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1.
Feature extraction for visible–infrared person re-identification (VI-ReID) is challenging because of the cross-modality discrepancy in the images taken by different spectral cameras. Most of the existing VI-ReID methods often ignore the potential relationship between features. In this paper, we intend to transform low-order person features into high-order graph features, and make full use of the hidden information between person features. Therefore, we propose a multi-hop attention graph convolution network (MAGC) to extract robust person joint feature information using residual attention mechanism while reducing the impact of environmental noise. The transfer of higher order graph features within MAGC enables the network to learn the hidden relationship between features. We also introduce the self-attention semantic perception layer (SSPL) which can adaptively select more discriminant features to further promote the transmission of useful information. The experiments on VI-ReID datasets demonstrate its effectiveness.  相似文献   
2.
Military tactical network is one of the most important applications of ad hoc network. Currently the existing routing protocols are put forward based on the simple and universal network model which has the ability of multi-hop routing but cannot work efficiently in the special military applications. The narrow bandwidth and limited energy of the wireless network make general routing protocols seem to be more redundant. In order to satisfy military needs properly, this letter makes a detailed analysis of physical nodes and traffic distribution in military network, uses cross-layer design concept for reference, combines traffic characteristic of application layer with routing protocol design. It categorized routing problem as crucial routes and non-crucial routes which adopted separate maintenance methods. It not only realizes basic transmission function but also works efficiently. It is quite fit for military application.  相似文献   
3.
Wireless mesh networks (WMNs) have been proposed to provide cheap, easily deployable and robust Internet access. The dominant Internet-access traffic from clients causes a congestion bottleneck around the gateway, which can significantly limit the throughput of the WMN clients in accessing the Internet. In this paper, we present MeshCache, a transparent caching system for WMNs that exploits the locality in client Internet-access traffic to mitigate the bottleneck effect at the gateway, thereby improving client-perceived performance. MeshCache leverages the fact that a WMN typically spans a small geographic area and hence mesh routers are easily over-provisioned with CPU, memory, and disk storage, and extends the individual wireless mesh routers in a WMN with built-in content caching functionality. It then performs cooperative caching among the wireless mesh routers.We explore two architecture designs for MeshCache: (1) caching at every client access mesh router upon file download, and (2) caching at each mesh router along the route the Internet-access traffic travels, which requires breaking a single end-to-end transport connection into multiple single-hop transport connections along the route. We also leverage the abundant research results from cooperative web caching in the Internet in designing cache selection protocols for efficiently locating caches containing data objects for these two architectures. We further compare these two MeshCache designs with caching at the gateway router only.Through extensive simulations and evaluations using a prototype implementation on a testbed, we find that MeshCache can significantly improve the performance of client nodes in WMNs. In particular, our experiments with a Squid-based MeshCache implementation deployed on the MAP mesh network testbed with 15 routers show that compared to caching at the gateway only, the MeshCache architecture with hop-by-hop caching reduces the load at the gateway by 38%, improves the average client throughput by 170%, and increases the number of transfers that achieve a throughput greater than 1 Mbps by a factor of 3.  相似文献   
4.
In this paper we present analytical expressions for the lower bounds of the error performance of dual-hop amplify-and-forward transmissions over independent and not necessarily identical Generalized-K fading channels. Using a tight upper bound for the end-to-end SNR, a novel expression for the probability density function is derived. Based on the abovementioned formula, tight lower bounds for the average bit error probability for a variety of modulation schemes are derived. In order to validate the accuracy of the proposed mathematical analysis, various numerical and computer simulation results are presented.  相似文献   
5.
