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Venues (Conferences, Journals, ...)
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GrowBag graphs for keyword ? (Num. hits/coverage)
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The graphs summarize 1054 occurrences of 477 keywords
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Results
Found 1729 publication records. Showing 1729 according to the selection in the facets
Hits ?▲ |
Authors |
Title |
Venue |
Year |
Link |
Author keywords |
87 | Ahmad Sardouk, Sidi-Mohammed Senouci, Nadjib Achir, Khaled Boussetta |
Assessment of MANET broadcast schemes in the application context of multiplayer video games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007, pp. 55-60, 2007, ACM, 978-0-9804460-0-5. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
multiplayer video games, ad hoc networks, broadcast |
68 | David Pinelle, Nelson Wong, Tadeusz Stach, Carl Gutwin |
Usability heuristics for networked multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
GROUP ![In: Proceedings of the 2009 International ACM SIGGROUP Conference on Supporting Group Work, GROUP 2009, Sanibel Island, Florida, USA, May 10-13, 2009, pp. 169-178, 2009, ACM, 978-1-60558-500-0. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
NGH, game usability, networked game heuristics, usability, heuristic evaluation, networked games, multiplayer games |
68 | Lan Yang, Peerapong Sutinrerk |
Mirrored arbiter architecture: a network architecture for large scale multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
SCSC ![In: Proceedings of the 2007 Summer Computer Simulation Conference, SCSC 2007, San Diego, California, USA, July 16-19, 2007, pp. 709-716, 2007, Simulation Councils, Inc., 1-56555-316-0. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP BibTeX RDF |
interest management techniques, mirrored-arbiter architecture, multicast, massively multiplayer games |
68 | Jens Müller 0004, Sergei Gorlatch |
Rokkatan: scaling an RTS game design to the massively multiplayer realm. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 4(3), pp. 11, 2006. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
massively multiplayer, scalability, computer games |
58 | Jin Ryong Kim, Il-Kyu Park, Kwang-Hyun Shim |
The Effects of Network Loads and Latency in Multiplayer Online Games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
ICEC ![In: Entertainment Computing - ICEC 2007, 6th International Conference, Shanghai, China, September 15-17, 2007, Proceedings, pp. 427-432, 2007, Springer, 978-3-540-74872-4. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
MMOG tests, P2P-based tests, network game tests, multiplayer games, mean opinion score, Load tests |
58 | Sami Laakso, Mikko Laakso |
Design of a body-driven multiplayer game system. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 4(4), pp. 7, 2006. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
computer vision, gesture recognition, object tracking, multiplayer games |
58 | Angie Chandler, Joe Finney |
On the effects of loose causal consistency in mobile multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005, pp. 1-11, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
relevance filtering, collaborative, mobile, peer to peer, real-time, gaming, wireless, latency, consistency management, multiplayer |
58 | Jens Müller 0004, Jan Hendrik Metzen, Alexander Ploss, Maraike Schellmann, Sergei Gorlatch |
Rokkatan: scaling an RTS game design to the massively multiplayer realm. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2005, Valencia, Spain, June 15-15, 2005, pp. 125-132, 2005, ACM, 1-59593-110-4. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
massively multiplayer, scalability, computer games |
58 | Lothar Pantel, Lars C. Wolf |
On the impact of delay on real-time multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NOSSDAV ![In: Network and Operating System Support for Digital Audio and Video, 12th International Workshop, NOSSDAV 2002, Miami Beach, Florida, USA, May 12-14, 2002, Proceedings, pp. 23-29, 2002, ACM. The full citation details ...](Pics/full.jpeg) |
2002 |
DBLP DOI BibTeX RDF |
user impact, delay, real-time applications, multiplayer games |
52 | Kevin A. Li, Scott Counts |
Exploring social interactions and attributes of casual multiplayer mobile gaming. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Mobility Conference ![In: Proceedings of the 4th International Conference on Mobile Technology, Applications, and Systems and the 1st International Symposium on Computer Human Interaction in Mobile Technology, Mobility Conference 2007, Singapore, September 10-12, 2007, pp. 696-703, 2007, ACM, 978-1-59593-819-0. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
|
52 | Jean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge |
Comparing interest management algorithms for massively multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 5th Workshop on Network and System Support for Games, NETGAMES 2006, Singapore, October 30-31, 2006, pp. 6, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
distributed games, computer games, interest management |
49 | Daniel Lupei, Bogdan Simion, Don Pinto, Matthew Misler, Mihai Burcea, William Krick, Cristiana Amza |
Towards scalable and transparent parallelization of multiplayer games using transactional memory support. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PPoPP ![In: Proceedings of the 15th ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming, PPOPP 2010, Bangalore, India, January 9-14, 2010, pp. 325-326, 2010, ACM, 978-1-60558-877-3. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
