Abstract:
Technologies are generally described to send distributed user interface elements to a customer. In some examples, a virtualization server may receive an application to be provided to a customer. The virtualization server may separate the application into multiple user interface elements and encapsulate each user interface element with virtualization components for individual delivery to the customer. Subsequently, the virtualization server may then forward the encapsulated element(s) to one or more customer devices.
Abstract:
In some examples, data to be transmitted by a transmit node to at least one receive node may be compressed according to one or more sets of compression parameters. One or more estimated peak to average power ratios (PAPRs) to transmit one or more resulting versions of compressed data may be calculated based on precoder data associated with the at least one receive node. A version of the compressed data that has an estimated PAPR that is less than a PAPR threshold value may be sent to the transmit node to transmit to the at least one receive node. Alternately, a version of the compressed data that has an estimated PAPR that is a lowest estimated PAPR relative to at least some other estimated PAPRs corresponding to other versions of the compressed data may be sent to the transmit node to transmit to the at least one receive node.
Abstract:
Technologies are generally described for mitigation of a convergence attack in a network portion that includes multiple nodes interconnected by links in a closed configuration. In some examples, the attack may be detected by a detection module of an attack mitigation system in response to a determination that received average time to live (TTL) values of data packets are substantially decreased over the multiple nodes of the network portion. An identification module of the system may identify one or more potential attack links causing the attack, and generate a list from the potential attack links. The identification module may iterate the list across the potential attack links to gather traffic statistics of the network portion, and determine one or more attack links based on the traffic statistics. User-specific data traffic throttling to the attack links may then be enforced by a throttling module of the system to mitigate the attack.
Abstract:
Technologies are presented for distributing user interface elements and controls among devices. A user may select an element and/or control of a user interface (UI) of a first application displayed on a first device for shifting to one or more other devices. The additional display area at the first device freed up by the shift may be filled with additional application content or UI elements. The shifted element and/or control may remain usable on the one or more other devices the element and/or control shifted to. Overall, a user may be able to remove and redirect application control elements while viewing additional content on the first device in a fast and transparent process.
Abstract:
Technologies related to observer filtered activity recommendations are generally described. In some examples, a computing device may collect activity and observer information for a device user, may identify limited observer activities, and may generate observer filtered activity recommendations for the device user, the observer filtered activity recommendations corresponding to the identified limited observer activities. Observer filtered activity recommendations may optionally be restricted in the presence of current observers outside a limited observer group. In some examples, the computing device may provide automated access to observer information and/or to observer filtered activity information to enable observer filtered activity recommendations by applications accessing the observer information and/or the observer filtered activity information.
Abstract:
Technologies and implementations for providing and online gaming experience are generally disclosed. In one example, a computer-implemented method to allocate rendering tasks to resources of a server system comprise determining at least a portion of a first game world view viewable at a first game client of a plurality of game clients, receiving at least a portion of a game input from the first game client, determining a change from the first game world state to a second game world state, determining based on the second game world state, by the server system, a second game world view, determining a first render task to update the first game element and a second render task to update the second game element and allocating, the first render task to a first game element resource and the second render task to a second game element resource.
Abstract:
Technologies related to quorum-based Virtual Machine (VM) security are generally described. In some examples, VM data, such as a VM payload or other VM data, may be quorum-encrypted, such that a quorum of decryption keys may be used to decrypt the data. Decryption keys may be distributed among multiple VMs, with different decryption keys provided to different VMs, so that single VMs may not decrypt the VM data without decryption keys held by other VMs. To decrypt its data, a VM may assemble a quorum of decryption keys by requesting decryption keys held by other operational VMs, and the VM may then decrypt its data using the assembled quorum of decryption keys. The VM may be prevented from decrypting its data without a sufficient quorum of other operational VMs.
Abstract:
Technologies for game providers to place their game worlds into existing map databases and communicate the relevant locations to location-based applications are generally described. In some examples, this may be achieved by generating maps that use non-physical locations that are still within standard location data formats at a game service provider and providing the maps and/or map data to map server providers showing game worlds mapped to those coordinates. Alternatively, the game service provider may provide the map data to the map service provider and the map may be generated at the map service provider. The imaginary location maps may be identified by extreme or non-physical altitudes, for example. Game clients may be enabled to publish the location of their game persona on an imaginary map and/or their real persona on a real map and receive location-based services for either or both personas.
Abstract:
Technology is described for user assembly of lightweight user interfaces for games, e.g., massively multiplayer online games. The technology can include a set of pre-selectable action modules; an interface element, a messaging element, and a display element for each pre-selectable action module; and a component configured to enable a user to select a subset from the set of pre-selectable action modules. A first subset of the pre-selectable action modules can provide a different user interface than a second subset of the pre-selectable action modules when at least one pre-selectable action module is in the first subset but not the second subset. Action modules may be capable of communicating using a messaging platform with at least one server computing device and relates to a massively multiplayer online gaming system operating at a server computing device.