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Publications at "NETGAMES"( http://dblp.L3S.de/Venues/NETGAMES )

URL (DBLP): http://dblp.uni-trier.de/db/conf/netgames

Publication years (Num. hits)
2002-2003 (32) 2004 (23) 2005 (21) 2006 (53) 2007 (25) 2008 (20) 2009 (19) 2010 (21) 2011 (20) 2012 (20) 2013 (18) 2014 (19) 2015 (18) 2017-2018 (18)
Publication types (Num. hits)
inproceedings(311) proceedings(16)
Venues (Conferences, Journals, ...)
NETGAMES(327)
GrowBag graphs for keyword ? (Num. hits/coverage)

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The graphs summarize 431 occurrences of 247 keywords

Results
Found 327 publication records. Showing 327 according to the selection in the facets
Hits ? Authors Title Venue Year Link Author keywords
1Roger Thomas Kok Chuen Tan, James Keng Soon Teh, Adrian David Cheok Metazoa Ludens. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF computer entertainment system, human-pet interaction
1Wladimir Palant, Carsten Griwodz, Pål Halvorsen Consistency requirements in multiplayer online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Fernando A. M. Trinta, Carlos Ferraz, Geber L. Ramalho Middleware services for pervasive multiplatform networked games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF pervasive computing, mobile games
1Luca Mottola, Amy L. Murphy, Gian Pietro Picco Pervasive games in a mote-enabled virtual world using tuple space middleware. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Chris Chambers, Wu-chang Feng, Wu-chi Feng Towards public server MMOs. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF online games, MMO
1Liang Liu 0001, Huadong Ma Wireless sensor network based mobile pet game. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF mobile pet game, wireless sensor networks, reconfiguration, gaming platform
1Kenji Hikichi, Yasuhiko Yasuda, Akifumi Fukuda, Kaoru Sezaki The effect of network delay on remote calligraphic teaching with haptic interfaces. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF remote teaching, haptics, network QoS
1Seokhee Lee 0001, Sungtae Moon, JongWon Kim 0001 A network-adaptive transport scheme for haptic-based collaborative virtual environments. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF FEC (forward error control), adaptive playout, aggregated packetization, CVEs (collaborative virtual environments), haptic interactions, prioritizing, network QoS, data filtering
1Fengyun Lu, Simon E. Parkin, Graham Morgan Load balancing for massively multiplayer online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Marios Assiotis, Velin Tzanov A distributed architecture for MMORPG. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF distributed architecture, MMORPG, multiplayer game
1Jens Müller 0004, Andreas Gössling, Sergei Gorlatch On correctness of scalable multi-server state replication in online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Warren Harrop, Grenville J. Armitage Modifying first person shooter games to perform real time network monitoring and control tasks. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF game modification, greynet, visualization, real-time, intrusion detection, 3D, network monitoring, network control, NIDS
1James Keng Soon Teh, Adrian David Cheok Poultry.Internet and Internet Pajama: novel systems for remote haptic interaction. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF intimate computing, haptic, remote interaction, network interaction
1Knut-Helge Vik, Carsten Griwodz, Pål Halvorsen Applicability of group communication for increased scalability in MMOGs. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Ibrahim Cevizci, Melike Erol, Sema F. Oktug Analysis of multi-player online game traffic based on self-similarity. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF multi-player first person shooter games, self-similarity, traffic analysis, Hurst parameter
1Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris Herbst, Anne-Kathrin Braun Meeting technology challenges of pervasive augmented reality games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF ubiquitous computing, augmented reality, mixed reality, pervasive gaming
1Philip Branch, Grenville J. Armitage Extrapolating server to client IP traffic from empirical measurements of first person shooter games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF teletraffic analysis, games, traffic engineering, first person shooter
1Kris Luyten, Kristof Thys, Steven Huypens, Karin Coninx Telebuddies on the move: social stitching to enhance the networked gaming experience. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF cooperative user interfaces, semantic web, interactive television, social games
1Tobias Fritsch, Benjamin Voigt, Jochen H. Schiller Distribution of online hardcore player behavior: (how hardcore are you?). Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF game behavior, hardcore, multiplayer mobile and ubiquitous games, social deterministic, modeling, analysis, characterization, user survey, usage studies