scalability, synchronization, software transactional memory, massively multiplayer games |
49 | Gonçalo Duarte Garcia Pereira, Pedro Alexandre Santos, Rui Prada |
Self-adapting dynamically generated maps for turn-based strategic multiplayer browser games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2009, Athens, Greece, October 29-31, 2009, pp. 353-356, 2009, ACM, 978-1-60558-864-3. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
expanding maps, multiplayer game balance, self-adapting maps, strategy browser game, dynamic maps |
49 | Sebastian Zander, Ian Leeder, Grenville J. Armitage |
Achieving fairness in multiplayer network games through automated latency balancing. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2005, Valencia, Spain, June 15-15, 2005, pp. 117-124, 2005, ACM, 1-59593-110-4. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
multiplayer network games, delay, fairness |
49 | Newton Lee |
Jabber for multiplayer flash games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 2(4), pp. 13, 2004. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
software games, XML, online games, Flash, multiplayer games, XMPP, Jabber |
49 | Fábio Reis Cecin, Rafael de Oliveira Jannone, Cláudio F. R. Geyer, Márcio Garcia Martins 0002, Jorge L. V. Barbosa |
FreeMMG: a hybrid peer-to-peer and client-server model for massively multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 172, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
cheat-proof games, peer-to-peer, massively multiplayer games |
49 | Nicolas Ducheneaut, Robert J. Moore |
The social side of gaming: a study of interaction patterns in a massively multiplayer online game. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CSCW ![In: Proceedings of the 2004 ACM Conference on Computer Supported Cooperative Work, CSCW 2004, Chicago, Illinois, USA, November 6-10, 2004, pp. 360-369, 2004, ACM, 1-58113-810-5. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
interactivity, social interaction, multiplayer games, design recommendations |
49 | John Halloran 0001, Geraldine Fitzpatrick, Yvonne Rogers, Paul Marshall |
Does it matter if you don't know who's talking?: multiplayer gaming with voiceover IP. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI Extended Abstracts ![In: Extended abstracts of the 2004 Conference on Human Factors in Computing Systems, CHI 2004, Vienna, Austria, April 24 - 29, 2004, pp. 1215-1218, 2004, ACM, 1-58113-703-6. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
voiceover IP, social interaction, qualitative study, multiplayer games |
45 | Gustavo Aranda Bada, Vicente J. Botti, Carlos Carrascosa |
MMOG based on MAS: the MMOG layer. ![Search on Bibsonomy](Pics/bibsonomy.png) |
AAMAS (2) ![In: 8th International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS 2009), Budapest, Hungary, May 10-15, 2009, Volume 2, pp. 1149-1150, 2009, IFAAMAS, 978-0-9817381-7-8. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP BibTeX RDF |
MAS, multi-agent systems, MMOG, massively multiplayer online games |
45 | Angie Chandler, Joe Finney |
Rendezvous: supporting real-time collaborative mobile gaming in high latency environments. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2005, Valencia, Spain, June 15-15, 2005, pp. 310-313, 2005, ACM, 1-59593-110-4. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
collaboration, mobile, real-time, gaming, consistency, latency, multi-user, multiplayer |
42 | Gustavo Aranda Bada, Carlos Carrascosa, Vicente J. Botti |
Characterizing Massively Multiplayer Online Games as Multi-Agent Systems. ![Search on Bibsonomy](Pics/bibsonomy.png) |
HAIS ![In: Hybrid Artificial Intelligence Systems, Third International Workshop, HAIS 2008, Burgos, Spain, September 24-26, 2008. Proceedings, pp. 507-514, 2008, Springer, 978-3-540-87655-7. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
|
42 | Pedro Morillo 0001, Juan M. Orduña, Marcos Fernández 0001 |
Workload Characterization in Multiplayer Online Games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
ICCSA (1) ![In: Computational Science and Its Applications - ICCSA 2006, International Conference, Glasgow, UK, May 8-11, 2006, Proceedings, Part I, pp. 490-499, 2006, Springer, 3-540-34070-X. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
42 | Ahmed Abdelkhalek 0002, Angelos Bilas |
Parallelization and Performance of Interactive Multiplayer Game Servers. ![Search on Bibsonomy](Pics/bibsonomy.png) |
IPDPS ![In: 18th International Parallel and Distributed Processing Symposium (IPDPS 2004), CD-ROM / Abstracts Proceedings, 26-30 April 2004, Santa Fe, New Mexico, USA, 2004, IEEE Computer Society, 0-7695-2132-0. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
|
41 | Simon Joslin, Ross Brown 0001, Penny Drennan |
The gameplay visualization manifesto: a framework for logging and visualization of online gameplay data. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 5(3), pp. 6, 2007. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
gameplay visualization, massively multiplayer online roleplaying games, quests, game design, massively multiplayer online games |
39 | Daniel Lupei, Bogdan Simion, Don Pinto, Matthew Misler, Mihai Burcea, William Krick, Cristiana Amza |
Transactional memory support for scalable and transparent parallelization of multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
