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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 431 occurrences of 247 keywords
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Results
Found 327 publication records. Showing 327 according to the selection in the facets
Hits ?▲ |
Authors |
Title |
Venue |
Year |
Link |
Author keywords |
1 | Manuel M. Oliveira, Tristan Henderson |
What online gamers really think of the Internet? |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Adrian David Cheok, Fong Siew Wan, Kok Hwee Goh, Xubo Yang, Wei Liu 0009, Farzam Farbiz |
Human Pacman: a sensing-based mobile entertainment system with ubiquitous computing and tangible interaction. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
ubiquitous computing, tangible interaction, mobile entertainment, computer entertainment |
1 | Francis Chang, Wu-chang Feng |
Modeling player session times of on-line games. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Yutaka Ishibashi, Shuji Tasaka |
Causality and media synchronization control for networked multimedia games: centralized versus distributed. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
experiment, causality, networked games, media synchronization |
1 | Peter Quax, Tom Jehaes, Pieter Jorissen, Wim Lamotte |
A multi-user framework supporting video-based avatars. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
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1 | |
Proceedings of the 2nd Workshop on Network and System Support for Games, NETGAMES 2003, Redwood City, California, USA, May 22-23, 2003 |
NETGAMES |
2003 |
DBLP BibTeX RDF |
|
1 | Tom Jehaes, Danny De Vleeschauwer, Toon Coppens, Bart Van Doorselaer, Eva Deckers, W. Naudts, K. Spruyt, R. Smets |
Access network delay in networked games. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
quality of service (QoS), delay, access networks |
1 | Keith Mitchell, Duncan McCaffery, George Metaxas, Joe Finney, Stefan Schmid 0002, Andrew Scott 0001 |
Six in the city: introducing Real Tournament - a mobile IPv6 based context-aware multiplayer game. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
wireless overlay networks, multimedia, context-aware, gaming, ubiquitous, Mobile IPv6 |
1 | Nathan Sheldon, Eric Girard, Seth Borg, Mark Claypool, Emmanuel Agu |
The effect of latency on user performance in Warcraft III. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Wu-chang Feng, Wu-chi Feng |
On the geographic distribution of on-line game servers and players. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Edward Castronova |
Network technology, markets, and the growth of synthetic worlds. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Debanjan Saha, Sambit Sahu, Anees Shaikh |
A service platform for on-line games. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Sebastian Matas Riera, Oliver Wellnitz, Lars C. Wolf |
A zone-based gaming architecture for ad-hoc networks. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
|
1 | Jürgen Vogel 0001, Jörg Widmer, Dirk Farin, Martin Mauve, Wolfgang Effelsberg |
Priority-based distribution trees for application-level multicast. |
NETGAMES |
2003 |
DBLP DOI BibTeX RDF |
distribution tree, multicast routing, application-level multicast |
1 | Daniel Bauer 0001, Sean Rooney, Paolo Scotton |
Network infrastructure for massively distributed games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
massively distributed games, network processors, network infrastructure |
1 | Lothar Pantel, Lars C. Wolf |
On the suitability of dead reckoning schemes for games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
networked computer games, prediction schemes |
1 | Tristan Henderson |
Observations on game server discovery mechanisms. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
measurement, games, discovery |
1 | Christian Schaefer, Thomas Enderes, Hartmut Ritter, Martina Zitterbart |
Subjective quality assessment for multiplayer real-time games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
gaming, UMTS, mean opinion score (MOS), 3G networks |
1 | Ashwin R. Bharambe, Sanjay G. Rao, Srinivasan Seshan |
Mercury: a scalable publish-subscribe system for internet games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
|
1 | Carsten Griwodz |
State replication for multiplayer games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
middleware, games, distribution infrastructure |
1 | Martin Mauve, Stefan Fischer 0001, Jörg Widmer |
A generic proxy system for networked computer games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
latency optimization, networked computer games, robustness, congestion control, fairness, proxy |
1 | Frank H. P. Fitzek, Gerrit Schulte, Martin Reisslein |
System architecture for billing of multi-player games in a wireless environment using GSM/UMTS and WLAN services. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
authentication, gaming, WLAN, UMTS, ad-hoc, HOTSPOT, multi-player games, business case, billing |
1 | Johannes Färber |
Network game traffic modelling. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
|
1 | Lars Aarhus, Knut Holmqvist, Martin Kirkengen |
Generalized two-tier relevance filtering of computer game update events. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
|
1 | Stefan A. Fiedler, Michael Wallner, Michael Weber 0001 |
A communication architecture for massive multiplayer games. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
publisher/subscriber model, scalability, massive multiplayer games |
1 | Lars C. Wolf (eds.) |
Proceedings of the 1st Workshop on Network and System Support for Games, NETGAMES 2002, Braunschweig, Germany, April 16-17, 2002, 2003 |
NETGAMES |
2002 |
DBLP BibTeX RDF |
|
1 | Eric Cronin, Burton Filstrup, Anthony R. Kurc, Sugih Jamin |
An efficient synchronization mechanism for mirrored game architectures. |
NETGAMES |
2002 |
DBLP DOI BibTeX RDF |
consistency, system architectures, game platforms |
Displaying result #301 - #327 of 327 (100 per page; Change: ) Pages: [ <<][ 1][ 2][ 3][ 4] |
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