|
|
Venues (Conferences, Journals, ...)
|
|
GrowBag graphs for keyword ? (Num. hits/coverage)
Group by:
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 |
1 | Roger Thomas Kok Chuen Tan, James Keng Soon Teh, Adrian David Cheok |
Metazoa Ludens. ![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. 22, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
computer entertainment system, human-pet interaction |
1 | Wladimir Palant, Carsten Griwodz, Pål Halvorsen |
Consistency requirements in multiplayer online 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. 51, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Fernando A. M. Trinta, Carlos Ferraz, Geber L. Ramalho |
Middleware services for pervasive multiplatform networked 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. 39, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
pervasive computing, mobile games |
1 | Luca Mottola, Amy L. Murphy, Gian Pietro Picco |
Pervasive games in a mote-enabled virtual world using tuple space middleware. ![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. 29, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Chris Chambers, Wu-chang Feng, Wu-chi Feng |
Towards public server MMOs. ![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. 3, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
online games, MMO |
1 | Liang Liu 0001, Huadong Ma |
Wireless sensor network based mobile pet game. ![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. 30, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
mobile pet game, wireless sensor networks, reconfiguration, gaming platform |
1 | Kenji Hikichi, Yasuhiko Yasuda, Akifumi Fukuda, Kaoru Sezaki |
The effect of network delay on remote calligraphic teaching with haptic interfaces. ![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. 12, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
remote teaching, haptics, network QoS |
1 | Seokhee Lee 0001, Sungtae Moon, JongWon Kim 0001 |
A network-adaptive transport scheme for haptic-based collaborative virtual environments. ![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. 13, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
FEC (forward error control), adaptive playout, aggregated packetization, CVEs (collaborative virtual environments), haptic interactions, prioritizing, network QoS, data filtering |
1 | Fengyun Lu, Simon E. Parkin, Graham Morgan |
Load balancing for massively multiplayer online 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. 1, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | 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 |
1 | Jens Müller 0004, Andreas Gössling, Sergei Gorlatch |
On correctness of scalable multi-server state replication in online 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. 21, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Warren Harrop, Grenville J. Armitage |
Modifying first person shooter games to perform real time network monitoring and control tasks. ![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. 10, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
game modification, greynet, visualization, real-time, intrusion detection, 3D, network monitoring, network control, NIDS |
1 | James Keng Soon Teh, Adrian David Cheok |
Poultry.Internet and Internet Pajama: novel systems for remote haptic interaction. ![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. 19, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
intimate computing, haptic, remote interaction, network interaction |
1 | Knut-Helge Vik, Carsten Griwodz, Pål Halvorsen |
Applicability of group communication for increased scalability in MMOGs. ![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. 2, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Ibrahim Cevizci, Melike Erol, Sema F. Oktug |
Analysis of multi-player online game traffic based on self-similarity. ![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. 25, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
multi-player first person shooter games, self-similarity, traffic analysis, Hurst parameter |
1 | Wolfgang Broll, Jan Ohlenburg, Irma Lindt, Iris Herbst, Anne-Kathrin Braun |
Meeting technology challenges of pervasive augmented reality 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. 28, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
ubiquitous computing, augmented reality, mixed reality, pervasive gaming |
1 | Philip Branch, Grenville J. Armitage |
Extrapolating server to client IP traffic from empirical measurements of first person shooter 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. 24, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
teletraffic analysis, games, traffic engineering, first person shooter |
1 | Kris Luyten, Kristof Thys, Steven Huypens, Karin Coninx |
Telebuddies on the move: social stitching to enhance the networked gaming experience. ![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. 18, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
cooperative user interfaces, semantic web, interactive television, social games |
1 | Tobias Fritsch, Benjamin Voigt, Jochen H. Schiller |
Distribution of online hardcore player behavior: (how hardcore are you?). ![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. 16, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
game behavior, hardcore, multiplayer mobile and ubiquitous games, social deterministic, modeling, analysis, characterization, user survey, usage studies |
1 | Tsuyoshi 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](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. 52, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
leisure and games, internet, interaction techniques, collaborative working, Delphi theory |
1 | Shaolong Li, Changjia Chen |
Interest scheme: a new method for path prediction. ![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. 41, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
dead-reckoning vectors, interest scheme, accuracy, hybrid method, dead-reckoning, network delay |
1 | Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller |
CAN mobile gaming be improved? ![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. 44, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