EuroSys ![In: European Conference on Computer Systems, Proceedings of the 5th European conference on Computer systems, EuroSys 2010, Paris, France, April 13-16, 2010, pp. 41-54, 2010, ACM, 978-1-60558-577-2. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
scalability, load balancing, synchronization, software transactional memory, massively multiplayer games |
39 | Naoki Ishii, Yutaka Ishibashi, Shinji Sugawara |
Enhancement of adaptive Delta-causality control with adaptive dead-reckoning for multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2009, Athens, Greece, October 29-31, 2009, pp. 409-410, 2009, ACM, 978-1-60558-864-3. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
causality control, experiment, dead-reckoning, multiplayer online games |
39 | Fadi Chehimi, Paul Coulton |
Motion controlled mobile 3D multiplayer gaming. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2008, Yokohama, Japan, December 3-5, 2008, pp. 267-270, 2008, ACM, 978-1-60558-393-8. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
mobile, games, interface, 3D, phones, multiplayer |
39 | Janne Lautamäki, Riku Suomela |
Using player proximity in mobile multiplayer games: experiences from Sandman. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2008, Yokohama, Japan, December 3-5, 2008, pp. 248-251, 2008, ACM, 978-1-60558-393-8. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
MUPE, multiplayer mobile games, context-aware, Bluetooth, pervasive game, proximity |
39 | Alex Meredith, Mark Griffiths 0001, Monica T. Whitty |
Identity in massively multiplayer online games: a qualitative pilot study. ![Search on Bibsonomy](Pics/bibsonomy.png) |
iiWAS ![In: iiWAS'2008 - The Tenth International Conference on Information Integration and Web-based Applications Services, 24-26 November 2008, Linz, Austria, pp. 543-546, 2008, ACM, 978-1-60558-349-5. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
massively multiplayer online games (MMOs), identity, qualitative, self-presentation |
39 | Robert J. Moore, Nicolas Ducheneaut, Eric Nickell |
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Support. Cooperative Work. ![In: Comput. Support. Cooperative Work. 16(3), pp. 265-305, 2007. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
virtual worlds, collaborative virtual environments, game design, ethnomethodology, conversation analysis, Massively Multiplayer Online Games |
39 | Leigh Achterbosch, Robyn Pierce, Gregory Simmons |
Massively multiplayer online role-playing games: the past, present, and future. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 5(4), pp. 9:1-9:33, 2007. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
socialization, MMORPG, game development, multiplayer games |
39 | Abdul Malik Khan, Sophie Chabridon, Antoine Beugnard |
Synchronization medium: a consistency maintenance component for mobile multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007, pp. 99-104, 2007, ACM, 978-0-9804460-0-5. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
multiplayer mobile games, latency hiding, data synchronization, communication abstraction, medium |
39 | Venkatraman Ramakrishna, Max Robinson, Kevin Eustice, Peter L. Reiher |
An Active Self-Optimizing Multiplayer Gaming Architecture. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Clust. Comput. ![In: Clust. Comput. 9(2), pp. 201-215, 2006. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
Self-optimizing middleware, Packet aggregation, Multicast, Active networks, Multiplayer games |
39 | Robert D. S. Fletcher, T. C. Nicholas Graham, Christopher Wolfe |
Plug-replaceable consistency maintenance for multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 5th Workshop on Network and System Support for Games, NETGAMES 2006, Singapore, October 30-31, 2006, pp. 34, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
workspace model, consistency maintenance, multiplayer game |
39 | Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Robert J. Moore |
"Alone together?": exploring the social dynamics of massively multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 2006 Conference on Human Factors in Computing Systems, CHI 2006, Montréal, Québec, Canada, April 22-27, 2006, pp. 407-416, 2006, ACM, 1-59593-372-7. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
activity metrics, online communities, massively multiplayer online games, social dynamics |
39 | Keiichi Endo, Minoru Kawahara, Yutaka Takahashi 0001 |
A proposal of encoded computations for distributed massively multiplayer online services. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2006, Hollywood, California, USA, June 14-16, 2006, pp. 72, 2006, ACM, 1-59593-380-8. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
distributed massively multiplayer online services, encoded computations, interactive real-time applications, peer-to-peer |
39 | Tsun-Yu Hsiao, Shyan-Ming Yuan |
Practical Middleware for Massively Multiplayer Online Games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
IEEE Internet Comput. ![In: IEEE Internet Comput. 9(5), pp. 47-54, 2005. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
gaming middleware, MMOG, massively multiplayer online game |
39 | Claudio E. Palazzi, Stefano Ferretti, Stefano Cacciaguerra, Marco Roccetti |
A RIO-like technique for interactivity loss-avoidance in fast-paced multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 3(2), pp. 3, 2005. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
