de comunicação (peer-to-peer, cliente / servidor, servidor / rede) e dados e arquiteturas de controle (centralizado, distribuído e replicado) .Thirdly, a escalabilidade permite que o MCG para se adaptar às mudanças em recursos de parametrização. Finalmente, a segurança destina-se a defendê-la contra as armadilhas e vandalismo, que são comuns em jogos on-line; para verificar o tráfego em particular destes jogos, decidimos tomar o enorme jogo multiplayer League of Legends, ele é implantado uma cena rede correspondendo a uma situação da vida real em uma rede de acesso ADSL foi simulada usando NS2. Três variantes do TCP, isso significa Sack TCP, New Reno TCP e TCP Vegas, foram considerados para o tráfego de cruz. Os resultados mostram que o TCP Vegas é capaz de manter uma velocidade constante durante a corrida contra o tráfego de jogo, uma vez que evita a perda de pacotes e os atrasos na cauda causada por picos elevados, sem aumentar o tamanho da janela do remetente. SACO TCP e TCP New Reno, por outro lado, tendem a aumentar continuamente o tamanho da janela de transmissão, o que poderia permitir uma maior perda de pacotes e também para causar atrasos indesejáveis para o tráfego de jogo.
Funding: This research was funded by the BBSRC Grant BB/K003097/1 (Systems Biology Analysis of Biological Timers and Inflammation) and the EPSRC Grant EP/P019811/1 (Mathematical Foundations of Information and Decisions in Dynamic Cell Signalling). DAR was also supported by funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement no 305564. ; Biochemical reaction networks describe the chemical interactions occurring between molecular populations inside the living cell. These networks can be very noisy and complex and they often involve many variables and even more parameters. Parameter sensitivity analysis that studies the effects of parameter changes to the behaviour of biochemical networks can be a powerful tool in unravelling their key parameters and interactions. It can also be very useful in designing experiments that study these networks and in addressing parameter identifiability issues. This article develops a general methodology for analysing the sensitivity of probability distributions of stochastic processes describing the time-evolution of biochemical reaction networks to changes in their parameter values. We derive the coefficients that efficiently summarise the sensitivity of the probability distribution of the network to each parameter and discuss their properties. The methodology is scalable to large and complex stochastic reaction networks involving many parameters and can be applied to oscillatory networks. We use the two-dimensional Brusselator system as an illustrative example and apply our approach to the analysis of the Drosophila circadian clock. We investigate the impact of using stochastic over deterministic models and provide an analysis that can support key decisions for experimental design, such as the choice of variables and time-points to be observed. ; Publisher PDF ; Peer reviewed
International audience ; Communication networks are becoming more essential for our daily lives and critically important for industry and governments. The intense growth in the backbone traffic implies an increment of the power demands of the transmission systems. This power usage might have a significant negative effect on the environment in general. In network planning there are existing planning models focused on QoS provisioning, investment minimization or combinations of both and other parameters. But for designing green optical backbones there is a lack of a model. This paper presents novel ideas to be able to define an analytical model to consider environmental aspects in the planning stage of backbones design.
The deployment of the 5G mobile network is currently booming, offering commercially available services that improve network performance metrics by minimizing network latency in countries such as the USA, China, and Korea. However, many countries around the world are still in the pilot phase promoted and regulated by government agencies. This is the case in Colombia, where the assignment of the first 5G band is planned for the third quarter of 2021. By analyzing the results of the pilot phase and the roadmap of the Colombian Ministry of Information and Communication Technologies (MinTIC), we can determine the main issues, which contribute to the deployment of 5G mobile technology as well as the plans to achieve a 5G stand-alone network from 4G networks. This is applicable to other countries in Latin America and the world. Then, our objective is to synthesize and share the most important concepts of 5G mobile technology such as the MIMO (multiple input/multiple output) antenna, RAN (Radio Access Network), C-RAN (Centralised-RAN), and frequency bands, and evaluate the current stage of its introduction in Colombia.