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 |
1 | Ying Peng Que, Paul Boustead, Farzad Safaei |
Trading off computation for error in providing immersive voice communications for mobile gaming. ![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. 31, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
immersive voice communications, mobile gaming, voice over IP (VoIP), computation cost reduction |
1 | 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 |
1 | Tatsuya Hashimoto, Yutaka Ishibashi |
Group synchronization control over haptic media in a networked real-time game with collaborative work. ![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. 8, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
group synchronization control, networked real-time game, fairness, experiment, collaborative work, haptic media |
1 | Yoshihiro Kawano, Tatsuhiro Yonekura |
Count down protocol: asynchronous consistent protocol in P2P virtual ball game. ![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. 32, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
AtoZ (allocated topographical zone), DVE (distributed virtual environment), P2P (peer-to-peer), count down protocol (CDP), critical case |
1 | Kuan-Ta Chen, Chin-Laung Lei |
Network game design: hints and implications of player interaction. ![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. 17, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
MMO-RPG, overlay networks, social interaction, online games, internet measurement, design recommendations |
1 | Hiroshi Fujinoki |
On the support for heterogeneity in networked virtual environment. ![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. 50, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
event synchronization, multicast, heterogeneous networks, networked virtual environments |
1 | Tatsuya Shimomura, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura |
A game authoring tool based on character definition in terms of state-transition diagrams. ![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. 49, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
video games, edutainment, interactive animations, state-transition diagrams |
1 | Yi Zhang, Ling Chen 0001, Gencai Chen |
Globally synchronized dead-reckoning with local lag for continuous distributed 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. 7, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
continuous replicated application, local lag, consistency, dead-reckoning, distributed multi-player games |
1 | Syun-nosuke Yamakawa, Tatsuhiro Yonekura |
On a dynamic caching method for field segmented DVE by multi-server. ![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. 43, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
Xcast, field pre-fetching, large-scale DVE, network traffic, multi-server |
1 | Christian Mönch, Gisle Grimen, Roger Midtstraum |
Protecting online games against cheating. ![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. 20, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Dingliang Liang, Paul Boustead |
Using local lag and timewarp to improve performance for real life multi-player online 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. 37, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
local lag, quake 3, timewarp, consistency, networked games, paradox |
1 | Takato Izaiku, Shinya Yamamoto, Yoshihiro Murata, Naoki Shibata, Keiichi Yasumoto, Minoru Ito |
Cheat detection for MMORPG on P2P environments. ![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. 46, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
distributed system, peer to peer, P2P, MMORPG, cheating, massively multiplayer online gaming |
1 | Grenville J. Armitage, Carl Javier, Sebastian Zander |
Post-game estimation of game client RTT and hop count distributions. ![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. 33, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
game traffic, post-game estimation, round trip time, hop count |
1 | Yi Lin 0005, Bettina Kemme, Marta Patiño-Martínez, Ricardo Jiménez-Peris |
Applying database replication to multi-player online 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. 15, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Stefano Ferretti, Marco Roccetti |
Game time modelling for cheating detection in P2P MOGs: a case study with a fast rate cheat. ![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. 35, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
peer-to-peer, synchronization, online games, cheating |
1 | Thorsten Hampel, Thomas Bopp, Robert Hinn |
A peer-to-peer architecture for massive multiplayer online 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. 48, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
peer-to-peer, MMOG, game architecture |
1 | Christian Bertelsmeyer, Erik Koch, Alexander H. Schirm |
A new approach on wearable game design and its evaluation. ![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. 27, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
physical environment games, ubiquitous computing, pervasive computing, game theory, mobile games, design principles |
1 | A. 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](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. 42, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
perceived QoS, regression analysis, mean opinion score, interactive gaming, first person shooter, on-line games |
1 | Jeremy Brun, Farzad Safaei, Paul Boustead |
Server topology considerations in online 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. 26, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
optimization, fairness, network game, server selection, playability |
1 | Jason But, Nigel Williams, Sebastian Zander, Lawrence Stewart, Grenville J. Armitage |
Automated network games enhancement layer: a proposed architecture. ![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. 9, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | 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 |
1 | Adrian 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](Pics/bibsonomy.png) |
NETGAMES ![ACM, 1-59593-589-4 The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP BibTeX RDF |
|
1 | Masayuki Nakagawa, Shusuke Okamoto, Masaru Kamada, Tatsuhiro Yonekura |