event delivery service, multiplayer computer games, online entertainment, Evaluation, interactivity, consistency |
39 | Li Tang, Jun Li 0003, Jin Zhou, Zhizhi Zhou, Hao Wang, Kai Li |
FreeRank: implementing independent ranking service for multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005, pp. 1-7, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
freerank, ranking service, multiplayer online games |
39 | Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda |
A challenge for reusing multiplayer online games without modifying binaries. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005, pp. 1-9, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
middleware, reuse, client-server architecture, multiplayer online games, peer-to-peer architecture |
39 | Antti Salovaara, Mikael Johnson, Kalle Toiskallio, Sauli Tiitta, Marko Turpeinen |
Playmakers in multiplayer game communities: their importance and motivations for participation. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2005, Valencia, Spain, June 15-15, 2005, pp. 334-337, 2005, ACM, 1-59593-110-4. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
communities, computer games, motivations, multiplayer games |
39 | Anthony (Peiqun) Yu, Son T. Vuong |
MOPAR: a mobile peer-to-peer overlay architecture for interest management of massively multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NOSSDAV ![In: Network and Operating System Support for Digital Audio and Video, 15th International Workshop, NOSSDAV 2005, Stevenson, Washington, USA, June 13-14, 2005, Proceedings, pp. 99-104, 2005, ACM, 1-58113-987-X. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
peer-to-peer, scalable, networked virtual environment, networked games, massively multiplayer online games, interest management |
39 | Jin Chen 0006, Baohua Wu, Margaret DeLap, Björn Knutsson, Honghui Lu, Cristiana Amza |
Locality aware dynamic load management for massively multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
PPoPP ![In: Proceedings of the ACM SIGPLAN Symposium on Principles and Practice of Parallel Programming, PPOPP 2005, June 15-17, 2005, Chicago, IL, USA, pp. 289-300, 2005, ACM, 1-59593-080-9. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
adaptive, load balancing, distributed, locality aware, massively multiplayer games |
39 | Jouni Smed, Henrik Niinisalo, Harri Hakonen |
Realizing bullet time effect in multiplayer games with local perception filters. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 121-128, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
bullet time, networking, virtual environments, computer games, latency, multiplayer |
39 | Steve Cornett |
The usability of massively multiplayer online roleplaying games: designing for new users. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 2004 Conference on Human Factors in Computing Systems, CHI 2004, Vienna, Austria, April 24 - 29, 2004, pp. 703-710, 2004, ACM, 1-58113-702-8. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
RPG, game usability, massively-multiplayer, roleplaying game, online game, MMORPG |
39 | Peter K. K. Loh, S. Phong, Wentong Cai 0001, Tony Kai Yun Chan |
Multiplayer internet gaming with VRML: a relook. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, 2004, Singapore, June 3-5, 2004, pp. 140-147, 2004, ACM, 1-58113-882-2. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
internet gaming, VRML, virtual worlds, multiplayer games |
39 | Mark R. Mine, Joe Shochet, Roger Hughston |
Building a massively multiplayer game for the million: Disney's Toontown Online. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 1(1), pp. 15, 2003. The full citation details ...](Pics/full.jpeg) |
2003 |
DBLP DOI BibTeX RDF |
Internet, computer graphics, 3D, online games, multiplayer games |
39 | Stefan A. Fiedler, Michael Wallner, Michael Weber 0001 |
A communication architecture for massive multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 1st Workshop on Network and System Support for Games, NETGAMES 2002, Braunschweig, Germany, April 16-17, 2002, 2003, pp. 14-22, 2002, ACM, 1-58113-493-2. The full citation details ...](Pics/full.jpeg) |
2002 |
DBLP DOI BibTeX RDF |
publisher/subscriber model, scalability, massive multiplayer games |
38 | Christine Szentgyorgyi, Michael A. Terry, Edward Lank |
Renegade gaming: practices surrounding social use of the Nintendo DS handheld gaming system. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 2008 Conference on Human Factors in Computing Systems, CHI 2008, 2008, Florence, Italy, April 5-10, 2008, pp. 1463-1472, 2008, ACM, 978-1-60558-011-1. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
handheld games, social gaming, Nintendo DS |
35 | Romain Pellerin |
The MooDS protocol: a J2ME object-oriented communication protocol. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Mobility Conference ![In: Proceedings of the 4th International Conference on Mobile Technology, Applications, and Systems and the 1st International Symposium on Computer Human Interaction in Mobile Technology, Mobility Conference 2007, Singapore, September 10-12, 2007, pp. 8-15, 2007, ACM, 978-1-59593-819-0. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
GASP, J2ME communication protocol, J2ME mobile phone, OMA, object-oriented, communication protocol, multiplayer games, serialization, MooDS |
35 | Chris GauthierDickey, Virginia Mary Lo, Daniel Zappala |