1Tsuyoshi Hisamatsu, Andy Yamada, Tomoyuki Nezu, Toshimasa Yamazaki, Kazunori Sugiura, Masahiko Inakage, Osamu Nakamura, Jun Murai Andrew Rivolski: multi-display cooperation game over the internet. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF leisure and games, internet, interaction techniques, collaborative working, Delphi theory
1Shaolong Li, Changjia Chen Interest scheme: a new method for path prediction. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF dead-reckoning vectors, interest scheme, accuracy, hybrid method, dead-reckoning, network delay
1Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller CAN mobile gaming be improved? Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF advanced protocols and games, games on mobile and resource-scarce devices, protocols for peer-to-peer networked games, peer to peer, mobile gaming, CAN, multiplayer gaming
1Ying Peng Que, Paul Boustead, Farzad Safaei Trading off computation for error in providing immersive voice communications for mobile gaming. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF immersive voice communications, mobile gaming, voice over IP (VoIP), computation cost reduction
1Robert D. S. Fletcher, T. C. Nicholas Graham, Christopher Wolfe Plug-replaceable consistency maintenance for multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF workspace model, consistency maintenance, multiplayer game
1Tatsuya Hashimoto, Yutaka Ishibashi Group synchronization control over haptic media in a networked real-time game with collaborative work. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF group synchronization control, networked real-time game, fairness, experiment, collaborative work, haptic media
1Yoshihiro Kawano, Tatsuhiro Yonekura Count down protocol: asynchronous consistent protocol in P2P virtual ball game. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF AtoZ (allocated topographical zone), DVE (distributed virtual environment), P2P (peer-to-peer), count down protocol (CDP), critical case
1Kuan-Ta Chen, Chin-Laung Lei Network game design: hints and implications of player interaction. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF MMO-RPG, overlay networks, social interaction, online games, internet measurement, design recommendations
1Hiroshi Fujinoki On the support for heterogeneity in networked virtual environment. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF event synchronization, multicast, heterogeneous networks, networked virtual environments
1Tatsuya Shimomura, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura A game authoring tool based on character definition in terms of state-transition diagrams. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF video games, edutainment, interactive animations, state-transition diagrams
1Yi Zhang, Ling Chen 0001, Gencai Chen Globally synchronized dead-reckoning with local lag for continuous distributed multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF continuous replicated application, local lag, consistency, dead-reckoning, distributed multi-player games
1Syun-nosuke Yamakawa, Tatsuhiro Yonekura On a dynamic caching method for field segmented DVE by multi-server. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF Xcast, field pre-fetching, large-scale DVE, network traffic, multi-server
1Christian Mönch, Gisle Grimen, Roger Midtstraum Protecting online games against cheating. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Dingliang Liang, Paul Boustead Using local lag and timewarp to improve performance for real life multi-player online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF local lag, quake 3, timewarp, consistency, networked games, paradox
1Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata, Naoki Shibata, Keiichi Yasumoto, Minoru Ito Cheat detection for MMORPG on P2P environments. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF distributed system, peer to peer, P2P, MMORPG, cheating, massively multiplayer online gaming
1Grenville J. Armitage, Carl Javier, Sebastian Zander Post-game estimation of game client RTT and hop count distributions. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF game traffic, post-game estimation, round trip time, hop count
1Yi Lin 0005, Bettina Kemme, Marta Patiño-Martínez, Ricardo Jiménez-Peris Applying database replication to multi-player online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Stefano Ferretti, Marco Roccetti Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF peer-to-peer, synchronization, online games, cheating
1Thorsten Hampel, Thomas Bopp, Robert Hinn A peer-to-peer architecture for massive multiplayer online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF peer-to-peer, MMOG, game architecture