Flash movie authoring environment based on state diagram. ![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. 45, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
game authoring, macromedia flash movies, state diagrams |
1 | Sudhir Aggarwal, Justin Christofoli, Sarit Mukherjee, Sampath Rangarajan |
Authority assignment in distributed multi-player proxy-based 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. 5, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
communication proxy, latency compensation, games, authority, MMOG, distributed multi-player games |
1 | Ruck Thawonmas, Masayasu Hirano, Masayoshi Kurashige |
Cellular automata and Hilditch thinning for extraction of user paths in online 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. 38, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
Hilditch thinning, path extraction, cellular automata, game design, online games, trails |
1 | Alvin Chen, Richard R. Muntz |
Peer clustering: a hybrid approach to distributed virtual environments. ![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. 11, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
peer-to-peer, hybrid architecture, MMO |
1 | Siu Fung Yeung |
Hack-proof synchronization protocol for multi-player online 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. 47, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
|
1 | Jinjing Zhao, Peidong Zhu, Xicheng Lu, Feng Zhao |
A practical pricing model of inter-domain multicasting based on game theory. ![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. 40, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
2006 |
DBLP DOI BibTeX RDF |
game theory, IP multicast, pricing mechanism |
1 | Brian Carrig, David Denieffe, John Murphy 0001 |
A relative delay minimization scheme for multiplayer gaming in differentiated services networks. ![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. 36, 2006, ACM, 1-59593-589-4. The full citation details ...](Pics/full.jpeg) |
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](Pics/bibsonomy.png) |
NETGAMES ![ACM, 1-59593-156-2 The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP BibTeX RDF |
|
1 | Jaecheol 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](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 |
3D, MMORPG, traffic characteristic |
1 | 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 |
1 | Sudhir Aggarwal, Hemant Banavar, Sarit Mukherjee, Sampath Rangarajan |
Fairness in dead-reckoning based distributed multi-player 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. 1-10, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
fairness, clock synchronization, dead-reckoning, network delay, distributed multi-player games |
1 | Steven Gargolinski, Christopher St. Pierre, Mark Claypool |
Game server selection for multiple players. ![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 |
network games, server selection |
1 | Leo Petrak, Olaf Landsiedel, Klaus Wehrle |
Framework for evaluation of networked mobile 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 |
evaluation of games, simulation, mobility models, mobile gaming |
1 | Swee Ann Tan, William Lau, Allan W. K. Loh |
Networked game mobility model for first-person-shooter 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. 1-9, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
first-person-shooter games, quake 2, modelling, mobility, workload |
1 | Andreas Janecek, Helmut Hlavacs |
Programming interactive real-time games over WLAN for pocket PCs with J2ME and .NET CF. ![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 |
NET compact framework, Java micro edition, interactive real-time games, WLAN, PocketPC |
1 | Bart 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](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 |
game server architecture, microcell distribution, load balancing, MMOG |
1 | 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 |
1 | Takahiro Yasui, Yutaka Ishibashi, Tomohito Ikedo |
Influences of network latency and packet loss on consistency in networked racing 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. 1-8, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
causality control, networked racing game, fairness, consistency, dead-reckoning |
1 | Mark Claypool |
On the 802.11 turbulence of nintendo DS and sony PSP hand-held network 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. 1-9, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
sony PSP, wireless, IEEE 802.11, network games, nintendo DS |
1 | Sebastian Zander, David Kennedy, Grenville J. Armitage |
Dissecting server-discovery traffic patterns generated by multiplayer first person shooter 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. 1-12, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
game traffic analysis, geographic distribution, server location |
1 | 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 |
1 | Masaki Fujimoto, Yutaka Ishibashi |
Packetization interval of haptic media in networked virtual environments. ![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 |
packetization interval, Quality of Service (QoS), networked virtual environments, haptic media |
1 | Chris Chambers, Wu-chang Feng |
Patch scheduling for on-line 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. 1-6, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
games, updates, patches |
1 | Jeff Jianxin Yan, Brian Randell |
A systematic classification of cheating in 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. 1-9, 2005, ACM, 1-59593-156-2. The full citation details ...](Pics/full.jpeg) |
2005 |
DBLP DOI BibTeX RDF |
online computer games, security, taxonomy, cheating |
1 | 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 |
|
1 | Tobias Fritsch, Hartmut Ritter, Jochen H. Schiller |
The effect of latency and network limitations on MMORPGs: a field study of everquest2. ![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 |
Everquest2, user study, mobile gaming, MMORPG, network games |
1 | 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 |
1 | 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 |
1 | Grenville J. Armitage, Lawrence Stewart |