Using n-trees for scalable event ordering in peer-to-peer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NOSSDAV ![In: Network and Operating System Support for Digital Audio and Video, 15th International Workshop, NOSSDAV 2005, Stevenson, Washington, USA, June 13-14, 2005, Proceedings, pp. 87-92, 2005, ACM, 1-58113-987-X. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
n-tree, peer-to-peer, games, multiplayer, event ordering |
35 | Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee 0001, Christos Tsarouchis |
Is runtime verification applicable to cheat detection? ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 134-138, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
runtime verification, multiplayer game, cheat detection |
33 | Kusno Prasetya, Zheng Da Wu |
Performance analysis of game world partitioning methods for multiplayer mobile gaming. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games, NETGAMES 2008, Worcester, Massachusetts, USA, October 21-22, 2008, pp. 72-77, 2008, ACM, 978-1-60558-132-3. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
game world partition, networking, mobile gaming |
33 | Gregor Schiele, Richard Süselbeck, Arno Wacker, Jörg Hähner, Christian Becker 0001, Torben Weis |
Requirements of Peer-to-Peer-based Massively Multiplayer Online Gaming. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CCGRID ![In: Seventh IEEE International Symposium on Cluster Computing and the Grid (CCGrid 2007), 14-17 May 2007, Rio de Janeiro, Brazil, pp. 773-782, 2007, IEEE Computer Society, 0-7695-2833-3. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
|
33 | Jens Müller 0004, Sergei Gorlatch, Tobias Schröter, Stefan Fischer 0001 |
Scaling multiplayer online games using proxy-server replication: a case study of Quake 2. ![Search on Bibsonomy](Pics/bibsonomy.png) |
HPDC ![In: Proceedings of the 16th International Symposium on High-Performance Distributed Computing (HPDC-16 2007), 25-29 June 2007, Monterey, California, USA, pp. 219-220, 2007, ACM, 978-1-59593-673-8. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
scalability, replication, computer games, proxy-server |
33 | Shin Ito, Hiroki Saito, Hajime Sogawa, Yoshito Tobe |
A Propagation of Virtual Space Information Using a Peer-to-peer Architecture for Massively Multiplayer Online Games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
ICDCS Workshops ![In: 26th International Conference on Distributed Computing Systems Workshops (ICDCS 2006 Workshops), 4-7 July 2006, Lisboa, Portugal, pp. 44, 2006, IEEE Computer Society, 0-7695-2541-5. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
33 | Matthias Dick, Oliver Wellnitz, Lars C. Wolf |
Analysis of factors affecting players' performance and perception in multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005, pp. 1-7, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Hanna Strömberg, Jaana Leikas, Riku Suomela, Veikko Ikonen, Juhani Heinilä |
Multiplayer Gaming with Mobile Phones - Enhancing User Experience with a Public Screen. ![Search on Bibsonomy](Pics/bibsonomy.png) |
INTETAIN ![In: Intelligent Technologies for Interactive Entertainment, First International Conference, INTETAIN 2005, Madonna di Campiglio, Italy, November 30 - December 2, 2005, Proceedings, pp. 183-192, 2005, Springer, 3-540-30509-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Jens Müller 0004, Sergei Gorlatch |
GSM: a game scalability model for multiplayer real-time games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
INFOCOM ![In: INFOCOM 2005. 24th Annual Joint Conference of the IEEE Computer and Communications Societies, 13-17 March 2005, Miami, FL, USA, pp. 2044-2045, 2005, IEEE, 0-7803-8968-9. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Zheng Da Wu |
Performance Modelling of Multicast Groups for Multiplayer Games in Peer-to-Peer Networks. ![Search on Bibsonomy](Pics/bibsonomy.png) |
DS-RT ![In: 9th IEEE International Symposium on Distributed Simulation and Real-Time Applications (DS-RT 2005), 10-12 October 2005, Montreal, Canada, pp. 105-112, 2005, IEEE Computer Society, 0-7695-2462-1. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
|
33 | Aameek Singh, Arup Acharya |
Using session initiation protocol to build context-aware VoIP support for multiplayer networked games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 98-105, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
context-aware, gaming, SIP, VoIP |
33 | Hartmut Ritter, Thiemo Voigt, Min Tian, Jochen H. Schiller |
Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 2nd Workshop on Network and System Support for Games, NETGAMES 2003, Redwood City, California, USA, May 22-23, 2003, pp. 101-105, 2003, ACM, 1-58113-734-6. The full citation details ...](Pics/full.jpeg) |
2003 |
DBLP DOI BibTeX RDF |
ad-hoc networks, Bluetooth, mobile gaming |
33 | Joseph D. Pellegrino, Constantinos Dovrolis |
Bandwidth requirement and state consistency in three multiplayer game architectures. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 2nd Workshop on Network and System Support for Games, NETGAMES 2003, Redwood City, California, USA, May 22-23, 2003, pp. 52-59, 2003, ACM, 1-58113-734-6. The full citation details ...](Pics/full.jpeg) |
2003 |
DBLP DOI BibTeX RDF |
|
29 | Alexandre Denault, Jörg Kienzle |
Journey: A Massively Multiplayer Online Game Middleware. ![Search on Bibsonomy](Pics/bibsonomy.png) |
IEEE Softw. ![In: IEEE Softw. 28(5), pp. 38-44, 2011. The full citation details ...](Pics/full.jpeg) |
2011 |
DBLP DOI BibTeX RDF |
