The document summarizes several stock trades made by R&G Stock Trading on December 15th, 12th, and 11th, 2014. On each day, trades were made shorting the stocks SUNE and PAAS based on technical analysis of charts. Analyses of the trades found some exits could have been held longer for greater gains, or were taken too late, and hesitating on pulling the trigger caused a missed opportunity on one large SUNE move. The document stresses the importance of both eliminating mistakes and capitalizing on trading opportunities according to one's plan.
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...Anand Bhojan
Robotics is an extremely dynamic field with thriving advancement in its technology. As research progresses in robotic systems, more and more aspects of vision based processing, GPS enabled services, Autonomous techniques, very far distance communication in robots, dynamic environment handling, mobility techniques, multi-agent control and coordination techniques, multi-robot communication and coordination are explored to make robotics intelligent and to do specific tasks. Vision has helped in many areas for better services and fastens the process for localized results. Advancements in communication, positioning and localization techniques brought the robotics beyond the controlled industrial environments to more dynamic outdoor environments. Research in autonomous and other intelligent techniques has made robots capable of taking decisions in complex environments. The book covers future trends in robotics research topics including motion path planning, routing in dynamic environments, multi-agent control techniques, nature inspired algorithms and synchronization techniques with interesting applications.
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
Introduction to the Special issue on ‘‘Future trends in robotics and autonomo...Anand Bhojan
Robotics is an extremely dynamic field with thriving advancement in its technology. As research progresses in robotic systems, more and more aspects of vision based processing, GPS enabled services, Autonomous techniques, very far distance communication in robots, dynamic environment handling, mobility techniques, multi-agent control and coordination techniques, multi-robot communication and coordination are explored to make robotics intelligent and to do specific tasks. Vision has helped in many areas for better services and fastens the process for localized results. Advancements in communication, positioning and localization techniques brought the robotics beyond the controlled industrial environments to more dynamic outdoor environments. Research in autonomous and other intelligent techniques has made robots capable of taking decisions in complex environments. The book covers future trends in robotics research topics including motion path planning, routing in dynamic environments, multi-agent control techniques, nature inspired algorithms and synchronization techniques with interesting applications.
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsAnand Bhojan
Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel method to dynamically generate maps at run-time almost as soon as players press the Play button, while ensuring the features what players would expect from the genre. The procedures are simple and practically
feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots where the players can let their bot/avatar replace them when they are not around. The algorithms are implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic mapscan be generated in order of seconds using game context data to initialise the parameters of the algorithm. The paper also shows that asynchronous game-play element is a possible feature for consideration in next generation multiplayer shooters.
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
The design details of ShowNTell can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/ShowNTell15.pdf) published in IEEE ASEE 45th Frontiers In Education 2015 Conference. Please use it for all the references of this ShowNTell project.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
NB:- There are new features such as real-time collaborative drawing and non-linear editing are added in the latest versions. Register at www.sntboard.com to get regular updates.
"The greatest challenge of education in the digital world is to train the mind to focus with a strong feeling of purpose where the time shrinks and to re-focus at will" - Dr Bhojan Anand
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
PARVAI - HVS Aware Adaptive Display Power Management for Mobile GamesAnand Bhojan
Displays are one of the major system energy consumers in smartphones. Power consumption of Organic Light-Emitting Diode (OLED) displays have direct relationship with the colour and intensity of the contents being displayed. Games are one of the most popular smartphone applications that consume relatively more resources and power. In this paper, we present Human Visual System (HVS) aware algorithms and techniques to reduce OLED display power consumption up to 45% while retaining the perceived quality of game content. We have implemented and evaluated our solution in the game Quake III and its Android port Kwaak3.
mumble: Framework for Seamless Message Transfer on SmartphonesAnand Bhojan
This work explores the possibility of transferring data between mobile devices that are nearby each other without the need of pairing, authentication, superuser access and Internet connectivity. Such technology can be used for emergency broadcast, traffic congestion avoidance, IoT, smart city, social and dating systems and games. Except Bluetooth Low Energy technology, there is no other protocol or technology available that allows pairing-free data transfer without Internet connectivity. Bluetooth Low Energy is capable of doing so but at a relatively short range. Using Wi-Fi Direct's Service Broadcast and Discovery, a simple yet novel method is developed which allows for seamless long range (Wi-Fi range) data transfer without Internet connectivity.
The design details of FATS-mumble can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/mumble15.pdf) published in ACM Mobicom 2015 SmartObjects. Please use it for all the references of this mumble project.
The project is open sourced (Github Link): https://github.com/FatsGW/FATS-Mumble.