Some thoughts on emulating jitter for user experience trials. ![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. 157-160, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
internet, games, latency, jitter, online |
1 | Wu-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](Pics/bibsonomy.png) |
NETGAMES ![ACM, 1-58113-942-X The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP BibTeX RDF |
|
1 | 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 |
1 | Kieran Mansley, David J. Scott, Alastair Tse, Anil Madhavapeddy |
Feedback, latency, accuracy: exploring tradeoffs in location-aware gaming. ![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. 93-97, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
bluetooth, mobile gaming, location systems |
1 | 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 |
1 | 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 |
1 | Sudhir Aggarwal, Hemant Banavar, Amit Khandelwal, Sarit Mukherjee, Sampath Rangarajan |
Accuracy in dead-reckoning based distributed multi-player 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. 161-165, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
accuracy, clock synchronization, dead-reckoning, network delay, distributed multi-player games |
1 | 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 |
1 | Takuji Iimura, Hiroaki Hazeyama, Youki Kadobayashi |
Zoned federation of game servers: a peer-to-peer approach to scalable multi-player 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. 116-120, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
|
1 | Anees Shaikh, Sambit Sahu, Marcel-Catalin Rosu, Michael Shea, Debanjan Saha |
Implementation of a service platform for 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. 106-110, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
game hosting, on demand computing, online games |
1 | Hartmut Ritter, Rolf Winter, Jochen H. Schiller, Thorsten Zippan |
A partition detection system for distributed mobile 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. 169, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
partition detection, ad-hoc networks, mobile gaming |
1 | Ian Lintault |
A transaction execution engine architecture for 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. 168, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
transaction execution, transaction level parallelism, task scheduling, distributed simulation, dynamic scheduling, online games, game architecture, data flow architecture |
1 | Peter 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](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. 152-156, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
network influences, analysis, on-line games |
1 | Cong Duc Nguyen, Farzad Safaei, Paul Boustead |
A distributed proxy system for provisioning immersive audio communication to massively multi-player 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. 166, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
immersive audio, massively multi-player games, simulation, multicast, provisioning |
1 | Paul Okanda, Gordon S. Blair |
OpenPING: a reflective middleware for the construction of adaptive networked game applications. ![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. 111-115, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
virtual reality (VR), adaptation, reflection, networked games, middleware platforms |
1 | Marcel Busse, Bernd Lamparter, Martin Mauve, Wolfgang Effelsberg |
Lightweight QoS-support for networked mobile gaming. ![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. 85-92, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
admission control, mobile gaming, resource reservation, queuing systems, QoS-support, flow aggregation |
1 | Amjad Akkawi, Sibylle Schaller, Oliver Wellnitz, Lars C. Wolf |
A mobile gaming platform for the IMS. ![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. 77-84, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
mobile networked games, platform architecture, IMS |
1 | Tom 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](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. 144-151, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
latency, network games, loss |
1 | 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 |
1 | Tom Jehaes, Peter Quax, Wim Lamotte |
Analysis of scalable data streams for representations in networked virtual environments. ![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. 167, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
scalability, representations, networked virtual environments |
1 | Shun-Yun Hu, Guan-Ming Liao |
Scalable peer-to-peer networked virtual environment. ![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. 129-133, 2004, ACM, 1-58113-942-X. The full citation details ...](Pics/full.jpeg) |
2004 |
DBLP DOI BibTeX RDF |
massively multiplayer (MMP), scalability, Voronoi diagram, networked virtual environment (NVE), peer-to-peer (P2P), interest management |
1 | 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 |
1 | 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 |
1 | 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 |
1 | Katherine Guo, Sarit Mukherjee, Sampath Rangarajan, Sanjoy Paul |
A fair message exchange framework for distributed multi-player 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. 29-41, 2003, ACM, 1-58113-734-6. The full citation details ...](Pics/full.jpeg) |
2003 |
DBLP DOI BibTeX RDF |
fairness, reaction time, message delivery, distributed multi-player games |
1 | Frank 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](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. 77-87, 2003, ACM, 1-58113-734-6. The full citation details ...](Pics/full.jpeg) |
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 |
1 | 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 |
|
1 | Christian Güttler, Troels Degn Johansson |
Spatial principles of level-design in multi-player first-person shooters. ![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. 158-170, 2003, ACM, 1-58113-734-6. The full citation details ...](Pics/full.jpeg) |
2003 |
DBLP DOI BibTeX RDF |
level design, multiplay, teamplay, emergence, game-play, game architecture |
Displaying result #201 - #300 of 327 (100 per page; Change: ) Pages: [ <<][ 1][ 2][ 3][ 4][ >>] |
|