middleware, games, distributed objects, massively multiplayer online games, domain-specific architectures |
29 | Chun-Cheng Hsu, Elvis Chih-Hsien Chen |
Exploring the Elements and Design Criteria of Massively-Multiplayer Online Role-Playing Game (MMORPG) Interfaces. ![Search on Bibsonomy](Pics/bibsonomy.png) |
HCI (4) ![In: Human-Computer Interaction. Interacting in Various Application Domains, 13th International Conference, HCI International 2009, San Diego, CA, USA, July 19-24, 2009, Proceedings, Part IV, pp. 325-334, 2009, Springer, 978-3-642-02582-2. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
Massively-multiplayer online role-playing games (MMORPG), elements of game interfaces, interface design |
29 | Chen Xin |
Multiplayer Game in Mobile Phone Serious Game. ![Search on Bibsonomy](Pics/bibsonomy.png) |
JCAI ![In: First IITA International Joint Conference on Artificial Intelligence, Hainan Island, China, 25-26 April 2009, pp. 56-58, 2009, IEEE Computer Society, 978-0-7695-3615-6. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
phone game, mobile phone, serious game, multiplayer game, game architectures |
29 | Qili Zhou, Colin James Miller, Victor Bassilious |
First Person Shooter Multiplayer Game Traffic Analysis. ![Search on Bibsonomy](Pics/bibsonomy.png) |
ISORC ![In: 11th IEEE International Symposium on Object-Oriented Real-Time Distributed Computing (ISORC 2008), 5-7 May 2008, Orlando, Florida, USA, pp. 195-200, 2008, IEEE Computer Society, 978-0-7695-3132-8. The full citation details ...](Pics/full.jpeg) |
2008 |
DBLP DOI BibTeX RDF |
internet traffic analysis, interarrival delay, intersend delay, multiplayer games ethereal, bandwidth |
29 | Frank Glinka, Alexander Ploss, Jens Müller-Iden, Sergei Gorlatch |
RTF: a real-time framework for developing scalable multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007, pp. 81-86, 2007, ACM, 978-0-9804460-0-5. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
real-time online interactive applications, performance, design, scalability, middleware, online games, distributed architecture, massively multiplayer online games |
29 | Stéphane Natkin, Chen Yan |
User model in multiplayer mixed reality entertainment applications. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2006, Hollywood, California, USA, June 14-16, 2006, pp. 85, 2006, ACM, 1-59593-380-8. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
proactive game, mobile, adaptive, context aware, user model, mixed reality, interactive narrative, ubiquitous system, location based games, multiplayer online games |
29 | Stéphane Natkin, Chen Yan |
User model in multiplayer mixed reality entertainment applications. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2006, Hollywood, California, USA, June 14-16, 2006, pp. 74, 2006, ACM, 1-59593-380-8. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
proactive game, mobile, adaptive, context aware, user model, mixed reality, interactive narrative, ubiquitous system, location based games, multiplayer online games |
29 | Stefano Ferretti, Marco Roccetti |
Fast delivery of game events with an optimistic synchronization mechanism in massive multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Advances in Computer Entertainment Technology ![In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, ACE 2005, Valencia, Spain, June 15-15, 2005, pp. 405-412, 2005, ACM, 1-59593-110-4. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
online entertainment, evaluation, synchronization, responsiveness, massive multiplayer online games, optimistic synchronization |
29 | John C. McEachen II |
A self-similarity traffic analysis of an internet-based multiplayer online game. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 170, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
self-similarity, MMOG, multiplayer |
29 | Bei Di Chen, Muthucumaru Maheswaran |
A cheat controlled protocol for centralized online multiplayer games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 139-143, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
cheat prevention, time cheating, multiplayer online games |
29 | Chris GauthierDickey, Daniel Zappala, Virginia Mary Lo |
A fully distributed architecture for massively multiplayer online games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004, pp. 171, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
interactive, architecture, games, distributed, multiplayer |
29 | Michael Nitsche, Matthew Drake, Janet H. Murray |
Bridging Media with the Help of Players. ![Search on Bibsonomy](Pics/bibsonomy.png) |
ICIDS ![In: Interactive Storytelling, Second Joint International Conference on Interactive Digital Storytelling, ICIDS 2009, Guimarães, Portugal, December 9-11, 2009. Proceedings, pp. 269-279, 2009, Springer, 978-3-642-10642-2. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
player-centric, gaming, narrative, television, cross-media |
29 | Eric Cronin, Anthony R. Kurc, Burton Filstrup, Sugih Jamin |
An Efficient Synchronization Mechanism for Mirrored Game Architectures. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Multim. Tools Appl. ![In: Multim. Tools Appl. 23(1), pp. 7-30, 2004. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
consistency, system architectures, game platforms |
29 | Eric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin |
An efficient synchronization mechanism for mirrored game architectures. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 1st Workshop on Network and System Support for Games, NETGAMES 2002, Braunschweig, Germany, April 16-17, 2002, 2003, pp. 67-73, 2002, ACM, 1-58113-493-2. The full citation details ...](Pics/full.jpeg) |