Demo: http://youtu.be/ACmNYLd2NlI
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Anand Bhojan
With the advent of feature rich smartphone platforms such as Android and iOS, people can now enjoy a wide variety of applications
on-the-go. Among these applications, games are one of the most desired types. However, as bigger screens, faster CPUs and interfaces supporting higher bandwidth (WiFi, 3G, LTE) consume more power, battery lifetime becomes a bottleneck on such devices. In this paper, we present novel techniques that combine 3D spatial subdivisioning, Potentially Visible Set (PVS) and Visual Perception
based Localisation (VPL) methods to estimate the non-critical game states to save wireless interface energy with minimum processing penalty. Our techniques and algorithms are realised in a commercial game and can save up to 57% of wireless interface energy while retaining game play quality.
TIṬAL – Asynchronous multiplayer shooter with procedurally generated mapsAnand Bhojan
Would it be possible to bring the promise of unlimited re-playability typically reserved for Roguelike games to competitive multiplayer shooters? This paper tries to address this issue by proposing a novel method to dynamically generate maps at run-time almost as soon as players press the Play button, while ensuring the features what players would expect from the genre. The procedures are simple and practically
feasible to be employed in actual computer games. In addition, the work experiments the possibility of incorporating asynchronous game-play element into a multiplayer shooter with human imitating bots where the players can let their bot/avatar replace them when they are not around. The algorithms are implemented and evaluated with a playable game. The evaluations prove that playable 3D dynamic mapscan be generated in order of seconds using game context data to initialise the parameters of the algorithm. The paper also shows that asynchronous game-play element is a possible feature for consideration in next generation multiplayer shooters.
ShowNTell: An easy-to-use tool for answering students’ questions with voice-o...Anand Bhojan
The use of recording applications for teaching is increasingly popular, with tools such as Ink2Go and ShowMe being available on many platforms and at reasonable cost. However, most recording applications available are typically native applications and do not work within the web browser. In this work, we study the feasibility of implementing a recording solution in the web browser environment.
The design details of ShowNTell can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/ShowNTell15.pdf) published in IEEE ASEE 45th Frontiers In Education 2015 Conference. Please use it for all the references of this ShowNTell project.
Poster: http://www.comp.nus.edu.sg/~bhojan/papers/showNtell15.png
Details and Demo @ www.sntboard.com
NB:- There are new features such as real-time collaborative drawing and non-linear editing are added in the latest versions. Register at www.sntboard.com to get regular updates.
"The greatest challenge of education in the digital world is to train the mind to focus with a strong feeling of purpose where the time shrinks and to re-focus at will" - Dr Bhojan Anand
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good multiplayer shooter environment.
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
PARVAI - HVS Aware Adaptive Display Power Management for Mobile GamesAnand Bhojan
Displays are one of the major system energy consumers in smartphones. Power consumption of Organic Light-Emitting Diode (OLED) displays have direct relationship with the colour and intensity of the contents being displayed. Games are one of the most popular smartphone applications that consume relatively more resources and power. In this paper, we present Human Visual System (HVS) aware algorithms and techniques to reduce OLED display power consumption up to 45% while retaining the perceived quality of game content. We have implemented and evaluated our solution in the game Quake III and its Android port Kwaak3.
mumble: Framework for Seamless Message Transfer on SmartphonesAnand Bhojan
This work explores the possibility of transferring data between mobile devices that are nearby each other without the need of pairing, authentication, superuser access and Internet connectivity. Such technology can be used for emergency broadcast, traffic congestion avoidance, IoT, smart city, social and dating systems and games. Except Bluetooth Low Energy technology, there is no other protocol or technology available that allows pairing-free data transfer without Internet connectivity. Bluetooth Low Energy is capable of doing so but at a relatively short range. Using Wi-Fi Direct's Service Broadcast and Discovery, a simple yet novel method is developed which allows for seamless long range (Wi-Fi range) data transfer without Internet connectivity.
The design details of FATS-mumble can be found in the paper (http://www.comp.nus.edu.sg/~bhojan/papers/mumble15.pdf) published in ACM Mobicom 2015 SmartObjects. Please use it for all the references of this mumble project.
The project is open sourced (Github Link): https://github.com/FatsGW/FATS-Mumble.
Demo: http://youtu.be/ACmNYLd2NlI
Gamelets - Multiplayer Mobile Games with Distributed Micro-Clouds [Full Text]Anand Bhojan
In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Energy Efficient Multi-player Smartphone Gaming using 3D Spatial Subdivisioni...Anand Bhojan
With the advent of feature rich smartphone platforms such as Android and iOS, people can now enjoy a wide variety of applications
on-the-go. Among these applications, games are one of the most desired types. However, as bigger screens, faster CPUs and interfaces supporting higher bandwidth (WiFi, 3G, LTE) consume more power, battery lifetime becomes a bottleneck on such devices. In this paper, we present novel techniques that combine 3D spatial subdivisioning, Potentially Visible Set (PVS) and Visual Perception
based Localisation (VPL) methods to estimate the non-critical game states to save wireless interface energy with minimum processing penalty. Our techniques and algorithms are realised in a commercial game and can save up to 57% of wireless interface energy while retaining game play quality.