A Survey of Routing Techniques for Mobile Collaborative Virtual Environment Applications <s> Other Unclassified Approaches <s> Mobile ad-hoc networks are a growing research topic. Much effort has been put into providing a technical basis for such networks. However, up to now, there has been very little work on how to facilitate integrated usage of the resources available in such a network. In this paper, we give an insight into our research on developing concepts to use the services of an ad-hoc net in an integrated, effective, and efficient manner. Our main focus lies on information services supporting e-learning applications. <s> BIB001 </s> A Survey of Routing Techniques for Mobile Collaborative Virtual Environment Applications <s> Other Unclassified Approaches <s> This paper presents an algorithm for content-based forwarding, an essential function in content-based networking. Unlike in traditional address-based unicast or multicast networks, where messages are given explicit destination addresses, the movement of messages through a content-based network is driven by predicates applied to the content of the messages. Forwarding in such a network amounts to evaluating the predicates stored in a router’s forwarding table in order to decide to which neighbor routers the message should be sent. We are interested in nding a forwarding algorithm that can make this decision as quickly as possible in situations where there are large numbers of predicates and high volumes of messages. We present such an algorithm and give the results of studies evaluating its performance. <s> BIB002
The presence of high variability of ad-hoc routing protocols in the computing area, however, does not always allow researchers to reach their goals due to complexity of the task and distinctive characteristics of system. This could be addressed by developing new methodologies and protocols, so system performance can be improved. What follows is a discussion of some of these schemes. Bejan et al  define a mobile platform for online games. A separate session node manages each game. The discovery process relies on a Resolver Service to send queries and process search services. Such service offers better management solution for mobile games. The Resolver Service is an interesting alternative, but introduces high network overhead, since each device must be queried about whether or not it will host the service. A promising social application called MobiTrip  was developed to allow many users to express their opinion in the environment. User options are made available when user devices connect on the fly, or when users approach connection hotspots. Bluetooth technology is used in order to form a social space of nearby devices. A typical example of such an application is the shopping mall, where users can express their opinion about new products. Michael et al BIB001 propose an information services supporting E-Learning application over MANETs. The emphasis of this work is to deal with the flooding problem in wireless network. Therefore, a new service discovery mechanism is developed using a combinations idea of content based routing protocol BIB002 and cluster head proposal  to limit the network overhead.