2002 |
DBLP DOI BibTeX RDF |
consistency, system architectures, game platforms |
27 | Chelsea M. Hughes, Brandon J. Griffin, Everett L. Worthington Jr. |
A measure of social behavior in team-based, multiplayer online games: The Sociality in Multiplayer Online Games (SMOG) scale. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Hum. Behav. ![In: Comput. Hum. Behav. 69, pp. 386-395, 2017. The full citation details ...](Pics/full.jpeg) |
2017 |
DBLP DOI BibTeX RDF |
|
27 | Callum Spawforth, David E. Millard |
Multiplayer Games as a Template for Multiplayer Narratives: A Case Study With Dark Souls. ![Search on Bibsonomy](Pics/bibsonomy.png) |
HT (Extended Proceedings) ![In: Workshops Proceedings and Tutorials of the 28th ACM Conference on Hypertext and Social Media (HT 2017), Prague, Czech Republic, July 4-7, 2017., 2017, CEUR-WS.org. The full citation details ...](Pics/full.jpeg) |
2017 |
DBLP BibTeX RDF |
|
27 | Viktor Wendel, Michael Gutjahr, Stefan Göbel 0001, Ralf Steinmetz |
Designing Collaborative Multiplayer Serious Games for Collaborative Learning - Escape from Wilson Island - A Multiplayer 3D Serious Game for Collaborative Learning in Teams. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CSEDU (2) ![In: CSEDU 2012 - Proceedings of the 4th International Conference on Computer Supported Education, Volume 2, Porto, Portugal, 16-18 April, 2012, pp. 199-210, 2012, SciTePress, 978-989-8565-07-5. The full citation details ...](Pics/full.jpeg) |
2012 |
DBLP BibTeX RDF |
|
27 | Anders Tychsen, Michael Hitchens |
Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Games Cult. ![In: Games Cult. 4(2), pp. 170-201, 2009. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
|
27 | Lars Konzack, Thessa Lindof |
From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics. ![Search on Bibsonomy](Pics/bibsonomy.png) |
DiGRA Conference ![In: Digital Games Research Conference 2005, Changing Views: Worlds in Play, June 16-20, 2005, Vancouver, British Columbia, Canada, 2005. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP BibTeX RDF |
|
25 | Tyler Pace, Shaowen Bardzell, Jeffrey Bardzell |
The rogue in the lovely black dress: intimacy in world of warcraft. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 28th International Conference on Human Factors in Computing Systems, CHI 2010, Atlanta, Georgia, USA, April 10-15, 2010, pp. 233-242, 2010, ACM, 978-1-60558-929-9. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
virtual worlds, reciprocity, intimacy, massively multiplayer online games, sociability, world of warcraft |
25 | Mário Lopes Ferreira, Ricardo Morla |
Second life in-world action traffic modeling. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NOSSDAV ![In: Network and Operating System Support for Digital Audio and Video, 20th International Workshop, NOSSDAV 2010, Amsterdam, The Netherlands, June 2-4, 2010, Proceedings, pp. 3-8, 2010, ACM, 978-1-4503-0043-8. The full citation details ...](Pics/full.jpeg) |
2010 |
DBLP DOI BibTeX RDF |
model, statistics, second life, massive multiplayer online games, communication traffic |
25 | Jiung-yao Huang, Ming-Chih Tung, Huan-Chao Keh, Ji-Jen Wu, Kun-Hang Lee, Chung-Hsien Tsai |
A 3D Campus on the Internet - A Networked Mixed Reality Environment. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Trans. Edutainment ![In: Transactions on Edutainment II, pp. 282-298, 2009, Springer, 978-3-642-03269-1. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
Mobile Supporting Server, Multiplayer Mobile Mixed Reality, Mobile Computing, Networked Virtual Environment (NVE) |
25 | Jiung-yao Huang, Ming-Chih Tung, Huan-Chao Keh, Ji-Jen Wu, Kun-Hang Lee, Chung-Hsien Tsai |
Interaction Wearable Computer with Networked Virtual Environment. ![Search on Bibsonomy](Pics/bibsonomy.png) |
HCI (3) ![In: Human-Computer Interaction. Ambient, Ubiquitous and Intelligent Interaction, 13th International Conference, HCI International 2009, San Diego, CA, USA, July 19-24, 2009, Proceedings, Part III, pp. 741-751, 2009, Springer, 978-3-642-02579-2. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
Mobile Supporting Server, Multiplayer Mobile Mixed Reality, Mobile Computing, Networked Virtual Environment (NVE) |
25 | Marek Bell, Stuart Reeves, Barry A. T. Brown, Scott Sherwood, Donny MacMillan, John Ferguson, Matthew Chalmers |
EyeSpy: supporting navigation through play. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 27th International Conference on Human Factors in Computing Systems, CHI 2009, Boston, MA, USA, April 4-9, 2009, pp. 123-132, 2009, ACM, 978-1-60558-246-7. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
RF fingerprinting, mobile multiplayer games, mobile photography, navigation, human computation |
25 | Tadeusz Stach, T. C. Nicholas Graham, Jeffrey Yim, Ryan E. Rhodes |
Heart rate control of exercise video games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Graphics Interface ![In: Proceedings of the Graphics Interface 2009 Conference, May 25-27, 2009, Kelowna, British Columbia, Canada, pp. 125-132, 2009, ACM Press, 978-1-56881-470-4. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP BibTeX RDF |
active games, heart rate input, kinetic interfaces, multiplayer exercise video games, exertion interfaces |
25 | Yolanda A. Rankin, Deidra Morrison, McKenzie McNeal, Bruce Gooch, Marcus W. Shute |