1Christian Bertelsmeyer, Erik Koch, Alexander H. Schirm A new approach on wearable game design and its evaluation. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF physical environment games, ubiquitous computing, pervasive computing, game theory, mobile games, design principles
1A. F. Wattimena, Robert E. Kooij, J. M. van Vugt, O. K. Ahmed Predicting the perceived quality of a first person shooter: the Quake IV G-model. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF perceived QoS, regression analysis, mean opinion score, interactive gaming, first person shooter, on-line games
1Jeremy Brun, Farzad Safaei, Paul Boustead Server topology considerations in online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF optimization, fairness, network game, server selection, playability
1Jason But, Nigel Williams, Sebastian Zander, Lawrence Stewart, Grenville J. Armitage Automated network games enhancement layer: a proposed architecture. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Jean-Sébastien Boulanger, Jörg Kienzle, Clark Verbrugge Comparing interest management algorithms for massively multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF distributed games, computer games, interest management
1Adrian David Cheok, Yutaka Ishibashi (eds.) Proceedings of the 5th Workshop on Network and System Support for Games, NETGAMES 2006, Singapore, October 30-31, 2006 Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  BibTeX  RDF
1Masayuki Nakagawa, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura Flash movie authoring environment based on state diagram. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF game authoring, macromedia flash movies, state diagrams
1Sudhir Aggarwal, Justin Christofoli, Sarit Mukherjee, Sampath Rangarajan Authority assignment in distributed multi-player proxy-based games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF communication proxy, latency compensation, games, authority, MMOG, distributed multi-player games
1Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashige Cellular automata and Hilditch thinning for extraction of user paths in online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF Hilditch thinning, path extraction, cellular automata, game design, online games, trails
1Alvin Chen, Richard R. Muntz Peer clustering: a hybrid approach to distributed virtual environments. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF peer-to-peer, hybrid architecture, MMO
1Siu Fung Yeung Hack-proof synchronization protocol for multi-player online games. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF
1Jinjing Zhao, Peidong Zhu, Xicheng Lu, Feng Zhao A practical pricing model of inter-domain multicasting based on game theory. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF game theory, IP multicast, pricing mechanism
1Brian Carrig, David Denieffe, John Murphy 0001 A relative delay minimization scheme for multiplayer gaming in differentiated services networks. Search on Bibsonomy NETGAMES The full citation details ... 2006 DBLP  DOI  BibTeX  RDF relative delay, QoS, diffserv, network games
1 Proceedings of the 4th Workshop on Network and System Support for Games, NETGAMES 2005, Hawthorne, New York, USA, October 10-11, 2005 Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  BibTeX  RDF
1Jaecheol Kim, Jaeyoung Choi 0001, Dukhyun Chang, Taekyoung Kwon 0001, Yanghee Choi, Eungsu Yuk Traffic characteristics of a massively multi-player online role playing game. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF 3D, MMORPG, traffic characteristic
1Shinya Yamamoto, Yoshihiro Murata, Keiichi Yasumoto, Minoru Ito A distributed event delivery method with load balancing for MMORPG. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF event delivery architecture, load balancing, multiplayer game
1Sudhir Aggarwal, Hemant Banavar, Sarit Mukherjee, Sampath Rangarajan Fairness in dead-reckoning based distributed multi-player games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF fairness, clock synchronization, dead-reckoning, network delay, distributed multi-player games
1Steven Gargolinski, Christopher St. Pierre, Mark Claypool Game server selection for multiple players. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF network games, server selection
1Leo Petrak, Olaf Landsiedel, Klaus Wehrle Framework for evaluation of networked mobile games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF evaluation of games, simulation, mobility models, mobile gaming
1Swee Ann Tan, William Lau, Allan W. K. Loh Networked game mobility model for first-person-shooter games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF first-person-shooter games, quake 2, modelling, mobility, workload
1Andreas Janecek, Helmut Hlavacs Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF NET compact framework, Java micro edition, interactive real-time games, WLAN, PocketPC
1Bart De Vleeschauwer, Bruno Van Den Bossche, Tom Verdickt, Filip De Turck, Bart Dhoedt, Piet Demeester Dynamic microcell assignment for massively multiplayer online gaming. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF game server architecture, microcell distribution, load balancing, MMOG