The deployment of the 5G mobile network is currently booming, offering commercially available services that improve network performance metrics by minimizing network latency in countries such as the USA, China, and Korea. However, many countries around the world are still in the pilot phase promoted and regulated by government agencies. This is the case in Colombia, where the assignment of the first 5G band is planned for the third quarter of 2021. By analyzing the results of the pilot phase and the roadmap of the Colombian Ministry of Information and Communication Technologies (MinTIC), we can determine the main issues, which contribute to the deployment of 5G mobile technology as well as the plans to achieve a 5G stand-alone network from 4G networks. This is applicable to other countries in Latin America and the world. Then, our objective is to synthesize and share the most important concepts of 5G mobile technology such as the MIMO (multiple input/multiple output) antenna, RAN (Radio Access Network), C-RAN (Centralised-RAN), and frequency bands, and evaluate the current stage of its introduction in Colombia.
In: Appendix for Ogura, Yoshiaki and Okui, Ryo and Saito, Yukiko, "Network-Motivated Lending Decisions" (revised on February 10, 2023). Available at SSRN: https://ssrn.com/abstract=2819856 or http://dx.doi.org/10.2139/ssrn.2819856.
Intro -- Contents -- 1 Introduction -- Abstract -- 2 Application of Dense Offshore Tsunami Observations from Ocean Bottom Pressure Gauges (OBPGs) for Tsunami Research and Early Warnings -- Abstract -- 1 Introduction and Background -- 2 Data and Different Types of OBS Pressure Gauges -- 3 Methodology -- 4 Case Study One: The 2012 Haida Gwaii Tsunami, Offshore Canada -- 5 Case Study Two: The 2009 Dusky Sound Tsunami, Offshore New Zealand -- 6 Conclusions -- Acknowledgements -- References -- 3 Remote Sensing for Natural or Man-Made Disasters and Environmental Changes -- Abstract -- 1 Introduction -- 2 St. Lucia Case Study -- 3 Papanice Case Study -- 4 Sendai Case Study -- 5 Discussion and Conclusions -- Acknowledgements -- References -- 4 Classification of Post-earthquake High Resolution Image Using Adaptive Dynamic Region Merging and Gravitational Self-Organizing Maps -- Abstract -- 1 Introduction -- 2 Methodology -- 2.1 Feature Extraction -- 2.2 Adaptive Region Descriptor -- 2.3 Dynamic Region Merging -- 2.4 gSOM Clustering -- 2.5 Clustering Ensemble -- 3 Experiments -- 3.1 Survey Area and Data Description -- 3.2 Experiment Setups -- 3.2.1 ADRM Segmentation Evaluation -- 3.2.2 gSOM Classification Evaluation -- 4 Conclusion -- Acknowledgments -- References -- 5 A Survey on the Role of Wireless Sensor Networks and IoT in Disaster Management -- Abstract -- 1 Introduction -- 2 WSN Driven Disaster Monitoring and Management Systems -- 2.1 Applications of Sensor Networks in Disasters Management -- 2.2 5G and Device to Device Communication -- 2.3 Software Defined Radio -- 2.4 Cognitive Radio (CR) -- 2.5 Indoor Position Technologies -- 2.6 Disaster Situation Aware Protocols for Mobile Devices -- 2.7 Mobile Phone Disaster Mode -- 3 Existing IoT Standards: LoRa/4G LTE -- 3.1 LoRa -- 3.1.1 Limitations of LoRaWAN -- 3.2 4G LTE -- 3.2.1 Limitations of 4G LTE.
Access options:
The following links lead to the full text from the respective local libraries:
Vehicular Delay-Tolerant Networking (VDTN) is a Delay-Tolerant Network (DTN) based architecture concept for transit networks, where vehicles movement and their bundle relaying service is opportunistically exploited to enable non-real time applications, under environments prone to connectivity disruptions, network partitions and potentially long delays. In VDTNs, network resources may be limited, for instance due to physical constraints of the network nodes. In order to be able to prioritize applications traffic according to its requirements in such constrained scenarios, traffic differentiation mechanisms must be introduced at the VDTN architecture. This work considers a priority classes of service (CoS) model and investigates how different buffer management strategies can be combined with drop and scheduling policies, to provide strict priority based services, or to provide custom allocation of network resources. The efficiency and tradeoffs of these proposals is evaluated through extensive simulation. ; Part of this work has been supported by Instituto de Telecomunicações, Next Generation Networks and Applications Group (NetGNA), Portugal, in the framework of the Project VDTN@Lab, and by the Euro-NF Network of Excellence of the Seventh Framework Programme of EU.