Time will tell: in-game social interactions that facilitate second language acquisition. ![Search on Bibsonomy](Pics/bibsonomy.png) |
FDG ![In: Proceedings of the 4th International Conference on Foundations of Digital Games, FDG 2009, Orlando, Florida, USA, April 26-30, 2009, pp. 161-168, 2009, ACM, 978-1-60558-437-9. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
collaborative gameplay, massively multiplayer online role playing games, second language acquisition, visualization, human computer interaction, computer mediated communication, social computing, video games |
25 | Margaret Greene |
Waging wars in wangba: political policy and social practice in Chinese MMO culture. ![Search on Bibsonomy](Pics/bibsonomy.png) |
FDG ![In: Proceedings of the 4th International Conference on Foundations of Digital Games, FDG 2009, Orlando, Florida, USA, April 26-30, 2009, pp. 342-343, 2009, ACM, 978-1-60558-437-9. The full citation details ...](Pics/full.jpeg) |
2009 |
DBLP DOI BibTeX RDF |
East Asia, governmental issues, history, regulation, China, personal computing, massively multiplayer online games |
25 | Helge Backhaus, Stefan Krause |
Voronoi-based adaptive scalable transfer revisited: gain and loss of a Voronoi-based peer-to-peer approach for MMOG. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 6th Workshop on Network and System Support for Games, NETGAMES 2007, Melbourne, Australia, September 19-20, 2007, pp. 49-54, 2007, ACM, 978-0-9804460-0-5. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
peer-to-peer, scalability, virtual worlds, Voronoi diagram, massively multiplayer online games, neighbor discovery |
25 | Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, Robert J. Moore |
The life and death of online gaming communities: a look at guilds in world of warcraft. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 2007 Conference on Human Factors in Computing Systems, CHI 2007, San Jose, California, USA, April 28 - May 3, 2007, pp. 839-848, 2007, ACM, 978-1-59593-593-9. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
data analysis tools, social networks, online communities, massively multiplayer online games, group dynamics |
25 | Robert J. Moore, E. Cabell Hankinson Gathman, Nicolas Ducheneaut, Eric Nickell |
Coordinating joint activity in avatar-mediated interaction. ![Search on Bibsonomy](Pics/bibsonomy.png) |
CHI ![In: Proceedings of the 2007 Conference on Human Factors in Computing Systems, CHI 2007, San Jose, California, USA, April 28 - May 3, 2007, pp. 21-30, 2007, ACM, 978-1-59593-593-9. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
avatar-mediated interaction, conversation analysis, massively multiplayer online games |
25 | Nuno Santos 0001, Luís Veiga, Paulo Ferreira 0001 |
Vector-Field Consistency for Ad-Hoc Gaming. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Middleware ![In: Middleware 2007, ACM/IFIP/USENIX 8th International Middleware Conference, Newport Beach, CA, USA, November 26-30, 2007, Proceedings, pp. 80-100, 2007, Springer, 978-3-540-76777-0. The full citation details ...](Pics/full.jpeg) |
2007 |
DBLP DOI BibTeX RDF |
Multiplayer Games, Consistency Management, Locality- Awareness, Replicated Objects |
25 | Stefano Ferretti, Claudio E. Palazzi, Marco Roccetti, Giovanni Pau 0001, Mario Gerla |
FILA in gameland, a holistic approach to a problem of many dimensions. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Comput. Entertain. ![In: Comput. Entertain. 4(4), pp. 8, 2006. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
scalability, interactivity, fairness, consistency, multiplayer online games |
25 | Marios Assiotis, Velin Tzanov |
A distributed architecture for MMORPG. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 5th Workshop on Network and System Support for Games, NETGAMES 2006, Singapore, October 30-31, 2006, pp. 4, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
distributed architecture, MMORPG, multiplayer game |
25 | Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumoto, Minoru Ito |
A distributed event delivery method with load balancing for MMORPG. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005, pp. 1-8, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
event delivery architecture, load balancing, multiplayer game |
25 | Patric Kabus, Wesley W. Terpstra, Mariano Cilia, Alejandro P. Buchmann |
Addressing cheating in distributed MMOGs. ![Search on Bibsonomy](Pics/bibsonomy.png) |
NETGAMES ![In: Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005, pp. 1-6, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
distributed systems, cheating, massively multiplayer online gaming |
25 | Johannes Färber |
Traffic Modelling for Fast Action Network Games. ![Search on Bibsonomy](Pics/bibsonomy.png) |
Multim. Tools Appl. ![In: Multim. Tools Appl. 23(1), pp. 31-46, 2004. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
traffic modelling, multiplayer games, traffic characterization |
25 | Tae-Seung Lee, Byong-Won Hwang |
Continuants Based Neural Speaker Verification System. ![Search on Bibsonomy](Pics/bibsonomy.png) |
MICAI ![In: MICAI 2004: Advances in Artificial Intelligence, Third Mexican International Conference on Artificial Intelligence, Mexico City, Mexico, April 26-30, 2004, Proceedings, pp. 89-98, 2004, Springer, 3-540-21459-3. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
multiplayer perceptrons, pattern recognition, continuants, Speaker verification, biometric authentication |
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