1Patric Kabus, Wesley W. Terpstra, Mariano Cilia, Alejandro P. Buchmann Addressing cheating in distributed MMOGs. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF distributed systems, cheating, massively multiplayer online gaming
1Takahiro Yasui, Yutaka Ishibashi, Tomohito Ikedo Influences of network latency and packet loss on consistency in networked racing games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF causality control, networked racing game, fairness, consistency, dead-reckoning
1Mark Claypool On the 802.11 turbulence of nintendo DS and sony PSP hand-held network games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF sony PSP, wireless, IEEE 802.11, network games, nintendo DS
1Sebastian Zander, David Kennedy, Grenville J. Armitage Dissecting server-discovery traffic patterns generated by multiplayer first person shooter games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF game traffic analysis, geographic distribution, server location
1Angie Chandler, Joe Finney On the effects of loose causal consistency in mobile multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF relevance filtering, collaborative, mobile, peer to peer, real-time, gaming, wireless, latency, consistency management, multiplayer
1Masaki Fujimoto, Yutaka Ishibashi Packetization interval of haptic media in networked virtual environments. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF packetization interval, Quality of Service (QoS), networked virtual environments, haptic media
1Chris Chambers, Wu-chang Feng Patch scheduling for on-line games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF games, updates, patches
1Jeff Jianxin Yan, Brian Randell A systematic classification of cheating in online games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF online computer games, security, taxonomy, cheating
1Matthias Dick, Oliver Wellnitz, Lars C. Wolf Analysis of factors affecting players' performance and perception in multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF
1Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller The effect of latency and network limitations on MMORPGs: a field study of everquest2. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF Everquest2, user study, mobile gaming, MMORPG, network games
1Li Tang, Jun Li 0003, Jin Zhou, Zhizhi Zhou, Hao Wang, Kai Li FreeRank: implementing independent ranking service for multiplayer online games. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF freerank, ranking service, multiplayer online games
1Yugo Kaneda, Hitomi Takahashi, Masato Saito, Hiroto Aida, Hideyuki Tokuda A challenge for reusing multiplayer online games without modifying binaries. Search on Bibsonomy NETGAMES The full citation details ... 2005 DBLP  DOI  BibTeX  RDF middleware, reuse, client-server architecture, multiplayer online games, peer-to-peer architecture
1Grenville J. Armitage, Lawrence Stewart Some thoughts on emulating jitter for user experience trials. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF internet, games, latency, jitter, online
1Wu-chang Feng (eds.) Proceedings of the 3rd Workshop on Network and System Support for Games, NETGAMES 2004, Portland, Oregon, USA, August 30, 2004 Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  BibTeX  RDF
1Margaret DeLap, Björn Knutsson, Honghui Lu, Oleg Sokolsky, Usa Sammapun, Insup Lee 0001, Christos Tsarouchis Is runtime verification applicable to cheat detection? Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF runtime verification, multiplayer game, cheat detection
1Kieran Mansley, David J. Scott, Alastair Tse, Anil Madhavapeddy Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF bluetooth, mobile gaming, location systems
1John C. McEachen II A self-similarity traffic analysis of an internet-based multiplayer online game. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF self-similarity, MMOG, multiplayer
1Bei Di Chen, Muthucumaru Maheswaran A cheat controlled protocol for centralized online multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF cheat prevention, time cheating, multiplayer online games
1Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan Accuracy in dead-reckoning based distributed multi-player games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF accuracy, clock synchronization, dead-reckoning, network delay, distributed multi-player games
1Fábio 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 NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF cheat-proof games, peer-to-peer, massively multiplayer games
1Takuji Iimura, Hiroaki Hazeyama, Youki Kadobayashi Zoned federation of game servers: a peer-to-peer approach to scalable multi-player online games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF
1Anees Shaikh, Sambit Sahu, Marcel-Catalin Rosu, Michael Shea, Debanjan Saha Implementation of a service platform for online games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF game hosting, on demand computing, online games
1Hartmut Ritter, Rolf Winter, Jochen H. Schiller, Thorsten Zippan A partition detection system for distributed mobile games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF partition detection, ad-hoc networks, mobile gaming
1Ian Lintault A transaction execution engine architecture for multiplayer online games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF transaction execution, transaction level parallelism, task scheduling, distributed simulation, dynamic scheduling, online games, game architecture, data flow architecture
1Peter Quax, Patrick Monsieurs, Wim Lamotte, Danny De Vleeschauwer, Natalie Degrande Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF network influences, analysis, on-line games
1Cong Duc Nguyen, Farzad Safaei, Paul Boustead A distributed proxy system for provisioning immersive audio communication to massively multi-player games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF immersive audio, massively multi-player games, simulation, multicast, provisioning
1Paul Okanda, Gordon S. Blair OpenPING: a reflective middleware for the construction of adaptive networked game applications. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF virtual reality (VR), adaptation, reflection, networked games, middleware platforms
1Marcel Busse, Bernd Lamparter, Martin Mauve, Wolfgang Effelsberg Lightweight QoS-support for networked mobile gaming. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF admission control, mobile gaming, resource reservation, queuing systems, QoS-support, flow aggregation
1Amjad Akkawi, Sibylle Schaller, Oliver Wellnitz, Lars C. Wolf A mobile gaming platform for the IMS. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF mobile networked games, platform architecture, IMS
1Tom Beigbeder, Rory Coughlan, Corey Lusher, John Plunkett, Emmanuel Agu, Mark Claypool The effects of loss and latency on user performance in unreal tournament 2003®. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF latency, network games, loss
1Chris GauthierDickey, Daniel Zappala, Virginia Mary Lo A fully distributed architecture for massively multiplayer online games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF interactive, architecture, games, distributed, multiplayer
1Tom Jehaes, Peter Quax, Wim Lamotte Analysis of scalable data streams for representations in networked virtual environments. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF scalability, representations, networked virtual environments
1Shun-Yun Hu, Guan-Ming Liao Scalable peer-to-peer networked virtual environment. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF massively multiplayer (MMP), scalability, Voronoi diagram, networked virtual environment (NVE), peer-to-peer (P2P), interest management
1Aameek Singh, Arup Acharya Using session initiation protocol to build context-aware VoIP support for multiplayer networked games. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF context-aware, gaming, SIP, VoIP
1Jouni Smed, Henrik Niinisalo, Harri Hakonen Realizing bullet time effect in multiplayer games with local perception filters. Search on Bibsonomy NETGAMES The full citation details ... 2004 DBLP  DOI  BibTeX  RDF bullet time, networking, virtual environments, computer games, latency, multiplayer
1Hartmut Ritter, Thiemo Voigt, Min Tian, Jochen H. Schiller Experiences using a dual wireless technology infrastructure to support ad-hoc multiplayer games. Search on Bibsonomy NETGAMES The full citation details ... 2003 DBLP  DOI  BibTeX  RDF ad-hoc networks, Bluetooth, mobile gaming
1Katherine Guo, Sarit Mukherjee, Sampath Rangarajan, Sanjoy Paul A fair message exchange framework for distributed multi-player games. Search on Bibsonomy NETGAMES The full citation details ... 2003 DBLP  DOI  BibTeX  RDF fairness, reaction time, message delivery, distributed multi-player games
1Frank H. P. Fitzek, Leonardo Badia, Michele Zorzi, Gerrit Schulte, Patrick Seeling, Tristan Henderson Mobility and stability evaluation in wireless multi-hop networks using multi-player games. Search on Bibsonomy NETGAMES The full citation details ... 2003 DBLP  DOI  BibTeX  RDF Quake II, multi-player, trace data, routing, ad hoc networks, mobility, stability, connectivity, capacity, multi-hop networks, IEEE 802.11a
1Joseph D. Pellegrino, Constantinos Dovrolis Bandwidth requirement and state consistency in three multiplayer game architectures. Search on Bibsonomy NETGAMES The full citation details ... 2003 DBLP  DOI  BibTeX  RDF
1Christian Güttler, Troels Degn Johansson Spatial principles of level-design in multi-player first-person shooters. Search on Bibsonomy NETGAMES The full citation details ... 2003 DBLP  DOI  BibTeX  RDF level design, multiplay, teamplay, emergence, game-play, game architecture
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