This paper proposes multi-hop scheduling algorithms for the All-to-All Broadcast (AAB) problem in Wavelength Division Multiplexed (WDM) optical star networks. The multi-hop AAB problem can be split into two subproblems: Logical Topologies Construction (LTC) problem, and Transmission Scheduling (TS) problem. For improving the efficiency of multi-hop scheduling, we focus on a new multi-hop transmission model and transfer the LTC problem to a special case of the Round Robin Tournament (RRT) problem. In the proposed logical topologies, our multi-hop scheduling algorithms can easily overlap the tuning latency and reduce the number of tuning operations on each node. We compare our results with previous research in terms of schedule length. Overall results indicate that our multi-hop scheduling algorithms have better performance than previous algorithms.  相似文献   
6.
In this work we aim to design simple, distributed self-configuring solutions for the problem of route selection and channel and power allocation in multihop autonomous wireless systems using a game theoretic perspective. We propose and compare three games with different levels of complexity: a potential flow game where players need complete network knowledge, a local flow game requiring full information of the flow and a low complexity cooperative link game which works with partial information of the flow. All these games have been designed to always assure the convergence to a stable point in order to be implemented as distributed algorithms. To evaluate their quality, we also obtain the best achievable performance in the system using mathematical optimization. The system is modeled with the physical interference model and two different definitions of the network utility are considered: the number of active flows and the aggregated capacity in bps. Results show that the proposed games approach the centralized solution, and specially, that the simpler cooperative link game provides a performance close to that of the flow games.  相似文献   
7.
提出一种基于消息缓存的多跳协作机制(ICC机制),该机制不需要依靠准确的网络状态信息和复杂的协作节点选择算法,而是通过利用RTS/CTS交互消息获得相隔两跳的节点MAC地址,并在数据帧中添加下两跳的节点MAC地址,使得相隔两跳的节点可靠的接收到节点发送的信号,并对接收到的信号进行合并,从而获得分集为2的增益。  相似文献   
8.
In a cellular network it's very difficult to make spectrum resource more efficiently. Device-to-Device (D2D) technology enables new service opportunities, and provides high throughput and reliable communication while reducing the base station load. For better total performance, short-range D2D links and cellular links share the same radio resource and the management of interference becomes a crucial task. Here we argue that single-hop D2D technology can be used to further improve cellular networks performance if the key D2D radio resource management algorithms are suitably extended to support multi-hop D2D communications. Aiming to establish a new paradigm for the analysis and design of multi-hop D2D communications, We propose a radio resource allocation for multi-hop D2D routes based on interference avoidance approach in LTE-A networks. On top of that, we investigate the outage probability of D2D communication. We first introduce a new definition of outage probability by considering the maximum distance to be allowable for single-hop transmission. Then we study and analyze the outage performance of a multi-hop D2D route. We derive the general closed form expression of outage probability of the multi-hop D2D routes. The results demonstrate that the D2D radio, sharing the same resources as the cellular network, provide higher capacity compared to pure cellular communication where all the data is transmitted through the base station. They also demonstrate that the new method of calculation of D2D multi hop outage probability has better performance than classical method defined in the literature.  相似文献   
9.
该文简要介绍了多跳无线网络的结构及其MAC协议的分类,简述了近几年来国内外对多跳无线网络MAC协议研究的几个新进展。这些协议均有各自的特点,适用于不同种类的无线网络。最后展望了多跳无线网络MAC协议的发展前景。  相似文献   
10.
提高蜂窝网络中数据分发效率的D2D协作转发算法   总被引:3,自引:0,他引:3  
Device-to-Device(D2D)通信是一种移动终端在蜂窝通信系统的控制下使用授权频段进行点到点通信的新型技术。通过允许接收终端间的数据转发,D2D通信可以用来提高蜂窝网络中的数据分发效率。现有的终端间转发算法,没有充分考虑D2D链路的差异,很难实现频谱资源的高效利用。为此,该文提出了一种基于多跳中继的D2D协作转发算法,包括多播和单播两个模式。该算法根据D2D链路质量自适应地选择最优的中继、路由及传输跳数,能够充分利用D2D链路的多信道分集增益。仿真结果表明,该文所提出的算法能够显著地提高D2D转发的资源利用率,进而提升数据分发业务的吞吐量。  相似文献   
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